2.2's Instant Ship and Module Transport - Yay or Nay?

Do you want ship and module transfer, if so how long should it take?

  • Yes, I want ship transfer.

    Votes: 1,869 71.1%
  • No, I don't want ship transfer.

    Votes: 90 3.4%
  • Yes, I want module transfer.

    Votes: 1,522 57.9%
  • No, I don't want module transfer.

    Votes: 137 5.2%
  • Transfer should be instant.

    Votes: 638 24.3%
  • Transfer should take a small fraction of the time it would take manually.

    Votes: 656 25.0%
  • Transfer should take a large fraction of the time it would take manually.

    Votes: 585 22.3%
  • Transfer should take at least as long as it would take manually.

    Votes: 696 26.5%

  • Total voters
    2,629
  • Poll closed .
Status
Thread Closed: Not open for further replies.
The problem is engineers, apparently the module is unique (except on rebuy >.>....<.<...>.>).

Well never said it was a perfect ideal, but to me at lest by limiting which stations can do the transfer it won't break game play as much. And still more lore friendly then instant transfer to any station.
 
If you want my opinion please no instant transfer of modules or ships.

Instant transfer is far too immersion breaking, please make it take a realistic amount of time and make it costly (Depending on ship size and distance).

I would like to imagine the ships being transferred in a large container ship or something. I don't like the idea of someone else flying my ships and sitting in my seat.
 
Uh huh, you're not thinking about activity distribution of players one bit, or about database blocking issues when lots of people log on at the same time. Do remember that a lot of this is moderated through AWS and not through Frontier's own hardware (which means that it does suck pretty badly for realtime arbitrage).

You mention that queries exist concerning ships, only stateless ones, easy ones, stuff like "Where is my ship at this moment in time", not "Where is my ship going to be at N time", the moment you throw temporality into the mix, this stuff gets a lot trickier, and because the temporal stuff can't be handled locally (think client hostility) that means a scheduler unless you want the server to get rekt every peak time when lots of people are logging in and out because the sheer volume of queries will at some point cause the database to get in a snit.

You're not having to deal with things like client hostility and a rolling set of changes that are ongoing in realtime, your queues are "simple", email goes in, email goes out. Making ship transfers time based would make them a lot less simple because you'd need a scheduler to ensure that they got moved around the database and the transaction server didn't go kablooey.

This is the last post I'm going to make on the tech quagmire because I'm not going to keep explaining stuff to people who are wilfully misunderstanding the complexities of these kinds of things.

Why does it have to be "where will my ship be/where is my ship?" from the perspective of the code? Very basic implementations of this have been suggested that only involve locking your ship from use from a practical standpoint. Sure, we won't have a nice tracker on the galaxy map showing where my ship theoretically should be, sure the galaxy map still shows that ship as instantly transferred to where I wanted it, but it provides the basic functionality. Not to mention that, frankly, if this is the barrier you seem to be suggesting it is, then god only knows how they ever imagined they would implement some of the features that have been talked about for the future.
 
Instant transfer is far too immersion breaking, please make it take a realistic amount of time and make it costly (Depending on ship size and distance).

I would like to imagine the ships being transferred in a large container ship or something. I don't like the idea of someone else flying my ships and sitting in my seat.
Everyone goes on about this being immersion breaking. But i'd like to point out that open players have their immersion broken by people circumventing "emergent gameplay" by ducking into solo or group mode to avoid player run blockades and what not.
 
Why have a 1:1 scale galaxy, then implement instant ship transfers.
Why FDev, why?

Yes they created a unique and wonderful thing unfortunately this instant feature is frontier admitting that they could not pull it off. After October that 1:1 galaxy is just an illusion.
 
Why does it have to be "where will my ship be/where is my ship?" from the perspective of the code? Very basic implementations of this have been suggested that only involve locking your ship from use from a practical standpoint. Sure, we won't have a nice tracker on the galaxy map showing where my ship theoretically should be, sure the galaxy map still shows that ship as instantly transferred to where I wanted it, but it provides the basic functionality. Not to mention that, frankly, if this is the barrier you seem to be suggesting it is, then god only knows how they ever imagined they would implement some of the features that have been talked about for the future.

He's got this complex solution stuck in his head now and can't see the simple one that is pretty much already implemented in the game.
You don't need to know where the the ship is at any point in time because it is either; at the start, in transit, or at the destination.
You don't need an arrival time, you just need a timer.

This can all be achieved with two transactions:

1. Request Ship Transfer - reduce credits, move ship to in transit, add transaction timer (just like a fine)
2. Receive Ship - collect ship (just like a bounty)

Job done.
 
Poor FD, doesn't matter what they do since at least half the people will complain about it. If they made you wait a day for transfers then some people would complain about it. If they made you wait an hour then some people would complain about it. OK, I just got a private communication from Frontier and they'll allow each person to decide how long they want to wait for transfers. All you have to do is stand on one foot, place your index finger along the side of your nose, and while rotating counter-clockwise three times say out loud, "God of prima donnas grant my transfers to take ____ amount of time". The default is still instantaneous if you do nothing. The way this works is that you look at an ancient device for telling time -- called a 'clock'. Calculate from the time you placed your order to the delivery time and check after the appropriate time has expired. Note that you should not check if your ship has arrived early as that could invalidate your request and are at risk that your ship will be destroyed. Fly safe pri.., I mean commanders.
 
That's exactly what you're doing. The starting blocks are where your ship is now, the sprint is whatever is where you want your ship to be. The 26 miles is the journey across the bubble to that destination.
The point is that location should matter, each combat CG should potentially have a different outcome based on peoples willingness to go to it. A CZ in the Pleiades should have a different mix of ships than one in the heart of the bubble. Travel is trivial enough already, instant transport just makes all of space even more generic.

This is factual, no matter how much some people want to twist it into something else.

This disagreement is between (primarily) 2 camps; camp #1 likes to run marathons and likes space to be full of bigness.These CMDR's like to have to think ahead about how to properly balance their ships for travel/defensiveness/combat efficiency and don't mind taking the time necessary to manage their fleets and move them manually. They also don't mind supercruise, or hyperdrive jumping. In fact, in many cases they think this adds to the fantasy of being in space flying their version of the Millennium Falcon. Camp #2 does not like bigness and wants to effectively shrink it down to a more manageable size. Camp #2 wants gameplay similar to what one poster said about liking the idea of being able to stop in at a station, see what missions on the board grab his interest at that moment, dial up the appropriate ship from his fleet, do those missions, stop at another station and do the same thing, but this time a different style of mission and a completely different kind of ship. This kind of gameplay makes many (this one, at least:)) members of camp #1 want to projectile vomit.

The above dynamic is just a simple difference of opinion about what parts of the current game are "fun" and don't even scratch the surface of the problems inherent with insta transport.

My mind keeps going back and forth between David Braben's sparkly eyed enthusiasm about science and Sandro's casual dismissal of the concept of science in favor of handwavium.
 
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Poor FD, doesn't matter what they do since at least half the people will complain about it. If they made you wait a day for transfers then some people would complain about it. If they made you wait an hour then some people would complain about it. OK, I just got a private communication from Frontier and they'll allow each person to decide how long they want to wait for transfers. All you have to do is stand on one foot, place your index finger along the side of your nose, and while rotating counter-clockwise three times say out loud, "God of prima donnas grant my transfers to take ____ amount of time". The default is still instantaneous if you do nothing. The way this works is that you look at an ancient device for telling time -- called a 'clock'. Calculate from the time you placed your order to the delivery time and check after the appropriate time has expired. Note that you should not check if your ship has arrived early as that could invalidate your request and are at risk that your ship will be destroyed. Fly safe pri.., I mean commanders.
yeah this seems to be the feel i get from games with an active forum. It's like there are two groups the so called "forum goers" and "those who play the game but aren't active on the forum"
 
Everyone goes on about this being immersion breaking. But i'd like to point out that open players have their immersion broken by people circumventing "emergent gameplay" by ducking into solo or group mode to avoid player run blockades and what not.

Which, however, doesn't really impact the immersion of the people in open... or game balance, for that matter. That discussion was over and done with back in beta.

Good morning Shar! ;)
 
Does it pave over the feeling of scale, distance, and accomplishment to know that you can get from Jaques back to the bubble in less than thirty seconds just by throwing some credits down the drain? If not, why is ship transfer (which only moves ships, not the CMDR) any different?

Except I don't have that option, having docked at Jacques and saved that as my spawn point. EDIT: I now realize what you meant - I can go back to a sidewinder and spawn in the bubble, yes.

I'd be okay with it being instant if there was a high enough and a proportional cost to doing so for those extreme cases like Jaques (which is currently unique). Could I outfit an FdL to make the trip? Yes. But that ship would take 1.5-2 times as long as it took me in my AspX, at best, and it's the sudden equalization of all ships WRT travel and planning of location that makes this undesirable to many of us. I LIKE that my combat ships can't uber-jump all the way across the galaxy, and that I can count on escaping pesky pirates or bounty hunters in many cases by jumping beyond their own range. All this instant mechanic does is flatten an interesting role feature and reduce the potential strategy decisions for those gameplay scenarios. We should be asking for more complexity in that regard, not less.

It's choices that make the game interesting, and making all ships equal in one aspect by just making it "pay to move" takes away many interesting decision points.
 
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No, players still have to run the marathon. The difference is they don't have to run back to the starting line, grab the backpack (ship) they wanted to take in the first place, and then run the entire marathon again.

Except everyone can now run that marathon in a 70ly Asp it's called an unintended consequence.
 
Which, however, doesn't really impact the immersion of the people in open... or game balance, for that matter. That discussion was over and done with back in beta.

Good morning Shar! ;)
Oh quite contrary. Since so many are now claiming that a little ship transfer is immersion breaking. I'm sure they'd also defend the immersion of open players who have their immersion broken.
 
This is factual, no matter how much some people want to twist it into something else.

This disagreement is between (primarily) 2 camps; camp #1 likes to run marathons and likes space to be full of bigness.These CMDR's like to have to think ahead about how to properly balance their ships for travel/defensiveness/combat efficiency and don't mind taking the time necessary to manage their fleets and move them manually. They also don't mind supercruise, or hyperdrive jumping. In fact, in many cases they think this adds to the fantasy of being in space flying their version of the Millennium Falcon. Camp #2 does not like bigness and wants to effectively shrink it down to a more manageable size. Camp #2 wants gameplay similar to what one poster said about liking the idea of being able to stop in at a station, see what missions on the board grab his interest at that moment, dial up the appropriate ship from his fleet, do those missions, stop at another station and do the same thing, but this time a different style of mission and a completely different kind of ship. This kind of gameplay makes many (this one, at least:)) members of camp #1 want to projectile vomit.

The above dynamic is just a simple difference of opinion about what parts of the current game are "fun" and don't even scratch the surface of the problems inherent with insta transport.

My mind keeps going back and forth between David Braben's sparkly eyed enthusiasm about science and Sandro's casual dismissal of the concept of science in favor of handwavium.

Indeed! I really wonder whats going on at frontiers, dont those guys talk with each other? Even Obsidian Ant mentioned he can feel something odd is going on at FDs.
 
This is factual, no matter how much some people want to twist it into something else.

[type 1 and type 2]

But the credit cost inherent to transporting ships encourages and rewards "type 1" gameplay, as it will save you lots of credits in the long-term.

It's not an either/or thing. This change simply allows for another style of play. It doesn't break the balance at all, not in a game where there is always to solo or private group option, at least. (Which is a much bigger "immersion" stickler for me).

Vermissilitude, sure, but allowing for this diverse gameplay, while still rewarding "type 1" play, easily trumps "immersion." And, Sandro thinks so too.
 
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Oh quite contrary. Since so many are now claiming that a little ship transfer is immersion breaking. I'm sure they'd also defend the immersion of open players who have their immersion broken.

Not quite sure how not seeing a player in open at all is the same as seeing a ship that technically couldn't be at a location you are in because of it's jump range being not sufficient, but I guess we are at the "if X is immersion breaking then Y is too" point in argumentation again...
 
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Not quite sure how not seeing a player in open at all is the same as seeing a ship that technically couldn't be at a location you are in because of it's jump range being not sufficient, but I guess we are at the "if X is immersion breaking then Y is too" point in argumentation again...

Um, because you still see the efforts and effects of other commanders on the galaxy without seeing them? (Like solo Sothis UA bombs, for example).
 
Instant is a stupid decision. Just reduces the game to an arena.

One way to abuse the system is you can fly into a dangerous place in a cheap ship, hail your transport and bug out fast with the hold filled with your high profit items to somewhere safe again.
 
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