1.4 wish list

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Its a station more?

I would welcome some more and better trading mission, the problem is your suggestion of destroying trading without missions. If the only way you can do a damn with trading is mission it destroys independend trading, just always doing what some missions tells me would be horrible and a hughe limitation on what you can do and take away a lot of freedom in trading.

If you just want add some more and better Mission to the game I'm with you, but ruin my profession on the way is not cool ;)

It is not ruining your profession.

The other professions would just catch the trading income, it would simply balance those. It is a lot more work to buff all the rest of the professions than nerf one. The game is already mad grindfest, so if trade income would be lower, it would need even more grind. So the high end ship/module prices may have to come down a bit at the same time. That would compensate the lower trade income.
Trade has been always the money maker in the game, now less ridiculously than before, but still ridiculously.

Missions just would take a role, there would be a reason to do missions in the first place.
 
While I'd love to see something even close to the nemesis system that's definitely not something I think we'll see. ;)

Perhaps not, but it would be glorious. :)
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Aside from persistent NPCs, more comms, wingman AI etc. any other suggestion I'd make (like slowing supercruise down and giving us more ship ship systems/scanning/stealth etc.) would eat into people's 'credits-per-hour', so would probably be down-voted by the masses. :D
 
My wish for 1.4: stop adding mini-games and frameworks, work towards integrating all the parts of the game. For starters get rid of how the current merits system in PP works and integrate it with the mission system. Then improve the mission system further, be more reactive to the economy, make the economy more dynamic, add character to systems based on government types, population, allegiances, etc. Stop adding stuff and work for two major patches to do this, game will improve a lot. TLDR: make a coherent gameplay experience, not just grinding following with more grinding, give reasons to pew pew, to grind money, etc. PP is a start but needs much work yet.

And fix bugs, the still has plenty of bugs after 7 freaking months.
 
While I'd love to see something even close to the nemesis system that's definitely not something I think we'll see. ;)

I agree. But it would make an absolutely incredible difference.

Imagine if we could establish relationships with Tier 2 and 3 NPCs and manage them, perhaps give them quests (like garrison followers in World of Warcraft/Warlords) Essentially we'd become a small "power" in our own right. We could send our followers on assassination missions or trade missions against or with other players' followers. Or we could personally intervene and hunt down or suborn other players' followers. It would tie into the whole powerplay system to the degree that then you could really influence things. "Aisling Duvall, I bring you myself and my faction, which controls trade in this system!"

It's good to dream.
 
Welp, your suggestions how to change trading sounds really, really awful in my Ears. Dunno how that should be better then what we have now, but I guess to each his own.

As for what I would want in 1.4: Passanger transport! I so want that.

Quite. I fail to see how nerfing trading for those that do enjoy would improve the enjoyment of those that don't!

I mix it up with exploring/ trading and combat. I enjoy a bit of all 3 and it makes sense (to me anyway) that trading pays the most.

So far as friends: I play solo. I play ED for a bit of an escape from work/ family/ social life. It's the escapism I'm after.

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So far as what I would like to see in 1.4 - the debacle that is Naval rank/ ascension should be fixed.

That and nothing else. Just get that right and then maybe do something funky and daft like PP again in 1.5
 
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I did read other ideas, and I have to say that priority for those is not in 1.4. Just my opinion of course.


My wish for 1.4: stop adding mini-games and frameworks, work towards integrating all the parts of the game. For starters get rid of how the current merits system in PP works and integrate it with the mission system. Then improve the mission system further, be more reactive to the economy, make the economy more dynamic, add character to systems based on government types, population, allegiances, etc. Stop adding stuff and work for two major patches to do this, game will improve a lot. TLDR: make a coherent gameplay experience, not just grinding following with more grinding, give reasons to pew pew, to grind money, etc. PP is a start but needs much work yet.

And fix bugs, the still has plenty of bugs after 7 freaking months.

This is about the right story imho. I think that PP came too early. They should have fixed the economy, missions and add multiplayer content first.
 
It is not ruining your profession.

The other professions would just catch the trading income, it would simply balance those. It is a lot more work to buff all the rest of the professions than nerf one. The game is already mad grindfest, so if trade income would be lower, it would need even more grind. So the high end ship/module prices may have to come down a bit at the same time. That would compensate the lower trade income.
Trade has been always the money maker in the game, now less ridiculously than before, but still ridiculously.

Missions just would take a role, there would be a reason to do missions in the first place.
You do realize that you increase the grinding by decrasing income?

What is grinding or not is also very subjectic, never felt like grinding while doing trading. That its not fun for you does not make it fact it just means it not fun to you. Still fun for others, but If its not for you might should not do it?
Its just silly to ruin the profession that works because others don't, you do improve what is not that good and not making bad what is working good. And there are other profession you can make good money with, exploring got me quite a lot of money for example and with Bounty Hunting you can also do good income.
Grantet others don't work out that well, like mining. But that means we need to improve those not make other worse ;)
 
Quite. I fail to see how nerfing trading for those that do enjoy would improve the enjoyment of those that don't!

Well, it is not a nerfing trading. If you decrease the income from trading, and you decrease the product prices. Where is the nerf?

It will buff every other profession, because the products are cheaper.

Was this clear enough?

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You do realize that you increase the grinding by decrasing income?

Can you please read all that I wrote again?
 
They will keep working on the bugs anyway no matter what they do with 1.4



My biggest wish currently is to get new assets to create a more varied ED universe that feels more alive.

1. I would like important Imperial systems to get unique imperial styled station designs.
When I enter Imperial territory I want it to feel different.

2. I would like there to be all kinds of npc utility craft flying around and doing their job: Tugs, shuttles, tankers maintenance and repair vehicles etc. I want the universe to come alive.

3. For that same reason I would like to see more different npc military craft like destroyers, frigates, battle cruisers, huge military tankers etc. etc. And I would like the empire too use exclusively imperial designs for that. I also would like to see these ships presented in small fleets and not as loners.

4. I also would like to see many more types of space structures. We need:
- prison complexes that look the part,
- we need factory complexes,
- military fortresses,
- true shipyards with ships under construction,
- science stations with large telescopes and radio dishes,
- military listening posts,
- military training centers
etc etc etc.

5. It would also be great if we got a few more internal as well as external variants of current space station designs. A lot can be done with a basic Coriolis for example to make it look remarkably different compared to what we have now.
Variation is the key and currently we have not enough of it. It should not be that difficult with PG I think.
 
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Well, it is not a nerfing trading. If you decrease the income from trading, and you decrease the product prices. Where is the nerf?

It will buff every other profession, because the products are cheaper.

Was this clear enough?

Maybe 'nerf' is the wrong term, I still fail to see how 'reducing' the income from trading improves the situation.

So no, maybe it 'was not clear enough' perhaps I need to be patronized a bit more.
 
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Maybe 'nerf' is the wrong term, I still fail to see how 'reducing' the income from trading improves the situation.

So no, maybe it 'was not clear enough' perhaps I need to be patronized a bit more.

A module cost you 1 mill.
You earn from trade 100k per hour. 1mill / 100k = 10 hours
You earn from mining 80k per hour. 1mill / 80k = 12.5 hours

...

A module price is decreased to 800k.
You earn from trade 80k per hour. 800k / 80k = 10 hours
You earn from mining 80k per hour. 800k / 80k = 10 hours


Feeling well patronized?
 
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A module cost you 1 mill.
You earn from trade 100k per hour. 1mill / 100k = 10 hours
You earn from mining 80k per hour. 1mill / 80k = 12.5 hours

...

A module price is decreased to 800k.
You earn from trade 80k per hour. 800k / 80k = 10 hours
You earn from mining 80k per hour. 800k / 80k = 10 hours


Feeling well patronized?

Yeah very much so thanks.
 
Personally i'll be very happy if 1.4 was a major quality patch. And adding the Beluga :D

Regarding OPs point:

1) Its a waste of time. In online gaming (or even offline) balancing the economy is practically impossible. You jig one thing, another thing goes jink. There might be some improvements they can make, but generally speaking, a going for a balanced economy is something that could consume a lot of time and effort for very little result. And I would guarantee even after a really long go at it, immediately after release people would be complaining that FD broke the economy.

2) I have no idea what OP is talking about here. Some of the best times i've had playing this game has been flying with friends. Nothing to do? Right... no idea what game OP is playing.
 
1) Its a waste of time. In online gaming (or even offline) balancing the economy is practically impossible. You jig one thing, another thing goes jink. There might be some improvements they can make, but generally speaking, a going for a balanced economy is something that could consume a lot of time and effort for very little result. And I would guarantee even after a really long go at it, immediately after release people would be complaining that FD broke the economy.

2) I have no idea what OP is talking about here. Some of the best times i've had playing this game has been flying with friends. Nothing to do? Right... no idea what game OP is playing.

1. In many games devs try to make very accurate balance, and that is sure taking time. In Elite, the balance is very bad, there is no room for excuses like this. imho.

2. The game is ok when you fly Viper, Cobra or ASP. Starting from Vulture everything turns easy mode. A wing of Vultures, there is nothing that can stop these. Vulture is early game ship, so... Did you say there is plenty of content? What are your current assets?
 
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