After spending a great deal of time with 2.1 I feel that I can now provide some constructive feedback from my own experiences in my humble opinion of course. Each category will have a Positive and a Negative if there is one followed by a solution or idea if I have one.
AI:
Positive: I personally am enjoying the new AI it’s about time they fight back and employ some life like tactics similar to what a real player would do. It has been too easy for too long, and I think the culture shock will wear off in time once a true balance has been achieved. It is completely fair to expect significantly tougher AI since we can now modify our ships, but even if engineers wasn’t a thing it is great to see some real AI.
Negative: Bugs and balance, I know this will be fixed and corrected over time I just don’t want to see any nerfs to the AI other than not having modified ships until the Skynet bug can be resolved. Reduction of Deadly-Elite AI encounters should not happen, but I know FD is working on the sweet spot so that the right proportion of Harmless – Elite AI is achieved.
Suggestion: Dangerous – Elite AI should have modified ships, but it should be a rare encounter.
Anaconda:
Positive: Damn near everything about the ship.
Negative: Whomever changed the boost sound, please put back the old one, and or make it so that it sounds deeper more appropriate for the ship. The current effect sounds like it belongs on the Adder.
Audio:
Positive: Sound department kicks absolute everyone’s in the gaming industry. Audio is just simply amazing!
Negative: See Anaconda above. Planet sounds in the system map seem exceptionally lower than they used to even with music slider maxed. SRV Wave Scanner can use more loudness scale, #11 on the dial.
Discovery Scanners:
Suggestion: Combine the ADS and the DSS into one, raise the cost moderately based on class. Explorers and smaller ships would benefit greatly from the freed up slot. It’s time..
FAS:
Positive: Everything!
Graphics:
Positive: Amazing as always, new planets, surfaces, bases etc… Job well done!
Negative: Planetary textures still seems to be slightly degraded at or around 20-50km above surface. Some suns appear to be missing textures, and or textures pop in. Hyperspace jumps, nebula's, gas clouds pop in instead of fade into view most notably the bluish white ones.
Galaxy Map:
Positive: Bookmarks for the win! New states filters and information about systems.
Negative: Routes always default to economic if you unselect routes to remove the route lines. Moving around the map feels a little chunky when looking at nebula's. More sorting options for bookmarks is welcome.
Interdictions:
Positive: Hmm, what’s positive? Well interdicting wanted players and NPC’s is fun. Being interdicted by a Bounty Hunter NPC is working great, leave that alone, folks just need to understand how it works.
Negative: Interdictions by an NPC Pirate demanding you to drop cargo when you have none. Time from NPC demanding cargo and then all guns blazing is too short, no time to comply. Escape Vector flying off the screen. Blue bar doesn’t fill up when you are on point in the EV, circle is white. Interdictions don’t appear to be following ship mass/rank rules.
Suggestions: Make them more winnable and follow ship mass rules, I.E. A Cobra NPC interdicts and player T9, should be a fairly easy win for the player simply because of mass. Slightly Increase time to comply for cargo drop demands.
Engineers:
Positive: Bases = amazing. RNG aspect of module upgrades is fine as it prevents mass produced be all end all, everyone has the same build nonsense. Ability to customize many features of our ships. Themed Engineers adds variety and personality. Material storage in our magic cargo hold of 600\200 is fine, folks need to understand that they cannot have it all, some effort is required.
Negative: Material\Components this is the #1 problem with the whole process, it’s too random. No storage for engineer required commodities.
Suggestions: I would like to see them more concentrated per source, for example, USS - Degraded Emissions, would drop up to 5 specific materials at random but only from that pool of 5. USS-Encoded Emissions would drop a different group of 5 materials from its pool, and always have a Private Data Cache available to scan which in turn would have its own specific pool of 5 data\firmware scans.
Even though this is still random, it is only from a pool of 5 materials per source which greatly reduces the enormous RNG of finding materials. This would make searching for materials more directional. Players could always go to a source and expect to find what they are looking for.
Mission only based material/components should be offered at a higher rate in order to alleviate some of the RNG aspect for obtaining materials.
We need the ability to apply an overall successful upgrade to another module of the exact same class\grade at a cost of required materials and credits. For example, a player gets a good roll on upgrading his\her multi-cannon, an option would appear to apply the same upgrade to the other multi-cannon. This applies only to the ship you currently have docked at the engineer base. For symmetry.
System Map:
Positive: Appears to be opening faster.
Negative: For some reason it just feels clunky, not moving smooth. Planet sounds seem too low, see Audio.
Shields:
Positive: Upgrading Shields = great.
Negative: Base Shields seem extremely weak, with the beefed up AI using normal weapons it seems player shields melt within seconds, even more so when they had modified weapons. I know we have the ability to upgrade our shields, however, it appears the NPC base shields are much stronger In relation to players ship for ship, our normal weapons should melt theirs equally the same.
Suggestion: Either increase base (unmodified) shield MJ’s\resistance, or balance out NPC/Player shields to be the same, I.E. A player running A5 shields vs an NPC running A5 shields should be exactly the same. After modifying the shields it should be noticeable both for players and NPC’s.
Planetary Glide:
Negative: There seems to be a significant pause while entering Glide mode now, sometimes up to 13 seconds.
SRV:
Positive: Love the lil . Tire tracks for the win! Rocks are for real..
Trading:
Positive: Can still make some really good credits! Seems more dynamic, fluctuating economies.
Negative: Post 2.1 my 3500 per ton route dried up...[big grin]
Overall I am very happy with 2.1 and would rate it 7 out of 10 while I haven’t played every aspect yet these are the main things I felt I could comment on after playing 2.1 since its release. If you would like to share yours please do but please make it constructive.
AI:
Positive: I personally am enjoying the new AI it’s about time they fight back and employ some life like tactics similar to what a real player would do. It has been too easy for too long, and I think the culture shock will wear off in time once a true balance has been achieved. It is completely fair to expect significantly tougher AI since we can now modify our ships, but even if engineers wasn’t a thing it is great to see some real AI.
Negative: Bugs and balance, I know this will be fixed and corrected over time I just don’t want to see any nerfs to the AI other than not having modified ships until the Skynet bug can be resolved. Reduction of Deadly-Elite AI encounters should not happen, but I know FD is working on the sweet spot so that the right proportion of Harmless – Elite AI is achieved.
Suggestion: Dangerous – Elite AI should have modified ships, but it should be a rare encounter.
Anaconda:
Positive: Damn near everything about the ship.
Negative: Whomever changed the boost sound, please put back the old one, and or make it so that it sounds deeper more appropriate for the ship. The current effect sounds like it belongs on the Adder.
Audio:
Positive: Sound department kicks absolute everyone’s in the gaming industry. Audio is just simply amazing!
Negative: See Anaconda above. Planet sounds in the system map seem exceptionally lower than they used to even with music slider maxed. SRV Wave Scanner can use more loudness scale, #11 on the dial.
Discovery Scanners:
Suggestion: Combine the ADS and the DSS into one, raise the cost moderately based on class. Explorers and smaller ships would benefit greatly from the freed up slot. It’s time..
FAS:
Positive: Everything!
Graphics:
Positive: Amazing as always, new planets, surfaces, bases etc… Job well done!
Negative: Planetary textures still seems to be slightly degraded at or around 20-50km above surface. Some suns appear to be missing textures, and or textures pop in. Hyperspace jumps, nebula's, gas clouds pop in instead of fade into view most notably the bluish white ones.
Galaxy Map:
Positive: Bookmarks for the win! New states filters and information about systems.
Negative: Routes always default to economic if you unselect routes to remove the route lines. Moving around the map feels a little chunky when looking at nebula's. More sorting options for bookmarks is welcome.
Interdictions:
Positive: Hmm, what’s positive? Well interdicting wanted players and NPC’s is fun. Being interdicted by a Bounty Hunter NPC is working great, leave that alone, folks just need to understand how it works.
Negative: Interdictions by an NPC Pirate demanding you to drop cargo when you have none. Time from NPC demanding cargo and then all guns blazing is too short, no time to comply. Escape Vector flying off the screen. Blue bar doesn’t fill up when you are on point in the EV, circle is white. Interdictions don’t appear to be following ship mass/rank rules.
Suggestions: Make them more winnable and follow ship mass rules, I.E. A Cobra NPC interdicts and player T9, should be a fairly easy win for the player simply because of mass. Slightly Increase time to comply for cargo drop demands.
Engineers:
Positive: Bases = amazing. RNG aspect of module upgrades is fine as it prevents mass produced be all end all, everyone has the same build nonsense. Ability to customize many features of our ships. Themed Engineers adds variety and personality. Material storage in our magic cargo hold of 600\200 is fine, folks need to understand that they cannot have it all, some effort is required.
Negative: Material\Components this is the #1 problem with the whole process, it’s too random. No storage for engineer required commodities.
Suggestions: I would like to see them more concentrated per source, for example, USS - Degraded Emissions, would drop up to 5 specific materials at random but only from that pool of 5. USS-Encoded Emissions would drop a different group of 5 materials from its pool, and always have a Private Data Cache available to scan which in turn would have its own specific pool of 5 data\firmware scans.
Even though this is still random, it is only from a pool of 5 materials per source which greatly reduces the enormous RNG of finding materials. This would make searching for materials more directional. Players could always go to a source and expect to find what they are looking for.
Mission only based material/components should be offered at a higher rate in order to alleviate some of the RNG aspect for obtaining materials.
We need the ability to apply an overall successful upgrade to another module of the exact same class\grade at a cost of required materials and credits. For example, a player gets a good roll on upgrading his\her multi-cannon, an option would appear to apply the same upgrade to the other multi-cannon. This applies only to the ship you currently have docked at the engineer base. For symmetry.
System Map:
Positive: Appears to be opening faster.
Negative: For some reason it just feels clunky, not moving smooth. Planet sounds seem too low, see Audio.
Shields:
Positive: Upgrading Shields = great.
Negative: Base Shields seem extremely weak, with the beefed up AI using normal weapons it seems player shields melt within seconds, even more so when they had modified weapons. I know we have the ability to upgrade our shields, however, it appears the NPC base shields are much stronger In relation to players ship for ship, our normal weapons should melt theirs equally the same.
Suggestion: Either increase base (unmodified) shield MJ’s\resistance, or balance out NPC/Player shields to be the same, I.E. A player running A5 shields vs an NPC running A5 shields should be exactly the same. After modifying the shields it should be noticeable both for players and NPC’s.
Planetary Glide:
Negative: There seems to be a significant pause while entering Glide mode now, sometimes up to 13 seconds.
SRV:
Positive: Love the lil . Tire tracks for the win! Rocks are for real..
Trading:
Positive: Can still make some really good credits! Seems more dynamic, fluctuating economies.
Negative: Post 2.1 my 3500 per ton route dried up...[big grin]
Overall I am very happy with 2.1 and would rate it 7 out of 10 while I haven’t played every aspect yet these are the main things I felt I could comment on after playing 2.1 since its release. If you would like to share yours please do but please make it constructive.
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