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

Mission running and CZ, yes. Often the desired outcome would resolve in the CZ. It's like the finish on a task completed. Luckily I didn't have to do it alone - it helped a lot to play in a group.

And the "game setting thing and MP"? Yeah, it's kinda my key takeaway of my ED experience. I wouldn't have expected it - usually online games concentrate painfully on even balance - but FD threw balance just out the window.
The funny thing is, during the run up to the 2013 Alpha, I’d gotten the impression that Frontier had done their research on common MMO mistakes, especially the ones made by early pioneers like Ultima Online, and were doing their best to avert them. By the end of premium beta in mid 2014, it was slowly becoming clear that whoever was truly in charge of development didn’t care about that, and were treating this game as if it were a single player game… only online with the possibility of playing with (or against) other players.

Frontier has constantly catered to the least common denominator, and fixed complaints (some justified, some pure “I want it NOW!”) by treating the symptoms, as opposed to the cause. They continually sacrifice existing depth, to give the complaining players guaranteed results… which is another way of describing grind. The Economic Sim, Supercruise, Engineering, BGS play… they all had their flaws as originally implemented, but far better solutions existed than removing existing depth. We can wish otherwise, but after eight years, Frontier has pretty much followed this pattern since before the game went live. We can only adapt to those changes, if we want to keep playing.

I’m just glad I enjoy a wide variety of activities. The other night, I had a rare opportunity for a two hour play session, so I decided to vagabond trade my way to the site of the latest Buckyball Race, flying my Cobra Mark III. Only I’d restrict myself to Odyssey settlements, rather than stations, when possible. I also keep an eye out for any missions in going in that direction.


(There’s a no-engineering division, but it’s a specific Cobra Mark III build)

I was in a bit of a pugnacious mood, so when a would be pirate in a Type-6, ranked expert to my novice, threatened me, I decided to do a spot of bounty hunting, rather than outfly him in Supercruise. I was a bit rusty, and I had an cheap, unengineered C-rated warrant scanner installed, so it took me a while complete the scan while evading his fire, but once I finished, I made short work of him. Netted me several bounties, some data, and some transport parts… just not the chemical manipulators I’d been hoping for.
 
Bear with me on this one...and I do realise this will never happen.

I always thought it was an odd decision for a docking computer, or supercruise assist to weight a ton and take up a module slot, same with the various scanners. Surely a docking assist would be a software upgrade to your ship computer. You already have scanners so surely a Pulse Wave would just be a software upgrade to change how your scanners work.

Rework the scanners and add a ship main computer.

So you now have a scanner that has module slots and / or a hard drive with limited space that you can add software to. The various scanners (DS, FSS, Wake, KWS, PWS etc) are now software you upload to your scanners computer. Instead of module grades you have software grades to achieve similar results. The benefit is that you now free up several module slots for other toys.

The ships computer would work in the same way and the software for that would be limpet controller programs, docking navigation, supercruise assist as well as software that can enhance things like targeting resolution, navigation upgrades to improve jump efficiency, improve power plant efficiency to enhance ship cooling etc...

Software can be enhanced and engineered or upgraded to achieve different results giving us ways to further customise our ships for different roles and also creating more module space for actual hardware or cargo.

It's way, way too late for such a rework of basic ship design and engineering but if done right it could have allowed for more focused and specialised ship builds. Like I said...it'll never happen.

The rework will more than likely be another stab at 'improving' engineers, however I do have a sneaking suspicion that it may be a rework of the travel (supercruise) mechanic just from the wording of how they described it...we'll see.
I would love to try something like this.
 
If non-essential modules (like supercruise assist and autodock) were software updates rather than optional modules you'd have the same build availability as now, just with autodock & supercruise assist too, removing any incentive for a player to learn how to traverse supercruise or dock/undock manually. I think those are skills worth learning.
The incentive would be optional fun. Artificially enforcing the incentive by disallowing basic quality of life features...well, that's been one of this game's bugbears since its inception.
 
4-6 weeks of casual gameplay to unlock necessary engineers, get credits to purchase ships, and do other miscellaneous stuff I think is pretty quick to engineer several ships for a new alt.

Casual gameplay of a few hours here-and-there is much different from a dedicated 16 hours to go on a very specific material hunt to get some materials for one ship.

And a whole lot more enjoyable. Apparently I'm correct because the same person complaining about engineering is complaining about grind.
Call it 'casual gameplay' or whatever you like, the barrier to entry to do the things you would actually like to do with your ships remains the same excessive duration. That will always be the case so long as Engineers continues to be a power spike over baseline equipment, instead of the tweaks and adjustments we were sold on conceptually.
 
Perhaps you should try unlocking a few more engineers. Engineered weapons might alter your "bullet sponge" experience.
Engineered weapons & internals definitely ramp up firepower significantly, but it's not near enough to keep up with the hitpoint inflation.
 
The incentive would be optional fun. Artificially enforcing the incentive by disallowing basic quality of life features...well, that's been one of this game's bugbears since its inception.

I have never had a ship that disallowed me to have either of the assist modules. Sometimes I chose not to have one or the other.
 
I have never had a ship that disallowed me to have either of the assist modules. Sometimes I chose not to have one or the other.
So what's your point, if you're already experiencing what it's like to not be bound by artificial barriers to QOL? Clearly your gameplay experience has not been ruined by it?
 
So what's your point, if you're already experiencing what it's like to not be bound by artificial barriers to QOL? Clearly your gameplay experience has not been ruined by it?
I think my point is quite obvious. Your statement made no sense. Make sure you know what the words mean.
 
The funny thing is, during the run up to the 2013 Alpha, I’d gotten the impression that Frontier had done their research on common MMO mistakes, especially the ones made by early pioneers like Ultima Online, and were doing their best to avert them. By the end of premium beta in mid 2014, it was slowly becoming clear that whoever was truly in charge of development didn’t care about that, and were treating this game as if it were a single player game… only online with the possibility of playing with (or against) other players.

Frontier has constantly catered to the least common denominator, and fixed complaints (some justified, some pure “I want it NOW!”) by treating the symptoms, as opposed to the cause. They continually sacrifice existing depth, to give the complaining players guaranteed results… which is another way of describing grind. The Economic Sim, Supercruise, Engineering, BGS play… they all had their flaws as originally implemented, but far better solutions existed than removing existing depth. We can wish otherwise, but after eight years, Frontier has pretty much followed this pattern since before the game went live. We can only adapt to those changes, if we want to keep playing.

I’m just glad I enjoy a wide variety of activities. The other night, I had a rare opportunity for a two hour play session, so I decided to vagabond trade my way to the site of the latest Buckyball Race, flying my Cobra Mark III. Only I’d restrict myself to Odyssey settlements, rather than stations, when possible. I also keep an eye out for any missions in going in that direction.


(There’s a no-engineering division, but it’s a specific Cobra Mark III build)

I was in a bit of a pugnacious mood, so when a would be pirate in a Type-6, ranked expert to my novice, threatened me, I decided to do a spot of bounty hunting, rather than outfly him in Supercruise. I was a bit rusty, and I had an cheap, unengineered C-rated warrant scanner installed, so it took me a while complete the scan while evading his fire, but once I finished, I made short work of him. Netted me several bounties, some data, and some transport parts… just not the chemical manipulators I’d been hoping for.
Honestly, it's not just a FD thing. MP was a big thing last decade and devs kept and keep making old mistakes designin MP.
 
I think my point is quite obvious. Your statement made no sense. Make sure you know what the words mean.
I don't see what is not making sense to you. You responded to my point about quality of life being sacrificed for the sake of artificial incentivization, as opposed to letting it be optional and up to player choice, with the claim that you've never encountered a situation outfitting your ships where you encountered that artificial barrier. Which runs contrary to the oft-repeated idea that there's anything meaningful behind the artificial module restrictions, and that it contributes anything to the level of fun in the game.
 
The incentive would be optional fun. Artificially enforcing the incentive by disallowing basic quality of life features...well, that's been one of this game's bugbears since its inception.
There is absolutely no ship in the ED game that disallows either of the assist modules.

A cmdr can chose to install them. Or not install them. They are not disallowed.
 
Engineered weapons & internals definitely ramp up firepower significantly, but it's not near enough to keep up with the hitpoint inflation.
For PvE that isn't true for the most part. Cascade rails to counter SCBs and power plant sniping still work fine. Most NPCs blow up between 80 and 40 % hull still intact. That's for CZ. In a res they're much weaker anyway.
 
Bear with me on this one...and I do realise this will never happen.

I always thought it was an odd decision for a docking computer, or supercruise assist to weight a ton and take up a module slot, same with the various scanners. Surely a docking assist would be a software upgrade to your ship computer. You already have scanners so surely a Pulse Wave would just be a software upgrade to change how your scanners work.

Rework the scanners and add a ship main computer.

So you now have a scanner that has module slots and / or a hard drive with limited space that you can add software to. The various scanners (DS, FSS, Wake, KWS, PWS etc) are now software you upload to your scanners computer. Instead of module grades you have software grades to achieve similar results. The benefit is that you now free up several module slots for other toys.

The ships computer would work in the same way and the software for that would be limpet controller programs, docking navigation, supercruise assist as well as software that can enhance things like targeting resolution, navigation upgrades to improve jump efficiency, improve power plant efficiency to enhance ship cooling etc...

Software can be enhanced and engineered or upgraded to achieve different results giving us ways to further customise our ships for different roles and also creating more module space for actual hardware or cargo.

It's way, way too late for such a rework of basic ship design and engineering but if done right it could have allowed for more focused and specialised ship builds. Like I said...it'll never happen.

The rework will more than likely be another stab at 'improving' engineers, however I do have a sneaking suspicion that it may be a rework of the travel (supercruise) mechanic just from the wording of how they described it...we'll see.
your argument makes logical sense.... indeed in reality ships would not have pilots at all it would all be automated... but FD chose to not allow this for gameplay reasons. now for similar reasons my suggestion will also likely be shot down but for me IF FD were to implement something similar personally I would rather it be using ships crew, so that they would pilot your ships. this would mean small ships would not have this feature ... but equally I think it should hypothetically only be bought in when there are other things we could be doing whilst the ship was being piloted....... so manually scanning the system for UC or for interesting "stuff" whilst the crew flew, or repairing ship parts or contacting smugglers making arrangements
but equally I don't think it will happen
 
your argument makes logical sense.... indeed in reality ships would not have pilots at all it would all be automated... but FD chose to not allow this for gameplay reasons. now for similar reasons my suggestion will also likely be shot down but for me IF FD were to implement something similar personally I would rather it be using ships crew, so that they would pilot your ships. this would mean small ships would not have this feature ... but equally I think it should hypothetically only be bought in when there are other things we could be doing whilst the ship was being piloted....... so manually scanning the system for UC or for interesting "stuff" whilst the crew flew, or repairing ship parts or contacting smugglers making arrangements
but equally I don't think it will happen

I like the idea that a ship having an SLF bay equipped could gain SC assist & autodock functionality without having to fit those modules by making use of the NPC crew :)
 
indeed. the fact that they get full pay regardless of if they are doing anything or even if they are not on my ship grates.

let them earn their supper :D
It’s a far better idea than giving every ship free automation, or moving some popular modules from optional slots to their own dedicated slots. At least the decision to hire crew is a meaningful one, one of the few that remain, despite the general drive to remove all depth from this game, leaving nothing but a grindy Skinner box.
 
For PvE that isn't true for the most part. Cascade rails to counter SCBs and power plant sniping still work fine. Most NPCs blow up between 80 and 40 % hull still intact. That's for CZ. In a res they're much weaker anyway.
On Pythons or Anacondas, sure. Good luck sniping the power plant on anything else with enough consistency to be faster than chewing through hull. It is true that RES sites contain weaker ships. (I still think the way RES sites work...or even that they exist to begin with...is a bit silly.)
 
It’s a far better idea than giving every ship free automation, or moving some popular modules from optional slots to their own dedicated slots. At least the decision to hire crew is a meaningful one, one of the few that remain, despite the general drive to remove all depth from this game, leaving nothing but a grindy Skinner box.
And yet, in the current state of the game, is detracted from by the XP reduction for having a crew aboard, let alone the stability of multicrew...or even the mere presence of your crew in the seats on your ship....
 
Back
Top Bottom