Answers from the developers

They need to be.

Look at the current posts on the subreddit and the forum. Your core player base is simply stopping playing. You might be selling copies but if your core community is splitting or stopping playing then you have a problem.

76% of stats are made up.
 
It would be great to see this as a weekly feature. Since we get the dev updates on Thursdays and newsletters on Fridays, how about doing these on a different day of the week? The Weekly Q&A?

And with a good deal of info now being posted on the forums, it might also be a good idea to tone down people's expectations for newsletters. There are complaints every week that they "contain no new news". So perhaps make it clear that newsletters are mostly a more polished round-up of news distributed over the week + a teaser peek of the week?
 
Thanks for the info.

On the matter of "graphics downgrade", is it a similar case for the asteroid belts etc in regard to texture quality being downgraded? I saw more posts on this more than I did to stars rendering in open space.
 
Greetings Commanders!

One thing we keep hearing from you guys is that you’d like more information directly from the developers. We’ve been looking around on the forums, Reddit and social media, and we’ve pulled together a sample of the common questions you’ve been asking. We put those questions to the developers, and we’ve listed their answers below.

This, and the developers all of a sudden posting far more regularly in threads in the Dangerous Discussions forum, is - in my opinion - by far the best thing to happen to Elite: Dangerous since I started playing a few months ago. Well done.
 
How does ambient traffic work? Is it randomly generated?

The proportion of authorities, pirates, assassins and bounty hunters in super cruise is determined by the level of security in the systems, and the population determines the number of ships. The higher your bounty the larger the authority response will be. Anarchies also get an additional boost in relation to the number of pirates.

These roles are all very interesting, but what about the volume of 'civilian' ie trade, private, tourist and passenger transports? Are these scaled according to security level, population, trade volumes, and economy? Distinctive non-combatant traffic would seem to be a low hanging fruit to add variety and colour to systems.
 
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It would be great to see this as a weekly feature. Since we get the dev updates on Thursdays and newsletters on Fridays, how about doing these on a different day of the week? The Weekly Q&A?

And with a good deal of info now being posted on the forums, it might also be a good idea to tone down people's expectations for newsletters. There are complaints every week that they "contain no new news". So perhaps make it clear that newsletters are mostly a more polished round-up of news distributed over the week + a teaser peek of the week?

To be fair...that is pretty much what they have been saying and doing in regards to the newsletters for quite some time already. For some reason people keep expecting more anyway... ;)
 
OKAY, I remembered my question.

Right now, the only viable method to pirating I can see is finding a player in open and demanding that sucker drop some cargo, which means it's just not good in solo. Problems with pirating in solo now:


-ships don't carry much cargo....I don't see more than 20 or 30 runs on even a t9, let alone anything worth pirating. It'd be neat if they carried either a full load or more valuable goods, based on local economy of course.

-collector limpets only seem useful in mining, as the range is quite limited and cargo tends to fly all over the place...not to mention you have to be completely motionless in order for the limpets to deposit the cargo properly...any movement tends to bork it. Even if you get all the cargo out, it's unrealistic to even get most of it without breaking your back over it. It'd be nice if the limpets had an effective range equal to either your scanners or a scanner equivalent of their rating, and/or they could deposit cargo regardless of how you were moving (meaning you could chase your target while collecting.)

-you can't currently demand an npc drop his cargo. This means you have to take it by force. Having pre scripted commands that npc's understand (truce, hand over your cargo, help, whatever) would be great, even if they obviously wouldn't always comply (harmless trader should totally be willing to defy an Elite pirate sometimes.)

Right now pirating in solo doesn't seem all that gratifying, let alone worth it.....I've never seen a "big score" outside of, like, maybe 10 slaves. I'd like to see it be reasonably profitable, but more importantly gratifying in some way...either get that big score, or consistently find prey according to economy, or both.

Is this something the devs are aware of? Is pirating working as intended or is it getting looked at? Am I missing something crucial or am I right in my perception, either in the big picture or my individual points?

The above post is right - I'm excited about this surprise, but as a general rule getting to see the next few intended stops on the road map is somewhat important, even if people don't like it or it ultimately sees detours - perhaps we can see what to expect *after* the surprise?

Thanks for your time.
 

Viajero

Volunteer Moderator
To be fair...that is pretty much what they have been saying and doing in regards to the newsletters for quite some time already. For some reason people keep expecting MOAR anyway... ;)

Fixed that for you.
 
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Thank you for this Zac & FD. I noticed a BIG improvement in communication lately (community site, dev interview, devs posting on the forum and now this). GG guys, keep up the good work :)
 

Zac Antonaci

Head of Communications
Frontier
They need to be.

Look at the current posts on the subreddit and the forum. Your core player base is simply stopping playing. You might be selling copies but if your core community is splitting or stopping playing then you have a problem.

Hey Fred,

I wanted to reply to this honestly if I may.

I'm not going to be talking about active player numbers explicitally but I can tell you without question that the game has a very healthy and thriving community who enjoys hours upon hours of Elite. You really don't need to worry on that point.

But what I wanted to address more here is the idea that we need to be giving dates and roadmaps. When you make a promise to your loyal players it's so important that you try and stick to it. Saying something will be out at a set time might make someone feel good for a short time but if that dates wrong then there is just a lot of dissapointment which far outweighs the benefit of knowing. This is just one of many reasons you try and avoid giving out promises of dates until everything is certain. More importantly I've heard many times that what people want is more communication. This isn't the only form of communication but it is a great example of the continued dedication to try and make sure the community feel close to the developers.

I think it's important to keep perspective over what communciation is possible (as so many people on this thread have mentioned) and work within that to get answers to the questions that you'd like to know.

Zac
 
Super cruise is a terrible mechanic along with uss .Why do I want to sit in sc for up to 30 min waiting for a uss to drop so I can get combat? I'll take a page from olddads and say that's a slap in the face since you already have two mechanics that are perfectly viable if you would only actually use them, nav beacons and res.
You can base nav beacons off system sec levels and you have Hi med and low intensity sites if only you would quit with the tables and fix them so that it really is hi med and low spawns. When I step into a low res and hi res and there's nothing in both of them it means your coding people haven't a clue what they're doing along with your balance people( wait does ftroop even have people that can into balance?)
Next is your scaling. When wings dropped the system still spawned based on one player even if four showed up. Does ftroop into scale? The answer is no. If you're going to have mmo mechanics you have to go in all the way. There's no halfway and it appeases solo and squads at the same time.
Is there any fix for the ai anytime soon? The "get behind target endless loop" is easy to game so thanks for that. Also when sitting in a boring res the ai pirate that zooms through ai miners to the player is rather pathetic coding wise. Another olddadism 'it breks immushun'.
I would add more but we both know the mods do not let critiscism stand in the forums no matter how correct it is.
 
When you make a promise to your loyal players it's so important that you try and stick to it. Saying something will be out at a set time might make someone feel good for a short time but if that dates wrong then there is just a lot of dissapointment which far outweighs the benefit of knowing.

Yup, just look at Star Citizen community meltdown whenever there is any kind of delay from a possible release date of something.

Forum meltdowns and the sky is falling.
 
Does the BG sim take system economy (health and type) into account when determining npc cargo? If not is this planned?

Is the import of certain goods to a station used to determine goods they produce for export? If not, is this planned?

Is it ever planned to make the price differential between low value commodites high enough to make them worth trading, or is there some hidden behavior currently implemented or planned that gives a purpose to moving, say, animal meat?
 
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Sorry guys, but I'm not impressed. The answers you provide don't touch on the crux of the matter, like the obvious decrease in the overall graphics quality of the game for the PC build, etc. Straight up, no-nonsense answers would be appreciated.

I'm not going to be talking about active player numbers explicitally but I can tell you without question that the game has a very healthy and thriving community who enjoys hours upon hours of Elite. You really don't need to worry on that point.

Well, we don't. But you do, if your decisions lead to player alienation.

I think it's important to keep perspective over what communciation is possible (as so many people on this thread have mentioned) and work within that to get answers to the questions that you'd like to know.

I think there are more important questions on people's minds than those regarding database scaling.

The communication with the player base is getting very shallow and artificial.
 
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Hi thanks for this and long may it continue.... 1 question I would like to see, if not fully answered at least.... touched on!.

I am not asking for exact dates, as I get the disappointment this leads to if they are missed, however would it be possible to get an idea from some devs which parts of the DDA are on the cutting room floor, which are actively underdevelopment still right now, and which are on hold, for now but MAY make it 1 day.

eg some examples

pirate bases
more complex missions
passengers
ships crew
random "stuff" to find in space for explorers
real time construction and repair to stations etc (I know FD did that turn based thing a few months back but this is not really what i am getting at)
"fluff" to give more life such as people or machinery doing their thing in and around stations
shipyards, factories, refineries and what not

if it cant be answered fully, just please throw us a few bones :)

many thanks

Mike.
 
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Super cruise is a terrible mechanic along with uss .Why do I want to sit in sc for up to 30 min waiting for a uss to drop so I can get combat? I'll take a page from olddads and say that's a slap in the face since you already have two mechanics that are perfectly viable if you would only actually use them, nav beacons and res.
You can base nav beacons off system sec levels and you have Hi med and low intensity sites if only you would quit with the tables and fix them so that it really is hi med and low spawns. When I step into a low res and hi res and there's nothing in both of them it means your coding people haven't a clue what they're doing along with your balance people( wait does ftroop even have people that can into balance?)
Next is your scaling. When wings dropped the system still spawned based on one player even if four showed up. Does ftroop into scale? The answer is no. If you're going to have mmo mechanics you have to go in all the way. There's no halfway and it appeases solo and squads at the same time.
Is there any fix for the ai anytime soon? The "get behind target endless loop" is easy to game so thanks for that. Also when sitting in a boring res the ai pirate that zooms through ai miners to the player is rather pathetic coding wise. Another olddadism 'it breks immushun'.
I would add more but we both know the mods do not let critiscism stand in the forums no matter how correct it is.

Firstly I do not know where you get 30 min waiting time for signal source to pop up as it doesn't take that long for me......it's quite easy to get them for me....

Second you are using wording that's hard to understand like your ftroop and also seem to misunderstand of the intensity sites as the reasource extraction ones I've had sometimes be empty or bristling with ships though, when it's empty though it's not since there are ships out there when you first go in, just they are out of your scanner range.....

Now for your last one or two? points I do not understand what you are trying to say or get at since you say about wings suddenly after scaling.......along with fixing the ai and your examples are......silly as well since if you've mined or been going to a resource extraction site enough you would find cases of ai pirates that scan you but move on. Your last bit is just insulting as well......without any proof.
 
Hey Fred,

I wanted to reply to this honestly if I may.

I'm not going to be talking about active player numbers explicitally but I can tell you without question that the game has a very healthy and thriving community who enjoys hours upon hours of Elite. You really don't need to worry on that point.

But what I wanted to address more here is the idea that we need to be giving dates and roadmaps. When you make a promise to your loyal players it's so important that you try and stick to it. Saying something will be out at a set time might make someone feel good for a short time but if that dates wrong then there is just a lot of dissapointment which far outweighs the benefit of knowing. This is just one of many reasons you try and avoid giving out promises of dates until everything is certain. More importantly I've heard many times that what people want is more communication. This isn't the only form of communication but it is a great example of the continued dedication to try and make sure the community feel close to the developers.

I think it's important to keep perspective over what communciation is possible (as so many people on this thread have mentioned) and work within that to get answers to the questions that you'd like to know.

Zac


Perhaps at least a sign post?

It would beat the NONSENSE "We are looking in to it" stock brush off responses...

If for example
A member of the FD team was to read the bug list and explain what is gonna get fixed and what you are not bothering with.

There are a HUGE number of small bugs that are pretty easy fixes. Perhaps dealing with 10-20 of them may build up some trust!

Only yesterday did a Dev actually read the manual!
It does not inspire confidence.


Here is some of many small bugs with easy fixes!

Medium blast panels taking all day!
Location of the Class 4 weapon slot on the FDL!
Change certain controls so they could be used on a rotator (X52 Pro) like cycle targets
Change the mission briefs to explain that it will be illegal (IE murder)

There are tons!

Maybe add class 4 gimballed pulse lasers too?

and for a free pot noodle
Let the driver sit in the middle of the FDL?
 
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