WorldsGreatestForumDad
Banned
Hi Im that 90s kid and today I'd like to talk about power-curves in video games.
Specifically Alpha DMG vs Utility DMG.
The first thing I want to say I am very appreciative of Elite Dangerous, their Devs and their time. When I or others leave negative feedback. Its not because we hate anyone or the game. And sometimes this feedback can be very brutal. I reread what I post and man it comes across rigid. But thats not because im trying to be a jerk. But it sure feels that way sometimes.
The latest update to Elite Dangerous Drag missiles and frags are going to be used as an example here but its not just about that.
This is something thats been repeated over and over without addressing the core issues.
This is about putting loads of power into a single ability to solve multiple problems without addressing the actual problems at hand.
Skill and smart loadouts needs to be rewarded here.
What this does is force people to use one specific tool to solve that problem. And if people dont use that tool or dont have access to that tool they are left in the dust. In this case we are looking at the side effects of perma boosting, heavy shield use and time of engagement.
The drag effect intentionally slows people down. And in turn allows more dmg output from the aggressor.
Now what this does is punish heavy shield users in wing fights, but not in a 1v1 scenario. And reduces the chance to escape also fixing the time of engagement so people aren't submitting and low-waking 400 times.
The reality is there was too much escaping in the past.
This change does accomplish some good things and gives people the chance of winning or losing in a battles over objectives.
However, the problem is there are other tools in the game that makes this one change very over-powered and very much a necessity.
The best way to show whats going on here is explaining some of the other tools in the game, paired with this item other tools complement it too well. While the defensive mechanisms are very under-powered.
With heat lasers and multi-cannons, emissive, forceshell and grom missiles. The drag missile allows us to accomplish more time on target, crowd control and somewhat answered the shield issues we have in the game.
On the flip side, the negative effects of this change punishes hulltanking, biweaves and standard shields because of their health pool. Internals also take a huge beating now because of how soft they are after the 3.0 update. More than likely the internals will go before the hull does by a very large margin. This is without premium ammo.
I want to reiterate that I think the drag change is a good change, just not by itself.
Putting to much power into a single item to solve 3-4 problems only creates more problems in the long run without addressing shields, internals, ECM's and much more.
I can only speak for myself and I know others agree but I believe this was a very lazy change.
Utility DMG needs to be reduced, Utility items should have longer cool-downs or diminishing returns. Crowd Control is a very rewarding tool and often wins engagements in lots of games. And there are reasons to why utility is paired with Alpha DMG. But utility never shares the same alpha dmg.
The reason so many people are upset about drag missiles and frags, is its kind of the straw that breaks the camels back.
Because over the past 2-3 years there have been multiple periods of time with 0 counter-play available to the victim/defender. It takes forever to get those sorts of things fixed.
I hope to see more dedication in the future of Elite Dangerous. Specifically working on time of engagement, cool-downs and the cause and effects from weapons and defenses on a normal basis. I am talking monthly, bimonthly or even quarterly hot-fixes and META changes to keep the game fresh. And force people to adapt to different play-styles. Some people might be strong with one play-style, ship or load-out. But the next update their skill will be challenged once again.
I feel there are some other long standing issues that need to be addressed though such as the "legal logout timer" to go along with this drag fix. We will see more and more people pull the plug or use the legal way out with this change if they have the defenses to survive it.
This is nothing new here in the elite dangerous galaxy. Its to be expected.
I'd like to end this post on a positive note and thank you guys for creating this game many of us are invested in. And I hope you understand a lot of our frustrations when it comes to balancing your game.
I really dont want this to overshadow all the awesome work that goes into Elite Dangerous though. I think you guys have really nailed the new player issues, I am looking forward to interstellar initiatives in the future.
And your art and sound team should be put on a pedestal and given all the rewards in the world.
Thanks for your time. I hope this post is taken under consideration.
Specifically Alpha DMG vs Utility DMG.
The first thing I want to say I am very appreciative of Elite Dangerous, their Devs and their time. When I or others leave negative feedback. Its not because we hate anyone or the game. And sometimes this feedback can be very brutal. I reread what I post and man it comes across rigid. But thats not because im trying to be a jerk. But it sure feels that way sometimes.
The latest update to Elite Dangerous Drag missiles and frags are going to be used as an example here but its not just about that.
This is something thats been repeated over and over without addressing the core issues.
This is about putting loads of power into a single ability to solve multiple problems without addressing the actual problems at hand.
Skill and smart loadouts needs to be rewarded here.
What this does is force people to use one specific tool to solve that problem. And if people dont use that tool or dont have access to that tool they are left in the dust. In this case we are looking at the side effects of perma boosting, heavy shield use and time of engagement.
The drag effect intentionally slows people down. And in turn allows more dmg output from the aggressor.
Now what this does is punish heavy shield users in wing fights, but not in a 1v1 scenario. And reduces the chance to escape also fixing the time of engagement so people aren't submitting and low-waking 400 times.
The reality is there was too much escaping in the past.
This change does accomplish some good things and gives people the chance of winning or losing in a battles over objectives.
However, the problem is there are other tools in the game that makes this one change very over-powered and very much a necessity.
The best way to show whats going on here is explaining some of the other tools in the game, paired with this item other tools complement it too well. While the defensive mechanisms are very under-powered.
With heat lasers and multi-cannons, emissive, forceshell and grom missiles. The drag missile allows us to accomplish more time on target, crowd control and somewhat answered the shield issues we have in the game.
On the flip side, the negative effects of this change punishes hulltanking, biweaves and standard shields because of their health pool. Internals also take a huge beating now because of how soft they are after the 3.0 update. More than likely the internals will go before the hull does by a very large margin. This is without premium ammo.
I want to reiterate that I think the drag change is a good change, just not by itself.
Putting to much power into a single item to solve 3-4 problems only creates more problems in the long run without addressing shields, internals, ECM's and much more.
I can only speak for myself and I know others agree but I believe this was a very lazy change.
Utility DMG needs to be reduced, Utility items should have longer cool-downs or diminishing returns. Crowd Control is a very rewarding tool and often wins engagements in lots of games. And there are reasons to why utility is paired with Alpha DMG. But utility never shares the same alpha dmg.
The reason so many people are upset about drag missiles and frags, is its kind of the straw that breaks the camels back.
Because over the past 2-3 years there have been multiple periods of time with 0 counter-play available to the victim/defender. It takes forever to get those sorts of things fixed.
I hope to see more dedication in the future of Elite Dangerous. Specifically working on time of engagement, cool-downs and the cause and effects from weapons and defenses on a normal basis. I am talking monthly, bimonthly or even quarterly hot-fixes and META changes to keep the game fresh. And force people to adapt to different play-styles. Some people might be strong with one play-style, ship or load-out. But the next update their skill will be challenged once again.
I feel there are some other long standing issues that need to be addressed though such as the "legal logout timer" to go along with this drag fix. We will see more and more people pull the plug or use the legal way out with this change if they have the defenses to survive it.
This is nothing new here in the elite dangerous galaxy. Its to be expected.
I'd like to end this post on a positive note and thank you guys for creating this game many of us are invested in. And I hope you understand a lot of our frustrations when it comes to balancing your game.
I really dont want this to overshadow all the awesome work that goes into Elite Dangerous though. I think you guys have really nailed the new player issues, I am looking forward to interstellar initiatives in the future.
And your art and sound team should be put on a pedestal and given all the rewards in the world.
Thanks for your time. I hope this post is taken under consideration.
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