News 2.3 Dev Update

Countermeasures has never been a thing. Only Engineers.

Was stated on a stream with Adam Woods a while ago. As was the ability for a solo player to swap between stations. Now, looking at what multicrew is (turret gunner, extra SLF) what would have been the point in that?

Something has clearly gone wrong and they've cobbled it together quickly to push it out.

Also, the station to the right on my Conda has a screen with a schematic of the ship on it. Wonder what that was for...
 
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Well.
Not a fan of multiplayer activities and wishing this was extended to NPCs. However, I do appreciate the game's updates and hope this mechanic is on the good side of people.

Cheerio.
 
Was stated on a stream with Adam Woods a while ago. As was the ability for a solo player to swap between stations. Now, looking at what multicrew is (turret gunner, extra SLF) what would have been the point in that?

Something has clearly gone wrong and they've cobbled it together quickly to push it out.

Well things change or get pushed back. It is clear FD have a rethought about how to do shields and sensors and imho it clearly have changed things for 2.3.

As for teleport - it is not really a teleport, and when/if space legs come, it might not be even same thing. FD clearly steers clear from things you could interact physically. Essentially I see it is as coop platform for quick fun - and testing avatars and networking and multicrewing in general.
 
As a largely solo player I can safely say that these additions WILL be getting me back into open more often.

The looking for crew/looking for work mechanic sounds perfect, as does the turret control (I was actually discussing an exact concept with a fellow commander recently)

Looking forward to dropping in on any Commander that has opened up their ship to other players no matter what the job, plus my anaconda is nice and ready for this style of play with 2 fighters, turrets and missiles

Fairly excited for this one I will say.
 
Well things change or get pushed back. It is clear FD have a rethought about how to do shields and sensors and imho it clearly have changed things for 2.3.

As for teleport - it is not really a teleport, and when/if space legs come, it might not be even same thing. FD clearly steers clear from things you could interact physically. Essentially I see it is as coop platform for quick fun - and testing avatars and networking and multicrewing in general.

"Things change or get pushed back" indeed.

Look, we were told multicrew had these features (for 4 players) and now they don't. What it does have, is pathetic. It screams "bare minimum".

I wasn't talking about telepresence. I was talking about a solo player being able to swap between roles on his ship. Which made sense when the original roles existed. Now? not so much. What does make sense now is, the lack of NPC crew. Because there'd be sod all for them to do.
 
Look, we were told multicrew had these features (for 4 players) and now they don't. What it does have, is pathetic. It screams "bare minimum".


I don't want to hold too much on what the devs said already a year ago, because things indeed change and there are obstacles along the way. But there's a subtle line between "we'll give you 4 roles, all very different from each other with new mechanics attached to it for every playstyle" and "We'll give you 3 roles for combat, all with things recycled from old mechanics, and here is some handwavium telepresence to glue it all together" that does sound pathetic indeed.
 
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I did just post this in another thread but I think it deserves a wider audience. I also think it's an extremely valid point.

'I think David wants everything to be "realistic" but that's just not the right way to go IMO. If you are writing a simulator that's one thing, but games are meant to be played and play is about fun not realism'


Ian Bell - 1995.

The developers have always made it clear that this is not supposed to be a straight-up sim. It's a game which has sim-like qualities and where as much realism as they think is reasonable is included but ultimately the above philosophy is applied when there are hard choices to be made in the trade-off between gameplay and realism.

Ship transfer was changed from the original concept of instant transfer in part because there was no compelling reason outside of game immersion not to change it. There is a compelling reason outside of game immersion concerns to use an instantaneous model when implementing multi-crew though, namely that by definition it involves other people and given the difficulty in getting a bunch of people together to play at the same time around family, work and other leisure committments, anything which adds further barriers to accessing the content is likely to render it useless.

If people want the dev team to spend time on adding some requirement to get together at a common location before participating in multi-crew play though, they will be implementing a set of features which will be quite literally a laughing stock in the online gaming community right before a launch on a new platform. If that's truly what you want, that's fine. It's not for me to tell you what to wish for. Just be sure you realise that is actually what you are asking for though and think about the potential ramifications in terms of sales and future development.
 
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The changes in this update were not what I expected at all but I like them. If only 2.3 released tomorrow x_x
 
I did just post this in another thread but I think it deserves a wider audience. I also think it's an extremely valid point.

'I think David wants everything to be "realistic" but that's just not the right way to go IMO. If you are writing a simulator that's one thing, but games are meant to be played and play is about fun not realism'


Ian Bell - 1995.

The developers have always made it clear that this is not supposed to be a straight-up sim. It's a game which has sim-like qualities and where as much realism as they think is reasonable is included but ultimately thr above philosophy is applied when there are hard choices to be made in the trade-off between gameplay and realism.

Ship transfer was changed from the original concept of instant transfer in part because there was no compelling reason outside of game immersion not to change it. There is a compelling reason outside of game immersion concerns to use an instantaneous model when implementing multi-crew though, namely that by definition it involves other people and given the difficulty in getting a bunch of people together to play at the same time around family, work and other leisure committments, anything which adds further barriers to accessing the content is likely to render it useless.

If people want the dev team to spend time on adding some requirement to get together at a common location before participating in multi-crew play though, they will be implementing a set of features which will be quite literally a laughing stock in the online gaming community right before a launch on a new platform. If that's truly what you want, that's fine. It's not for me to tell you what to wish for. Just be sure you realise that is actually what you are asking for though and think about the potential ramifications in terms of sales and future development.
True , but this feature is bending reality in ways that just dont make much sense to me.

This is not like instant cargo loading that skips time one or two hours , this is skipping lightyears ahead with tech that was shown to have a range of 20KM.

Realism is one thing , consistency is another

I wish braben had the last word on everything , he is a genius and if everything went his way I think the game would be the best damn space game of all time
 
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The more I think about the different stuff announced the more I like it.

If it's telepresence, I hope for a nice animated transition. To give us the feel of it. Note just a black fade-ins like we have now.
The different stations and how you switch is what I really hope to see soon also.

I'll just wait for now.
😊
 
True , but this feature is bending reality in ways that just dont make much sense to me.

This is not like instant cargo loading that skips time one or two hours , this is skipping lightyears ahead with tech that was shown to have a range of 20KM.

Realism is one thing , consistency is another

I wish braben had the last word on everything , he is a genius and if everything went his way I think the game would be the best damn space game of all time

There is still nothing that stops you from playing the game you want to play it if this goes through. I certainly don't care if you CHOOSE to pick up every person in your crew. It doesn't hurt or effect me, just like someone else choosing to have their friends 'teleport' in shouldn't hurt or effect you. I don't mean to come off as a hard , but I just really don't get why anyone would have an issue with this.
 
I did just post this in another thread but I think it deserves a wider audience. I also think it's an extremely valid point.

'I think David wants everything to be "realistic" but that's just not the right way to go IMO. If you are writing a simulator that's one thing, but games are meant to be played and play is about fun not realism'


Ian Bell - 1995.

Thanks for that. And on this matter - I'm probably going off topic right now - I sometimes wonder what's the role of David Braben in ED. Sure, he's the spokesman, the boss, the one with the legend and the big announcements. But does he have an active part, even a small one, in game design and development?
It looks to me as if all features added from powerplay to nowadays (minus horizons which he seemed deeply enthusiastic about) don't seem to add up to "the game he wants to play".
 
Thanks for that. And on this matter - I'm probably going off topic right now - I sometimes wonder what's the role of David Braben in ED. Sure, he's the spokesman, the boss, the one with the legend and the big announcements. But does he have an active part, even a small one, in game design and development?
It looks to me as if all features added from powerplay to nowadays (minus horizons which he seemed deeply enthusiastic about) don't seem to add up to "the game he wants to play".

I'm sure he has oversight but ultimately I guess you don't hire people so that you can do their job yourself.
 
Instant-transfer versus pick-up at station crew meet-ups, are not mutually exclusive, but could compliement eachother

While I do think that the instant-telepresence is the right move, there is merit to the concept of having to picked-up at a station actually be present. I can't see how the telepresence idea totally negate the idea of having to go to a physical location and pick-up a crew member.


The two could co-exist just fine, not in the current state of the game mind you, but if Frontier expands on exploration and mining and actually explore the logistics of telepresence, then I could see some merit in having two different methods of joining up. One being the instant-transfer-telepresence, whatever you want to call it and the more permanent way of being picked-up at a station and actually being present on the ship.

Right now having both systems, wouldn't make sense, but with Space legs (Elite feet if you will) I could see some tangible differences that could both cater to both styles of play, while also respecting peoples time. I could easily see that Multi-crew gets expanded into having more roles, some that can be done via telepresence and some that require someone to be present on the ship.

The telepresence idea could also give way to some interesting combat choices. Imagine being hit with an EMP that makes it impossible for commanders that synced up via telepresence to actually do anything for a certain amount of time, leaving only the people that are actually present on the ship to be able to act, or taking out a comm relay that instantly disconnects telepresence commanders.

I know it seems like wishful thinking, but I am tired that people only see the negatives of these updates, instead of looking at the potentially interesting gameplay mechanics that it might spawn in the future. This is an exciting prospect, because there are still many things that can be done, but the skeleton sounds interesting, and the telepresence idea could have some interesting ramifications, if explored.

Call me naíve, I prefer to see it as being an optimist.

TL: DR: Instant-ship transfer and picking up commanders are not mutually exclusive ideas, if done correctly they could actually compliement eachother very nicely and cater to both styles of play.
 
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There is still nothing that stops you from playing the game you want to play it if this goes through. I certainly don't care if you CHOOSE to pick up every person in your crew. It doesn't hurt or effect me, just like someone else choosing to have their friends 'teleport' in shouldn't hurt or effect you. I don't mean to come off as a hard , but I just really don't get why anyone would have an issue with this.
But lore wise it hurts me.
Its like a plot hole.

I am happy you love it , and I hope that if it stays this way that everyone loves it.

I just dont think we should have unlimited range. it feels silly to me
 
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