Do you guys just troll anyone who has something resembling negative feedback?
The Knights of FD ride hard for muh lady. Try not to be irritated, find some amusement in it.
Do you guys just troll anyone who has something resembling negative feedback?
Holy cow has this community has gotten toxic.
Do in-game stuff and get an in-game reward; I can't see a problem.
Not all past rewards are available because CGs don't last forever.
The module is going to be marginally effective. It's a class 5, so only really useful in ships that have a decent range anyway and the ability to turn on a drive a little quicker is very much a niche thing to have. If it was increased range/shielded, absolutely I'd be agreeing it's overpowered, but they didn't.The big difference here is that all the previous 1-time rewards are cosmetic in nature or were things that could be obtained through normal gameplay in other ways.
Similarly, most games that do these kind of limited-time events tend to make the "new" content just cosmetically altered versions of existing ones.
This reward will basically screw over new players as they'll now have a module that they'll never be able to obtain. They'll forever be weaker than those who happened to be actively playing during this time period. Could you imagine how the PvP crowd would react if the reward was a class 8A Reinforced/Thermal Resist Prismatic shield? The entire PvP community would be split between the pre-prism and post-prism communities that leaves the latter group forever weaker than the former.
If they continue down this route of offering superpowered modules for limited time events, how do you think a new player joining the game in a couple of years will feel? They'll find it difficult to take down a pirate lord, look up a guide and the guide will say "against Pirate lords in Anacondas, you ideally need the OC/RF class 4 plasma accelerator to deal the bulk of the damage against the hull, while the shields you will want to strip with the paired C2 cytoscramblers with appropriate engineering mods. To resist their attacks over the long fight, the class 7A Biweave is quite important to use as prismatics don't have the regen to sustain you and normal Biweaves go down too quickly, this should be combined with the twin-resist SBs to further improve your shield's resistances." and then they'll find out that most/all of these recommended modules are no longer accessible, which means that they'll be locked out of potential gameplay opportunities (and possibly the top-tier challenges will be practically impossible for them). They have been screwed over simply because they are a new player and there is no way for them to catch up to the existing playerbase.
And to make matters even worse, if they continue down the route of making a new superpowered module for release every month then it becomes a simple matter of number of years played to determine how powerful a player can be. There would be no point going out of your way, spending entire weekends seeking out materials, unlocking things and shopping around for all the various bits of content if the real power just comes from partaking in every single CG. A super-dedicated newbie that has done literally everything possible in their first 3 months of owning the game would still be weaker than a casual who has been playing for 5 years simply because the old-timer has accumulated more of the limited-edition modules.
So, overall, this module release brings in two possibilities:
1) It screws over new players or those who simply want a bit of a break completely by forever cutting them out of content.
2) It is a sneak preview of a dual-modding system that will be appearing in a patch soon enough. This would unfortunately cause further power creep, but I guess it is a very low-effort way of giving players something to do. On the plus-side, it would allow FD to effectively give a dual-modding system a bit of an extended beta test for some of the mechanics before handing us the reins to make our own dual-modded modules.
It's a lure to make people play the game. Unique item as a time limited reward is not new idea.
Combining ‘fast boot’ with ‘increased range’ should provide a 70% increase in optimised mass. Given that it’s on a highly useful class 5 FSD it’s a pretty sweet module...
I’m just going to have to pretend this thing doesn’t exist. I’m not going to completely remove the option of re-setting my cmdr just to keep a once in a lifetime module, I’d end up not playing anymore...
Still waiting for FD to reveal it's a D FSD. C'mon, don't disappoint FD.![]()
Somewhat OT, but I would be fine with, and would actually like to see, double Engineering become a thing provided that you can only have 5 grades applied total. It would open up a lot more interesting build possibilities.
I like the idea in principle, but I imagine it would just lead to every weapon being G1 long-range / G4 whatever, completely removing falloff from the game.
The module is going to be marginally effective. It's a class 5, so only really useful in ships that have a decent range anyway and the ability to turn on a drive a little quicker is very much a niche thing to have. If it was increased range/shielded, absolutely I'd be agreeing it's overpowered, but they didn't.
Anyway, assuming they're going to keep going down the route of offering stronger and stronger mods to the point of saying we'll get reinforced thermal resistant prismatics is the same as saying the next CG will have a reward of a free fleet carrier. It's not going to happen. We have 2 modules with limited use so far. Extrapolating from there that we're going to end up with something useful to the point of game breaking is a bit of a stretch at the moment, don't you think?
Don't worry, I'll be with you with the torch and pitchfork should focused/efficient PAs become a thing, but we're not there yet. Let's wait for them to get there first or we're shouting about what ifs.
I expect only the best aspect of each BP to be applied, but it doesn't matter much either way to me. The issue, IMO, has never had much to do with the magnitude of the effect. Rather I have a fundamental problem with how this is implemented from both a gameplay perspective, and an in-setting context perspective.
So it leaves FD in an awkward position - either they (A) admit that they have massively dropped the ball on balancing engineering mods and proceed to balance all mods appropriately, or (B) they admit that some mods are significantly weaker than others and so they shift them onto their own category of mods that can be combined with the existing primary and secondary mods (tertiary mods?). But the worst possible outcome is (C) that they stick their head into the sand, claim that all mods are balanced and proceed to endlessly and forever cut new/inactive players out of content.
Considering how secondary effects affect the module stats, I'd expect that it would stack multiplicatively for an optimised mass increase of 15% over a normal jump range/mass manager mod, which would result in a 15% increased actual jump range.
If these new dual-mods simply took the best stats from each of the mods, things could quite quickly get even more broken than ever before with other combinations in the future. Imagine an overcharged/RF laser? 70% increased damage, 65% of the distro draw and 78% faster RoF, completely cancelling out both the -5% damage from RF and the 35% extra distro draw of the OC. Dual-mods might even remove the jitter from rapid-fire, depending on how they code it.
While I understand your position, I believe it is quite simple to become poor again. Crash ships and pick the sidewinder. Buy expensive commodities and dump them etc.Hm...
I’m perhaps leaning on OP’s side with this one.
These unique modules are going to disappear if I reset my cmdr right? They aren’t bound to my profile...
This is a problem for me because I happen to restart my cmdr frequently and ED doesn’t have a ‘save slot’ feature.
So if I ever hope to retain this module i’ll basically have to sacrifice my re-playability of the game? I get totally bored of ED once I’m rich which is why I always chime in on the broken economy threads pointlessly hoping FD will rebalance things...
Odyssey is coming and I was looking forward to enjoying it with a brand new cmdr...
But damn. The 5A FSD is perhaps the most useful and compatible module in the whole game, it’s the first module I go out of my way to engineer on a new cmdr because I know how widely useful it’ll be...
This sucks.
I play ‘dead is dead’ in ED, if I lose a ship I always reset my CMDR, every time. It probably sounds foolish to most people, but it’s a thing...While I understand your position, I believe it is quite simple to become poor again. Crash ships and pick the sidewinder. Buy expensive commodities and dump them etc.
But there is a huge psychological barrier to do this.
How about an alt account? There you can begin from scratch. You can still roleplay poverty with the main account, but keep materials, tech broker unlocks and precious modules.
I also think it could be beneficial just to slow down the process of introducing new ones.I do, however, hope that they offer these rewards periodically so that new players aren't permanently missing out.
And there’s no way I could RP a reason to ever dump commodities out the back of my ship...
......
Then they capped the amount of cargo that could be jettisoned without the cans self destructing...
Holy cow has this community has gotten toxic.