2.3 dev update feedback mega thread

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even if its more diverse tourist hotspots

Well I have just hit Elite in explorer by doing tourist runs, ( about 10 mins ago, got to pioneer the hard way) and the credits I made was nothing to sneeze at, and you know I actually had fun doing them, Ok my Asp X jumps 45 Ly so it was quick, but the little titbits you get and going to places I haven't been before made it ok, so yeah I'm up for more of them :)
 
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Well I have just hit Elite in explorer by doing tourist runs, ( about 10 mins ago, got to pioneer the hard way) and the credits I made was nothing to sneeze at, and you know I actually had fun doing them, Ok my Asp X jumps 45 Ly so it was quick, but the little titbits you get and going to places I haven't been before made it ok, so yeah I'm up for more of them :)

more exploring is good
 
This poll shows that 194 votes 88.58% want non-combat roles for multicrew. What are the development plans for non-combat roles?



This poll shows 375 votes 85.23% think NPCs are essential for multicrew. Other polls consistently show similar results with a high demand for NPC crew. What are the plans for this?

I started reading the many threads yesterday concerning 2.3 and the reaction of the player base to this next update, is want I feared (not in a positive light). So Frontier closed all the threads and buried them in this mega-thread. :x

Back on topic, Frontier you want feedback just have look at this two polls and the great suggestions made by your community of how you could of enriched and given the game more depth across all game modes (Solo/Open & Groups). I ask the questions?.


  1. What does this update bring to trading?.
  2. What does this update bring to mining?.
  3. What does this update bring to exploring?.
  4. What does this update bring to Solo players?.
Answer: Nothing [sad]

I thought the game was meant to have four main pillars of gameplay, but Frontier seemed to focus just on combat.

Frontier not just drop the ball on this, they weren't even in the same ball park.
 
Seeing as we now have a Mega-thread I wanted to sum up everything I feel about so far about Multi-Crew, what I think it should be, what it seems to be and what it might do in an ideal situations. It’s a huge read as this is essentially ideas I’ve had and would have put into separate threads.

Clarification: I like Multi-crew and will use it I am sure, but from what we’ve seen so far…

1) Instant Ship access.
I personally think this is fine. Yes, it breaks “Immersion” of the game, but realistically any kind of wit mechanics for gameplay is a terrible idea. Now I do not want to confuse things here, but I am fine and like the slow transit times for Ships and Modules, to me those things are a convenience that the game replicates and it all feeds into the presence of the universe in that it takes time for those items to be shipped to you.

Having said that, I in no way feel that my CMDR needs to spend time twiddling their thumbs until a timer is up, just to catch up with a friend back in the bubble who is just starting out and I am off in the Black thousands of LY away and otherwise without the opportunity to just spend some time with them. I do not see how any sort of time-sink between play and not-play is worth it to a game company and I am fine with instant teleportation despite all its possible abuse of fictional physics and game lore.

In fact, I think that Frontier needs to be clear on this mechanic, that it should only be accessed via a lobby through the Main menu and not something you switch to on the fly while in the game. Nor should they EVER use the word Telepresence to describe what’s happening with Multi-crew. No explanation is better in this case I think, I would rather just assume that this function is a game function and not otherwise try to describe how it all happens until we get some form of walking around where I can transfer from my ship manually and into a friends vessel.

At the same time I think that for everyone who says that’s all they will ever want to see, given the option I would want to walk between 2 ships on occasion to enjoy the sites, but realistically 99% of the time I will be in a rush and click the “take me straight there button” just because I can’t be bothered. (To be clear I play this game for Hours every day and I do have the time to walk from A to B, but I’d rather be doing something else)

I believe that is what Frontier are looking at here, they need to cater to people wanting to PLAY THE GAME right now and have gone for the simple transition and maybe someday down the line we can walk the long way around. I assume this also applies to someday being able to walk down to my SRV to launch it from it’s bay or to rush to my SLF and deploy… these are nice pieces of “fluff” to experience once or twice, but I can’t say I want to be running to my fighter bay, 6 decks down and to the aft of my Anaconda every time I was to launch manually in my SLF every time im interdicted.

2) Gunner Multi-Crew Combat
Here I am a bit disappointed, honestly the mechanics right now do seem that they will work. Become a gunner and use “Some” of a ships guns, Great! Except on a Cobra with fixed weapons all the gunner does is use a KWS dump the occasional Heat-Sink and assign a Pip… Huzzah… all the other time they are useless unless the Cobra gimps itself by taking turrets.

Now having said that, if the Gunner can shoot those turrets like you can in an SRV and some sort of Buff is applied to Turrets being used in “direct mode” is applied so that they become as effective as CQC-style gambled weaponry then that would be cool… the small and mediums on my Anaconda suddenly when operated by a person become much more effective, the trade-off as I see it would be traverse time and the fact that turrets go from a 100% lock-on chance to point-and-shoot-and-miss-because-I-suck weapons which means that the usual downside to turrets will need to be offset

Personally I also hope that we get Large and Huge Turrets so that on a MC vessel we can give out Gunners more to shoot with… heck I even want to be able to fill a Corvette with Turrets and have a pair of gunners 1 fighting the Starboard Weapons and the other Fighting the Port weapons… but only if Im not seeing a reduction in the effectiveness of what I have by swapping out My Class 4’s for some tiny Class 2’s

3) Multi-Crew and Multiple SLF
Ok, so as I mentioned elsewhere I actually though that this might be a fun thing, Bigger vessels start hauling Dual Fighter bays, the extra Crewman can deploy the main fighter as an NPC and then just in one themselves…

…except the main post says that the NPC fighter remains in the Helmsman’s purview… , seriously? What else will the Flight Conn crewman do? All they can is launch in a fighter? Guess that assumes you carried the right sized bay with access to a second fighter. Can they even jump into a Fighter if the ship only carries a single hanger? If they can, then why is the launching of said fighter apparently limited to Helm only?

Surely with this station all Fighter Control should be the focus of this station. Personally I want Flight Conn to let us launch 2 NPC fighters, then let the Flight-Conn use the same sort of targeting that a Gunner will hopefully have to direct those two NPC ships, let them also be capable of designating Sub-targets to those fighters so they can take out Weapons or Shields. This level of added functionality should keep a Fighter Crewman busy, otherwise I can foresee things going like this…

… Hey, Helmsman are we there yet? No. Ok wait. Now? Yay! Launching… and Im dead, Switching to Fighter 2… nope its dead… now what do I do while the fighter bay is rebuilding things? Nothing? Ok guess I will play with my PIP.

Obviously that could still happen even if you could have Flight-Conn be some kind over Oversight on Fighter Combat Operations, but at the very least they should be able to use any downtime to look at nearby potential targets and sub-targets to prepare ahead of time for how they will deploy the fighters when they are ready.

Oh and really if all I can do as a Flight-Conn in MC is control a single fighter, outside of being able to instantly jump in a MC vessel regardless of distance away from me, I am better off going and getting my own Carrier Ship and just doing a regular Wing as that gives me a Fighter plus my Ship one of which is piloted by an NPC and bringing extra Pew-Pew to the battle…

4) Multi-crew SRV
This one is simple, I can see some potential issues with ownership of a vessels SRV’s being a reason for why this wasn’t mentioned but really, this needs to be a thing… I want to be able to go exploring with 2 other friends, park my ship and have all 3 of us zip out across a world to explore.

5) Non-combat Multi-crew
Ok so this is my biggest issue with what we know so far. What do Multi-crew do when you are not in combat? At best they play with a Pip, Huzzah.. it’s a thing that is generally ONLY useful in a fight. Maybe a Gunner with their super-targeting array can scan a few vessels for bounties or something when you are approaching a Dock and harvest you some Wake Scans or something… but beyond this? Can they Plot a Jump-Route ahead of time? Can they help to somehow promote repairs or shield regeneration? Can they initiate a scan on a planet that I just flew past rather than needing to loop-of-shame?

This is a Huge turn-off for me, so much of the last 2 updates 2.1 and 2.2 was based around bettering Combat and while that was in the past a huge part of my game… I got bored of it, now im an Explorer and a Mission taker and a trader… we need more things that are not the easy fix you get from Combat, things that entice people to stick around as Multi-crew for more than the duration of a RES Hunt and instead will encourage people to focus on the other possibilities of this game.

6) A Feeling of Ownership
To me, I perceive that part of what might be going on behind the scene for Multi-crew is the idea that people could end up being Griefed and that “ownership” of a vessel is somehow difficult to separate out. I can see situations where Crewman Bob shoots a station or runs Owner Sam’s ship into a sun and FDev not wanting to have to sort out whose fault it was or who is truly responsible (or their Support stuff wanting to try to work out if the complaint they received is justified) but I think that if this is the thought process behind why a Helmsman is always the Owner then it need another look.

Yes. Griefing Will Happen. It doesn’t matter how you swing it, people will abused things. But from what I expect a great many people don’t want to use Multi-crew for random crew. They want it to team up with friends, people they hope they can trust to feel like they and their friends can be the “bridge crew of the enterprise” or <insert other space ship crew scifi show here>.

I plan to only Multi-crew with friend I know and specifically invite who I hope will do the same with me and we can all be special and trust each other enough to know that you don’t fly stupid in an A-rated Anaconda.

Trust in people a little more and let them work as small teams, people seem to want to be able to experience a sense of cooperation which requires a degree of trust but also freedom and if you are worried about people doing dodgy things, just give the Ship’s owner a “kill-switch” a hotkey they can press that instantly reverts control to them and disables all the other seats… and as for that pesky self-destruct option a pop-up for confirmation for the owner should be the way to go… though really I think the entire right-hand panel and all its options such as Landing gear and silent running might be best off left in the hands of the Owner.

7) Bounties and Crimes
Ok, this seems to be a point of some contention, but for me I feel that sharing bounties across players should be fine. Maybe I wouldn’t triple the bounty for a Crew of 3, maybe I would just give a third to each. Whatever you do decide though needs to be replicated into the normal Wing Mechanic. Winging up in any form should split the mission rewards be it from Bounties, Trade goods or Exploration Data sales. I’d personally say each person in a wing gets 50% of the total… less than full but more than you could have earned in anything over a group of 2.

Crimes are a different matter, this should be purely based on a “Who Done It” Situation. Accidentally shoot an Authority Ship? 400 Cr Bounty to the Gunner. For immersion it makes sense for a Ship to have a Bounty Placed on it, as it would be difficult to identify who actually committed a Crime, but for gameplay I think that this level of hand-wavy-magic-identification is necessary to cut down on potential abuse. Have that Bounty remain inactive or something unless said Criminal was flying the ship or until they had left the vessel and switched to their own or perhaps make it a threshold of Bounty that they have to have racked up in another’s ship before that to becomes a target.

As for giving up on taking a fine in exchange for the loss of a day’s split of the profits? I’d rather take the case earned and then pay off the bounty… its most likely the more profitable route.

8) Keeping Thing Simple
It seems to me that much of Multi-crew right now is aimed at keeping as much control in the hands of the Single helmsman as they currently have. But at the same time they have tried to add some things to more than one player being on a ship that can do without compromising that intial goal.

That is a noble idea and I applaud the concept that you should not take anything away from a player just because they want to team up. After all if you did then most multi-crew sessions would be a loss of efficiency and thus a debuff.

What I wanted/hoped to see with Multi-Crew though was rather than dividing the resources of the CMDR to instead present a series of systems that would enhance or add complexity to what they could do. I wanted to see an Engineer being able to prioritise repair efforts, how cool would it have been for the Engineering station to make use of an AFM that didn’t disable a module while it was being repaired. Or a SysOp who could buff Shield Arcs say they realise that the enemy vessel is attacking them with Particle Weapons they could somehow tune the shields to be more thermal resistant in exchange for a loss of Kinetic protection. Or a gunner who could designate weapons in fire groups to attack a primary, secondary and tertiary enemies at a single time with turrets.

None of these take anything from a CMDR as right now, they don’t have those options. Sure we can mod out shields for better Resists, but we can’t do it on the fly, dynamically. All it should have taken was a slider/pip system of some description with one end reading thermal and the other reading kinetic, if that had also then been based on Shield Arc, Fore/Aft/Port/Starboard based on ships size then they will be busy constantly trying to shift those pips back and forth as the enemy attacks from different angles and with different weapons.

There have to be plenty of things you can ADD on top of what we can do right now without needing to reduce what every CMDR can do, but things that would provide a benefit to a multi-crew ship but also entertainment to said crew. You can even let the Helmsman access these sorts of advanced systems, though the trade-off there would be while they are looking at one of these sub-systems their Ship is otherwise not performing optimally. Would these things be difficult to develop? Probably, but just because something is isn’t easy doesn’t mean you shouldn’t strive to see it happen.

CONCLUSION
So much of what Multi-crew feels like right now is that it is catering to the Combat side of gameplay and I really hope that I am reading too much into what little we do know. But the one thing that seems clear to me right now is that this system is not designed in any form to make a small group of players feel like they are going to be invested in staying together as a Multi-Crewman group for any real length of time.

Without options for Multi-crew outside of combat, the ability to equally share roles in a ship and the division of proper responsibility that that will entail people will drop-in/out of being a crewman on a whim. If we could pool Cred resources, share rebuy costs and fine, help pay off bounties by everyone putting in a bit of money and perhaps being able to buy shares in a vessel so that you can afford bigger ships with better equipment it might all contribute to that sense of being a real Crew.

Right now though it’s just seems like a single CMDR saying to some mates “Hey, want to come over a game with me for bit?” (the key part of that is GAME) rather than approaching this like it will be something you would want to have the same group of people participate in regularly nor is this system seeming like a way for new and infrequent players being able to band together to access some of the more Credit Expensive content that Elite has.

TL : DR
1) Teleporting is fine, Gameplay needs to trump boredom in this case
2) Gunnery could be great but like so much of this it feels like catering to Multi-crew will be a debuff in small ships.
3) Flight Conn needs something to do when they’re not in a fight or you run out of SLF’s, something that adds more than just going and bringing my own ship with an SLF to the fight.
4) Multi-crew/Multiple Deployment of SRV’s needs to be a thing
5) Multi-crew needs to be a function for more than just combat, we want other things that they can do as we fly around the Cosmos.
6) If FDev are thinking they can somehow limit Griefing by limiting what Multi-crew can access their fighting a losing battle
7) Sharing Bounties and Crimes needs a rethink and whatever they decide they should implement these sorts of things to the usual Wing Mechanics not just for combat but for Trade and Exploration and other activities a group can perform.
8) Multi-crew should be looking to add complexity to a vessel, not trying to see what it can take away from what we currently have and underuse.
Conclusion: This mechanic feels like its adding Play to a Game but not Content.
 
Well you just caused the count of noise to go up by two. Good job breaking it, hero.

EDIT: And, yes, this is adding noise too. But maybe not adding to it yet more to tell me so and refraining from adding noise will help keep the noise on the thread down. Unless you wanted more noise, in which case, why complain!

Because a mod might read it and realise making a mega thread isnt always the best way to deal with a lot of threads talking about different topics.

Why complain? Because I was given reason too and this is a feedback thread. So Im feeding back.
 
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This, I cannot stress enough that this post covers SO many of my issues with 2.3



The only thing I can comment on further is the teleportation 'issue'... those who have issue with it, just please don't use it...

Don't make us suffer for your immersion or whatever - we're all looking for a little different flavour of space ship flying here, not all of us have all of the time



This is the exact attitude I'm referring to. Stacking missions are there, people either do it or don't. It does not cheapen the experience for those who do not choose to engage in it. Those who do... all the power to them. who cares what other people do? Does it really make your trip to Sag A that much more meaningless if other people can just jump there in someone's ship to take a look? I'm looking at all those players who don't have the time and maybe want to find a player who is nice enough to share the experience with someone.

And regardless, its my own experience, I know I want to go to Sag A, and it will ruin it for me if it TP there..
and if I go accidentally somehow I'll be kinda bummed. That most definitely does not mean I don't want to make the trip. The trip is the experience in itself... stopping along the way to look at whatever grabs your eye, the sheer distance, the days you spend doing it, its time enjoyed being played. If a person wants to hop all over the galaxy and do it that way, why not? anything that has a chance at cultivating a sense of community I am all for - we already have emergent gameplay coming out of this. its awesome

The only thing I think mr giraffe is right about is that I want to be able to walk onto a friends ship when I can, but I feel like we can cross that bridge when we come to it. I would most definitely like to pick a player up at station one, and have him fly to station two with me, and have him buy a ship there (maybe because of a discount, or that's my home station, whatever reason, would be nice to have).

If he wants to log in when I'm not there, well then lets magic telepresence him back to where he was last in that ship and he can carry on from there. If TP can be used like that, it should go both ways.


I hate insta-transfer from an immursion point of view, I could just about stomache it in 2.2 with fighters, as I only had one crewman at a time. 2.3 is beyond my ability to suspend belief.

My biggest concern with insta-transfer is my belief that it will fundametally change open to the point where the lone wolf will become the exception, particularly around CGs - that is a huge change to ED the game, and the lore to boot. The extra pips are the biggest problem. If pursueer can have 4 pips to engines with 4 to weapons or a 2/2 split. For laser build, efficient weapon can reduce pwoer and distributor draw enough to continuously fire a large number of lasers on an Annaconda continuously today (there is a youtube video called death star lasers or smething showing the engineer build). Today High Wake is the last resort of a pilot in Open after interdiction, but with the pip changes a lone wolf will have no choice but to high wake - the extra speed, coupled with fire power means hanging aound is a waste of time.

At the moment a group of no-gooders have to patrol a CG together in a wing. With only 2 or 3 CGs a week the number of idiots is mostly managable for a CG. With insta-presence they can patrol all the CGs, and instantly promte a ship to "better than" a lone wolf for combat purposes and then return to their patrolling, dropping the wanted status if they so wish.

Ironically NPC crew is the only counter I can think of to the insta transfer. I would hope they follow quickly if 2.3 is inplemented as is. Running a ship without a crewman puts you at a disadvantage compared to running with full crew (those pips again), but everyone can crew up before going to a CG. Other than the power creep in Open it at least re-balances against the trouble makers. It would be interesting to see how the Viper IV verses the Cobra MK III bears up at that point. I think the more expensive Viper IV becomes rubbish compared to the CObra Mk III.

The proposal does have an attempt to counter the trouble makers with the broadcast for crewmen, this actually allows those in non-modded engineered ships to assist other Commanders at CGs in a new way.

So in summary insta-transfer completely changes open - to the point I fear for the lone wolf in open. NPC crew whilst a good feature for private ans solo, completely changes the balance of the current ship line up, and power creeps the game again after Engineers. These are the biggies to me, oh and in addition insta-transfer is beyond my ability to suspend beleif.

As I have said across a number of threads absolutely the wrong direction for the game for me. I would be happy with Multi-Crew without the insta-presence part, or we need NPC crew to counter it and have to so a ship reblance pass after multi-crew and NPC crew.

I do think multi-crew in its current form is an attempt by FD to bring more people into open, as such I am not holding my breath for NPC multi-crew.

Simon
 
Ok, Feedback time.

Telepresence
Its fine from my point of view. This is coming from someone who was strongly against instant ship transfer. But I totally get why "instant teleportation" is necessary for multicrew to work. Its a game, players can join the ships of other players. Works for me. Just don't try to explain it with lore.

Roles - Helm
Its a shame the player at the helm cant switch to any of the other roles. Why cant I and my buddy take turns driving the ship during a long trip? With the currently implemented functionality its not like additional crew members have anything else to do outside of combat :(

Roles - Gunner
I think this role is fine. The 360 camera sounds cool and I am looking forward to try this.

Roles - Fighter Pilot
Ok, nice but nothing to write home about. Its a nice touch but basically it is just reusing functions from the last update, so yeah.

Roles - Passive Buffs
I strongly dislike the idea that additional players just magically buff the ship (more pips = passive buff). Thats not good game design and a missed opportunity to add interesting and engaging gameplay.

Don't get me wrong, I am totally in favour of making ships crewed by multiple players stronger. But it should be a side-effect of the additional gameplay that comes with multi-crew, not a passive buff. Make the crew members actually DO THINGS (other than just being there), optimally things that require some sort of SKILL.

For example:
  • give players better control over shields (eg. give them a shield "sweet spot" which blocks more damage and can be moved by the player. Perhaps let the player control the thermal/kinetic/explosive resistance of the sweet spot so they can more effectively react to different types of attacks)
  • give players a way to transfer power between the PD capacitors
  • give players a repair mechanic where modules can be repaired while they are online, etc.
  • give players a way to help with navigation (eg. a mechanic to detect gravity wells and set waypoints which the pilot has to follow in order to speed up supercruise travel)
  • give players some sort of scanner to more effectively search for specific materials during mining /surface prospecting
  • etc.
There is SO much that can be done to make the ship stronger/better through actual gameplay. A passive buff feels just.. lazy

Duplicated bounties/earnings
Is this just for bounties or also for profits from missions/trading?

Generally I am not a big fan of this approach. Money has already been made ridiculously easy to earn over the last 2 years. Just think about what this will mean for new players: No need to ever drive a Sidewinder, just transfer to the ship of a buddy and shoot some turrets for a few hours. Then you can go buy a Vulture.. or possibly stay a bit longer and watch your buddy do some Sothis runs (while playing with your pip), then buy a Python.

Although this does serve to highlight a problem: It feels like FD are aware that currently there is not much incentive to crew on a ship. Thats why they are raising the money making opportunities. Once again: this is not good game design: Players should want to crew on a ship because the other roles offer varied and fun gameplay.

Commander Creator
It seems this has been in the works a long time. I am happy it is finally ready for prime time and am looking forward to putting a face to my Cmdr. However -while it sure is a nice touch- it wont add any new gameplay, so from my perspective its nothing to get too excited about.

Conclusion - General Feedback
  • Multicrew seems to add very little in the way of actual gameplay.
  • The few roles that players can fill feel woefully underdeveloped. We currently have "you can shoot turrets", "you can fly SLFs on your friends ship" and a passive buff. There is SO much more that could be done. It makes me sad.
  • The combat focus of the updates is getting really annoying. While I like combat in ED, I would really like to see the other roles get some love.

I had high hopes for this update, because I saw multicrew as a great way to flesh out other roles and add new, engaging gameplay mechanics (mining, exploration, navigation, repairs,...). Instead we get human controlled turrets and passive buffs. Meh.
 
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Let me ask this question to all that are really afraid that immersion-crowd is going to spoil the insta-transfer.

Why would it be bad if you had an option to choose a different character (looks and name only, a crew version of yourself) when remote joining crews instantly and go as yourself upon meetup?

Now, also think a while before replying :)
 
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The problem for me is that it's not multi-crew. It's a remote controlled gunner mode.
There are 3 tasks for the "multi-crew"
1) fly your own ship, which is REVOLUTIONARY.
2) FLy another ship. SLF, I dont see the point when you can actually fly another decent ship if you'd want to wing up. Also, it's flying another ship, not being a crew member on the same one
3) Control turrets. Whoooo. ok somthing new. It's just about as basic as Multi-crew could be but ok.

Also, telepresence means these people aren't actually on your ship. They're not crew.

The update needs re-branding from multi-crew to single-pew. This dev diary is pretty embarrassing, IMHO. the ideas for how to make MC engaging are a dime a dozen on the forums, and even the DDF had more depth than this. Again, more wasted potential.
 
Telepresence may be considered as convenient solution. It allow players to join their friends instantly. It sounds reasonable when we look on Elite Dangerous world size and travel times. It is also important because multicrew is really basic and simple functionality, which doesn't sounds really interesting, so it must be really accessible to convince players to use it.

In my opinion this is extremely wrong approach, I don't know why Frontier did that, maybe they don't have money, or maybe their team is focused on PS4 version I don't know.


This is how multicrew should work in my opinion:

Players need to physically board ship of their friends in order to participate in multicrew. However whole multicrew experience should be equal to standard non-multicrew gameplay. If someone join to your ship, he should be able to pilot it, control turrets, SLFs and SRVs, of course everything depends on ship owner permissions. If someone joined to crew, even if he logout he still is a part of the crew, in that way the ship you joined is your new "home", you travel with all the time. Even if you are offline, if your friend (ship owner or assigned pilot) will move ship to another systems, you move also. Incomes from trade, missions, CZs, reputation increase everything should be shared.
Can you imagine how it will influence exploration? You may create piloting schedule, who and when piloting ship during exploration. There are so many options, so many opportunities...



If you want go back to your ship, you have two option: you can use "FSD Travel Pod" to go back to last visited system, or if you have autopilot module installed you can call your ship (travel time will be estimated in the same way as in ship transfer) and board it.

In that way multicrew become functionality equally to playing alone, thanks to that it may have more sense to play it, to spend time to meet with your friends and to participate in true multicrew adventure.


What I think about currently proposed solution? In my opinion it is kind of mini-game in a game rather than promised multicrew. Someone called it multi-pew-pew and I think it is quite good name.
 
My situation and opinion: I have a couple of friends who have the game but have not really played it past trying the game or at all. I have two ships I could use to show them the ropes with and to just go exploring some planets or shooting some pirates. Having them navigate to my location, setup the connection and all that instead of just joining me and starting to shoot or crash fighters into moons and enemies and learn how the game plays out would be very problematic and maybe even discouraging them due to the hassle of a more complex system.

I would have no issues with telepresence/teleporting making the experience far more simple for groups of friends and to help me introduce my friends to the basics of the game. Maybe limit it outside of combat and conflict zones to prevent sudden perfomance boosts, though.

If you absolutely want you can roleplay for immersion and meet up before joining up. In private sessions this could actually be a setting. I personally love the way ship transfer works but that's just for your personal assets, not groups of people wanting to play together.
 
I get the instaplay solution of Teleprescence but maybe there should be some advantage to the "physical" team ups .

I think it's game breaking that I can telepresence in from one side of the galaxy to the other . I ' d suggest all physical hookups for multi crew but it seems there's a consensus for gameplay over immersion . So maybe some better option for the players who meet up & physically board a ship could offset that break from game reality
 
Telepresence may be considered as convenient solution. It allow players to join their friends instantly. It sounds reasonable when we look on Elite Dangerous world size and travel times. It is also important because multicrew is really basic and simple functionality, which doesn't sounds really interesting, so it must be really accessible to convince players to use it.

In my opinion this is extremely wrong approach, I don't know why Frontier did that, maybe they don't have money, or maybe their team is focused on PS4 version I don't know.


This is how multicrew should work in my opinion:

Players need to physically board ship of their friends in order to participate in multicrew. However whole multicrew experience should be equal to standard non-multicrew gameplay. If someone join to your ship, he should be able to pilot it, control turrets, SLFs and SRVs, of course everything depends on ship owner permissions. If someone joined to crew, even if he logout he still is a part of the crew, in that way the ship you joined is your new "home", you travel with all the time. Even if you are offline, if your friend (ship owner or assigned pilot) will move ship to another systems, you move also. Incomes from trade, missions, CZs, reputation increase everything should be shared.
Can you imagine how it will influence exploration? You may create piloting schedule, who and when piloting ship during exploration. There are so many options, so many opportunities...



If you want go back to your ship, you have two option: you can use "FSD Travel Pod" to go back to last visited system, or if you have autopilot module installed you can call your ship (travel time will be estimated in the same way as in ship transfer) and board it.

In that way multicrew become functionality equally to playing alone, thanks to that it may have more sense to play it, to spend time to meet with your friends and to participate in true multicrew adventure.


What I think about currently proposed solution? In my opinion it is kind of mini-game in a game rather than promised multicrew. Someone called it multi-pew-pew and I think it is quite good name.


This is likely the first iteration of multi-crew, we won't see the full thing until players actually get the ability to move around. Right now, it makes no sense to have players "physically board" each others ship. Later down the line when we can actually move our avatars it will make sense.

There are huge gameplay benefits to making crew joining instant based.

Instant crew joining works for a lot of reasons, primarily because this is a game and it is about fun. But also because it opens up a lot of future possibilities:

  • Such as joining deep space expeditions
  • Helping people out who are in a tough spot
  • Learning the ropes of the game
  • Instant "this is how you do xyz" tutorial fly-throughs
  • Seeing areas of the galaxy you may never otherwise see
  • Getting involved with puzzles that are separated by 10k light years (people will be able to help with the Formidine, Conflux, Hawking's Gap and Alien Ruins searches without having to choose)
  • Taking a trip to Colonia to help a player or for fun

These are just a few examples - further to all of this it also allows players in deep space to experience these things.

Instant crew joining opens up the game, and offers huge amounts of opportunities to players.

As the game currently stands, without Spacelegs, there are absolutely no gameplay benefits to forcing players to physically join a ship. All it does is arbitrarily force unnecessary limitations on the game.

I'm sure all the things you ask for will become available once players can physically walk around.

Here's another example of great new gameplay instant crew-joining will allow:

28a431y.png


https://forums.frontier.co.uk/showt...-mega-thread?p=5099383&viewfull=1#post5099383

- - - Updated - - -

I get the instaplay solution of Teleprescence but maybe there should be some advantage to the "physical" team ups .

I think it's game breaking that I can telepresence in from one side of the galaxy to the other . I ' d suggest all physical hookups for multi crew but it seems there's a consensus for gameplay over immersion . So maybe some better option for the players who meet up & physically board a ship could offset that break from game reality

It seems to me, that we can't "physically meet up" until player characters can actually physically move around.

Once Frontier release the walking around update, I'm sure there will be benefits to physically joining a crew. It will make sense at that point to have two forms of multi-crew, the artificial "instant joining" with a whole bunch of limitations. And the physical joining, which will enable a player to do just about anything, including walking around the ship and walking around locations the ship lands at.

It really seems to me the instant joining vs physically joining argument is happening way to early. Players need to wait for the Spacelegs update to start making that case.
 
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My feedback,

Christ Frontier, where to start.......In my humble opinion Frontiet, with virtually every update, are screwing with many backers, players and this wonderful IP. I will be as clear as I can here, Mr Braben, Dev team, you are destroying the plausibility, the lore, the immersive elements and the once true identity of Elite. You are making this one of the most exploitable games I have ever played, where exploits and loopholes should be fixed you instead open up more avenues of potential abuse, it is frankly farcical.

Does the Elite name and game need to be modernised, expanded upon and made appealing to different playstyles? - yes of course it bloody does. But guess what, it is entirely possible to do so without nuking 30 plus years of history, without making the DDF look like a joke and without breaking the fundamental rules and lore of Frontier's own bloody galaxy.

I realise some of this sounds a bit dramatic, and no, I'm not having a good Thursday morning, but honestly, I'm gutted. I'm gutted that I don't play this sequel much anymore, I'm gutted that the sequel I waited so long for is moving away from it's roots and therefore me. I'm gutted that placeholders and exploitable mechanics are increased instead of being closed or fixed, I'm gutted at what I now perceive as Frontier's target market getting features and updates while many of us are feeding on scraps of footnotes at best in update and patch notes.

TLDR - I'm not sure I know what Elite is anymore, and I'm not convinced Frontier do either.
 
Instant Ship Access:

This is fine by me, I see little point developing a feature and then making it hard to use. Drop the telepresence explanation though, it detracts from the existing telepresence logic in the game. We simply need to try and accept that games need game features and that "immersion" does not make everything better.

Gunner:

Sounds OK, will wait and see how it exactly works.

Fighter pilot:

Nothing exciting here really, but sensible in terms of implementation effort.

Passive buffing:

I can see where this comes from. Essentially it is FDEV saying "Ok, if you crew up then you aren't bringing your own ship, so from a pvp perspective to be competitive you really need a buff".

However like others I feel that a more inventive solution would be better. Instead of changing the core behaviour of the ships even further (after engineers, which some could argue has upset the balance enough...) I think it would be better to have additional active functions such as improved defences to make it worthwhile to join a ship rather than bring another ship.

Lack of other roles:

I'm not sure about this. I completely agree with those who are requesting more attention to exploration/mining/trade roles - I want that too. However I'm not convinced it should be a multicrew only thing. Rather I would want FD to develop trade, navigation, scanning from a single player perspective and then give crewmates the option to tap into generic roles.

The problem is I can't think of any meaningful roles without creating new game mechanics...which is a development effort and requires time and investment. By "meaningful" I mean roles that keep you engaged. Multicrew makes sense for combat because a decent fight occupies most of a players focus already (well, speaking for myself anyway!) whereas the likes of travelling, trading etc maybe occupies 15-20% of my focus. It's self-evident that you can't pilot your ship and a fighter at the same time. Whereas you clearly can supercruise and do other things at the same time. Hence some cmdrs comments on this forum about netflix.

That isn't to say I don't want FD to do that, I'd really like it if the 360-gunner-thingy could be applied to scanning for things....maybe something like the srv scanner, to detect things in space rather than the POI approach of present. Something like that anyway.
 

Goose4291

Banned
This is likely the first iteration of multi-crew, we won't see the full thing until players actually get the ability to move around. Right now, it makes no sense to have players "physically board" each others ship. Later down the line when we can actually move our avatars it will make sense.

And when we get to that stage, people will bemoan the added complexity of getting onto your mates ship due to being used to the streamlined, instant gratification that we'll be used to.

Such as joining deep space expeditions

In which I will sit in the copilot seat doing nothing

Helping people out who are in a tough spot

Elites too fast paced for this to work I think. By the time youve sent out a request for help youd either have been dead or highwaked.

[*]Learning the ropes of the game
[*]Instant "this is how you do xyz" tutorial fly-throughs

Driving School: Dangerous?

Seeing areas of the galaxy you may never otherwise see
Getting involved with puzzles that are separated by 10k light years (people will be able to help with the Formidine, Conflux, Hawking's Gap and Alien Ruins searches without having to choose)
Taking a trip to Colonia to help a player or for fun

Making the galaxy smaller and removing consequences of player choice? Sounds delightful.

These are just a few examples - further to all of this it also allows players in deep space to experience these things.

Youve already said this one three times.

Instant crew joining opens up the game, and offers huge amounts of opportunities to players.

Instant ship transfer opens up the game, and offers huge amounta of opportunities to players. What a lot of people are getting a little annoyed with is the hypocrisy of a lot of people on this forum who argued for ship transfers as being unimmersive, but argue that instant crew transfer is needed for gameplay
 
This is likely the first iteration of multi-crew, we won't see the full thing until players actually get the ability to move around. Right now, it makes no sense to have players "physically board" each others ship. Later down the line when we can actually move our avatars it will make sense.

There are huge gameplay benefits to making crew joining instant based.

Instant crew joining works for a lot of reasons, primarily because this is a game and it is about fun. But also because it opens up a lot of future possibilities:

  • Such as joining deep space expeditions
  • Helping people out who are in a tough spot
  • Learning the ropes of the game
  • Instant "this is how you do xyz" tutorial fly-throughs
  • Seeing areas of the galaxy you may never otherwise see
  • Getting involved with puzzles that are separated by 10k light years (people will be able to help with the Formidine, Conflux, Hawking's Gap and Alien Ruins searches without having to choose)
  • Taking a trip to Colonia to help a player or for fun

These are just a few examples - further to all of this it also allows players in deep space to experience these things.

Instant crew joining opens up the game, and offers huge amounts of opportunities to players.

As the game currently stands, without Spacelegs, there are absolutely no gameplay benefits to forcing players to physically join a ship. All it does is arbitrarily force unnecessary limitations on the game.

I'm sure all the things you ask for will become available once players can physically walk around.

Here's another example of great new gameplay instant crew-joining will allow:

http://i63.tinypic.com/28a431y.png

https://forums.frontier.co.uk/showt...-mega-thread?p=5099383&viewfull=1#post5099383

- - - Updated - - -



It seems to me, that we can't "physically meet up" until player characters can actually physically move around.

Once Frontier release the walking around update, I'm sure there will be benefits to physically joining a crew. It will make sense at that point to have two forms of multi-crew, the artificial "instant joining" with a whole bunch of limitations. And the physical joining, which will enable a player to do just about anything, including walking around the ship and walking around locations the ship lands at.

It really seems to me the instant joining vs physically joining argument is happening way to early. Players need to wait for the Spacelegs update to start making that case.


Thank you Obsidian Ant for feedback, I agree with you that instant multicrew opens many new easily accessible gameplay opportunities, however don't you have a feeling that patch 2.3 is a half backed feature? Without the content I described in my post (even without space legs) it is rather mini-game addition than whole new experience? In my opinion it is dollars burning, especially if they plan to improve multicrew in future with physically presence. They should think more about it before they announce multicrew, because right now, Elite doesn't have infrastructure to handle properly implemented multicrew. They should focus on other improvements for 2.3 and than introduced proper multicrew with physical presence and advanced features. The development patch they took produce only more iterating over and over on the same functionalities - similar bad approach like with creating storages: instead of one storage/transfer for everything they need to create separate functionality for every type of object which can be stored - this is waste of time and resources...
 
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