So QoS gets sacrificed. . . for what?

Ship pretty much auto-pilots itself already though, it doesn't stop you doing anything.

Point in a direction and off you go, not like you have to turn corners or navigate a round-a-bout is it.

Unfortunately often people want auto-pilot so they can AFK the game.

Autopiloted can be balanced that full AFK gaming isnt achievable. But denying this feature whatsoever is not a good design.
 
The Devs are on record as considering that E: D is a game first and foremost.

The cargo storage / auto-pilot / fire-button / partial flight-assist complaints from some players are not new and have had little or no effect on the direction of development.

Really Robert, Cargo Storage. FD explained that there was no quick fix for this, and put a poll up 6 months ago asking the community what the best short term solution was. This is why commodities were removed from engineering.

Given yor role on these forums - I think your getting forgetful or that is poor form. Bored on a Tuesday?
 
The Devs are on record as considering that E: D is a game first and foremost.

The cargo storage / auto-pilot / fire-button / partial flight-assist complaints from some players are not new and have had little or no effect on the direction of development.

maybe i am having a bad day.. but.............

i do not understand your post :/

edit..
that is strange... Robert, for me you are showing up as 1st poster in this thread, and yet according to the title, the post is made by someoone else (Edgy Ace Fyke??)

edit 2... stranger still I can now see the OP and Roberts post is no longer the 1st in the thread for me.
 
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Elite has to cater to at least two different audiences, players that are motivated by skill based challenges and players that like it slow and steady. One group find the idea of travelling to the center of the galaxy to be a challenge where as the other see it as a simple but repetitive time consuming task. The trick is trying to rationalise how each group defines 'difficult' and not trivialise it by introducing a QoL feature. Frontier has a tough job imho trying to fathom out QoL features that don't make the game easier...
 
TL;DR: We're limiting options because consoles do not have as many buttons as PC can have, and adding more would require us to, ugh, work.

To quote, I see you're a star player at the hyperbole scoring touch downs...

If that's what you took away from them above posts I'll make the polite suggestion you book an eye test from a reputable optician.

I certainly know I didn't miss phrases such as "If we want players to have to perform a minor skill test of tuning and switching between fire groups to make use of multiple conflicting hard point choices then that is our prerogative". Oh look at that, the bits where you're told you need skill you managed to completely overlook in favour of "I want I want I want". What else is gonna change on the forums today?? :D


Frontier has a tough job imho trying to fathom out QoL features that don't make the game easier...

For the record, NONE of the discussed is QoL to begin with.

"Change where this panel goes because it appears whenever I look remotely to the left" or "show me what part of my journey will and won't be covered by current fuel reserves" might be classed as QoL. Autopilot or extra fire buttons are changes to the gameplay landscape, and what you and your ship are capable of. They're just always cloaked as "QoL" as though they'll actually slip in under the radar without anyone noticing, devs included...
 
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You can set up your fire groups in a way that: FG1: Fires 2 pulse lasers, FG2: Fires 3 pulse lasers. Instead of having 2 keys where you shoot 2 or 3 lasers in just one fire group. Essentially the same, but for reasons unknown the functionality is disabled.

TL;DR: We're limiting options because consoles do not have as many buttons as PC can have, and adding more would require us to, ugh, work.

That's your framing of it, except obviously a two trigger system was chosen at Kickstarter time when ED was PC/Mac only.
 
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The Devs are on record as considering that E: D is a game first and foremost.

Like "the Devs" I am also on record as considering that E: D is a game first and foremost. I came to this stunning conclusion early on, when I purchased a computer GAME called Elite: Dangerous. I didn't think I was buying a herd of beef cattle or a Cadbury's Cream Egg.

Your second sentence, if it is a sentence, may have meaning but if it does I am afraid it currently eludes me.
 
To quote, I see you're a star player at the hyperbole scoring touch downs...

If that's what you took away from them above posts I'll make the polite suggestion you book an eye test from a reputable optician.

I certainly know I didn't miss phrases such as "If we want players to have to perform a minor skill test of tuning and switching between fire groups to make use of multiple conflicting hard point choices then that is our prerogative". Oh look at that, the bits where you're told you need skill you managed to completely overlook in favour of "I want I want I want". What else is gonna change on the forums today?? :D

There's no skill to pressing fire group button. It's an unnecessary complication of what should've been possible in the first place. You're excusing poor design with...well, you're not even doing that, you're just trying to discredit my post by saying I'm an impatient brat who just says "I want I want I want".

This is a poor display on your part, and adds nothing to the discussion.
 
There's no skill to pressing fire group button. It's an unnecessary complication of what should've been possible in the first place. You're excusing poor design with...well, you're not even doing that, you're just trying to discredit my post by saying I'm an impatient brat who just says "I want I want I want".

This is a poor display on your part, and adds nothing to the discussion.

The 'multiple fire groups/only ever two fire buttons' thing is purely to keep the playing field as level as possible.
 
To quote, I see you're a star player at the hyperbole scoring touch downs...

If that's what you took away from them above posts I'll make the polite suggestion you book an eye test from a reputable optician.

I certainly know I didn't miss phrases such as "If we want players to have to perform a minor skill test of tuning and switching between fire groups to make use of multiple conflicting hard point choices then that is our prerogative". Oh look at that, the bits where you're told you need skill you managed to completely overlook in favour of "I want I want I want". What else is gonna change on the forums today?? :D


My point is that skill can be tested with more rational ways, and not with sports-like restrictions which go bad with simulator type game. For example, force people to play with fa off if they want to be competitive at all.
 
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This is a poor display on your part, and adds nothing to the discussion.

Says you :)

I'm not going to enter a year-long forum tennis game with you, to fulfill your egotistical internet argument quota, over a subject that literally had a game designer (on several occasions) state "this is how it is, that's not changing, if you don't like the reasoning that's your problem".

You don't have to like the reasoning at all. But I do. And it isn't changing. But I love it when forumites think their opinion overrides FD's time, work and consideration.

And if there really is no skill to it, I guess you wouldn't mind doing it so much :)

But in case none of this got through I'll reiterate:

IT'S NOT HAPPENING AND IT DIDN'T HAPPEN IN THE FIFTY THREADS THAT PRECEDED THIS, ALL WITH THE SAME LACK OF PROGRESSIVE DISCUSSION IN FAVOUR OF ENTITLED WHINING AND "FD'S DECISIONS SUXX"

Thankyou for your time <3

EDIT: Oh and OP is trolling for those that missed it. I guess on that front, good job.
 
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There's no skill to pressing fire group button. It's an unnecessary complication of what should've been possible in the first place. You're excusing poor design with...well, .


IF it was my game , on the PC version i would have every single control in the game definable to a key of our choice, therefore allowing us total control on the PC do configure how we like (which would then be superb for voice attack)

but..... its not my Game.. its FDs game, and regardless of whether extra fire buttons is a good idea or not, they have come forth and stated it is how it is because they want it that way. As users this is all we can ask for. Some one made a suggestion, FD responded and gave reasons why it is as it is.

we can either like it or lump it, as my father would say.

I choose to like it - or at the very least, work with it :)

logically autopilot is a very good point.... but if you take it to the logical conclusion, then, no one would fly ships anyway. why would you? you would just program the ship to fly itsself, and with no need to worry about living organisms inside the ship (aside from perhaps cargo) then there would be no worry about such thing as red or blackouts so ships could handle in a far faster manner. But this would radically change the game from a "space ship flying game" to a simple resource management game where we just program our ships where to go..

of course now unlimited telepresence comes in in 2.3 and really thows the cat in amongst the pigeons ;)
 
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Robert Maynard

Volunteer Moderator
Really Robert, Cargo Storage. FD explained that there was no quick fix for this, and put a poll up 6 months ago asking the community what the best short term solution was. This is why commodities were removed from engineering.

Given yor role on these forums - I think your getting forgetful or that is poor form. Bored on a Tuesday?

I took the OP's post to refer to general cargo storage and not just to Engineer related commodities. While Frontier may be working on the latter they are against the former.
 
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On the firebutton point:
Thing is if you do have a fancy stick that allows for programmable functions, you can easily set it up in such a manner that for all intents and purposes you do have multiple firegroups.

To use an example, I will set up firegroup config 1 as the basic group, and set up nr 2 and 3 as groups with the appropriate weapons. I script my 3rd and 4th button to, on pressing, switch to the appropriate firegroup and fire the weapons, and on release switch back to firegroup config 1. The only downside is that you need to always have to have the same amount of firegroup configurations for this to work.

While I can see and agree with the developers points on wanting only 2 groups, I feel it massively reduces viability of fits that use more than 2 types of weapons. People gravitate to fits that use only 1 type, simply from ease of use (see for example weapon boating in any Mechwarrior game), no need to make it harder to use multiple systems. To me it feels like a waste of potential of the fitting system.
 
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There's no skill to pressing fire group button. It's an unnecessary complication of what should've been possible in the first place. You're excusing poor design with...well, you're not even doing that, you're just trying to discredit my post by saying I'm an impatient brat who just says "I want I want I want".

This is a poor display on your part, and adds nothing to the discussion.

No, that's not what he did. He didn't excuse anything. He didn't try to discredit your post. He just noticed that you didn't read his reply. Stitch explained the devs view on the topic, you ignored 90% of it, Stitch explained it again, and now you are blaming him for your lack of reading skills.
 
On the firebutton point:
Thing is if you do have a fancy stick that allows for programmable functions, you can easily set it up in such a manner that for all intents and purposes you do have multiple firegroups.

To use an example, I will set up firegroup config 1 as the basic group, and set up nr 2 and 3 as groups with the appropriate weapons. I script my 3rd and 4th button to, on pressing, switch to the approriate firegroup and fire the weapons, and on release switch back to firegroup config 1. The only downside is that you need to always have to same amount of firegroup configurations for this to work.

While I can see and agree with the developers points on wanting only 2 groups, I feel it massively reduces viability of fits that use more than 2 types of weapons. People gravitate to fits that use only 1 type, simply from ease of use. To me it feels like a waste of potential of the fitting system.

As a member of a proud PC master race I have my 5 fire buttons. Heck, I can ever cover partial FA off part (do not do this cause THIS will be cheating cause this isnt easy to make thus not avaliable to all).
Thing is why all of if isnt in a pilot's right hand computer.
 
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To be fair if we had storage I can guarantee there wouldn't be a diamond left in the galaxy. :D

As for QoS QoL I really would benefit from a sat nav. Navigation has been explained to me but I still can't do it easily and find it very frustrating.
 
Autopilot?

zQmupXj.jpg
 
On the firebutton point:
Thing is if you do have a fancy stick that allows for programmable functions, you can easily set it up in such a manner that for all intents and purposes you do have multiple firegroups.

To use an example, I will set up firegroup config 1 as the basic group, and set up nr 2 and 3 as groups with the appropriate weapons. I script my 3rd and 4th button to, on pressing, switch to the appropriate firegroup and fire the weapons, and on release switch back to firegroup config 1. The only downside is that you need to always have to have the same amount of firegroup configurations for this to work.

While I can see and agree with the developers points on wanting only 2 groups, I feel it massively reduces viability of fits that use more than 2 types of weapons. People gravitate to fits that use only 1 type, simply from ease of use (see for example weapon boating in any Mechwarrior game), no need to make it harder to use multiple systems. To me it feels like a waste of potential of the fitting system.

Hmm - that is pretty neat as an idea.
 
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