The Galaxy - Is its size now considered to be a barrier to gameplay by the Developers?

Also I would like to point out that we already have "instant transportation" situation with us in escape pods after ship gettng blown up. We bought that - we will buy ship hauling in mere seconds.

Again Pecisk there is precious little gameplay to be had in watching your escape pod jump to your previous station. There is plenty of gameplay to be had waiting for a ship to arrive because you are already in one, can purchase one while you wait and STILL PLAY THE GAME
 
Not going to happen. This doesn't work for the "Oh, look. A squirrel! I want my combat ship now!" scenario. Your solution depends on planing ahead. Apparently that's not desirable.

e: ninja'd.
Not exactly desirable, but not everyone playing ED have strategic mind or play for strategic purposes.
 

Javert

Volunteer Moderator
Michael, I think I've said enough about why I don't like instant transfer.

If you insist on implementing it, could you just implement the option that doesn't require a transfer at all and is probably even less effort code-wise.
i.e. The Stored Ships tab at a Shipyard just becomes My Ships.

So you mean that you can select any ship anywhere and you personally will teleport there, or you just mean that you can select any ship and you will magically be in it at your current location?
 
You still need to own a ship with cargo capacity for the mission, so the limitations are clearly not redundant.

Further. Missions are generated randomly, so you cannot plan for this and fly your cargo ship there in the first place. There are influencing factors on the random generation which make some system more likely to generate the sorts of missions you might want, but it's still "random". The fact that you can now bring the right ship for the mission to the mission location goes some way to addressing this already existing imbalance. Otherwise, you'd have to fly off and get your cargo ship, only to return and find a mission board full of combat missions instead. Yay.

- - - - - Additional Content Posted / Auto Merge - - - - -


I insist they implement it! It's the single best QOL feature in this update. I insist they do not listen to you. Srsly tho, why not wait and see how it pans out in the beta before judging?

As stated many times, Beta is there to find bugs and balance, not to change design.
 
Are we also really saying 'because we have one unbelievable feature we should add more?' If so, I vote for space dragons ridden by Darth Vader lookalikes wielding sonic screwdrivers and shouting 'GORDON'S ALIVE!' I mean, we've already got one silly feature, it's a good reason to add another, right?
No, the argument is. This is a game, what will make this game more fun, lets add that.

- - - - - Additional Content Posted / Auto Merge - - - - -

As stated many times, Beta is there to find bugs and balance, not to change design.
Patently false, based on experience.
 
Also I would like to point out that we already have "instant transportation" situation with us in escape pods after ship gettng blown up. We bought that - we will buy ship hauling in mere seconds.

Yes, we accept insta-spawn along with insta-repair, insta-refuel.. restock, outfitting, cargo handling etc... None of these 'instant' mechanics affect gameplay like instant transportation of ships. Some people applaud these changes. Some people are more worried about this 'low priority' QoL feature being introduced in the proposed way.
 
So you mean that you can select any ship anywhere and you personally will teleport there, or you just mean that you can select any ship and you will magically be in it at your current location?

No, I mean that all of your ships are in 'storage' and every Shipyard has access to that storage - no click required to transfer it at all.
The effect of transfer is that all your ships are at every shipyard, why not just bypass the 'Transfer' and just do that.

Even less coding required.
 
<sigh>

You can't play the game while in an escape pod, so it has to be instant. You can if another ship was in transit.

Are we also really saying 'because we have one unbelievable feature we should add more?' If so, I vote for space dragons ridden by Darth Vader lookalikes wielding sonic screwdrivers and shouting 'GORDON'S ALIVE!' I mean, we've already got one silly feature, it's a good reason to add another, right?

LMAO, now that would be something. I vote for that too.
 
Space dragons are fun. let's add them.
I agree. Put it on the todo list. One more alien race to eventually discover; energy based larger than planets; awesome.

- - - - - Additional Content Posted / Auto Merge - - - - -

Not where the phrase 'it's the direction we want the game to go' has been applied, coupled to the previous form of the direction of the game.
Disconnect. I don't see the link you're making.
 
The personal perspective of the ship transfer (as in, it's your ship) is an interesting point (I meant to reply to it earlier), and the current fiction construct doesn't play well with that.

Michael

Hi Michael, that's exactly what I fear. I got this following paragraph from the Elite Dangerous Concept Art digital book that I received last week (really nice, btw.):

Still, we persevered with 'battle damage', because we consider it an important part of telling your ship's story. Those small details became more important as soon as we offered players the chance to leave their ships in Elite Dangerous: Horizons. We always wanted players to feel bonded with their ship, even if it's an old wreck.

I believe I won't be able to feel bonded to my ship if it is just a recently constructed copy of my original ship, no battle scars, no story to tell. I love FDs stance that we should feel attached to our ships and they should tell a story, but with the currently planned teleportation or replication magic this seems kind of hard to achieve
 
I've not read this thread in its entirety, so forgive any re-treads.

On the one hand, I hate the idea of instant transfers, and in an ideal world, they should have a delay, then perhaps in the future some mechanic of missions, NPCs bring your ship and so on should be built in, but here, now, instant transfers are what's happening. This thread seems to be beta testing before we have a beta to test, but yeah, instant doesn't sit right with me.

BUT!

Purely from a selfish point of view, from a chap who's just had a baby in the last few weeks, I get all of about 4 hours to play in a week. Now, if I can get a Hauler with a decent jump range, bang over to the latest CG/CZ or whatever, and transfer my Vulture or T7 or whatever instantly, then I'm going to be getting much more bang for my buck on the very limited hours of play I have at the moment...so for that very selfish reason alone, I have to go 'instant is good' side of the fence...kind of reluctantly.
 
Last edited:

Yaffle

Volunteer Moderator
I agree. Put it on the todo list. One more alien race to eventually discover; energy based larger than planets; awesome.

- - - - - Additional Content Posted / Auto Merge - - - - -


Disconnect. I don't see the link you're making.

FD said about the lowering of barriers and delays to getting to undefined gameplay 'it's the direction we want the game to go...' therefore it's not a slippery slope fallacy, it's actually extrapolating what FD has said. Faster, more instant, is the way it wants to go. Player telporting for multicrew is the only way that can be implemented. If you won't wait while you can play for a ship, there is no way you'll wait for your mate to pop across from beagle point to be your gunner. Ergo...

Anyhow, space dragons it is. Oh, and an add one billion credits button, because who cares anymore about the stuff except 'gameplay'.
 
FD said about the lowering of barriers and delays to getting to undefined gameplay 'it's the direction we want the game to go...' therefore it's not a slippery slope fallacy, it's actually extrapolating what FD has said. Faster, more instant, is the way it wants to go. Player telporting for multicrew is the only way that can be implemented. If you won't wait while you can play for a ship, there is no way you'll wait for your mate to pop across from beagle point to be your gunner. Ergo...

Anyhow, space dragons it is. Oh, and an add one billion credits button, because who cares anymore about the stuff except 'gameplay'.

Cp0fEBG.jpg


Beta can't come soon enough.
 
Last edited:
License is a thing, you can't 3DPrint your ship as you don't have a license to reproduce it, you can't make your own Crysler cause the project is covered by copyright and IP laws, Only Crysler factories can produce that car, not your mechanic who can well 3dprint parts to repair it but not the car itself

That's not how it this whole explanation thing actually works.

You can, actually, build your own car whether it's a dodge, a ford, a Chrysler or a Toyota. You don't need a license to build it, you need a license from the owner of the IP to make a profit off of it, to sell it as something of a service. This is why used car dealers have a dealers license, because they're offering as service. This is why you have to purchase a license to use a singer/songwriter's music on youtube (good luck with that) or why, when your read a ToS or EULA, some companies don't actually sell you said product, but the license to use said product in a fashion.

The "licensing" side of the argument here would be a license provided to certain installations within a station, factories, whatever, etc, that the individual ship manufacturers would give a license to, at cost (probably per build or renewed annually in one way or another), to reproduce their ships for a cost as a service to a customer.

Yes, we accept insta-spawn along with insta-repair, insta-refuel.. restock, outfitting, cargo handling etc... None of these 'instant' mechanics affect gameplay like instant transportation of ships. Some people applaud these changes. Some people are more worried about this 'low priority' QoL feature being introduced in the proposed way.

Please, explain to me oh wise one, how this feature which has only recently been announced, not seen in beta, whose mechanics have yet to be fully explained because they're still being discussed internally by the developers themselves, how instant transfer breaks the game. Please. Please explain to me how this breaks the game.

You know what the kicker is? It doesn't break the game at all. It breaks your immersion and it only does that because (and this goes for most of you) you have this sudden fear that someone will be able to do things better than you, that somehow the significance of your actions in a game/simulation of a galaxy where your actions alone mean next to nothing will be reduced to something less than the already infinitesimally trivial impact you, as a mote of light floating in a sea of darkness, provide.

This doesn't break exploration. Last I checked there is a single, one, uno, eins, lone station sitting out near the core.
This doesn't break trade, even though it's not trade that is at the core of 90% of the arguments against it, but profit margins of the individual player at CGs given the theoretical "abuse" of a feature we still don't know the basic mechanics of.

But doesn't that change from the initial design philosophy of one man and his ship exploring the galaxy, to one man/women exploring the galaxy with a fleet of ships.

How does this, instant transfer, take it from one pilot/one ship to one pilot/all ships exploring the galaxy? Last I checked this feature will only work within stations that have a shipyard and, as 99% of us who play this game know, there's only one of those that really exists outside of the current bubble. So how does that break exploring in a game where, last I heard the devs report in, we had actively explored less than 1% of the available galaxy even though thousands of players were out on their own scouting in every direction?

This is sensationalism at its best and simple ignorant crying at its worst (not you specifically, Knowles) and, quite honestly, it makes me pretty sad to be a part of this community.
 
Back
Top Bottom