And i come here from eve online where if you die you pretty much loose your whole ship 
Old thread this![]()
I don't think anyone would want to play ever again after something like that...
Maybe I missed something, but I haven't seen the devs wondering about it. The reason people complain so much is, IMHO, not because the game 'trips you up'. It is because people in general never take responsibility, and will complain about everything, everywhere, all the time. In this case the OP turbo-boosted an uninsured ship into a gigantic space station. What is unfair is not that he lost his ship, but that he is allowed to get back into a sidewinder/secondary ship without taking mandatory flying lessons first.I'm just glad he didn't boost into somebody else and ruined their day too...
Hello Commanders!
Just to drop this in the forum as I leave for the weekend (sorry, I'm mean like that):
We have considered the concept of liqudating assets to pay off insurance premiums. I'd be interesting in hearing arguments for and against this.
So you want to be able to sell assets you didn't sell before to be sure to have enough cash for insurance ?I think it should be possible, as an option, to liquidate your other assets to cover the insurance, but with a hefty penalty 70% of value instead of 90% (you should have sold your assets prior to losing your uninsured stuff).
So I bought the game a week ago, I was so excited with it, its pretty awesome.
Like everyone else started with the crappy sidewinder did a few missions, did a bit of mining, did a bit of bounty hunting, a bit of exploring pretty much tried most of the things you can do in this game.
After I got my Viper and did some bounty hunting, I realized the only way to get a new ship (in a reasonable amount of time) is to do trading. So I started trading rares, which made me a good amount of money, I then got my Cobra and did rares trading with it, then got the Type-6 and started looking profitable trading routes for normal merchandise. So I did just that.
Now after 7 days worth of work spending quite a lot of hours in it, playing on a daily basis for about 5 to 8 hours I was finally able to afford an ASP, was so excited, I bought it, but of course this move almost left me broke ( about 150k cr left in my account). So I thought ok to remedy that, I would do some rares trading again, until i was able to buy more cargo space.
Note here that I owned already 2 ships a Viper and a Cobra, but they were stripped out from their outfittings.
Started collecting rares, then as I had my cargo full and was about to exit a stations airlock, I accidentally pressed the boost key... I was stunned and in shock to see my ASP explode into pieces...
As you can imagine, I did not have the cash for claiming back my ship (and the max loan was 200k which wasn't enough) the ship would cost ~390k to reclaim.
So now I lost about 8 million credits, just like that, because of an accident. Which translates to a week's worth of work being a complete waste of my time.
If this is not punishment for the player, then I don't know what is... The insurance mechanic is definitely lacking features.
And here come my issues with insurance/respawn:
- Why when I already had 2 ships docked, I could not sell them to acquire the cash and reclaim my ASP? That SHOULD be possible.
- Why you have only ONE chance to claim your ship and not being able to claim it later on, after you got some credits together? This one chance only mechanic doesn't make much sense...
- And finally why I can't just re-spawn in my already owned ships and have to start ALL OVER again with the sidewinder in the starter system?
I'm SO bummed out right now, I feel punished for having an accident and loosing 8m instead of 380k, because 'reasons'...
I don't want to hear stuff like "welcome to elite" or "this is a realistic kind of thing" in no way this is a realistic insurance mechanic.
I don't even want to continue to play this anymore and I feel like I wasted my money because things like that, can and will happen again. Imagine instead of an ASP it was a Python or an Anaconda that got blown up and there was no cash for the insurance...
I don't think anyone would want to play ever again after something like that...
Old thread this
Personally I would make the insurance amount you can borrow related to your combat rating. The higher the rating the more you can borrow.
Hello Commanders!
Just to drop this in the forum as I leave for the weekend (sorry, I'm mean like that):
We have considered the concept of liqudating assets to pay off insurance premiums. I'd be interesting in hearing arguments for and against this.
In my experience, the way death is handled in this game is one of it's great strengths and one of its great weaknesses.
On the one hand, the insurance system makes death meaningful: when you get blown up, you lose money and time. This makes people very paranoid about going into any situation half-cocked, and punishes any silly little mistakes that anyone can make (like accidentally hitting boost while you're trying to land, or running into an asteroid while you're in a dog fight with a Conda in a RES). And this paranoid game play gets even more extreme once you start purchasing bigger and more expensive ships because the penalty for screw ups rises exponentially. For example: a quick mock up for a trade-Conda would cost around 8.7 million dollars to insure and if you're making 1k credits per ton both ways, with 402 tons of cargo, and an average of 10 minutes between both points, you'd need to grind 4 hours just to make back whatever you lost in your hull and upgrades. Once you start talking about cargo as well, that's even more money that can be lost to the void for one little misclick. But that's just for trading, what about combat? My very nearly A-specced Fer De Lance cost around 4.2 million to insure, so one death and I'm spending four or more hours hunting RES bounties to make up the money (depending on your spawns, naturally). Needless to say, with the stakes being so high, people are usually extremely careful with how they spend their time trying to maximize profit and lower risk, which is a good thing to a lot of people. It gives them agency, because they succeed and fail not on the roll of a dice, but rather their own skill (usually) and ability to assess risk vs. reward.
But, the counter point to this is that the current insurance system doesn't encourage a lot of people live dangerously. We find the activity that nets us the best money for our and we enjoy doing, and we stick to it. Sure, I might get the trading bug and do some runs, but that quickly gets old and I'm back to RES hunting (at least for now, I honestly am I little worried about the new update making the NPCs nigh-unkillable, but I digress). Now, I would love to hunt down wanted players! It would be kind of fun to get into all out brawls, trying my damnedest to get their bounty while they try to turn me into space dust and/or get away, however... Human opponents are significantly more dangerous than AI ones (for now), and the likelihood of me cashing in their bounty goes down significantly because they'll either just get away, pull the ole logoffski, force me to run, or blow me up. Now, add in insurance and it's not just time that I'll lose if worse comes to worse, I'll also lose 4.7 million. I don't know about you, but I always factor in the worse case scenario, and it just doesn't make any sense (monetarily) for me to hunt down wanted players right now when I can make a steadier income by hunting NPC pirates. And touching on trading, the risk can be even bigger since you're not only going to lose your ship if things go bad, but also all of your cargo. Some people do take that risk, but I have a feeling that many people don't like trading in open for fear of player pirates... Which is understandable. Heck, I can even understand why people combat log, since every death is measured in hours of progression lost. Do I agree with it? No, but I can understand it at least.
Do I know how to 'fix' the perceived problem? Heck no! But it's just something to think about before anyone damns the OP for miscalculating insurance cost.
In my experience, the way death is handled in this game is one of it's great strengths and one of its great weaknesses.
On the one hand, the insurance system makes death meaningful: when you get blown up, you lose money and time. This makes people very paranoid about going into any situation half-cocked, and punishes any silly little mistakes that anyone can make (like accidentally hitting boost while you're trying to land, or running into an asteroid while you're in a dog fight with a Conda in a RES).
At the same time this game will NEVER have many people playing it due to that very reason. ED is a niche game and as long as the players/designers make it with penalties like that, most gamers will avoid ED, as time = money. Lose that time and nothing can replace it.
It's also why gamers have been asking for a PvE EvE like game, not yet another shooter in space with the same mechanics as the previous space games. The very games players are avoiding because of the hurdles. ED is yet another of these space sims having that same exact problems EvE has (trying to stay even open -- back in 2013 CCP literally said they needed DUST to survive as a company).
More hurdles = less players. Exactly what Cata did to WoW and 6 million players unsubbed. These "l33t" games are killing themselves, while casual games are growing (probably because gamers are sick of min/maxers and what they do to games).
The search is on still for that space PvE game that isn't EvE 2. Instead of copying WoW, space games are copying EvE, and in the end it's the same results. Insular games that will carry on via fumes; patches will be slower than dirt; expansions would be like patches in WoW. Nickel and dimed (SOE game development essentially).
On the one hand, the insurance system makes death meaningful: when you get blown up, you lose money and time.
and thats fine with me because frankly most gamers are lazy and stupid the ME ME ME xbox/playstation era and frankly we can do without em
And how are you going to pay for ED, then?
WoW may have those lazy kids, but Blizzard isn't hurting for cash (nor nickel and diming it's players to pay the light bill, too).
See?
The trade off for this "elite" game is players have to pay a la carte for everything. Something like Godaddy and it's offerings (annoying as hell). And content is v-e-r-y slow in coming out despite all those nickels and dimes.
Either a game has the rugrats and have content coming out regularly (WoW we know a patch will be coming out in usually 3-4 month cycles, and expansions every 2 years); or a game has 200,000 players total and space really becomes a lonely place, and maybe there will be a content patch in 6 months. To me that isn't "elite" that's existing on crumbs and it feels it. When those MMO wars were going on (2010-2013) the major complaint with WoW returnees was the unpolished nature of the new games. Once you have that goodness you look at games with the expectation it'll be equal or maybe better than WoW. If it isn't, it's "fail". That's why WoW players have that "meh" attitude with other games. Yes, we're spoiled (I readily admit it), but it's also good because you know what is possible because another game did it. Back in 2008 I kept asking SOE can we have a method to group up easier (3hr waits for groups is taxing), all I got were excuses and resistance from the status quo (see the same pattern here with ED about Supercruise???). I went to play WoW a year later, and within 4 months of playing, WoW's LFG was introduced and MMOs have never been the same again. One publisher said no and the community flat out didn't want it; the other publisher said yes and the community is mixed but still uses LFG (and now LFR). SOE could've had it first.
Games need those Xboxers it pays the bills.