Things that should get touched in 2.2 since it's apprently a 'really big update'

So 2.2 should apprently be HUGE. And I am quite confident that atleast 50% of our wishes will somewhat come true. What's with the other 50%, tho?

To save a wall o' text (it will be a wall o' text) I'll just list stuff that I feel urgently needs to be looked at.
Starting with!


1. Engineer modifications

I know, Frontier, you have stated that you don't have much experience regarding multiplayer and you are doing a great job proving that with a bad netcoding and phases with incredibly unbalanced gameplay such as the old dumbfires or SCB stacking. While you are still managing to balance all the stuff it usually takes you ages even though you just tweak some numbers here and there. Do you spend 99% of the time discussing stuff or what? How big is your "balancing team"? 100 people? I don't even need to be a game designer to quickly recognize that ...

- Thermal Cascade is the gamebreaker of all combat

Oh what a surprise. It has been mentioned and agreed on, gonna save some text here except this for a calculation. According to another player a quad-dumbfire salvo from a FDL on another FDL with Thermal Cascade generates from 0% heat insteantly ~ 150% heat. A single Dumbfire launcher can load a total of 60 missiles. 150*60=9000 ... so a Fer-de-Dumbfire can add 9000% in total additionally to what is already generated via engines, weapons or whatnot.
If it would be only viable against shields everyone would use stealth ships but remember these are missiles and one- or two-shot your exterior modules to 0% upon hull impacts.
Yeah ... doesn't sound like overkill at all.

Anyways, there is another thing I'd like to mention:

- Feedback Cascade

This is by far not overpowered, nor underpowered. It is good where it stands now but it is often 'abused' by just taking a single C1 rail to a ship that has a small hardpoint as it does the exact same damage to SCB as a C2 Rail Cascade. What I am saying is that there is no point in using a C2 Rail Cascade as the C1 has the exact same impact. Either slightly reduce the effectiveness of the C1 Rail or increase the effectiveness of the C2 Rail. That's all. The same should apply for ...

- Corrosive Shell

Basically the same as above. There is no reason to use anything larger than a turreted C1 multicannon on any large ship. Perma-rosion due to some hits for a 9mm calibre multicannon. How about we decrease the effectiveness for smaller seizes and increase the effectiveness for larger ones? It just makes sense.
Another mod I'd like to touch is ...

- Incendiary rounds

It is not only that they convert the damage type to thermal (and not fully so it is basically a rapid fire Plasma Accelerator without all its tradeoffs), no, they also add a damn-load of damage on top. They are the best damage dealer weapon for all-round purpose ... and don't get me with frags. THIS is hilarious just as it is ridiculous. It feels like shield resistences are not present so much damage do they deal. Good thing is they are not really a burst weapon which means you certainly win almost every fight due to utterly high DPS but never kill something as your target can still high-wake fast enough due to the lack of burst damage.
If you are converting kinetic weaponary to thermal then add the perks of thermal weapons to them as well which are: Increased heat generation and distributor draw.
Multicannons/Frags have been the best DPE weapon ever since kinetic weaponary got buffed against shields but now with even more damage their DPE is better than before with even more DPS than any other weapon (yes, even railguns and plasmas), increased DPE king standings WITHOUT the tardeoffs of any thermal or non-kinetic weapon.
The only reason this mod is not overpowered right now is because we have thermal cascade which is even more overpowered to this always incredibly powerful modification.



- Other modifications ...

... are underwhelming or not useful at all. Sensor debuff? Okay, good against silent ships but which silent ship uses a plasma today as heat is multiplied by 10 or whatnot? I'll get to SR later. Smart munitions ... only for those who aren't that smart ha-ha. Thermal condit and vent are so underwhelming that at first I thought the modification was bugged as I couldn't tell the difference to an unmodded weapon of the same class. Especially when it comes to silent running, thermal vent which sounds like a good choice for stealth ships is just a modification that decreases the heat multiplier by 0.1 ... so to 9.9. And how hot do I have to be to get a 50% damage increase- oh, is it hard caped, to 15% maximum damage increase? I'm ready to go to 1000% heat if I get a 300% damage buff for that.
Anyways ... so far to modifications but there is more!

2. Material Farming

This is another pain. God simply doesn't want us to have fun ... RNG. No, the weapon blueprint RNGs are perfectly fine, they add variation and so more depth but I mean this kind of RNG:

- USS
- Prospecting
- Mining
- Missions Logging
- Ship (NPC) Farming
- Surface Data Points
- (Extra Exclusive Point) Modular Terminals

Whatever I want to do is determined by the mood of the RNG. If I don't find what I need in less than an hour (Usually some G5 stuff from missions or USS) I log out, play another game and check tomorrow. Eventually finding a single Focus Crystal o' Exquis I have a single roll and if this results in a bad one I have to repeat.
As others have already suggested (and to sum all the stuff up here) there should be a possibility to target specific commodities and materials we need. Some dude had 72 Modfied Embedded Firmware (G5) and deleted them due to data storage limitations. I believe at some point he needs them again and good luck grinding with the RNG, matey. Let us scan for certain USSs so they appear when we need them. Ofcourse add some challenge to that so we don't just press a button to magically 'summon' materials. And interdiction mini game for signal source findings, how about that?
But to conclude: Get rid of the RNG whe gathering materials. It is a Netflix simulator for a reason as of now.


3. NPCs

It starts to get annoying for me as well, Frontier, but do-something. The Elite Federal Gunship easily loses to my C4F Pulse Laser and my C2S Missiles. I have D drives unmodded and around 1000 MJs shields and fight against an Elite FGS that is just hungry for this SINGLE Micro Controller in my cargo hold worth around a thousand credits maybe. Heck, even the fuel costs would be higher.

I think we all agree here, all the community plus you, Frontier, that Elite: Dangerous's NPCs have major flaws. You prove yourself fro mtime to time that you are indeed actually reading the forums so I save some text here to list all the flaws. There are countless threads (10% being my fault) about this topic.


4. Netcoding

There was a time where even with P2P it would work but as it stands now the netcoding is bad. Not extremely terrible but we all got used to desynchs and parallel instances and vanishing players and and and. Even NPCs are starting to combot log on me now (no jokes, this happened). Whatever it takes to provide a multiplayer that is capable of staying stable atleast 99% of the time (so one desynch or player/NPC vanish every 100 encounters ... this is not too much to ask for) ... do it, take it, make this come true. Here, take all my logs and settings and install 100% data-claws on my system but care for a good netcoding.



Last words: 2.1 has major flaws. Additionally, ancient problems haven't been fixed yet and the appeal to actually improve existing content rather than adding more has ... gone silent. This is in my eyes an larming sign of losing hope. I for exampel stopped caring about the newsletters and not-existing dev updates and have no hope that they will come back. It has been requested, a developer even said he will show this request the team but that was months ago. At this point I doubt we will get dev updates anymore and here is my appeal:

!!Listen to the community!!
And don't only listen, do what the community says .. atleast to some degree.

How many games have died because the devs have done what they want or what they don't want due to investors and/or NDAs? There is a PvP focus group which should help with balancing weapons, there are beta testers which are supposed to test stuff durign a beta and provide feedback and there is the community that should give feedback in general over time and then there are developers who should make this feedback come true and adjust the game. You even asked about what we undertsnad about depth. Okay this was only a few days ago but another thing wasn't: The Combat Logging update. In this you said that you are taking this seriously and are working on a way to prevent this or atleast auto-detect this behavior (and ultimately applying appropiate warings and/or other consequences). What do we have today? Nothing! The combat logging situation has been just as bad as it ever was and the frequency remains high.
Also weren't we supposed to name our ships? This is not even a major investion of time and resources. On the other hand, we got the cockpit-clock which has been requested several times.
So why are you using your RNG to select what stuff you will be working on and what not?

Also one warning I'd like to point out but which has already been pointed out before: Even though neither NMS nor SC or ED want to compete with eachother ... they will. No matter what Chris, Sean or David will be doing. That is not up to them but to the customers. I for one don't need three space games at once. I need a single once and that's it. SC is getting close to its release, when the beta starts there will be alot of attention for SC and look at NMS. Due to the failure of NMS Elite has experience a good amount of new player influence. The same *could* happe nto Elite with Star Citizen. (Yes call me a doomsayer, go ahead) Obviously Star Citizen could fail just as NMS but the likeleyhood is quite lower. SC has the biggest of all three financial resources and therefore the best opportunities, however, it all comes down to the team. What do millions of dollars or pounds use if the team is as talented as a hobby game writer? Wasted resources.
The deadline is Star Citizen's release. Until then, I really do hope that Elite is a sustainable product capable of being a worthy alternative to SC.


And to you, dear reader? What does this whole wall o' text help you? You can help improving the game by spreading this .. or your word. FD have stated that they will listen to what is 'hot' so for example if alot of palyers report the same bug, it has a high priority. Yeah, it sucks that the actual important bugs like crashes have a lower prioriy if it only happens to a few of us but that's FD's way. It is just like with voting. Go vote! Be happy we live in a democracy. And so be happy that you have two hands, a keyboard and an internet connection. Write your opinion and spread it. The more opinions we have (I obviously hope many people agree with atleast some of my points) the higher the priority will be for FD to touch certain points. Do you feel that engineers mods are unbalanced? Say so! Do you think they are balanced? Well, say so! Do you think NPCs or the netcodings are bad? Guess what, say-so! With your initiative to raise your voice and be an example of an active community member I certainly hope FD will take an example and also become active.

Bring back dev updates.



Thank you for your attention ... or thank you not if you have skipped major parts :p


PS: Sorry for typos and/or grammar mistakes as usual. :)
 
Last edited:
While what you say is true... you talking about this will probably just lead to your thread being closed by the mods. Anytime anyone has spoken up about all these things the thread seems to get locked within a day or so.
 
Last edited:
Agree on many things there but one thing I'd like to point out.

Just because you are able to deal a quick death to Elite NPCs doesn't mean everyone else can, and you can include me in that.
 
I skipped out of time constraints ... will read more in depth later, but the community comment stood out.

When has the community ever agreed on something?

edit: read all of it now, much is about Combat/PvP/Engineers, I have few opinions on that.

Agree on the sort of feedback you're describing. Point out what you feel is wonky. Make suggestions. But always realise that those suggestions may not be realistic. We don't know the code, nor the planned updates.
 
Last edited:
Agree with all of it. Thermals have just made pvp even worse than before, and by a lot. It´s a major concern that needs to be adressed and many of the mods need a hard looking into to get them balanced against the rest.
 
Other things I'd love to see addressed, largely because they've been broken for so long:

1) Turrets. Please correct their tracking. The most recent change was an improvement, but they still get "confused" and loose track when they have no right to.
2) Retro thruster animations. For as long as I can remember, retro thrusters only show as firing when you're at, or below, your current "max" speed. So if you boost, the entire time the ship is slowing back down to your normal max cruise speed, the retro thrusters appear to be doing nothing. It's very noticeable in the Asp, Keelback, and T6.
3) Fix / finish implementing the Keelback. There's no way that its current performance is intentional. That thing is terrible. I mean, the little swivel engine hardly ever move! (only a little, and only when rolling)

Now that I'm thinking about it, I'm going to submit new bug reports for all of these things, just in case.

Edit: Have create bug reports for all three issues.
 
Last edited:
I agree with what the OP says. I can't help feeling that many of the current features are either not finished, or simply implemented in such a way that they break immersion, and detract from the Elite Dangerous experience that we are all looking for. I am talking of NPC's, gameplay mechanics that have nothing to do with skill, and the flat flat flat, mostly textual nature of all interaction.

I really hope too that Frontier reads these posts and takes at least some of it to the discussions they must be having on what to do next with this great big universe of a game.
 
While what you say is true... you talking about this will probably just lead to your thread being closed by the mods. Anytime anyone has spoken up about all these things the thread seems to get locked within a day or so.

My threads usually never get closed unless they end up being a terror thread or if I accidentely create a duplicate one. :)
 
The whole point of having to "farm" rare materials is because they're exactly that - rare. You're supposed to feel like you've EARNED that level 5 Engineer upgrade. If the rarer materials were really easy to come across it would contradict their purpose and go against the lore.

Personally, I don't mind having to wait a while to gather the materials I need because it feels more rewarding when you finally do find them and get that sweet upgrade.
 
I agree with everything else but the npc difficulty. NPC difficulty is fine, they need to just add more npc strategies. Every npc have same strategy elite or harmless all act same and do same maneuvers and use same weapons. Add variety to npc behavior not dificulty. Also the npc spawning system is really bad. If you can kill npc and see same one spawn 5 s later (same name, rank, ship, load out and type of npc) or instantly after mission update that tells someone is after you the npc spawn right behind you something is wrong.
 
Good post, Crimson.

Dealing just with PvP and the special effects, anyone who reads my stuff will know what my concern is, but it's so important that I think it bears repeating.

I personally believe that FDev included heat - and have retained heat - for a reason. And a good reason.

It's an attempt at balance - an attempt at scissors/paper/stone. FDev saw the need to balance out ultra-resistant shields (thermal resistance going from -20% overnight to +74.99%) with by-passes.

Let me try to illustrate this balance with the image of a see-saw.

On the left we have a very fat ugly guy called thermal cascade.

Next left we have a rather less fat, rather less ugly guy called thermal shock.

Slap bang in the middle of the see-saw, we have SCB-cracking rails. I 100% agree that they are in the right place.

On the right of the see-saw we have a fat, ugly guy called ultra-resistant shielding.

Somewhere floating in between the two ends we have shield-cracking torps (right place v big ships but that's all), mines (fun but hardly core gameplay, useless against medium and down) and phasing sequence (might seem strong against an SCB build with a paper hull, but weak against a hybrid build, and only ever going to get a kill in a gank because so slow and predictable 1v1).

I'm not pretending the balance is perfect. But if the fat guy called thermal cascade just disappears, the see-saw will plummet down on the side of ultra-resistant shields.

My point is this: FDev have tried to achieve a balance. The player base are I think right to say it has major problems. But it would work even less if we simply removed heat (or thermal cascade) entirely. FDev did not get their game that far wrong.

Remember that if heat goes, everyone but the hardcore SCB-ers will ditch sinks overnight and deploy even more boosters.

TL;DR: What is actually needed is not just a crude excision of heat or thermal cascade but a complete rebalance - a fresh look at the specials and for that matter the numbers going into the base mods such as resistances and DPS.

(I do totally get that you have said as much yourself when you come on to other matters such as incendiary and corrosive but what worries me is that most people just see, 'end thermal cascade meta', think 'I agree' and go no further.)

But whether wholescale revision of the PvP aspects of 2.1 is realistic when the Developers are really focusing on 2.2, I really don't know. Somehow I doubt it!
 
The whole point of having to "farm" rare materials is because they're exactly that - rare. You're supposed to feel like you've EARNED that level 5 Engineer upgrade. If the rarer materials were really easy to come across it would contradict their purpose and go against the lore.

Personally, I don't mind having to wait a while to gather the materials I need because it feels more rewarding when you finally do find them and get that sweet upgrade.

But that's the point. It doesn't feel that I have earned it. Neither do I work hard for that nor is the task challenging. The only thing I do is WAITING long enough for High Grade USS to spawn. That's it. The origin of that is the RNG, ofcourse. Making it an actually task to gather rare materials would be better. With knowledge, skill and a plan you should achieve your goals but not because of the RNG allows you so.

There is nothing special to find a G5 material at the moment, there really is nothing.
 
Last edited:
I honestly don't have an issue farming engineer materials that are found in the wild.

I fully 100% without a doubt agree that the mission reward materials nonsense needs to go or be a selectable reward at turn in
 
Last edited:
In my opinion 1-3 are all related and feed back into each other, aggravating the problems.

Engineers (whether you like them or not) made the gulf between PvP and PvEvP so massive that they are now two separate games, that each time they meet clash to the tears of both. You can't stop combat log unless you begin to address what Engineers has done. I myself found out that a PvE mission Python can't even run from PvP heat-meta builds. Material farming for Engineers should have been isolated from the core game -- commodity mission rewards and magical mats x 3 during mining are probably the biggest irritations in the game for me -- so it doesn't affect you unless you absolutely want to go engineer.

NPCs are not too challenging to me even in an unmodded ship, but that doesn't go for the large part of the community, as the forum threads around that time proved, as well as the server logs, given the amount of ship reimbursements. NPC difficulty that works for all is a real tough one.

Networking: everybody who wants to comment on that beyond "I got disconnected, I wish that wouldn't happen so often, here's my log" should first watch this video, absorb it and fully understand it. People say P2P don't work, go client-server, but it's not quite as simple as that. Assetto Corsa (simracing: race cars around a track as realistically as possible) netcode tears (client-server model) have flown freely. And that's at speeds up to say 200-300 km/h, let alone 300 m/s. Some of this is straight up physics. Yet this weekend I was able to fly with Australians from California. That's close to miraculous.

https://www.youtube.com/watch?v=EvJPyjmfdz0
 
Last edited:
Agree on many things there but one thing I'd like to point out.

Just because you are able to deal a quick death to Elite NPCs doesn't mean everyone else can, and you can include me in that.
The NPC interdiction madness definitely needs to be looked into.

There also needs to be some compromise. Hopefully the changes that come with the new route planner will include tailoring the NPC difficulty and psychoness to the security level and other BGS stuffs of the system. This way traders can carefully plot a safe route and be confident that they have a chance of surviving in a T7, but a player wanting some challenging pew pew can find this without too much effort as well.
 
Some thoughts I've had from playing 2.1:

-I had hopes that Engineering my ship would come with some tradeoffs to be balanced. But it seems that most any Blueprint I see can be piled on my ship, with the big limiting factor being having a power supply big enough. And there is even a Blueprint to expand that. What I'm talking about is things like needing to make choices between Blueprint category X (say speed and/or firepower) and Blueprint category Y (such as jump range and/or maneuverability). Where I can't have both extremes, and a "stock" un-modded ship is the middle ground between these opposing Engineering choices, and is therefore perfectly viable outfitting choice.

-All manufactured commodities need a supply source. Even if they are rares at a single station, allocations are very limited, etc. If it's manufactured, it should be marketed somewhere.

-I'd like to see missions where I can accept them even when my ship doesn't meet the mission requirements. Let me accept the 16 tons of cargo for this mission in my Large pad ship (maybe with a big dialog box warning me), so I can then go swap ships to a smaller pad ship to complete the mission to an Outpost. I realize that some players may get all messed up (at first), but I know what I am doing, and feel held back by this limitation.

-It often seems that many minor factions lack any missions at all. Would be nice to see them a bit filled out.

-In addition to completing missions to counter an Outbreak or Famine, I'd like to see delivery of appropriate commodities count toward ending the state (if this is already true, I was unaware).

EDIT:

-It seems like Engineers commodities cause NPC interdictions. I'd hope that interdictions will be determined 100% by a combination of the Security Level of the system plus the State of the system, and/or a mission. Nothing else.
 
Last edited:
I may should also add storage but this is already coming but not for commodities. Atleast not in 2.2 AFAIK. However, we URGENTLY need this. Also because of these NPCs risking their lives for a single micro controller.
 
But that's the point. It doesn't feel that I have earned it. Neither do I work hard for that nor is the task challenging. The only thing I do is WAITING long enough for High Grade USS to spawn. That's it. The origin of that is the RNG, ofcourse. Making it an actually task to gather rare materials would be better. With knowledge, skill and a plan you should achieve your goals but not because of the RNG allows you so.

There is nothing special to find a G5 material at the moment, there really is nothing.

Exactly. The same is true for most missions. Finding a missing pilot is a matter of random POI's with occupied escape pods. This kind of gameplay reverberates through a lot of Elite Dangerous and it is a shame.
 
Back
Top Bottom