Elite Dangerous has sold 3m copies, Horizons 1.3m (43% of basegame owners)

Requesting for bugs to be fixed is not feedback, obviously FD don't want to have bugs in their game.

Beige was not a bug, it was a design feature. FD took a long time to admit they'd designed the planets wrong, and it was down to forum feedback, a Youtube video by Obsidian Ant, and others .... eventually FD decided to "take a look" and, a couple of years later we have the planets that we see today.
 
Yo, about half of the example you listed weren't actually feedback driven, I'm not living in a cave.

Yes they were feedback driven. If you would like me to source & post further proof (because you're too lazy to read patch notes and feedback threads), please continue digging that hole, ask away, and I'll get round to it when the glow of "whoa, Flowey got owned" subsides.
 
Yes they were feedback driven. If you would like me to source & post further proof (because you're too lazy to read patch notes and feedback threads), please continue digging that hole, ask away, and I'll get round to it when the glow of "whoa, Flowey got owned" subsides.

Sure, go on.
 
Beige was not a bug, it was a design feature. FD took a long time to admit they'd designed the planets wrong, and it was down to forum feedback, a Youtube video by Obsidian Ant, and others .... eventually FD decided to "take a look" and, a couple of years later we have the planets that we see today.

I don't think beige was a design feature. Just an unforseen consequence to the optimisations they did to increase the FPS on planets. But they got lots of feedback from the community and they fixed them, and now they are better then they ever have been.
 
3º Colonia was there when I began playing, what's the deal with it?
Jaques used to be a station on the edge of the Pegasi Sector - it had moved a few times right after 1.0 released, and then just sat there for a year.

The Fuel Rats concluded that it had stopped jumping because it was out of fuel, and submitted a player CG to refuel it. Frontier decided that - this was just after the original DWE - Jaques was going to use the fuel to jump to Beagle Point.

Between CG completion and the jump, the station got UA bombed. Frontier adjusted their plans to have the UAs affect the jump, and cause a malfunction. The station actually dropped out where it now is, about 1/3 of the way to Beagle.

There was a big player-initiated movement to bring meta-alloys to fix the damaged station (pre-neutrons, where 22,000 LY was a long way to go with a hold full of cargo). Frontier added some formal CGs on top of that once the meta-alloys were in.

There now being a station 22,000 LY away from the bubble - this was before any of the deep space stations were added in 2.3, so the furthest out at this point was Sothis/Ceos - there was a big player call to use it as a new centre of colonisation. Frontier in the short term added a couple more CGs to add a surface base to the system, and then a few small outposts to surrounding systems.

In the longer term, they looked at the (very contradictory) requests that players were submitting for how the area should be settled, and put together the Colonia Expansion Initiative where player groups (some long-established, others put together specifically for it) could compete to settle a system in the region. It was never going to keep everyone happy, but the way it was set up I think was a good compromise between the various different player proposals [1].

Frontier have also added NPC systems to the region as part of its expansion, in which they've tried to match the NPC faction balance closely to the player faction balance. The in-lore functioning of the Colonia Council also matches pretty closely to how players have cooperated to make the region work.

Most recently, they added the engineers on a "you choose their priorities for high-grade blueprints" system, which is giving some interesting spreads of grades, and is so far unique in giving players the ability to make permanent improvements to station facilities outside of a CG.

At each stage, it's been players requesting things, and where necessary Frontier taking steps to help implement it in-game.


[1] The actual CG design wasn't great, but it's tricky to think how it could have been adapted much while keeping the same sort of outcome. It worked pretty well as a filter to keep out groups which were large but not actually interested in the region other than as a prestige thing - while allowing small groups which did care a decent chance at a place.
 
I did say that was not forum feedback albeit it is feedback.

In that case I didn't realise you were exclusively taking about forum feedback? Thing is, the forums are only a small part of the Elite Dangerous community. :)

End of the day, feedback is feedback - and Frontier haven proven to listen to it.
 
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Also, off the top of my head:

  • All the balancing changes to weapons and equipment in 2.2.03 (it even had an open beta for extensive testing and feedback).
  • Infinite probes, as a result of the feedback during the FDev Towers' visit by us lucky guests.
  • Colonia.
  • Increased material storage, and from tomorrow's 3.3.02 increased ship storage.
  • Removal of commodities from Engineers' blueprints.
1º That's something that we aided, balance is not feedback on itself, it's a proper state of a given set of features.
2º That's not forum feedback, although I did not specify.
3º Colonia was there when I began playing, what's the deal with it?
4º Fair enough.
5º If I recall well, when that happened they said they'd reintroduce commondities after some changes to the engineers although that clearly never materialized.
1. 2.2.03 was initiated by FDev (Dec 2016) because of many forum/Reddit feedback threads, mainly by knowledgeable PvPers, wanting weapons and equipment re-balancing after 2.2's beta and live (Sep-Oct 2016).
3. Colonia was added following a community-driven campaign started on Reddit in Jul 2016. I didn't realise you were a relatively new CMDR.
5. Commodities were removed from Engineers' recipes in 2.2.03 following feedback during the many previous months. Subsequent feedback asked that said commodities not be re-introduced without a Commodities Market/Trader too (because some could not be bought in stations) or ability to "bank" partially-collected Commodities at the Engineer bases.

And as Ed Lewis stated here:

Those of you who participated in the beta have probably already seen most of the gameplay changes we’ve incorporated based on feedback you left on the forums. As a recap, we’d like to point out a few of the key changes below:

  • We increased mining payouts
  • We made it so probes would be infinite when using the FSS exploration mechanics
  • We changed specific bindings for entering and exiting the FSS
  • The Discovery Scanner became a free built-in module
  • A ‘number of bodies’ message was added to the information message when using the energy pulse
  • The ability to find ‘notable signals’ when using the FSS was added
  • Made it so notable signals persist outside of Analysis Mode
  • We derestricted passenger ship internal slots
  • We added a HUD notification about ship lights being on
1º I don't do mining so it's not surprising I didn't notice that, fair enough.
2º That was there since the beta was release, ergo, it wasn't influenced by feedback.
3º That's true, fair enough.
4º If I recall correctly, that was true since the beta release.
5º Same as 2.
6º Same as 4.
7º Same as 4.
8º Fair enough.
9º Same as 4.
Considering that list is from FDev, you appear to be saying they lied [rolleyes]

2. Incorrect. The feedback was from the Lucky 17's FDev visit during the 3.3 features demonstration (as stated by myself and ObsidianAnt in this thread). Probes were originally finite and capped at 200.
4. Incorrect. The change happened in Beta Week 2 after feedback from Beta Week 1.
5. Incorrect. The feedback was after the initial Exploration changes announcement, including my thread here. During our FDev visit we saw a pre-beta UI iteration of it.
6. Incorrect. The feedback was from the Lucky 17's FDev visit during the 3.3 features demonstration. During our demo, only probing a planet revealed whether it had notable signals.
7. Incorrect. The change happened in Beta Week 3 after feedback during Beta.
9. Incorrect. The change happened in Beta Week 4 after feedback during Beta.

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In that case I didn't realise you were exclusively taking about forum feedback? Thing is, the forums are only a small part of the Elite Dangerous community. :)

End of the day, feedback is feedback - and Frontier haven proven to listen to it.

Surely 17 people is a huge chunk of the community.
 
And the delay/cost for delivery of ships and modules at stations was introduced after FD instigated a poll as a result of intense forum debate on the topic. Who says they don't listen to feedback in the forums?

And then there is the naming of Obsidian Orbital ....
 
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And the delay/cost for delivery of ships and modules at stations was introduced after FD instigated a poll as a result of intense forum debate on the topic. Who says they don't listen to feedback in the forums?

And then there is the naming of Obsidian Orbital ....

I did list that one.
 
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