Has MultiCrew gone the way of the Dodo too?

I have been here since original beta. I am sorry but this is just rubbish.

Cool beans man, whatever.

There was a heavy amount of blind defense of the game a year ago, call it what you like but that's what it was, blind "well I'm okay with a bland game so you must be at fault the game doesn't need anything changing" defense and I'm not the only one to have noticed it.

The tide has turned and FD felt the bite from that, both here and elsewhere. I LOVE ED but Season 2 did not live up to what it could have been. Too many half baked features, not enough depth.

I feel anecdotally that some of the blind, short sighted defense for the game did not help FD wake up to that fact until relatively recently. And here we are MC dead, CQC dead, PP crawling kinda.
 
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I LOVE ED but Season 2 did not live up to what it could have been. Too many half baked features, not enough depth.

This I agree with. I like the initial horizons release, and to be honest felt I got my moneys worth from that alone. Engineers was ok. SLF and Passangers was okay. The only one for me that was a real let down was multicrew, but I am enjoying the new alien stuff. Hopefully 2.4 will be better.
 
Then your conclusions would be incorrect. As of today in the last 2 weeks steam spy says that there where roughly 78000 different people open the the ED launcher on steam. This is up from 61,000 which was on the 18th July. So according to that, player numbers are up. But this statistic isn't perfect as it doesn't tell you how many people opened the client and then closed it again without playing, but I bet that is very few.

And it was over 110,000 when Elite caught some of the fallout from the NMS 'debacle' - so it's dropped by 30-40% since then, will be back to 60k and dropping once the recent spate of thargoid invesitgations is over, and will climb a bit again when 2.4 starts coming through.

Anyway, I swear if Frontier have got cold feet over atmospheric worlds because of NMS' reception I'm going to Paddington Hard stare Hello Games.
 
Well I'm asuming 60 hours means 60 hours and then they stop playing?

It means on average players have played 60 hours each. It's a meaningless state as people play different amounts. Some have only played a few hours and dropped the game, some have play 600 hours (like me) and some have played over 2000 hours and play everyday for as long as possible.

You really cant get any meaningful info out of that statement.
 
And it was over 110,000 when Elite caught some of the fallout from the NMS 'debacle' - so it's dropped by 30-40% since then, will be back to 60k and dropping once the recent spate of thargoid invesitgations is over, and will climb a bit again when 2.4 starts coming through.

Anyway, I swear if Frontier have got cold feet over atmospheric worlds because of NMS' reception I'm going to Paddington Hard stare Hello Games.

Yep I agree. It was up to 120,000 after 2.3 dropped. It went down to 60,000 for a bit and is now around 80,000. It will fluctuate and it will probably go up a lot after 2.4 drops and after the core mechanic updates. Luckily for FDev 2.4 will be with us soon, so numbers may not drop that much, and there maybe more alien stuff on the way in this update that hasn't been discovered yet.
 
It's not about making the wrong decisions, but perhaps a case of the people designing the mechanics not actually playing the game. The Grind in the initial launch of RNGineers showed us that clearly enough.

I think it's less that they don't play the game themselves. I think it's more that the way they play, and thus design, this game is different from how you play it. I very much enjoy the game, including Engineers, and I have never once found this game grindy. Mostly because I accomplish my goals in parallel, as opposed to serially.
 
I think it's less that they don't play the game themselves. I think it's more that the way they play, and thus design, this game is different from how you play it. I very much enjoy the game, including Engineers, and I have never once found this game grindy. Mostly because I accomplish my goals in parallel, as opposed to serially.

Pretty much how I play the game. I also only play 2-3 days a week which I am sure helps.
 
Pretty much how I play the game. I also only play 2-3 days a week which I am sure helps.

I'm sure that's part of it. When you're lucky to play six hours a week, you start looking for ways to maximize your efficiency. There is opportunity to multi-task all around us in this game, yet some players are focus only on moving one needle.

Which is, IMO, part of why multi-pew fell so flat. This game is at its best when one action has an impact in multiple areas. Multi-pew is so singularly focused that it has little impact outside that one area.
 
I'm not sure what's hard about the combat. You move your mouse or stick until your x-hairs are over the target. When I first got FE2, I sucked at the game. It took me a while to learn how to fight. There is nothing complicated to learn in ED as far as fighting goes against the AI. It's easy enough to learn.

On top of that, the suggestions given over time of how to offer both have been given too. Make safer zones and more dangerous zones is pretty easy to do. That way you can tailor the AI to represent actions and skills depending on where you are in the universe. Multiple threads and posts have discussed how to do this at length - most answer the question of keeping unskilled players safe and also having areas for skilled and then in between.

The crazy thing is, FDev have a 400 billion sized galaxy. I can't believe for a moment that something can't be worked out given an almost infinite play area.

That's the thing though - not everyone will find it that easy, assuming our playerbase has the usual wide range of player skill as found in every game. I know a few for whom it is indeed difficult to learn, even harder to master to the point of it being always easy. My father for one, simply because his reflexes and hand-eye coordination aren't what they once were. I also find it not as easy as I would have 20 years ago. And not everyone reads these forums or other social media, so they don't get the benefit of the helpful threads and posts you speak of. I don't disagree that there needs to be some areas of greater difficulty for those who are sufficiently skilled (who knows, maybe our Thargoid friends will provide that), but Frontier can't simply up the ante across the board either or they'll disadvantage those at the lower end of the skill curve. It's a challenge for which I certainly don't have any envy of Frontier.
 
I think it's less that they don't play the game themselves. I think it's more that the way they play, and thus design, this game is different from how you play it. I very much enjoy the game, including Engineers, and I have never once found this game grindy. Mostly because I accomplish my goals in parallel, as opposed to serially.

Sorry but what does this have to do with Multicrew? Do the Devs play in a way that makes Multicrew somehow advantageous or preferable over a Wing?

Isn't the real problem with Multicrew that it only has niche usefulness to Explorers who want to help a bubble friend that somehow doesn't know anyone else with their own ship in the bubble? That's a pretty small target audience. MC needs to be more broadly useful and appealing imo.
 
Sorry but what does this have to do with Multicrew? Do the Devs play in a way that makes Multicrew somehow advantageous or preferable over a Wing?

Isn't the real problem with Multicrew that it only has niche usefulness to Explorers who want to help a bubble friend that somehow doesn't know anyone else with their own ship in the bubble? That's a pretty small target audience. MC needs to be more broadly useful and appealing imo.

You are wrong.

The most useful multicrew feature isn't exploration - it's additional pip.

Most useful for those who have multiple accounts and the ability to run them all at once (Or at least two or three at once).

Like me - I have three accs, and I am able to run them simultaneously on one PC (quite a feat, eh? Poor thing, it's melting...).


What I would like is ability to turn off 3D rendering while in multicrew. You get black screen a-la "transaction server error" with "Resume game" dialogue.
Come on FD, give us multi-acc users this simple QoL improvement. After all, we bought not one, but several copies - we deserve something for our dedication.
 
You are wrong.

The most useful multicrew feature isn't exploration - it's additional pip.

Most useful for those who have multiple accounts and the ability to run them all at once (Or at least two or three at once).

Like me - I have three accs, and I am able to run them simultaneously on one PC (quite a feat, eh? Poor thing, it's melting...).


What I would like is ability to turn off 3D rendering while in multicrew. You get black screen a-la "transaction server error" with "Resume game" dialogue.
Come on FD, give us multi-acc users this simple QoL improvement. After all, we bought not one, but several copies - we deserve something for our dedication.

Sounds... wonderful.
 
Sorry but what does this have to do with Multicrew? Do the Devs play in a way that makes Multicrew somehow advantageous or preferable over a Wing?

Isn't the real problem with Multicrew that it only has niche usefulness to Explorers who want to help a bubble friend that somehow doesn't know anyone else with their own ship in the bubble? That's a pretty small target audience. MC needs to be more broadly useful and appealing imo.

Sorry. Sometimes I'm in a hurry, and don't fully flesh out what I want to say.

During the Kickstarter, Frontier Developments said they were making the game they wanted to play. Based on what they published in the DDA, it was going to be a game with considerable depth, one that would require three dimensional thinking, and a certain willingness to delay gratification. If you wanted big payoffs, you had to be willing to put a certain effort into it.

Even as early Alpha and Premium beta, this was intolerable to the Veruca Salts of the player base. Need to haul biowaste and fertilizer to an agricultural station in order for tea to replenish faster? Unacceptable! Supercruise requiring careful plotting and a certain willingness to take chances to go anywhere fast? Horrible! AI were able to outfight you? Not Fair!

Personally, during Season One, I felt I was watching what was going to be a great game, the type of game I enjoy most, fill in most of its existing depth, and shy away from adding more. It was still a very good game, and also the ONLY space ship game in a genre I enjoy, but the game became a shallow reflection of what it could've been. Power play is a good example of this. There were hints of this type of "Game of Thrones" in the DDA, but what actually came out didn't reflect at all what was going to be. It's very much one dimensional, which is why it fell flat.

If Season One was Frontier pulling away from their original vision of this game, Season Two was Frontier trying to cater to different vision for this game, but one that was filtered through their own preconceptions of what makes an enjoyable game. Which is why, in my opinion, the player base has gotten so unpleasable. By trying to cater to everyone, they're appealing to no-one.

Engineers is a classic example of this. I very much enjoy Engineers, primarily due to it requiring out of the box thinking to get good results without grinding away at it. It could've been much better, though, especially if Frontier had stuck to their guns and required prospecting on planets to figure out what their material make up would be, as opposed to revealing it all with a detailed surface scan. To the Veruca Salts of the game, no matter how fast this process could be , was still an intolerable time sink, especially if they insist on perfection. And of course, this was exactly what the PvP combat community didn't want.

Instant Multi-Crew is pretty much the culmination of Frontier's attempt to cater to the Veruca Salts of the community. It has absolutely no depth, and is all about instant gratification... assuming that the only thing you enjoy is shooting NPCs. There is no sharing ships, where one player can hand over control to another player, allowing the ship to be controlled by a group of players over time and share the fruits of their labor. There isn't anything to do besides combat, disappointing the larger player base for whom combat isn't the primary reason they play this game. The only real incentive to spend any time with multi-crew is a way to earn money without actually playing by providing an extra pip to another player. And the Telepresence explanation for why we can't hitchhike aboard other players ships fit with established worldbuilding.
 
I've been trying to embrace this new feature. Equipped my boat for a small gunner role, and opened a seat. After hours of gameplay I think 2 commanders have joined my ship only to exit again shortly after without any kind of comms.

And if I look to see if others have a MultiCrew opening on their ship? Not a single one.

Has MultiCrew already gone the way of the Dodo, much like CQC and PowerPlay?

Haven't played much of late - But I like multicrewing.

Whereabouts are you located and what multicrew are you doing, bounty hunting?

I assume like CQC the lobby information is still abysmal? Players don't need information .. we just need a 'join' button. Fantastic.
 
My friends and I like Multicrew - they take the fighters out and I stay in control of my Anaconda.

Much fun to be had in CZs and RES. And they can go a bit crazy and not worry about the loss of a ship, as the fighters are dirt cheap and they have 8 in each bay.
 
Looks like it. Instead of working to improve existing things FD gave us what no one asked for. Again.

Nah, that's not fair. Loads of people were asking for the ability to sit in somebody else's ship and vice versa. Not quite sure what people were expecting from multicrew though tbh. It's like space legs. Some people think the ability to get out of your ship and walk around is going to somehow make the game a lot more fun to play. Multicrew was much the same. I think a lot of people stacked their hopes on it changing the game for them, but in reality, with ships that are designed to be operated by a single commander, what did people expect?
 
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