Its not fair because he may not be at liberty to tell or have the authority to do so.It's not fair because it touches on such a core problem ?
Its not fair because he may not be at liberty to tell or have the authority to do so.It's not fair because it touches on such a core problem ?
Thank you. As a forum member I pledge not to treat this as a confirmed feature, and will not hold it against you should plans change.
to the forum:
I want to continue to encourage this type of open discussion with Devs going forward. Let's not scare them away
Thank you. As a forum member I pledge not to treat this as a confirmed feature, and will not hold it against you should plans change.
to the forum:
I want to continue to encourage this type of open discussion with Devs going forward. Let's not scare them away
The variant weapons were removed because they were breaking the system that distributes modules in outfitting across systems unfortunately. To keep from breaking players saves however those with them get to keep them so long as they never sell or lose them after death. However in future we have an updated system for creating a more procedural variants for modules that will do the same thing as these hard coded weapons.
I did send you a PM very soon after the change MikeFor the longest time I had no idea they'd even removed them, I thought people were just having a hard time finding them because they were inherently rare. It took a lot of work creating all those modules and it felt like it had all gone to waste and no one even told me. In any case the new system should be way better and can apply to everything, not just weapons. So you might find a shield generator that generates a much more powerful shield than normal but say isn't as resistant to collisions or something.
I said there was no ETA because we genuinely don't know if or when we can do this. I know the design team wants it, and the game almost needs it but as with anything it's not a trivial amount of work and thus could be pushed back and or cut completely. But hopefully that won't happen. Suffice to say it's been designed but work hasn't even started on it as far as I'm aware.
If I drive my McLaren F1 like a loon then it won't be replaced when I crash because they are incredibly rare. The same should go for the rare "Overcharged" items. It will be another reason to look after your ship and not randomly attack every player than moves.
If an insurance firm can source one instantly then they should be available to everyone, anywhere.
(I still feel my suggestion of only replacing what can be replaced at the station of respawn and cash back for the rest is still the correct way of handling the magic appearance of ship and A class bits in a station that only has C class stuff up to level 3.)
Good lord that's a weight off my mind to hear.
But honestly? Frontier? i say this with utmost love, please understand that, but when your designers don't know a pretty large function has been removed from the game, and your Executive Producer doesn't know they've been removed from the game, you have a massive massive problem with internal communication and you need to get that fixed before you do anything else with the actual game. I mean it goes some way to explaining your external communication woes i guess, but fixing this should probably be top of the list before anything else.
Totally agree, rare gear should get lost on death(or even dropped!) It'd keep it feeling rare, and a bit special...rather than just another tier that everyone will eventually have...
This is could be very nice mechanic of interaction commanders with very different systems and factions.It's more about earning special resources specifically for this system by doing various activities. Not just mine x resource and the use it to make a new weapon. It's more involved and deliberate.
Totally agree, rare gear should get lost on death(or even dropped!) It'd keep it feeling rare, and a bit special...rather than just another tier that everyone will eventually have...
Imho:
1. Rare gear should never ever be about being purely better than "normal" gear.
2. Therefore, rare gear would be a novelty, providing benefits as well as drawbacks, and never a no-brainer upgrade.
3. Rarity should never be artificially enforced by the game. In the case of the proposed procedural generation of equipment, a specific item would be rare because of the likelihood of the game spitting out the exact same item again.
4. Rarity should never be so high that it becomes futile to even try to attain a certain piece that you have seen another player use, or do get a pair (or more) of the same item. Ideally, they'd be sold just like normal items so when you see them, you are free to grab 2 or more.
5. I hope FD never introduce equipment trading between players, because combined with the procedural weapon generation and the notion of "rare gear", it'd instantly produce an MMO-style player market that would be dominated by those with the biggest ingame wallet. In other words, if unique stuff is truly as rare as some people probably hope, we would see them sold at price points of hundreds of millions of credits, making them mostly a feature for the few ingame billionaires. (See the Diablo 3 auction house debacle and how its removal was the best thing Blizzard could ever have done.)
Edit: 6. I forgot the most important point - nothing should ever be lost upon death if* you have the insurance money.
(*In fact I would prefer even that if-clause to not be the case - i.e. an overhaul of the loan system to completel abolish the "died with too little money, back to Sidewinder" syndrome.)
It can be better, but at the very least the added power has to come with a huge increase in the price ticket.
Precisely not. Simply making a weapon more expensive as the only drawback for its greater damage output turns it into a simple power progression. Plus, even if outrageously expensive to buy and maintain (a notion I would prefer not to see, either) it'd automatically become a PvP weapon of choice, as has shown for anything that is financially unviable to use in everyday NPC bounty hunting but technically a solid weapon of choice.
The suffixed weapons were fine the way they were (remember they were only removed due to technical problems with the stations and outfitting system, not due to balance issues), for example overcharged lasers did more damage at the expensive of greater power draw, greater heat and lower accuracy, overcharged multi-cannons had higher rate of fire but smaller magazines and would thus churn through ammo faster and have to reload more often.
Even something like 3 to 5 shots per second for the large C class multi cannons would be acceptable above the heavy cannons that already exist in the game, also maybe a heavier ''Auto Cannon'' for Class 4 like around 1.5 to 3 shots a second, both with ammo limitations offcourse..They wouldn't even have to be multi-cannons per se, but maybe something like the Bofors 40mm. I'd be good with a pair of those!