2.3 dev update feedback mega thread

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But still have to dock to cash in Exploration data.
Maybe this new fangled telepresence transmitter can transmit exploration data as it is collected and our credits awarded by return message? The future really is almost upon us.

hehe^^ don't get silly. Immershun and all that XD.

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What people mean by "it's about the journey" is the act of doing it yourself. There's kudos and pride for a self professed explorer to make the trip to Beagle point or Sag A.

Are the planets more beautiful at Beagle point? Well maybe they are if you've made the journey.

Indeed, getting your behind there makes things different (IMO) than what a quick play SRV race in the galactic core.
These two things will produce vastly different gameplay experiences, and not mutually exclusive at that.

How often did you find a system with amazing vista and whished you could share it with friends in the bubble, or drive together
on a planet at the edge of a planetary nebula ? For me, dozens of times.
 
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How another game handles crew:

A navigator can help alert you to important objects in space, such as wormholes and hidden cargo containers, at a much greater range. They can also help protect you from making dangerous jumps too close to planets or moons.

A weapon operations specialist can tweak your primary weapons to improve their firing capacity (also improving their long term yield).

A science operations specialist can alert you to important benefits in a sector as soon as you arrive, including asteroid field locations, planets that have material to mine, wormhole locations, hidden containers, and dense nebula cloud locations. They can also improve the efficiency of your mining beam, letting you mine materials more quickly when stationary.

As a note, that's NPC crew. As a PC you control a turret on your friends ship. So that leaves something to be desired on the multiplayer front for that game, but this is just food for thought for this game.
 
Offers nothing to small/medium ship as they do not have any fighter nor good weapon placement to justify turrets.
So only interesting for the Big 3 : Conda, Vette, Cutter.

My Keelback should make good use of it - Pack hound missiles with extra long clip for the gunner, and a fighter bay.
 
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Immersion > Game play

*shrug*

The more I read here the more I legitimately think immersion is just a scapegoat and very few, if any, players actually feel that way. Everyone that complains about their immersion ignores all the things in the game just don't make sense from any perspective. Any counterpoint using existing functionality or game-play as precedence for new features is just ignored like children putting their fingers in their ears and screaming "la-la-la-la cant hear you!".

IMO it's just a jealousy thing. People don't want someone hot-joining a boat at Sag A* because a when they went it took them weeks to get there. They don't want a new player ride-along skipping a sidey and going right to Viper because when they started, they had to earn their first upgrade in a starter ship. Why should multi-crew get instant travel when everyone else has had to meet up to form a wing?

I read all of these posts about space somehow shrinking, respawn travel being different than multicrew travel because it's different (/mindblown), exploration dying out because people can now multi-crew to see things they could have also watched a HD youtube clip of at any time instead, and what I see between the lines is "It's not fair new players don't have to deal with the same stuff I had to deal with but I can't say that because it's incredibly selfish how can I rationalize this...IMMERSION".

New players, PC, Xbox or PS4 that come along after 2.3 are going to love this. And then when 2.4 comes along there is going to be a portion of them with the same personality type that kick and scream in opposition to because it wasn't there when they got the game.

Kudos to the people that just come out say say "I don't like this" or are asking game-play related questions to back up their reservations instead of hiding behind some gibberish they pretend makes sense.
 
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Have an option on the startup menu that distinguishes Multi-Crew mode from the rest and have it in a seperate enviroment. Similar to the "Ironman Elite" concept that was never implimented.


Ironman Elite
During commander creation the player may set the “ironman” flag. Ironman commanders can never be grouped with normal commanders. Players can use the same name for both normal and ironman commanders.

Escape pod systems can be damaged and made inoperable (they are still invincible once launched)

Escape pods are disposable: after use, a new pod can be purchased

Escape pods must be manually activated

Failure to use an escape pod permanently kills the commander if the ship suffers catastrophic hull damage (breaks apart).
Permanently killed commanders can be resurrected as a normal commander(no ironman flag), continuing from when they died
Ship warning systems and visual/aural cues activate when the ship nears total operational failure
The commander is not killed by any amount of ship operational failure

Commanders have emergency personal life support which activates in the event of life support failure
Personal life support can only sustain a commander for a limited time, but restocks when the commander is in a breathable atmosphere
If a commander’s personal life support runs out the commander is permanently killed.


Page 51 from here: Page 51 from The Begining Early Game Design


[/I][/I]​
 

verminstar

Banned
I would like to know the answer to this too. I'm trying, really trying to find a reason to pick this game up again.

In the same boat m8, in the same boat...after reading the past 6 pages and seeing the question not answered doesnt really come as a huge surprise though. Megathreads like this are well known as the trashcan of the forum...its the place where valid concerns and questions get buried never to see the light of day again. Message recieved loud and clear FD ^
 
In the same boat m8, in the same boat...after reading the past 6 pages and seeing the question not answered doesnt really come as a huge surprise though. Megathreads like this are well known as the trashcan of the forum...its the place where valid concerns and questions get buried never to see the light of day again. Message recieved loud and clear FD ^

So needy. As with every release they provide details via livestreams and newsletters. There's even a beta where you can test things out before they go live.

Frontier announce 2.3 and 5 days later you are in a pit of despair, just chill out fer God's sake.
 
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Except keelback is a single seater, so even though it can have a fighter bay, according to what we have been told it still cant have a 2nd crew member

Tell that to my Deadly NPC pilot... unless she fits in a box somewhere?

Just because you don't see a second seat in the main cockpit doesn't mean there can't be more crew elsewhere. It's a ship the size of a passenger jet!
 
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How another game handles crew:


A navigator can help alert you to important objects in space, such as wormholes and hidden cargo containers, at a much greater range. They can also help protect you from making dangerous jumps too close to planets or moons.

A weapon operations specialist can tweak your primary weapons to improve their firing capacity (also improving their long term yield).

A science operations specialist can alert you to important benefits in a sector as soon as you arrive, including asteroid field locations, planets that have material to mine, wormhole locations, hidden containers, and dense nebula cloud locations. They can also improve the efficiency of your mining beam, letting you mine materials more quickly when stationary.


As a note, that's NPC crew. As a PC you control a turret on your friends ship. So that leaves something to be desired on the multiplayer front for that game, but this is just food for thought for this game.

That, however, is all game magic. There is no sensor, it's one routine of the game using another routine in the game to locate assets the game generated. What this means is that an NPC crew is more effective than a PC crew. And the weapons specialist is "adding another pip".

It's a lot easier to code in a routine to tell you about objects the code placed are near another thing the code placed and call a routine to make a message about it appear than to make a sensor suite to do that that a human can operate with any degree of purpose or interaction.
 
WOW, what a circus.

FDev, please, seriously. Make the multi-crew option a separate menu item on the Main menu, just besides Solo, Private, Open, Arena.

All problems solved, all rants will calm down and we can finally move to more important things, like in-game content for Explorers, something to do at Jaques, Aliens story and real in-game presence of Alien ships, Engineers around Jacques, persistent NPCs, better mining, real player driven economy and similar things like that, IMHO hundred times more important that some "turret shooting minigame".


Thank you very much...
 

verminstar

Banned
So needy. As with every release they provide details via livestreams and newsletters. There's even a beta where you can test things out before they go live.

Frontier announce 2.3 and 5 days later you are in a pit of despair, just chill out fer God's sake.

Yer mistaking despair with dawning realization and indifference...I asked a simple question of just one line...simple yes or no answer would have sufficed and I would wager Im not the only one here who would like it answered. But again, even the most simple questions are ignored.

Fear not, I will chill out though...but not here. My last slim hope is that 2.4 will have something to get excited about ^
 
By the sounds of it, it's the same thing that happens to your ship when you play CQC. It almost sounds like a feature off the main menu.

Ok, so.. nothing? Because I've never been able to play CQC, because I'll only wait so long for a match and for the lobby of a match to populate. 30 minutes with 2 people in the lobby is my limit.
 
Yer mistaking despair with dawning realization and indifference...I asked a simple question of just one line...simple yes or no answer would have sufficed and I would wager Im not the only one here who would like it answered. But again, even the most simple questions are ignored.

Fear not, I will chill out though...but not here. My last slim hope is that 2.4 will have something to get excited about ^

You're upset a Frontier staff member hasn't answered your question and so you are now leaving the game. Ok.
 
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Tell that to my Deadly NPC pilot... unless she fits in a box somewhere?

Just because you don't see a second seat in the main cockpit doesn't mean there can't be more crew elsewhere. It's a ship the size of a passenger jet!

Except the dev post said you can join a ship as extra crew if it has a spare seat. As we only use the cockpit and there is no extra seat there, then no extra crew for keelback
 
Hm, and what would said engineer actually do ? It easy to come up with role names, but much harder to come up with
engaging/interesting/challenging gameplay associated with it.

And I have no issue with having telepresence for long range. I mean, we get galnet and powerplay information at beagle point ...

Its easier to do the simple stuff right? like a gunner and slf. Why you think FD did it like this? because they don't know how to do a game engaging other than shooting stuff.

An engineer should have a complete schematic of the ship with all the systems including the shields in front of him.

I thought the job of FD was making the game fun and make the mechanics... I guess they can't do it because they aren't good enough?

Oh you think a gunner will be fun?
 
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That, however, is all game magic. There is no sensor, it's one routine of the game using another routine in the game to locate assets the game generated. What this means is that an NPC crew is more effective than a PC crew. And the weapons specialist is "adding another pip".

It's a lot easier to code in a routine to tell you about objects the code placed are near another thing the code placed and call a routine to make a message about it appear than to make a sensor suite to do that that a human can operate with any degree of purpose or interaction.

There is a sensor in that game though and you can find everything without the crew, but they increase your range and effectiveness. The game allows you to jump into planets/moons/stars and kill yourself, so the navigator can be quite essential when you are hunting for those things and they haven't been charted. Anyhow, it's just an idea and I think it's at least better than having multiplayer only crew.
 
I really don't like telepresence because in my opinion it looks like workaround to handle simple multicrew without proper boarding mechanics and reason to play in multicrew. I understand that accessibility to this feature is very important however you shouldn't develop more and more stupid workaround to handle new gameplay mechanics. Multicrew should be meaningful and it should be worth the effort to meet with friend on station and board his ship. Players should be able to share ship, share helm and more.
When someone log off on ship, he may wake up in different location if his friends move ship to another system. Multicrew should mean great adventure with friends across galaxy - you, your friends, ship and deep space loneliness, hostile aliens, uncharted worlds and ruins - this is how it should look and work. You proposed something totally different, you offered us only na mini-game called multicrew but better name would be multi pew pew. With this simple jump in - jump out mechanics, without true meaning of being crew member, this patch is another mini-game, mini-feature, nothing more. Just look at Star Citizen demos, when they show something, peoples scream like crazy ones. It is because they given all their can into their game, maybe it is still not ready, but just look at the concepts, how advanced it is and compare it to telepresence and multi pew pew, it is sad. That kind of minor feature looks more like placeholder, not a worthy patch in paid season. I am so sad, because I clearly see now that all your ambitions ended on scale of galaxy and planets - these features are really good. Everything other is shallow, barren and simple - like minie-game good for few minutes. It looks like only on goal for you is to fulfill all features promised in season, no matter how weak it will be ;(. I am so sad because I like style of your game but I am loosing hope ;(
 
I read all of these posts about space somehow shrinking, respawn travel being different than multicrew travel because it's different (/mindblown), exploration dying out because people can now multi-crew to see things they could have also watched a HD youtube clip of at any time instead, and what I see between the lines is "It's not fair new players don't have to deal with the same stuff I had to deal with but I can't say that because it's incredibly selfish how can I rationalize this...IMMERSION".

This thought keeps popping into my head also, including maybe one or two who just want to block convenience out of spite, when I did Colonia and back, I did it out of choice, if they give players the ability to teleport there, then so be it, I don't expect others to do things just because I've done them.
 
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