News Content Recap - Beyond Chapter One Livestream (23.01.2018) - Part 3 Recap

So far I love everything that's been announced ... except the 100 per material storage. 1000 materials is already way enough. I have to make careful choices about what I keep and what I don't - which creates an interestingly game play element. However, I do think data storage should be doubled, or tripled ...
 
I will admit I dislike RNG factors in crafting systems as its not a basis of skill its a basis of luck. and if your not lucky it can be disheartening to spend hours farming for the materials to then get a sucky roll. This method although will upset those folks with god like RNG luck as it will invariably do. But it will mean that those of us less lucky can at least progress to a point to be competitive, although I do like the look of black listing materials it does sort of mean you don't really need a prospector you can just go around mining asteroids instead of picking and choosing and in a large transporter having additional collectors over the prospector would actually make mining faster. Maybe not as efficient but still.
 
Materials Trader
  • Each trader type only trades in their type of materials and can be found in different economy types. Locations material traders can be found are:
- Raw Materials Trader - Found at extraction and refinery economies, only trades in raw material found on planet surfaces and planetary rings.
- Manufactured Materials Trader - Found at industrial economies, only trades in manufactured materials.
- Encoded Materials Trader - Found at High Tech and Military economies, only trades in encoded materials.
- Systems also need to be mid to high security systems and have populations between 1,000,000 and 22,000,000.​
  • Material traders will appear in the Human Bubble, Colonia and Pleiades regions at economies types listed above.
Interesting. At the moment nowhere in Colonia has a population close to 1,000,000 so if they're actually appearing I guess we're going to see some substantial population increases...
 
Hi

Good live steam and for the most I am looking forward to the changes, however a few things that were either not covered, or need some thought.

1. It was stated that in general a Grade 5 roll under the new system will be better than under the old system, except for maybe "God Rolls".

My Question is how do you know? For developers and hardcore players I imagine they'll know instantly, but an average player could in theory be giving up an uber module without knowing. Can you add some type if comparison stat so players can make an informed choice as to whether its worth converting to the new system?

2. General Engineer UI. In the current Live build, from the right panel, if you look up Engineers it tells you your current standing, locations and 2 modules they upgrade and some pointless back story that lets be honest, no one actually care about.

My Question is. Can this be changed to show all modules that engineer upgrades and to what level. I think you'd agree that it's bad form for a player to have to rely on third party sites like Inara to look up which Engineer upgrades what modules as its not stated in game.

Finally, none game related, you need to work a better way to respond to questions in the Live Streams. Now there were 5500 watching last night and they all had questions, the chat was scrolling faster than I can see, even with Slow Mode Enabled. as a result of this many legitimate questions were ignored or missed. You need to find a better way of fielding questions from the Streams. Maybe only accept questions from Twitter?
 
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Interesting. At the moment nowhere in Colonia has a population close to 1,000,000 so if they're actually appearing I guess we're going to see some substantial population increases...

And for what purpose? I don't think collecting maths for sythesis is important - so it is mainly for Engineers. Unless, of course, if we'll get that Engineer 'broker' in Colonia as well?
 
By the way. If we will respawn at the nearest station upon dying, does that mean that we can 'jump' to Hutton Orbital skipping half of the trip? You just have to auto destroy at some point of the trip and... done.
 
And for what purpose? I don't think collecting maths for sythesis is important - so it is mainly for Engineers. Unless, of course, if we'll get that Engineer 'broker' in Colonia as well?
Certainly if we get a Tech Broker they'd be very useful for that. Other options:
- Using the pinned blueprint feature to remote-engineer modules.
- Balancing out collection so that you can fill everything up to 100, then quickly hop back to the bubble, engineer everything, and return.
- Still speeds up collection of FSD boost elements, and there's a few G5 raw materials which can be a little slow to find in the SRV. (Or mine for the common stuff and trade it up)
 
This sounds actually pretty great - material trader 100x YES, I will be able to get rid of all the junk in my material storage, less RNG, more making sense engineering - and just like that I will be back playing ED again just to have fun upgrading rest of my ship. Oh and Galnet voice - thank you FD!
 
By the way. If we will respawn at the nearest station upon dying, does that mean that we can 'jump' to Hutton Orbital skipping half of the trip? You just have to auto destroy at some point of the trip and... done.
So long as you weren't wanting to take any cargo, bounties, exploration data or certain missions there, then yes, looks like it. (Given that limitation it's probably not all that exploitable for fast travel, though I can think of one edge case which is bizarre enough to make the CG hostilities group into the heroes of the day...)
 
Is the progression per module (beam laser, multicannon, railgun etc) or per module (actually the different physical multicannon compared to another, identical one)?
 
My take on livestream part 3 recap

Engineering Improvements

Wholly insufficient and fails to address the glaring balance problems.

That said, the improvements coming will be welcome. But it's all missing the mark.

Materials Trader

I'd rather have simply done away with redundant material/data types and simplify recipes in the process.

I'm not a total fan of having 3 different types of material traders. Why complicate it unecessarily? It's just going to wind up taking more of the player's time, isn't that antithetical to the intent here?

Galnet Audio

Sounds kind of neat...now there's something to listen to while supercruising, I guess. I'm not backing down on my crusade against the acceleration cap, though. :p

COVAS Customisation

Uh...what is a COVAS? What does that acronym stand for? Never seen it before? Will info like defining acronyms like this be appearing in the codex/index thingy?

I can guess from the mention of HCS that it refers to the ship voice. And, okay, pretty neat giving us ingame version of the voicepacks.
 
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Well that's pretty awful.
That's totally cool. An engineered module should be worth something. And it's a more even and predictable effort > result system.
The old system was: You got lucky and go godlike in on or two tries or go for 100 rolls without even a slightest improvement.

I am so happy with the new system.
Ans as far a I understood, the old godlike rolls will be equal to the new maxed out grade 5 rolls. And that's perfect.

To be honest, die diversification argument is only for screenshots in the forum. In game you should not notice if another player have 5% better roll that you on some modules.
The real diversification comes from different preferences and choices for weapons and modules the players make on their ships.
 
Question for the Developers, Will. What is happening to Favours-as a mechanic-in the longer term? Back during the 2.1 Beta, Sandro was extolling the virtues of Favours, & talking of extending it into all other aspects of the game. Yet now it seems it is even being abandoned in Engineers. I hope this doesn't mean that FDev are moving away from using "Calling in Favours" with Factions, Powers, Engineers & Super-Powers!
 
I am 99% impressed with what's coming with Beyond. However, I do feel that the upgrading 1 - 5 for every module and not every module type is going to add to the grind. For example. I've just upgraded my FSD to grade 5 on the Asp. Really happy etc. But as we all know getting those materials can be a bit chore (even with the proposed Material Trader) and the thought of going through the whole thing again to upgrade another ship's FSD from 1 to 5, instead of starting at a 5 is not exactly motivating.

I'll give it a good going over in Beta but i get the impression that it will demotivate people from engineering a second ship. They'll work for the anaconda and just upgrade that one ship and not Engineering with any of the others.
 
That's totally cool. An engineered module should be worth something. And it's a more even and predictable effort > result system.
The old system was: You got lucky and go godlike in on or two tries or go for 100 rolls without even a slightest improvement.

I am so happy with the new system.
Ans as far a I understood, the old godlike rolls will be equal to the new maxed out grade 5 rolls. And that's perfect.

To be honest, die diversification argument is only for screenshots in the forum. In game you should not notice if another player have 5% better roll that you on some modules.
The real diversification comes from different preferences and choices for weapons and modules the players make on their ships.

It is the equivalent of ranking up engineer rep from the start for every single module. How many weapons are on an Anaconda alone? And then the utility, core and optional slots that want an upgrade?

Instead of powercreeping the god rolls, would it not be better to normalise them to what the equivalent in the new system is so everyone going forward can be at equal footing?
 
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