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Thread: Content Recap: Beyond - Chapter Four Livestream - Background Simulation and Scenarios

  1. #16
    Initial Concerns:

    - It looks like having a Megaship arrive in your system will be huge liability. "Look after it" will be impossible if you're a player faction in a conflict with another player faction; the other side can simply come in and blow it up from their own Private Group or Solo instances. To paraphrase a member of my playergroup: "If a megaship is in your system, you will lose a substantial amount of influence".

    - Investment appears to be a different thing now; will the range of the Expansion state change? I remember Investment being just added to allow factions with few viable systems a means to Expand.

    - Expansion based on happiness rather than "the system from which you hit >75% Influence" seems like it might be hard to maintain. Happiness is tied to resolving randomly-occuring states like Outbreak? I'd like to see this tested. One of my playergroups is currently planning a targeted expansion from a series of systems in turn, so possibly losing control of where & when we expand from could be bad.

    - I like the idea of multiple wars at a time, simply because I've had to sit and gnash my teeth while my faction got caught up in a silly pointless war in a low-pop system for no assets. Glad to see that!

  2. #17
    Originally Posted by Slopey View Post (Source)
    Yet here you are, complaining about it, as usual.
    And here I am making suggestion, AS USUAL! (If you think my comments are unfounded fair enough - eg: Are you really suggesting one Faction giving out tasks/missions to actively attack another Faction's mega ship wouldn't be more involving that randomly rocking up at a mega ship and choosing option (a) or (b)? )

    Criticism where it's due... Praise where it's due... Simple stuff!

  3. #18
    Awesomeness! Great job FD, I really like the new direction things are taking. I'm looking forward to the beta!

  4. #19
    Some interesting changes with faction states but you failed to add (or show?) the most needed faction/system state change. A Thargoid attack/Xeno attack state needs to be added and it should override all other states. When your system is under attack by aliens, that is going to take precedence over everything else. Wedding barges and thargoids don't mix. Also having the NPCs in a system under attack by thargoids, completely oblivious to that fact is immersion breaking. How can you expect players to embrace the Thargoid content if the NPCs don't even acknowledge it. Please make this change. You obviously spent a lot of time on the continuity and integration of the new content but somehow missed this huge piece. Fortunately, its not too late and it should not be difficult to implement.

  5. #20
    Originally Posted by Sierra_Hotel View Post (Source)
    Strange, the summary in the first post is significantly more involved than that.
    Hopefully it is in the flesh...

  6. #21
    i like the check on aggressive expansionist. the background sim was becoming a bit one dimensional and too simple to manipulate. these changes are excellent.

    however, i'm surprised we still cannot identify factions involved in a conflict from supercruise. this seems like an easy fix with all of the changes around providing more information. unless the new exploration features allows me to scan a conflict zone uss and determine the factions involved.

    it's a bit much when an entire system is at war and there are 20 plus conflict zones having to go through each one to find what your looking for.

    all in all great stuff FD, keep it coming.

  7. #22
    Originally Posted by Will Flanagan View Post (Source)
    Multiple States

    • From Beyond - Chapter Four onwards, factions will no longer be limited to a single state. Instead a faction could be in multiple states per system.
    • For example, rather than being in 'War' across all of the systems the faction is present in, the faction will only be at war in the single system in which the war is taking place.
    • This new change means that the faction can also be in several different states at the same time. A faction could be in many different states, such as Bust and Civil Unrest.
    • The Background Simulation is woven into the fabric of the galaxy, and so this change will impact everything from USS spawning to mission spawning. The systems your faction is present in may very well change up!
    • The addition of multiple states means that managing an intergalactic empire will come with increased challenges. In order to make this more manageable we’ve added additional feedback to the game that should make interacting with the Background Simulation easier to understand.
    • Part of this feedback includes how Local News works. We've expanded the faction summary news article, so that each faction has their own individual article which informs players of the states currently active in that system.

    This alone is worth the free entrance fee for Beyond and should make mission boards very interesting. I was asking for this so I'm one very happy Commander tonight.

    Thank you Frontier.

  8. #23
    Originally Posted by NeilF View Post (Source)
    Wouldn't it be more interested if it was more meaningful? eg: A faction's mission/task to go and assault another faction's mega ship?

    Wouldn't it be more interesting if it was more involved? eg: You were assigned a Wing of NPCs who you could give basic tactical commands to (attack this/defend that)?

    As it stands, it's just another bolted on mini-game mechanic at almost a loose end. eg: Who's really going to participate in these? How often? Why?

    And this was underlined in the livestream with, Yes, if another CMDRs was there they could sign up against you... Why would that ever happen unless the game orchestrates this via some joined up meaningful mechanics? eg: One Faction being told to attack a mega-ship, while another is told to defend it? And the game orchestrates this to facilitate meaningful PvP if that's what players are after. And God forbid Powerplay should try this, an obvious candidate to orchestrate PvP for those interested!

    And of course conflict zones underline it too. Arrive in the mini-game and choose your side. It's as inconsequential as that. Surely with a war there should be more involvement than that? Surely your choice to fight for a side should mean more than the time until you next press "J" to jump out of the mini-game?

    But as it is, we're 4yrs in and seeing baby steps of bolted on mechanics which even games from 20+ years ago trumped.


    I wasn't expecting much from tonight, and Distress Calls to fly off and fetch something from somewhere else, to return it back to an NPC who simply won't care at all and will never join up with anything else, sort of sums it up...


    I enjoyed the exploration changes. Any my big hopes for some really meaningful improvements are with mining now...
    How do we say this without seeming like we are negative about it. Its hard.

    I really like what they are offering here.

    Huge changes. Its game changing.

    However, when it comes down to two groups battling it out over a system. It boils down to who can complete the tasks quicker and how many times it can be done in the end with your group, and how much time each person has.

    They added all this cool stuff. But its still going to be essentially a skilless NPC grind against Eachother.

    Ill play around with this stuff a bit. But I wont get involved in any faction warefare. Or play the BGS in depth, until I can see the people on the other side.

    We need defining winning and losing conditions when it comes to group vs group play.

    Otherwise even with all the awesome stuff they have added. Its not far off from what we have now in terms of competitiveness. Which it has turned into.

  9. #24
    I like the sound of this part too. Guys keep it coming and please don't back down.

  10. #25

  11. #26
    The war overhaul sounds fantastic! I don't know what other people are complaining about, that alone is desperately needed change that's been a long time coming. What I'm wondering-

    Will the objectives & events also effect Powerplay conflict zones (eg Armed Revolts & Crime Sweeps)

    Will events like the Alpha Squads include things like engineered enemy ships?

  12. #27
    Originally Posted by WorldsGreatestForumDad View Post (Source)
    How do we say this without seeming like we are negative about it. Its hard.

    I really like what they are offering here.

    Huge changes. Its game changing.

    However, when it comes down to two groups battling it out over a system. It boils down to who can complete the tasks quicker and how many time it can be done in the end with your group.

    They added all this cool stuff. But its still going to be essentially a skilless NPC grind against Eachother.

    Ill play around with this stuff a bit. But I wont get involved in any faction warefare. Or play the BGS in depth, until I can see the people on the other side.

    We need defining winning and losing conditions when it comes to group vs group play.

    Otherwise even with all the awesome stuff they have added. Its not far off from what we have now in terms of competitiveness. Which it has turned into.
    Well, I've always found all this sort of gameplay just too disjointed, mini-game'esque and basically shallow, for me at least.

    The fact you can participate in a conflict zone, simply by choosing side (A) or (B) for the duration of the mini-game until you press J has always frustrated me, as it demonstrates the lack of joined up gameplay, mechanics and indeed depth in the game. And although the new mega ship "battles" look interesting, they again look a little lost being introduced as a further mini-game. I'd much rather now be seeing some more joined up gameplay, and more important deeper gameplay. Yes, the megaship gameplay we saw tonight was as step towards that. But boy it was a small step over an X year period...

    The game needs to orchestrate and offer more involved PvE and PvP gameplay... I just can't see it happening now TBH with the ethos we've seen over the past few years eg: Can you envisage the game ever orchestrating a PvP gameplay mechanic for opposing players in Powerplay to fight each other? Or as part of a Faction? Can you even imagine far more complex combat scenarions just for PvE, attacking and taking out pirate installations in fighters from a capital ship, or escorting ships through an asteroid field, commanding a Wing of NPC fighters trying to get as many to the destination Asteroid Station as possible? It's gameplay we've seen before, elsewhere... But I don't think we'll see this sort of stuff in ED now unfortunately... The aim seems to be self contained simple mini-games.


    Anyway! Bring on the mining improvements and some depth there! Fingers crossed!

  13. #28
    Originally Posted by NeilF View Post (Source)
    Well, I've always found all this sort of gameplay just too disjointed, mini-game'esque and basically shallow, for me at least.

    The fact you can participate in a conflict zone, simply by choosing side (A) or (B) for the duration of the mini-game until you press J has always frustrated me, as it demonstrates the lack of joined up gameplay, mechanics and indeed depth in the game. And although the new mega ship "battles" look interesting, they again look a little lost being introduced as a further mini-game. I'd much rather now be seeing some more joined up gameplay, and more important deeper gameplay. Yes, the megaship gameplay we saw tonight was as step towards that. But boy it was a small step over an X year period...

    The game needs to orchestrate and offer more involved PvE and PvP gameplay... I just can't see it happening now TBH with the ethos we've seen over the past few years


    Anyway! Bring on the mining improvements and some depth there! Fingers crossed!
    aint gonna snip it, but yeah if you chose a conflict side you should be stuck with it until the war is over, +1 for that

  14. #29
    Originally Posted by NeilF View Post (Source)
    Well, I've always found all this sort of gameplay just too disjointed, mini-game'esque and basically shallow, for me at least.

    The fact you can participate in a conflict zone, simply by choosing side (A) or (B) for the duration of the mini-game until you press J has always frustrated me, as it demonstrates the lack of joined up gameplay, mechanics and indeed depth in the game. And although the new mega ship "battles" look interesting, they again look a little lost being introduced as a further mini-game. I'd much rather now be seeing some more joined up gameplay, and more important deeper gameplay. Yes, the megaship gameplay we saw tonight was as step towards that. But boy it was a small step over an X year period...

    The game needs to orchestrate and offer more involved PvE and PvP gameplay... I just can't see it happening now TBH with the ethos we've seen over the past few years


    Anyway! Bring on the mining improvements and some depth there! Fingers crossed!
    Exactly, you can see what they want to do. I wish they would just pull the trigger already.

  15. #30
    A lot of great features, a really good job! But I've got some questions especially about conflicts.

    It's been said that the trigger system will remain the same, and that conflicts will be now managed in 7 days, with daily battles that, if won, will determine the resolution of the conlfict itself. We saw that a starport, or an outpost or a planetary station is the object of the contest between the factions, but what happens if the factions have more than one facility to contend? How these facilities are chosen? Can more than one change the controlling faction if the system is won? And what happens if both factions simply have nothing to fight for? Do they engage in conflict anyway as it happens now?

    Another question: we've seen that conflict zones have now a little bar that shows the progress of the conflict zone itself, what happens when it's completed? Is that conflict zone done and we have to go somewhere else? Do these new conflict zones spawn once in a while?

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