Patch Notes Update Update 3.1.2

Status
Thread Closed: Not open for further replies.
Yay, bugs fixed, it's a start but one in the right direction.
Keep them bugfixes coming FD!!!!


Wow, FD fixes a couple bugs and you get 13 pages of salt.

correction, 14

none of those games we're TRUE​ sandbox.

since you wouldn't know a sandbox if it slapped you obviously, Lets go back a bit, The original Everquest and Ultima Online, sure it had some form of progression, but in the same instance you werent restricted in any way, you could be a level 1 raiding high end content, your likelyhood to survive though was nonexistant (they also didn't have nice little handholdy intro's either)
 
Last edited:
This game has no real sandbox economy not sure what you are on about, credits have no value outside of the numbers on your rebuy screen.

I agree with Sol here. Go to Guild Wars 2 or Elder Scrolls Online if you want to see player economies. Is there any skill involved in obtaining commodities in this game? No. Does transportation based trade without skill-based farming make sense when you can travel from one side of the bubble to the other in 3 minutes? No.

Credits in this game are simply a ship "progression" gate. FDEV nerfs credit wins to maintain the illusion of progression.
 
I agree with Sol here. Go to Guild Wars 2 or Elder Scrolls Online if you want to see player economies. Is there any skill involved in obtaining commodities in this game? No. Does transportation based trade without skill-based farming make sense when you can travel from one side of the bubble to the other in 3 minutes? No.

Credits in this game are simply a ship "progression" gate. FDEV nerfs credit wins to maintain the illusion of progression.

That has nothing to do with the game being a sandbox. And ship progression doesn't exist. They are a choice. You choose whatever ship you want to fly. Yes you need credits to afford those ships. So what. You have the same in EVE in that regard and most other sandbox games where there is a game world.
 
Ahh. That I see what you are saying but it doesn't work like that. If you see those items of clothing as content. I lose out on content because it pays too much and I don't want that, where's you would have to do more of the current content to get what you had.

What I would like to see is more content especially for those that need it want higher payouts. Surely that is a win-win scenario for everyone.

As you can see, we are both inconvenienced. As I said there is no correct solution and no matter what FDev do, people will be unhappy. As it is, I avoid content, I really do not want to start avoiding more of the content.

I feel for FDev as it cannot be easy to balance for all the different types of players. I'm just glad it isn't me doing it.

You need to G5 your analogy module, cos wut. :p
 
That has nothing to do with the game being a sandbox. And ship progression doesn't exist. They are a choice. You choose whatever ship you want to fly. Yes you need credits to afford those ships. So what. You have the same in EVE in that regard and most other sandbox games where there is a game world.

Um yeah - what content exists in this game other than ship progression. You're not being honest here. I suppose you could pick up a game like chess and only play the pawns, but that really doesn't make sense does it?

You could argue that the game of chess requires all of the pieces to play the game. That would be a fair criticism, but it actually reinforces my point. The actual tasks you perform with the ships scan scoop pew are the same, so the ONLY measure of progression is ships. Without ship progression, this becomes a vapid experience very quickly. Why else would engineering be even considered as a "mechanic". The game is about the ships. The game content is ships.
 
Last edited:
Um yeah - what content exists in this game other than ship progression. You're not being honest here. I suppose you could pick up a game like chess and only play the pawns, but that really doesn't make sense does it?

m8, i have a python, yet i'd rather fly my dbx, just sayin. It isn't progression in the least, because everything you can do in a bigger ship, you can do in a smaller one as well, progression (in mmo terms) locks something until you reach a certain point (generally achiving some trivial bullish that makes you feel accomplished) and then it's unlocked, unlike here, where everythings unlocked from go

ps. holy crap im on your side now max! [haha] i kid, thought it'd give u a chuckle tho
 
Last edited:
I agree with Sol here. Go to Guild Wars 2 or Elder Scrolls Online if you want to see player economies. Is there any skill involved in obtaining commodities in this game? No. Does transportation based trade without skill-based farming make sense when you can travel from one side of the bubble to the other in 3 minutes? No.

Credits in this game are simply a ship "progression" gate. FDEV nerfs credit wins to maintain the illusion of progression.

The game has to offer you and facilitate a way to make player transactions to be remotely considered a player driven economy, there's no such thing in Elite Dangerous.

The best example would be vanilla diablo 3 with the auction house, there was a true player driven economy until they removed the auction house and decided to bound loot items to characters. You can still trade with the players in your game but now the player driven economy is virtually non-existent.

m8, i have a python, yet i'd rather fly my dbx, just sayin. It isn't progression in the least, because everything you can do in a bigger ship, you can do in a smaller one as well, progression (in mmo terms) locks something until you reach a certain point (generally achiving some trivial bullish that makes you feel accomplished) and then it's unlocked, unlike here, where everythings unlocked from go

ps. holy crap im on your side now max!

Engineering your ship is a form of content progression, killing thargoids or farming guardian sites is a form of content because it's tied with ship progression.... not sure what you are smoking.
 
Last edited:
Um yeah - what content exists in this game other than ship progression. You're not being honest here. I suppose you could pick up a game like chess and only play the pawns, but that really doesn't make sense does it?

Exploration, BGS work, adventure etc. I have gone backwards with my ships recently. Does that mean I am doing negative progression?

If all you can see in the game is ship progression, you have only scratched the surface of the game in my view.
 
Last edited:
The game has to offer you and facilitate a way to make player transactions to be remotely considered a player driven economy, there's no such thing in Elite Dangerous.

The best example would be vanilla diablo 3 with the auction house, there was a true player driven economy until they removed the auction house and decided to bound loot items to characters. You could still with the players in your game but the player driven economy was virtually non-existent.



Engineering your ship is a form of content progression, killing thargoids or farming guardian sites are a form of content because they are tied to ship progression not sure what you are smoking.

it's more personal progression in a sense, reread it because it seems your lack of comprehension is showing m8.

progression (in mmo terms) locks something until you reach a certain point (generally achiving some trivial bullish that makes you feel accomplished) and then it's unlocked, unlike here, where everythings unlocked from go
ill add onto that
quests and items are generally progression locked, zones as well. sure theres some instance of that here, easily earned credits and reputation with superpowers, but missions (quests) aren't. So there isn't any real progression as you don't need anything from any of those locked areas to progress any further. It's a fkin sandbox, deal with it
 
Last edited:
it's more personal progression in a sense, reread it because it seems your lack of comprehension is showing m8.

what you just described there is the definition of an open-world MMO, quite different than a real true sandbox like EVE online wherea everything is unlocked via the economy of the game.

Elite is inbetween open-world and theme park, but not remotely close to a true sandbox. It couldn't even dream to have a real virtual player driven economy unless the devs drastically re-designed the game in first place.
 
Last edited:
and how is this not a sandbox then? you earn credits via economy (regardless of it being player driven or not) and unlock it through the same

PicardDoubleFacepalm-1.jpg


you dont need a player driven economy for a sandbox, thats just a bonus m8
 
Last edited:
and how is this not a sandbox then? you earn credits via economy (regardless of it being player driven or not) and unlock it through the same

You earn credits by doing missions, there's no player third party giving you credits, there's no concept of supply and demands for the items you buy or sell from/to NPC's. Do you not understand how a player economy is supposed to work?

1) It's generated from thin air and appears in your account when you complete missions. there is no corresponding account that is debited.
2) It never runs out, you just create more credits every time you complete a mission/sell anything/turn in bounties/etc
3) it never runs out, more credits are created infinitely and inflation never comes into play because supply and demand are non extant concepts.

Elite doesn't have a player driven economy, period.
 
Last edited:
You earn credits by doing missions, there's no player third party giving you credits, there's no concept of supply and demands for the items you buy or sell from/to NPC's. Do you not understand a player economy is supposed to work?

LOL do you even trade m8? sure it's not the greatest system, but there definitely is supply and demand. it's why i can pick up biowaste for dirt cheap, turn around and sell it at an agriculture place for a hefty price increase, grab imperial slaves and bring them back to where i got the biowaste in the first place for another hefty fee

if all your touching on is missions, you're missing out on 95% of the game here. along with some of the actual ways to make good money

ps. don't tell me to stop smoking something when you're the one smokin it m8
 
Last edited:
LOL do you even trade m8? sure it's not the greatest system, but there definitely is supply and demand. it's why i can pick up biowaste for dirt cheap, turn around and sell it at an agriculture place for a hefty price increase, grab imperial slaves and bring them back to where i got the biowaste in the first place for another hefty fee

if all your touching on is missions, you're missing out on 95% of the game here.

There's definitely no player market in Elite Dangerous and no way to facilitate supply and demands.

Here is a good book suggestion for you : https://books.google.ca/books/about...l?id=SUYtDgAAQBAJ&source=kp_cover&redir_esc=y

1) It's generated from thin air and appears in your account when you complete missions. there is no corresponding account that is debited.
2) It never runs out, you just create more credits every time you complete a mission/sell anything/turn in bounties/etc
3) it never runs out, more credits are created infinitely and inflation never comes into play because supply and demand are non extant concepts.

 
Last edited:
There's definitely no player market in Elite Dangerous and no way to facilitate supply and demands.

thats true, but a sandbox doesn't require a player driven economy. as I said before, thats just a bonus.

also, i reiterate, DO YOU EVEN TRADE M8? Theres a reason for the different economies at the different starports, look into it, it's a whole nother layer YOU are pushing aside because of what you think should be the best way to make money, which is in fact false, because there is no best way to make money, just many different ways to make good money. (kinda like real life! holy shiz!!)
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom