2.3 dev update feedback mega thread

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Why even go to all that effort when our Characters will be nothing but immobile seat covers?

I can say now, with what looks to be coming in the next updates, I'm glad this game isn't subscription based as I don't think I would pay after the first month

Its called taking one step at a time.

Feature for sure is totally unneeded till now.

With multicrew? Well Looking across the bridge and seeing something other than a non-default model will I'm sure improve the experience for those who use it

But where it really comes into it's own will be future updates - space legs.

For now it's just a test, they can iron out any obvious bugs with the creator, or how various creations look when sat down etc in preparation for the later expansion.

It's like material gathering. The vast majority of players I know didn't do an more than an hour between 2.0 and 2.1. Because they didn't see the need. Then people like Ant acted all surprised at how hard it was when it was needed to mod your FSD....had people actually got in and tested it out properly and reported back "hey this is mad, can we at least not get the materials on a planet on the sys map" in say last Jan we'd have probably had it much earlier, instead people said "oh it's not needed right now, screw it" Same as your "seat cover" attitude.

It's not a seat cover. Its a foundation for future updates. Go to a building site some time, look at a foundation, you'll find it's pretty boring! It is however also very important!

- - - Updated - - -

Yep, this we can agree on. I despise the telepresence thing. It is awful.

All three of us it seems!

Just too many inconsistences with other part of the game universe. So may infact that I'd not even thought of this one!

I've long thought we should have "transmitter" utility module for selling exp data remotely, if we had such a module this could then also give a better explanation for telepresence....but still it's a fudge.
 
Yes exactly. The planet coaster guys. That is what I was saying. The Planet coaster guys wrote the code for planet coaster. So it stands to reason that they will likely be working on the Planet safari game as I think they will be similar.

The ED code will be very different to the code written for Planet coaster, different terrain generation, different lighting techniques etc etc. Doesn't matter that they are using the same engine.

You write the code depending on what modules you are using. If Planet Coaster and Planet Safari are using the same modules and the game will be very similar in how its created by using voxels, with the same lighting, physics, it stands to reason to use the Planet coaster team instead of the Elite Dangerous team that have no experience with that type of game.

The ED guys wrote the code for the shaders, AA, supersampling, procedural generation, etc....

See what I'm getting at now? These features were constantly being tweaked, new ones being added in, etc... throughout the first half of season 1. Then suddenly all of that stopped. No more graphical improvements for ED beyond art assets.

We still don't even have decent AA. Where did that guy go?

20160629151731_1.jpg

Oh.... Well at least he finally finished the job....
 
Uh, "Telepresence" IS the in-game explanation. "The game is written that way" is the out-of-game explanation.

Telepresence works for me.
(as an in game explanation of the out of game fact, that FD need to build features one at a time).

Quantum Entanglement (eg. see 'Measurements on an entangled state,' EPR Paradox) could explain accurate, focussed and superluminal information sharing at extended distances. Though there's no guarantee I think, that any alien presence (eg. codname; guardians) mighn't pick it up, or find it possible to shut it down, if they perceive it posing any kind of threat.
 
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Yaffle

Volunteer Moderator
All three of us it seems!

I'd rather there was no explanation. It's simply crew in a ship. If there is no 'human' then just drop an AI avatar in the seat. Then, ships need crew. Ships have crew. It's academic who is the crew, as the non-helm player can't fly their own ship at the same time, so may as well be logged off.
 
It's like material gathering. The vast majority of players I know didn't do an more than an hour between 2.0 and 2.1. Because they didn't see the need. Then people like Ant acted all surprised at how hard it was when it was needed to mod your FSD....had people actually got in and tested it out properly and reported back "hey this is mad, can we at least not get the materials on a planet on the sys map" in say last Jan we'd have probably had it much earlier, instead people said "oh it's not needed right now, screw it" Same as your "seat cover" attitude.

Hard?

Sounds like a strawman argument to me. I never once said The Engineer upgrades were "hard"... :D :p
 
I'd rather there was no explanation. It's simply crew in a ship. If there is no 'human' then just drop an AI avatar in the seat. Then, ships need crew. Ships have crew. It's academic who is the crew, as the non-helm player can't fly their own ship at the same time, so may as well be logged off.

I honestly can't blame FDev for making it so simple after they received so much flak for making CQC a separate module that you have to log out to the main menu to access.

If they would've said that was their motivation for making this feature as it is, no one would have cared. As it is we're filling in the blanks, and nobody is finding an answer they like.
 
Telepresence works for me.
(as an in game explanation of the out of game fact, that FD need to build features one at a time).

Quantum Entanglement (eg. see 'Measurements on an entangled state,' EPR Paradox) could explain accurate, focussed and superluminal information sharing at extended distances. Though there's no guarantee I think, that any alien presence (eg. codname; guardians) mighn't pick it up, or find it possible to shut it down, if they perceive it posing any kind of threat.

But that is profitable to interfere with, so there will be a galaxy wide botnet to hack into that and fake the data or recode it as belonging to someone else who will get the credits. So only unimportant information would be sent pansysystem, things that you don't get any money from interfering with. E.g. multi-crew: you can't put yourself there instead, and there's no way to monetise breaking the link unless you're in combat with the hosting ship, and mobile decrypts can be defeated by mobile crypt platforms.

But stock price manipulation is VERY profitable. And the cash nearly traceless.
 
A few things I am waiting for clarification on...it was stated explicitly that combat bonds and bounty vouchers will be given at full value to each person in multi crew. One would presume that only applies to things done while the crew was together? In other words...if I am sitting on 10mil in bounty vouchers, and then someone joins my ship as crew, and we rack up 2mil more, they only get the 2mil?

Given the sugary wording in the dev update to make this all more palatable and encouraging for pewpewbateers, can we presume that exploration data, and more importantly, first discovered tags do NOT replicate? I would think that if they would, that may have been explicitly stated in the dev update along the lines of..."You found a spectacular new thing that nobody else has before, now you can share that experience with two of you best commander buds, or complete strangers, and conveniently leave a permanent mark for all of you on the system with shared first discovered tags, and the crew able to report back immediately."
 
Just too many inconsistences with other part of the game universe. So may infact that I'd not even thought of this one!

From a logical standpoint, the game universe is an inconsistent mess. Just like any other game universe. You have instant wing voice comms across all of the galaxy? Ship hulls have life bars? Ships have speed limits in normal flight, deaccelerate after boost and sport an inexplicably gimped yaw, behaving roughly like WW2/Korea era fighters? Combat lasers are visible? Your pilot gets teleported instantly across the galaxy if needs be upon ship destruction? 700tons of cargo may be unloaded from your ship instantly with one mouse click? Every pirate's biggest wish is to die on their own in a RES site? A ship that's shot up to 1% hull consistency (urgh, those life bars) is repaired within the blink of an eye?

It's a game, has always been and will always be. Kerbal space program has incredibly more sim aspects where ship controls are concerned. Even that recognized that realism didn't make for a good game and let's you speed up time. Doesn't work for a networked game of course.

Instant telepresence fits in well. Game gonna be game.
 
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But that is profitable to interfere with, so there will be a galaxy wide botnet to hack into that and fake the data or recode it as belonging to someone else who will get the credits. So only unimportant information would be sent pansysystem, things that you don't get any money from interfering with. E.g. multi-crew: you can't put yourself there instead, and there's no way to monetise breaking the link unless you're in combat with the hosting ship, and mobile decrypts can be defeated by mobile crypt platforms.

But stock price manipulation is VERY profitable. And the cash nearly traceless.

Just surmising but that might depend on the security technologies Zaonce Bank has installed. Or on whether the human brain is 'hackable' as such.; we don't know how it's going to look yet but neural linking might require a compatable reciever (another brain, so no decode is even needed) or only be readable with fairly simple pip (or point and shoot) .. rudimentary, and basically analogue controls.
 
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After reading the first five pages these are my thoughts:

1st - rep to Mengy for summarizing so many great thoughts about non-combat roles. I too am a little bummed that not only are we limited to 3 and not 4 players (i.e. helm, gunner, and 2 slf,) but also no option for a navigator and/or engineer/repair role:

Add an engineering station to multicrew.

Now, what possible duties could this new station have?

  • Navigation – Use the galaxy map to monitor and adjust the route, even search the local map for points of interest while the pilot flies the ship
  • Science – Allow the engineer seat to manually point discovery scanners 360°, giving the ship the ability to scan stellar objects in any direction. Also give the seat a way to boost scanning range via a minigame perhaps.
  • Mining – Allow the engineer seat to work the refinery, manually give collection drones targets to retrieve (without the drone self destructing afterwards). The engineer can also fire prospecting drones 360° around the ship, allowing the pilot to fly through the asteroids while the engineer searches for good rocks to mine.
  • Trading – In addition to the above navigation duties, an engineer seat on a trader would have access to a new info display which stores commodity prices for visitied stations, thereby allowing the engineer to actually search local systems for the best locations to sell carried cargo.
  • Damage Control – The engineer seat could work the AFMU and make repairs on the fly by carefully working the module page while the pilot continues to fly the ship.

Some other improvements that multicrew could use to make it better overall:

  • Add a new mining SLF which can mine & prospect asteroids. This way a ship with two commanders and a hangar on board could mine twice as fast and cooperatively! Note that only the mother ship is collecting ores.
  • Allow SRV’s to be manned by multicrews. This would transform surface base assaults into an awesome cooperative multicrew experience.
  • Increase the amount of crew from 3 to 4 total.
  • Give the option to switch helm control. Many friends would use this, it's risky but at least allow said risk if it's wanted.

The multicrew feature has much potential to improve Elite’s multiplayer experience for everyone, not just the limited group of combat players. Potential that the current 2.3 implementation completely lacks.

That's really some great stuff and I vote for all of it.

Also rep for Kayin for some great but less obvious reasons why Multicrew is going to be great:

I'm excited for 2.3 because it will allow me to play with friends who do not play on their own because:
- Friends who don't want to grind
-- Now they don't have to, they can fly with me in my ships

- Friends who got themselves into a bad spot financially
-- Teaming up with me via multicrew seems like it will be more profitable and less dangerous for them then a wing

- Friends who didn't learn to fly because it made them sick (due to the use of trackpads)
-- I'll do the flying. The bigger ships twist and turn much less. Therefore exploration with me is less nauseating and just as rewarding.

-K

Finally, I have to totally agree with the 70% who want instatravel with Multicrew, however if this was only allowed in PG I'd be ok with that as I never play in Open anyways

Well after 800 votes, 70% wanted to keep the instatravel FD already suggested. So I think we can put that one to bed at least.

Finally, aside from multicrew my friends and I would really like the option to choose which of our ships we spawn in when we log on.

I have friends in many different system doing different things and it would be cool to leave a ship in each location and choose which one to spawn in when I jump into the game, versus spending the first 20 minutes of each game session mindlessly traveling to where they are.

For those worried about this breaking the "immersion," I'd be fine if in Open your choice was limited to how far you "could have" traveled by passenger liner between sessions.

In other words, if you've been logged out for 12 hours, you can only choose from your own ships within a 12 hour radius from your last position.

Well that's it - can't wait for 2.3 to release!

Greylock3491
 
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Hard?

Sounds like a strawman argument to me. I never once said The Engineer upgrades were "hard"... :D :p

I saw you massive epic throwing your dummy out of the pram rant on how bad trying to find Yttrium (I believe) along with how just about everything else to do with the engineers was wrong

It was like you'd not actually done anything but pratt around on planets since the were introduced.....

Had more people say tried to get best FSD boost prior to 2.1 perhaps this would have been obvious prior to 2.1 and it we wouldn't have had to wait for an update to get materials on the galaxy map.

It will be the same with the commander creator, if no one uses it because "there is not current use" then it is likely that things the devs didn't consider won't be spotted, and this will down the road cause more dummy spitting...
 
At the end of the day, FDev sold Horizons as "contains Multi-crew", so arguing that it's a waste of time is pointless. They are legally obliged to produce it (and they will, unlike certain 'other titles').

Otherwise, I think the season has been a learning experience for both us and Frontier. It's a self-published title, and it's an "experimental" funding model.

In truth, it hasn't worked out as well as most people thought it would:
- there are simply too many features in season 2. Removing 2.2 and 2.3, and just expanding on 2.0/2.1 may have been "better received".
- there is too much focus on "stuff the community thinks it wants". Passengers is an example, multi-crew is probably another.

I'd hope that season 3 focuses less on 'entirely new gameplay' and more on 'adding to the existing gameplay'. I'm just not sure how that could be "monetised", if it works for a player with S1, then how do you get that player to buy "S3"?
 
The ED guys wrote the code for the shaders, AA, supersampling, procedural generation, etc....

See what I'm getting at now? These features were constantly being tweaked, new ones being added in, etc... throughout the first half of season 1. Then suddenly all of that stopped. No more graphical improvements for ED beyond art assets.

We still don't even have decent AA. Where did that guy go?


Oh.... Well at least he finally finished the job....

Man, planet assets are far better, lod is far better, the lighting is better and being worked on, ship damage can now be permenant. What do you think art assets are, they are graphical enhancements.

The graphics systems are all being worked on. I agree with the AA. That does need to be better.

Also I believe you screenshot is Rollercoaster Tycoon world, it has nothing to do with FDev.
 
After reading the first five pages these are my thoughts:

1st - rep to Mengy for summarizing so many great thoughts about non-combat roles. I too am a little bummed that not only are we limited to 3 and not 4 players (i.e. helm, gunner, and 2 slf,) but also no option for a navigator and/or engineer/repair role:



That's really some great stuff and I vote for all of it.

Also rep for Kayin for some great but less obvious reasons why Multicrew is going to be great:



Finally, I have to totally agree with the 70% who want instatravel with Multicrew, however if this was only allowed in PG I'd be ok with that as I never play in Open anyways



Finally, aside from multicrew my friends and I would really like the option to choose which of our ships we spawn in when we log on.

I have friends in many different system doing different things and it would be cool to leave a ship in each location and choose which one to spawn in when I jump into the game, versus spending the first 20 minutes of each game session mindlessly traveling to where they are.

For those worried about this breaking the "immersion," I'd be fine if in open your choice was limited to how far you "could have" traveled by passenger liner in-between logins. In order words, if you've been logged out for 12 hours, you can only choose from your own ships within a 12 hour radius from your last position.

Well that's it - can't wait for 2.3 to release!

Greylock3491

Hell, go one better, and on login...first page is ship selection, and outfitting, then second page is galmap and system selection, then drop in...if we're going to go CoD, may as well go all the way. No need to pretend there is even some kind of career mode...full on casual baby!
 
At the end of the day, FDev sold Horizons as "contains Multi-crew", so arguing that it's a waste of time is pointless. They are legally obliged to produce it (and they will, unlike certain 'other titles').

Otherwise, I think the season has been a learning experience for both us and Frontier. It's a self-published title, and it's an "experimental" funding model.

In truth, it hasn't worked out as well as most people thought it would:
- there are simply too many features in season 2. Removing 2.2 and 2.3, and just expanding on 2.0/2.1 may have been "better received".
- there is too much focus on "stuff the community thinks it wants". Passengers is an example, multi-crew is probably another.

I'd hope that season 3 focuses less on 'entirely new gameplay' and more on 'adding to the existing gameplay'. I'm just not sure how that could be "monetised", if it works for a player with S1, then how do you get that player to buy "S3"?

I agree with this. If season 3 is a thing, season three updates should be all about the season 3 expansion.

For instance season 2 series of updates I would of prefered if was all about the planets we can land on and making the gameplay on the planets as deep as possible. All the other stuff, like engineers, multicrew, SLF could of been payed for DLC's.
 
I'd hope that season 3 focuses less on 'entirely new gameplay' and more on 'adding to the existing gameplay'. I'm just not sure how that could be "monetised", if it works for a player with S1, then how do you get that player to buy "S3"?

That will come, I'm 101% sure of it. I see 2.3 being (from Frontier's side of the fence) as much about separating 'the person' from 'the ship' and that's pretty fundamental stuff as far as architecture goes still. Season 2 (really was) always going to be a harum scarum season and I think Frontier are doing grand personally. Features don't necessarily come in 'most popular first' order but looks an excitingly logical order, from a codebase point of view, to me.
 
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