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I just hope that the exploration update doesn't break the discovery scanner one button press into multiple button presses.

I like to believe it will be something far more interesting than that...

My hope is that they'll abandon the 3 Discovery Scanners + Surface Scanner approach & switch to am F-A Grade system for both kinds of scanner......but with C-A Grade having a built in Surface Scanner Functionality. Sandro has mentioned exploration being more "skill based", so simply swapping one button push for multiple button pushes really doesn't fit in with that.

I'd like to see the initial "honk" retained, but with greater functionality at short range (more detailed info), & diminishing functionality at ever longer ranges (dropping to zero functionality at X Ls away, even with the best Scanner), then requiring the player to make more detailed, skill-based scans to get the most detailed info about stellar bodies.

I'd also like to see specialist Exploration ships (AspX & DBX) given specialist slots for exploration specific modules, & Scout Ships given specialist slots for scanners designed specifically to pick up Artificial objects within a system.
 
I'd like to see the initial "honk" retained, but with greater functionality at short range (more detailed info), & diminishing functionality at ever longer ranges (dropping to zero functionality at X Ls away, even with the best Scanner), then requiring the player to make more detailed, skill-based scans to get the most detailed info about stellar bodies.

Honestly, unless there's more stuff to find, or more useful information about the stuff that is currently there, I can't see that changing the scan mechanics will add anything.

So, it would be great if a more detailed scan could help a player pinpoint for example the 'high levels' of a rare material on a planet, so they could target those areas and prospect with a greater chance of success. That might be game-play, and make the time taken to find something useful worthwhile. (I'm not really sure I understand what a skill based scan would look like, a scan is just a scan, if getting closer to something to scan is considered skill I'm not convinced.) Not sure that the RNG mechanics underpinning the game can do that...
 
Honestly, unless there's more stuff to find, or more useful information about the stuff that is currently there, I can't see that changing the scan mechanics will add anything.

So, it would be great if a more detailed scan could help a player pinpoint for example the 'high levels' of a rare material on a planet, so they could target those areas and prospect with a greater chance of success. That might be game-play, and make the time taken to find something useful worthwhile. (I'm not really sure I understand what a skill based scan would look like, a scan is just a scan, if getting closer to something to scan is considered skill I'm not convinced.) Not sure that the RNG mechanics underpinning the game can do that...

Sorry, I should have been more specific. In my preferred overhaul of Exploration, the Scanners will also be how you trigger the appearance of PoI's & USS's.......& they remain persistent for as long as you're in scanner range of them. More detailed scans would, also, reveal more info about the PoI & USS......natural or artificial, what specific kind, & possibly even details-like a detailed scan of a Degraded Emission Signal would reveal what kind of Materials it contains. Scanning a Land-fall planet, in a detailed fashion, would also help players to narrow down the locations of PoI's, & what they are. Scanning a Star with a Detailed Surface Scanner would tell you about "hot spots" where you can refuel your ship much quicker. Basically making the process of exploration much less random than is currently the case.

Also, I do recall them saying that they do plan to add more stuff to find. Natural anomalies in space, that kind of thing. I guess we will need to wait & see.
 
I'd like to see the discovery scanner as a gateway into what is like a minigame. You honk then it kicks you into the system map/orrery from which you can see some POIs and USS's plus some items that could do with a closer examination to find out more about planetary makeups, flora/fauna, explorer settlements etc... Take a step away from lists and make exploration about visual discovery and encouraging system and planetary level travel. Make a system something worth drilling down into rather than jump honk, jump honk etc. Skill based makes no sense to me, exploration should be just that, get out and explore.
 
I'd like to see the discovery scanner as a gateway into what is like a minigame. You honk then it kicks you into the system map/orrery from which you can see some POIs and USS's plus some items that could do with a closer examination to find out more about planetary makeups, flora/fauna, explorer settlements etc... Take a step away from lists and make exploration about visual discovery and encouraging system and planetary level travel. Make a system something worth drilling down into rather than jump honk, jump honk etc. Skill based makes no sense to me, exploration should be just that, get out and explore.

With or without an Orrery Map (but please, oh please give us an Orrery map option FDev ;) ) that is pretty much what I am talking about too. Linking the exploration mechanics more directly into USS & PoI mechanics, mission mechanics & Mining Mechanics (Imagine if using a Scanner on a Planetary Ring gave you a fairly precise idea of what metals/minerals etc that the ring contains.....even before you use any prospecting limpets on individual rocks.

Likewise telling us the mineralogy of a planet & where certain Minerals/Metals are most prominent, could lead to a future surface mining mechanic.
 
I'd like to see an overhaul of the weapons in the game as currently most of the weapons are useless to big ships and more than a few of the experimental weapons seriously underperform.

So far in tests using a Cutter I have found fixed weapons to be unusable because of slow turning speeds.. Boosting speeds up turns but drift then takes the ship out of range of the weapons making the battle a constant game of catch up.
Gimbles are better but the famous gimble wobble makes them poor in terms of real damage and most players can easily loose off enough chaff and heat sinks to disable them making them useless too.
As for turreted weapons. Forget it. IF you try to compensate for the poor manouverability of a large ship by turning it into a turret boat, players just laugh at them as the turrets deal virtually no damage at all to player ships even without counter measures. This leads to large ships being little more than trading boats or flying testaments to the obstinacy of players willing to keep them despite the immense grind to obtain one and kit it out, and the utter uselessness of it in anything other than the most trivial tasks.

Finally. Guardian weapons are foobar'd period.
AX weapons are ok-ish but why only class 2, and why not allow better (at least eq to the similar human weapon) damage to human ships?

o7
 
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I just hope that the exploration update doesn't break the discovery scanner one button press into multiple button presses.

I like to believe it will be something far more interesting than that...

Playing games is basically button pressing. It is quite hard to convey some process that does involve play are doesn't come off as tacky and waste of time.
 
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And what about Colonia development? Is it possible to add this question for discussion? Currently nearly all systems added during previous year, are occupied. Ian wrote a feature request about Colonia development. My opinion - 20+ New systems are needed indeed. This may be done quickly, before later discussion.
Sorry 4 possible T9 mistakes
 
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Greetings Commanders,

While we’re hard at work on the next update for Elite Dangerous Beyond 3.1, we wanted to share our plans for the Focused Feedback Forum, and when you’ll see particular topics come up for discussion.

Thanks Mr Lewis,
I am keen to get involved with this o7
 
Greetings Commanders,

While we’re hard at work on the next update for Elite Dangerous Beyond 3.1, we wanted to share our plans for the Focused Feedback Forum, and when you’ll see particular topics come up for discussion.

The Focused Feedback Forum, for those who don’t know, is an area of the forum where we describe and explain our concepts for future features coming as part of Elite Dangerous Beyond. When the forum post goes live, we then welcome constructive and focused feedback from our community on each topic. Previous Focused Feedback Forum discussions have proven to be extremely useful for development, so we wanted to get things going as soon as possible in order to best consider your suggestions.

We’d like to thank you again for all of your feedback across social media, the forums and direct messages. Although the Focused Feedback Forums give us a place to focus on specific topics, we still pass on every suggestion and comment to the development team for consideration.

It’s important to note that the following list and dates are not final, and we have to allow for some flexibility. You may also see other topics pop up in addition to those listed below, we will keep you up to date when or if we’re adding any more discussion topics. Please note that the topics will overlap (as you can clearly see below) – this allows us to keep the discussion topics open for as long as possible, and gather as much information as we need. The main topic will be introduced, followed up by the inclusion and announcement of sub topics relating to the original discussion. As well as opening up the forums for discussion, we’ll also be hosting livestreamed discussions with the developers on each topic. We’ll give you more information on these streams as we solidify the schedule.

Estimated start dates:

Squadrons Discussion
8th May

Mining Discussion
28th May

Exploration/Codex
18th June

Thanks again for your continued support and feedback, we’re very excited to share our ideas with you.

Ed and the Elite Dangerous team

EDIT - changed the starting date for the Squadrons to the 8th... bank holiday. Told you it would be flexible.
 
Previous Focused Feedback Forum discussions have proven to be extremely useful for development, so we wanted to get things going as soon as possible in order to best consider your suggestions.

Sure. That's why 99% of the feedback was ignored, right? Why Sandy delayed his response week by week until the beta hit and implemented the suggested system without even addressing the feedback.
 

Ozric

Volunteer Moderator
As you can see we're looking at three features here, two of which are completely non-combat-related, and one that you'll find out about on Tuesday :) (sorry to be a tease)

Still at the bottom of the pile though, as always! We'll just have to wait and see how much further forwards Squadrons get pushed and Exploration gets pushed back. Going on every single update from the last 3 1/2 years, I think it's pretty clear how it will end up.
 
Sure. That's why 99% of the feedback was ignored, right? Why Sandy delayed his response week by week until the beta hit and implemented the suggested system without even addressing the feedback.

it's actually 'focused panem et circenses'. never gets old, and has become incredibly cheap.
 
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