A reminder of a Fdev promise from 10/2017

I feel for anyone who works in communications for any company, not just enterntainment/gaming.
It's a tough and thankless job, but that's the business
I haven't done game development, but I have done comms work, sys admin, process development, project management, some app development, and a little bit of PR/marketing/sales. I appreciate the CMS' efforts. I'd NEVER fault Fdev on the quality of their game, and even though the frequent bugs are frustrating, I can't fault them of those either because I can barely begin to the fathom the complexities of the coding that goes into the creation and maintenance of a game as intricate as ED. I am even more amazed today than I was when I first saw the game in action back in October 2015. I've been playing it all along, finding new reasons to be amazed almost daily. I love the game, and don't want that fact to be misconstrued.

All I'm saying is, based on the work I have done in process dev, app dev, project management, and marketing, I have learned that consistent, predictable, and reliable communications go a long way in customer relations. If I'm going to miss a dead line, I explain why and set a new deadline. I check in every two weeks with a short status report. I address questions with candid answers whenever I can. I don't make the customer wait until they feel compelled to ask me for details. I stay in front of their desire to know. As a result, I typically keep their business regardless of how badly (or how often) I bust a deadline.
 
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I recently read about No Man's Sky fans renting a billboard outside the game dev's HQ to thank them. It made me wonder if there is billboard ad space for rent within sight of Frontier's HQ, and what would happen if I rented it to post a big sign that just read (in the same font as the "got milk?" ads that were so prevalent in the US for awhile)

"(for)Got Fleet Carriers?
We haven't."

You would be out of pocket by around £500 pounds for a paper sign assuming there was a billboard available there. I hate to think of the expense if you had to get one sited there.
 
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Frontiers HQ is in the science park in Cambridge.
I regularly drive past it, and as far as I remember there are no billboards.
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How about a good old sandwich board... we could take turns walking up and down that nicely manicured pedestrian walkway with our messages clear back and front
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sollisb

Banned
We currently have huge ships we can dock on

So, I buy one, and now have 2 modified screens.

1. to show me my fleet, select and launch and
2, one that shows a 3d static pic of my bridge that allows me to initiate a jump.

Does someone, anyone want to explain to me what the great difficulty is ?
 
How about instead Frontier display a billboard outside everyone's house saying "We haven't forgotten or cancelled Fleet Carriers. They will be coming in a future update!". :p

Mind you that may not work because gamers don't tend to go outside.
 
This reminds me a bit of a billboard that commodore used outside sega HQ in London (I think it was). It was for the Amiga CD32. The add had an image of the CD32 and said "to be this good will take Sega Ages (a rip at Sega's own add at the time).
With hindsite the CD32 bombed but was still funny at the time
I recently read about No Man's Sky fans renting a billboard outside the game dev's HQ to thank them. It made me wonder if there is billboard ad space for rent within sight of Frontier's HQ, and what would happen if I rented it to post a big sign that just read (in the same font as the "got milk?" ads that were so prevalent in the US for awhile)

"(for)Got Fleet Carriers?
We haven't."
 
If anything there would have to be three billboards.

"Promised two years ago"
"Still no carriers?"
"How come, Chiefs Will&Co."

;)
 
It's like I said...what's the fun of forums if you can't armchair develop a little.
I feel for anyone who works in communications for any company, not just enterntainment/gaming.
It's a tough and thankless job, but that's the business - if you want people to be passionate about your product, you have to take the good and the bad of that passion in stride.

It's quite the opposite from my opinion, any staff member that hangs on out official game forums, blogs about game development and generally interacts regularly with the community quite rapidly becomes a fan-favourite and garners a lot of respect.

A lot of it comes down to all but the most open of development platforms being basically "us" vs "them". We want bug fixes, balance changes, additional depth etc, and most of the time we have no idea what they actually want - this in turn causes a lot of friction as we don't know why they make certain design and development decisions that are seemingly counterproductive towards making the best possible game.

A good communicator gives the illusion that they are one of "us" rather than one of "them". In most of the game development forums I have been on with medium-to-toxic communities the favourite and most thanked developers are those that actually engaged with the community. They need less "I have forwarded this issue onto the balance team for further review" and more "yeah, this is an ongoing problem, I'll have a word with the balance team and get back to you guys by the end of the day" They need to give the impression that they aren't the soulless mouthpieces of management, but instead that they are our insiders in the company (even though they usually won't be, management doesn't tend to take kindly to those that value customers more than shareholders in most companies).
 
I recently read about No Man's Sky fans renting a billboard outside the game dev's HQ to thank them. It made me wonder if there is billboard ad space for rent within sight of Frontier's HQ, and what would happen if I rented it to post a big sign that just read (in the same font as the "got milk?" ads that were so prevalent in the US for awhile)

"(for)Got Fleet Carriers?
We haven't."

Don't care about fleet cariers one bit.

What we really need yesterday is a solution for the inflexible, stifling limpet controller mechanic (see my multiple proposals).
What I also think is very much needed is a mature npc crew and npc wing mechanic.
These are things that will improve the game for everybody who plays it.

EDIT: I almost forgot my biggest problem with ED: lack of diversity (diversity is something ed has needed for years):
Having mining stations that look really different on the outside compared to high tech stations would be awesome. I also would welcome military stations that look like real fortresses and industrial stations that wear their industrial design on the outside too.
FDev did a wonderful job with the interiors, but having more exterior designs would finish the job and make a huge difference for how we perceive the galaxy.

This stuff is actually relatively easy to do. No need for new game mechanics, no controversies etc. Just add new models. Every single ED player would be elated. I am sure of it.
 
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We currently have huge ships we can dock on

So, I buy one, and now have 2 modified screens.

1. to show me my fleet, select and launch and
2, one that shows a 3d static pic of my bridge that allows me to initiate a jump.

Does someone, anyone want to explain to me what the great difficulty is ?
How it deals with the rest of your squadron of players, they are to be squadron ships not individual player ships.
At least that is what I remember from the argument focused feedback forum on them a while back.
 
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