Update
wishful thinking, that multicrew will get an update XDUpdate
It's not going to get fixed. If it was it would have been by now. FDev Doesn't see the money in it.
Which is weird, given that the entire business model for their game amounts to “forced always-online multiplayer service, sell cosmetics and vanity items”.It's not going to get fixed. If it was it would have been by now. FDev Doesn't see the money in it.
As a side note, clearly you've never been to the Spirograph nebula.there is no colorful space of No Man’s Sky
I see this so much with software in general. A great core product is created but some parts are not quite right, not what they should be, some work in these areas would create an absolutely stonking core product. But can you sell that? Can you bring more customers in by making things better? Nope you're just satisfying your existing customers.
Much better to spend time and effort on something new so you can pull more money out of your customers and attract new ones.
This applies to all kinds of software. New features trump making old ones better.
It's a real shame. But money is always the bottom line.
It's refreshing when you come across a developer willing to work on crafting the best thing they possibly can before moving onto the next thing. Oh well.
As a console player, I have the experience of having been fine with Frontier Points, where £1 = ~100 frontier points give or take your respective platform's store tax, but I refuse to buy Arx because of the obfuscatory nature of them. So I spent a bunch before the Arx switch and have spent nothing since. I even fully customised every cosmetic slot on my fleet carrier using Arx converted from my pre-existing Frontier Points.Me personally, I haven't purchased any arx, but I bought a load of ship customisation options before Arx was a thing.
I recently fell over the interior videos by Cmdr FRG. Some of his ships, like the viper got a crawlspace.
That is a role in multicrew I would absolutely adore.
The tech. During battles to resample stuff and if something breaks, to be able to repair is without AFMU.
And imagine you need to get into the crawlspace to repair it.
Like in the old Star Trek series.
Yeah we totally agree with you sadly my wife and I like to play MMO games together but we also have that space fantasy it we need to scratch now and then and Elite dangerous for these on Xbox is the best looking realistic space simulator out there we wanted to do missions together and explore the Galaxy.Just usual cmdr. I'm a big sci-fi fan and Elite Dangerous is one of my favorite games. There are several reasons: there is no colorful space of No Man’s Sky, the design of the ships is believable, the battles are deadly, and control requires skill, but allows you to finely control the movements of the spacecraft. It lacks the ability to get out of the chair, but it doesn't really impact the gaming experience.
Who am I?
I recently invited my best friend to play my favorite space simulator. Since the game has the ability to control one ship, I bought Python and we started flying. After two hours of playing, I was completely disappointed with Multicrew.
What's wrong?
View attachment 210644
Pay attention to the co-pilot's interface: the gunner does not know which target is selected and where the ship is flying. The HUD on the cockpit glass is completely absent. In addition, there is no radar and clear indication of shields.
The role of the co-pilot has been curtailed so much that there is no room for role-playing. In fact, the only thing the co-pilot can be responsible for is turrets and external equipment. The rest of the time he misses. Here is a list of what the co-pilot cannot do, but logically he should do:
View attachment 210645
- See the ship commander interface
- See the target of the commander when selected
- Manage ship energy and fully distribute it between subsystems
- Enable and disable ship modules
- Enable silent running
- Open the cargo scoop
- Request docking permission
- Drive SRV
- Mark targets
- Make notes on the galactic map
- Take control as needed
This is what the gunner's interface looks like when controlling turrets. The gunner does not see the target of the ship commander, and the ship commander does not see the target of the gunner. As a result: shooting at different targets.
The correct distribution of functions between the commander and the co-pilot is a separate meta-game that would contribute to better player cooperation and more enjoyment of the game. The absence of these elements makes Multicrew mode useless and boring, although the very idea of joint control of the ship is intriguing. I haven't talked about the numerous Multicrew bugs here yet, but they are not important if the mechanics themselves are broken.
Why is that bad?
I really hope that Frontiers will pay attention to this issue in the future, because apart from Elite Dangerous, no game can offer such an immersive experience of space adventures. Perhaps this is not a problem at all, and I am making mountains out of molehills. Multicrew is useful for farming credits in wing missions, but is that really the only thing players want from that mechanic?
P.S.
Sorry for mistakes. English is not my native language.
Thank you for reading this!
Reddit discussion: Source: https://www.reddit.com/r/EliteDangerous/comments/ludrbj/multicrew_is_an_unfinished_mechanic_that_needs_to/