What feature do hope will be updated/refreshed for early 2023?

Rather than reworking same-old stuff I hope to see new creative spaceship gameplay stuff. Because I believe ED is fundamentally a spaceship game.

Nothing excites me about about engineering ver 3.0, or planet tech ver 3.0, or new spaceships that are just reskinned variations and stats. Supposedly a foundation for stuff was being built. Ok, build whatever cool stuff from the foundation that was built. No more building foundations. No more reworking stuff from a few years ago. The foundation is built. Now add the cool stuff the foundations were being made for.

Balanced with fixing the backlog of bugs and annoyances.
 
I've played in Solo because I don't like the idea of being killed for no reason... I don't like Ganking!... Pirating on the other hand... I have Massive respect for clean pirates and I think it's one of the hardest skills in the game to master!

If the overhaul is C&P, I wish they would buff 'clean pirating, heist, smugglers' to the point of giving grades like 'Elite' badges and all... and make punishment for gank/griefing way more severe in non anarchy systems.
Quality pirating takes way more skill than it's given credit. In real life, killing victims is bad for business. Having the precision to shoot out engines without destroying the vehicle and then having to speed along side the victim in freefall, get in front of them, apply breaks and slow down their moving ship which now has reduced hull and no shields takes real talent. Not to mention you are often doing this with much lower protection than gankers because you need wake scanners, manifest scanners, FSD interdictors, cargo space, hatch breaker limpets, collector limpets, fuel scoops for chasing system jumpers... and a true gentleman Pirate also has repair limpets for the victim when the deed is done!

I am not anywhere near skilled enough to do this, but I have watched youtubers who specialize in being 'proper pirates' and it's like watching poetry... I would absolutely Always play in open if I knew an attack was survivable if I cooperated... most pirate ships are not capable of taking at most about 32-64 tons of cargo. I would absolutely be ok with those loses as a trader to be able to walk away from that alive. And it would not reduce the PvP aspect of the game cause most players are not gonna give up the cargo without a fight.

A simple algorithm could tell the difference between ganking and pirating... if the victim does not have cargo, no mission, no faction or other affiliation, is in a security rated system and does not deploy hardpoints, it's a gank! anything else is fair game to kill! same as NPC's do it. Limit gankers to anarchy systems

People playing together in open, to be able to go canyon running or SRV farming etc. in Shinrata or any other heavily populated systems... to be able to meet other players without constant fear of being attacked and destroyed for no reason... Is way more valuable to the games survivability than any other feature I can think of. I would guess there would be at least 10x more visible players in security systems.
 
I've played in Solo because I don't like the idea of being killed for no reason... I don't like Ganking!... Pirating on the other hand... I have Massive respect for clean pirates and I think it's one of the hardest skills in the game to master!

If the overhaul is C&P, I wish they would buff 'clean pirating, heist, smugglers' to the point of giving grades like 'Elite' badges and all... and make punishment for gank/griefing way more severe in non anarchy systems.
Quality pirating takes way more skill than it's given credit. In real life, killing victims is bad for business. Having the precision to shoot out engines without destroying the vehicle and then having to speed along side the victim in freefall, get in front of them, apply breaks and slow down their moving ship which now has reduced hull and no shields takes real talent. Not to mention you are often doing this with much lower protection than gankers because you need wake scanners, manifest scanners, FSD interdictors, cargo space, hatch breaker limpets, collector limpets, fuel scoops for chasing system jumpers... and a true gentleman Pirate also has repair limpets for the victim when the deed is done!

I am not anywhere near skilled enough to do this, but I have watched youtubers who specialize in being 'proper pirates' and it's like watching poetry... I would absolutely Always play in open if I knew an attack was survivable if I cooperated... most pirate ships are not capable of taking at most about 32-64 tons of cargo. I would absolutely be ok with those loses as a trader to be able to walk away from that alive. And it would not reduce the PvP aspect of the game cause most players are not gonna give up the cargo without a fight.

A simple algorithm could tell the difference between ganking and pirating... if the victim does not have cargo, no mission, no faction or other affiliation, is in a security rated system and does not deploy hardpoints, it's a gank! anything else is fair game to kill! same as NPC's do it. Limit gankers to anarchy systems

People playing together in open, to be able to go canyon running or SRV farming etc. in Shinrata or any other heavily populated systems... to be able to meet other players without constant fear of being attacked and destroyed for no reason... Is way more valuable to the games survivability than any other feature I can think of. I would guess there would be at least 10x more visible players in security systems.
I wish they'd develop the Piracy game-loop. its one of the best in game, and the rewards are nowhere near appropriate.

Try this:
TL;DR: Use the interdiction minigame to screen participation in PvP by setting a PvP opt-in flag and giving the participants a PvP or PvE instance based on their flag-setting.
 
I wish they'd develop the Piracy game-loop. its one of the best in game, and the rewards are nowhere near appropriate.

Try this:
TL;DR: Use the interdiction minigame to screen participation in PvP by setting a PvP opt-in flag and giving the participants a PvP or PvE instance based on their flag-setting.
No PvP flagging please - piracy and ganking aren't the only reason for organic PvP.

Other than that, rework of C&P or any other changes to make piracy more viable and a more common counterpoint to ganking would be welcome.
 
Rather than reworking same-old stuff I hope to see new creative spaceship gameplay stuff. Because I believe ED is fundamentally a spaceship game.

Nothing excites me about about engineering ver 3.0, or planet tech ver 3.0, or new spaceships that are just reskinned variations and stats. Supposedly a foundation for stuff was being built. Ok, build whatever cool stuff from the foundation that was built. No more building foundations. No more reworking stuff from a few years ago. The foundation is built. Now add the cool stuff the foundations were being made for.

Balanced with fixing the backlog of bugs and annoyances.
i see your point and, over all probably agree............... but equally i would love to see some more variation on planet surfaces. in some senses the old planet tech was more impressive than the new with better cliffs and trenches etc (that said i have not played EDO anywhere near as much as EDH so i fully admit i could be wrong and just not been to the right places.
 
I think the dev team should address the current bugs (like shadows, stutters, vanishing/teleporting planets,...) BEFORE they upgrade a feature that will create more bugs.
If bugs continue to proliferate in EDO, annoyance will overcome fun.
That's what they are doing, we've got two more updates before this is implemented where bugs and narrative is the focus.
 
Rather than reworking same-old stuff I hope to see new creative spaceship gameplay stuff. Because I believe ED is fundamentally a spaceship game.

Nothing excites me about about engineering ver 3.0, or planet tech ver 3.0, or new spaceships that are just reskinned variations and stats. Supposedly a foundation for stuff was being built. Ok, build whatever cool stuff from the foundation that was built. No more building foundations. No more reworking stuff from a few years ago. The foundation is built. Now add the cool stuff the foundations were being made for.

Balanced with fixing the backlog of bugs and annoyances.
Yes, but as long as engineering is the way it is nothing else excites me about the game. The bulletsponge is and remains the biggest disincentive to play the game. And I won't engineer to overcome it.
 
Yes, but as long as engineering is the way it is nothing else excites me about the game. The bulletsponge is and remains the biggest disincentive to play the game. And I won't engineer to overcome it.
That's your problem entirely. Flying an engineered ship is pure joy, and if the material grind becomes less grindy, great. Unengineered ships are so insanely slow and cumbersome....
 
i get the problem if you PvP and have no answer to that other than buy a better pvp game.

but the engineering is not so bad imo.. G3 levels are pretty trivial to get and make a huge difference to you ship to so flatly refusing to do it is just cutting your nose of to spite your face imo.

my far far from fully engineer ships in elite can melt anything the npcs throw at me pretty quickly if i am just going about my business.......... but I can get over whelmed quickly if i take on too many ships in 1 go by wading in on something, which is about right i would say difficulty wise.
 
1. Proper player persistence
2. Destroyable stations & outposts (I'm sure I once chanced upon an Anaconda early in the game development and an outpost showing so much %age damage)
3. More randomisation, e.g. attacking ai ships don't always attacked at the same points in game, could wait outside stations, hyperdict, attack in station etc
4. Guns in stations in debark mode

Re gankers, I too used to really hate this part of the game, but for it to be a true online multiplayer game it has to work like this, anything goes pretty much, imo.
 
Was VR on the list? ;) I feel both on-foot VR and Ship Interiors are separate DLCs which will hopefully come in the future.

The priorities I'd like to see are;-

1. Crime and Punishment.
2. Power-Play *.
3. Exobiology.
4. CQC.
5. Engineering **.
6. BGS

* I used to one of those people who'd bang the drum for open only powerplay, after a lot of thought it would be better to have a weighted system so that players can still get their modules quite easily but you are able to make a serious difference to the powerplay background sim by playing in open.

** To be honest, I really don't think Engineering needs much more work. Yes, I think getting Mats should be easier (which I think everyone would agree with) but also nerf the powerplant and make players balance their ships better (that won't be popular but I think its necessary for the game).
 
* I used to one of those people who'd bang the drum for open only powerplay, after a lot of thought it would be better to have a weighted system so that players can still get their modules quite easily but you are able to make a serious difference to the powerplay background sim by playing in open.
Weighting would work, but it would also make Powerplay incredibly dull left as it is. Plus I'm going to smack your hand regards modules because frankly they are rewards for engagement, not trinkets with chores.

Now if only FD would rework Powerplay from the ground up looks wistfully to sky
 
The bulletsponge is and remains the biggest disincentive to play the game.
I'm with you there. One thing that always amazes me is the huge difference between a Harmless ship in a Low RES and its Elite equivalent in a Combat Zone. One can be taken out with two shots, the other takes two minutes of constant fire. And these are NPCs! Of course stacked HRPs and SBs are as much to blame as engineering (people tell me NPCs aren't even engineered).

And I'm talking all ships. Elite Eagles in a CZ are too "bullet spongy" IMO, but on the other hand, Harmless Anacondas in a Low RES are too weak. The difference between Harmless and Elite should be more about pilot skill and less about ridiculous hitpoint differences.

Thankfully I can just avoid CZs and other areas where these bullet sponges congregate. Installation defense missions tend to give me the "sweet spot" in challenge vs tedium, though I confess that I do fly an engineered ship (albeit a small shieldless one).
 
Weighting would work, but it would also make Powerplay incredibly dull left as it is. Plus I'm going to smack your hand regards modules because frankly they are rewards for engagement, not trinkets with chores.

Now if only FD would rework Powerplay from the ground up looks wistfully to sky
When I got my prismatics, I actually did the cargo run in open and met no opposition at all, that was a bit anticlimactic..

I'd tend to agree about the rewards, it would probably be much cooler if you had to return the modules when leaving the service. If you don't uninstall them, you'll be harassed by powerful NPCs until you get so tired of it that you give up the shinies voluntarily.. :D
 
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