Which means I should be able to do favors in advance, and cash them in later..
Don't see it as liking you more or less. It's more like, you did something for him, so he owes you a favour. Now you call in the favour. If you want more of that, you better also do something for him again.![]()
On a sidenote...
all people waving goodbye and ridiculing people rage quitting:
Every single one leaving and dropping a (not welcomed) note in the forum is just a fragment of people leaving in total as there's only a ridiculously small number of people "saying goodbye" in the forum. Every single one of us AND FDev should be alarmed by these waves of "quitters" as they are a sign of a decreasing player base.
If you all wish to play this game in the whole 10+ year span it's planned to exist, think about that.
Elite-Not-So-Dangerous has a really screwed reputation, just google it as if you would be a potential buyer. Most reviews are worse than the game really is, but hey... every single "rage quitter" telling how he was ridiculed and "gitguded" worsens the situation.
Now, salt and pepper please as I', obviously a life span carebear *sigh*.
Overall I appreciate the hard work that went into this patch, and thanks for that.
But I do not think it goes nearly far enough, from the sounds of it. I will of course play this and see how it goes, but please hear me out on this.
Since the launch of 2.1, the "experimental effects" just sound ridiculous and unscientific. These are not the kinds of things that I feel belong in a simulation like Elite Dangerous.
• weapons where how hot your ship is makes the weapon deal more damage?
• if you hit your target it reduces your own heat, but not if you miss? huh?
• a laser that causes random module faults just by hitting the hull? how does that make sense?
• weapons that cause rag doll effects on your ship very much out of proportion with reality
• laser that heals someone...
• lasers and missiles that both have the same side effect (amplifying signature of target).. makes no sense
• mass lock torpedoes? so now you can have mass without having mass?
Guys... a laser is a laser is a laser is a laser. Photons are photons. Explosions are explosions.
There's no rhyme or reason behind these powers. They are not consistent with the feel of the rest of the game. Like, where is the landing gear mod that reduces your ship's mass so that you can land without a shield and convert damage of the impact into heat? You don't have that because it would be equally ridiculous. These seem like things you did because you could but not because you should. They are things you did to appease people who were complaining about not being able to kill other ships fast enough. So you created ways for attackers to prevent people from running, prevent people from hiding, and kill them faster. I get it that you had a lot of people complaining that combat took too long, and it was too easy for people to escape from combat. But these powers are just space magic. Please remove this stuff... It's ruining the game not just by making weapons overly powerful, but also, by making them ridiculous in principle.
Maybe it should be easy to escape from a fight in outer space. After all, it's outer space. You're not cornered. You can run in any direction. Just because the physics engine of the game lets you throw certain kinds of numbers into it, doesn't mean you should. I thought this was supposed to be like a simulation.
Regarding NPCs, what you are saying here is that you will still be giving Deadly and Elite rating NPCs these ludicrous god-mode weapons. But they will only spawn as a punishment for your most dedicated players who have achieved a high combat rating through lots of gameplay. Just because a player's combat rating is good does not mean that they are currently flying in a ship that prepared to fight against insane griefer weapons. Will the NPCs still psychically know whether or not someone has cargo? Will they still telepathically come and find you and assassinate you, to punish you for daring to have a high ratings and cargo while exploring in uninhabited (and therefore, anarchy) systems? Or did you fix the fact that NPCs are telepathic and range outside the bubble, too?
I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?
I'm not playing this game anymore. Remove RNG from upgrades and I might consider caring about Elite once again.
For the record I don't like spawned NPC ranks being tied to your combat rank. It should be determined by where you are and the ship you're flying and the circumstances of the situation. It's dumb for a new player to never encounter Deadly+ NPCs, and it's dumb for a longtime player to *only* see Deadly+ NPCs. Higher ranked ships should be rarer, period. In more dangerous *areas* they should be more common. Tying NPC rank to player rank is yet another way of making every place in the galaxy feel and behave the same way. This is the #1 complaint about the game - that the vastness of the play area is wasted because everything looks, sounds, feels, and acts the same. There are high-security areas and low-security areas and anarchy areas and various levels of economic and political turmoil for a reason. USE THEM.
Will that fix the docking computer issue?
Missions
- Changed the effects of the states for the piracy, planetary and mining missions to be a "positive" effect when the player successfully completes the mission - on these templates it was backwards
I'm not exactly sure what this means.
I've been fighting a small war for a minor faction, and despite my untold number of successful skimmer sorties my minor faction's influence plummeted sharply. Would this have done it?
Agreed, tying to rank may just homogenise the experience, and it arguably undermines the sense that this is a real galaxy, as opposed to a game world more or less revolving around the player's progress/lack of progress.For the record I don't like spawned NPC ranks being tied to your combat rank. It should be determined by where you are and the ship you're flying and the circumstances of the situation. It's dumb for a new player to never encounter Deadly+ NPCs, and it's dumb for a longtime player to *only* see Deadly+ NPCs. Higher ranked ships should be rarer, period. In more dangerous *areas* they should be more common. Tying NPC rank to player rank is yet another way of making every place in the galaxy feel and behave the same way. This is the #1 complaint about the game - that the vastness of the play area is wasted because everything looks, sounds, feels, and acts the same. There are high-security areas and low-security areas and anarchy areas and various levels of economic and political turmoil for a reason. USE THEM.
- Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels
Please no :/ Now its back to never boosting in a shielded ship kind of :/
...should be determined...For the record I don't like spawned NPC ranks being tied to your combat rank. It should be determined by where you are and the ship you're flying and the circumstances of the situation. It's dumb for a new player to never encounter Deadly+ NPCs, and it's dumb for a longtime player to *only* see Deadly+ NPCs. Higher ranked ships should be rarer, period. In more dangerous *areas* they should be more common. Tying NPC rank to player rank is yet another way of making every place in the galaxy feel and behave the same way. This is the #1 complaint about the game - that the vastness of the play area is wasted because everything looks, sounds, feels, and acts the same. There are high-security areas and low-security areas and anarchy areas and various levels of economic and political turmoil for a reason. USE THEM.