2.3 dev update feedback mega thread

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I do have one question maybe I can get answered:

What happens to our ships if we opt to join a crew? Or can we only join a crew when docked?

Let's take this situation into consideration - purely hypothetical, as I avoid Open like the plague, but..

So here I am, flying along in my trade ship, hold full of 400 tons of Taaffeite. I know I'm a huge bit of pirate bait, so I have a friend following a little behind me in a combat-capable Corvette fully tricked out for just plain decimating other players. I receive a comm from a would-be pirate (player), letting me know he's going to be stopping me to collect his share of my cargo. Or so he thinks. I open a voice comm to my friend, who happens to be pulling up in line behind this fellow and I receive a crew invite. I'll be manning the guns, since I can shoot the reproductive organs off a flea from a lightyear.

What happens to my ship at that point?

Does it continue on its way, without my attention at the helm?

Does it just vanish without a trace, leaving some poor pirate all the poorer, and cursing me as a combat logger, without realizing I'm at the turret controls of the ship behind him?

If it just continues on its way, does it just continue in a straight line? Or will it make it's way to my next destination?

Can it be interdicted without me mentally on board?

If it does vanish, does the would-be pirate get a message like "This commander has joined a Multi-Crew Session" or is he just left to wonder in ignorance.

And finally, once my friend and I engage this would-be pirate and split his atoms and I return to my ship, where am I now?
 
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Without the instant transfer explorers will not be able to use multicrew,so i think immersion has to take a back seat on this issue.

Surely a major point of exploration is the travel? I doubt very much if I, or others, would claim to be an explorer if I/they instant traveled everywhere.
 
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Offers nothing to small/medium ship as they do not have any fighter nor good weapon placement to justify turrets.
So only interesting for the Big 3 : Conda, Vette, Cutter.
Also offers nothing for solo only players, regardless of preferred role or ship type.
 
This may already be part of 2.3 for all we know right now, but just in case, and because I don't want to loose my gimballed/fixed loadouts in favour of multicrew turreted builds

Would it be possible that we could get second multicrew only weapon slots that sit alongside our existing weapons.

I spent ages engineering the gimballed and fixed weapons on my vette, i finally have a loadout im happy with and I don't want to have to sacrifice it for a multicrew loadout with turrets that is going to be pretty weak if not fighting with a crew.

It would be great to just have each hardpoint with 2 options in outfitting, solo and multicrew. If a crewman joins as a gunner, have the game automatically retract the solo hardpoint and deploy the multicrew turreted one, best of both worlds.
 
Why even call it multi-crew? it's not, it's people remote controlling aspects of your ship from their ship... That's not multi-crew.
 
The thing I'm really disappointed about is that it seems multi-crew is pointless for small ships.

Well, I could use a gunner to operate the magic new 360 degree missile launchers on my Cobra I guess?

*sigh* Honestly although I'm desperately trying to keep an open mind about 2.3 but unless there's any actual new none pew pew content it'll add next to nothing for me.

Please FD for the sake of my sanity and every other explorer on this forum, give us something! Anything!!
 
Surely a major point of exploration is the travel? I doubt very much if I, or others, would claim to be an explorer if I/they instant traveled everywhere.

I like to explore, some of my friends like to sight-see. Instant allows them to come and do that.

I'm very pleased indeed to hear about the instant joining a ship for multi-crew. The less barriers to entry the better!

Gameplay needs to come first and foremost here, and instant transfer makes the most sense.
 
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I do wonder if this would actually harm exploration for would-be explorers.

CMDR 1: "I'd quite like to visit Sagittarius A* someday..."
CMDR 2: "Oh, I'm already there, just pop on over, I have a spare seat!"
CMDR 1: "Ok, thanks!" *pop* "Wow, this is cool!"
CMDR 2: "Thing of beauty... When are you coming out here in your own ship?"
CMDR 1: "I've seen it now, no need!"

Nail and head!
 
I am really excited for 2.3, especially multi-crew. :)

I think telepresence is the right way way to implement multi-crew as it's great for gameplay and I really don't think it breaks immersion.

For those of you who think it breaks immersion, think of telepresence as a future version of Facetime, using a Holographic display instead of an iPad screen, but with remote control added as well. We currently have galactic communications to chat, why not a galactic datalink to support telepresence?

Also, the reason we as pilots are in our ships risking our lives rather than telepresence, it is because our character enjoys flying spaceships and we dreamed of being a pilot since we were young (seriously, if you don't enjoy flying spaceships why are you playing this game?).

For those of you who think we should dock at stations for multi-crew, how about a compromise, where today we get telepresence, with limited abilities (although I would obviously like some more roles added), and in the future, multi-crew through docking at the same station and boarding your friend's ship when we get space legs, allowing more abilities and roles, like ship maintenance (think Scotty from Star Trek).

It makes sense when you think about it that telepresence is the only way to implement multi-crew today when we don't have space legs.

Anyway, Frontier, stick to your design as it's your game. I do believe you have made the right decision. [up]
 
I do wonder if this would actually harm exploration for would-be explorers.

CMDR 1: "I'd quite like to visit Sagittarius A* someday..."
CMDR 2: "Oh, I'm already there, just pop on over, I have a spare seat!"
CMDR 1: "Ok, thanks!" *pop* "Wow, this is cool!"
CMDR 2: "Thing of beauty... When are you coming out here in your own ship?"
CMDR 1: "I've seen it now, no need!"

How does this harm exploration? You just showed me scenario where a person who would never go to Sag A sees Sag A...they could also see it about 1,000 times on YouTube from every perspective from any ship.

You can still travel to Sag A...its not like these people come and vandalize it or something. People who like exploration don't necessarily seek Sag A other than it being a rite of passage or pilgrimage. Exploration is about seeing everything else and putting your epeen flag on it all.
 
I've voiced my thoughts in other now locked threads. I'll do so here now and hopefully the devs are keeping an eye on this one.
Here is what multicrew should come with. This is on top of the already know SLF and turret options:

- Shared helm control! This is ABSOLUTE MUST! Seriously, do not push multicrew through without this in place. Allowing players to take turns piloting will allow players to share responsibility for deep exploration runs. Or long trade runs. Or long tourism runs. You get the drift. Those co-pilot seats, with their radars, exist for a reason. Obviously, there will need to be safeguards, especially the ability for the ship's captain to regain control at any time. Even make it so you have to specify specific CMDRs who have access so as to not give this access to just anyone. Think of how beneficial this would be for explorers most of all. Their friends can take over and share in the profits while the captain goes on lunch or goes to bed while leaving the game running. Again, I cannot stress enough the importance of allowing co-pilots to actually pilot the ship if the captain chooses. I'd definitely not allow shared helm control with random people from a Looking For Group style interface.

- Engineers! Make players basically act like a more advanced form of AFMUs. When the ship gets banged up, they can allocate energy towards patching up damaged systems and even the hull. This is a much more usable option than turret control since so few ships even use turrets in the first place, but every ship can use a fix-it guy. You can even give the engineer some measure of control over shields to be able to reinforce them. Basically, the engineer acts like a defensive element rather than an offensive one.

- SRVs! This has to be a given. An exploration Asp with two SRVs loaded in the bay should allow two players to roam the planets together. Or one player to use an SRV while the other flies overhead in the mothership. This is FAR more useful than SLF control. Also what I would consider a must have multicrew element.

- Sensor specialist. For explorers, you can have someone with access to a more powerful detailed surface scanner than can scan planets and stars from greater distances and faster.

I'm certain there are other things folks will think of. But fact of the matter is that both turret control and SLF control are far too specialized in nature to be considered useful. Very few ships equip fighters and turrets. But every ship needs a pilot, SRVs and damage control.
 
You guys need to add walking in the ships for multi-crew. I really think you guys should give out more content instead of more combat. Just my view of things.
 
OKAY, feedback. Since this is a 2.3 feedback thread I’ll keep my discussion to 2.3 stuff, namely the headline feature of Multi-Crew.

Let’s start with the summary:
Multicrew should be more than just a combat only feature, and Frontier should have included roles and positions to do more than just shoot things with it.

While I will say that multicrew currently sounds pretty sweet from a combat point of view, this new feature could have given new gameplay to many playstyles in the game, not only combat but including trading, mining, and exploration. A large percentage of the players do not play combat regularly, in fact combat isn’t even the style that is played the most:


A combat only multicrew is extremely limited in usefulness and by design alienates a huge percentage of Elite’s players. Frontier desperately needs to start considering players other than the combat crowd when designing new features for the game. This incessant combat only focus is hurting Elite overall, you need to balance development work better than that or the health of the franchise will suffer for it.

So, what other seats could be added to the multicrew feature which would broaden it’s appeal and give non-combat players ways to use it too?

Add an engineering station to multicrew.

Now, what possible duties could this new station have?

  • Navigation – Use the galaxy map to monitor and adjust the route, even search the local map for points of interest while the pilot flies the ship
  • Science – Allow the engineer seat to manually point discovery scanners 360°, giving the ship the ability to scan stellar objects in any direction. Also give the seat a way to boost scanning range via a minigame perhaps.
  • Mining – Allow the engineer seat to work the refinery, manually give collection drones targets to retrieve (without the drone self destructing afterwards). The engineer can also fire prospecting drones 360° around the ship, allowing the pilot to fly through the asteroids while the engineer searches for good rocks to mine.
  • Trading – In addition to the above navigation duties, an engineer seat on a trader would have access to a new info display which stores commodity prices for visitied stations, thereby allowing the engineer to actually search local systems for the best locations to sell carried cargo.
  • Damage Control – The engineer seat could work the AFMU and make repairs on the fly by carefully working the module page while the pilot continues to fly the ship.

Some other improvements that multicrew could use to make it better overall:

  • Add a new mining SLF which can mine & prospect asteroids. This way a ship with two commanders and a hangar on board could mine twice as fast and cooperatively! Note that only the mother ship is collecting ores.
  • Allow SRV’s to be manned by multicrews. This would transform surface base assaults into an awesome cooperative multicrew experience.
  • Increase the amount of crew from 3 to 4 total.

The multicrew feature has much potential to improve Elite’s multiplayer experience for everyone, not just the limited group of combat players. Potential that the current 2.3 implementation completely lacks.

Is there any chance that Frontier is aware of this, or even planning to flesh it out in the very near future? I’m not talking S4 or later, I’m talking like in 2.3 yet or maybe 2.4? Because as it is now for 2.3, your new multicrew feature is going to barely be used at all by a vast majority of your players. There’s just nothing there for a huge amount of commanders.

I've run out of rep, so have a virtual virtual rep.
 
The threadnaught isn't meant to squash disucssion, but to foster it. The forum was becoming unreadable today because every single thread on the front page was about 2.3. While the discussion is great, it really was becoming cluttered and difficult for FD to read and assimilate feedback.

Okay. So under the assumption that this megathread is

1. Not intended for the discussion among forum participants.
2. Intended for the consumption by the devs.
3. Will actually be read by the devs (as opposed to the other threads).

Here is my consolidated feedback so far:


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So you get 1 extra pip for each crew member. Not sure if that means 1 per extra crew member beyond the owner, or 1 for each person, i.e. either it is a maximum of 2, or a maximum of 3 extra pips. Let's be conservative and assume it is 2.

I hope I don't have to explain what the pips are used for and how big of a thing it is to suddenly have 2 more pips, distributions like 4/0/4 and 0/4/4 being among the most obvious outcomes.

What is probably intended as a passive buff for multi-crew is the door to multiboxing and buffbots. This is not me being paranoid, because these things happen in every single MMO that enables it. So how would it work? Simple:

* Buy 2 extra accounts.
* Log with these extra accounts as crew members onto your main account's ship.
* Set the bonus pip for each of them.
* Play only your main account using 8 pips now.
* As a bonus, you even generate extra money for your extra accounts from bounties and combat bonds.

These 2 extra buffs are a clear game mechanical advantage, and they are enabled for any one lone player by purchasing 2 extra copies of the game. I know this is not intended by FD, but this is essentially a backdoor to P2W.

I propose as a solution the extra pips are dropped entirely from the multi-crew feature list. Imo there shouldn't be "magical" stat buffs anyway just for having a 2nd or 3rd player on your ship, let alone by just putting afk sockpuppets into those seats.

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It is not just possible, it will happen. It happened in every MMO that had a way of passively buffing one character by the mere presence of another combined with the ability for a character to afk follow another. Heck, it even happened where the buffbot would have to cast a spell from time to time, it just ended up scripted to press the button every N minutes.

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I am very disappointed that the owner is always restriced to helm. Is this due to technical reasons or a game design decision? Because I can see plenty of reasons why the owner would want to play gunner or fighter pilots themselves, not always remain glued to the mother ship pilot seat.

Likewise, I would like to see the option to defer NPC fighter control to another player. This is a task especially suited for another player. Imagine a ship with 1 player at the helm, 1 player as a gunner, 1 player in a fighter as "fighter leader" also giving orders to the 2nd, NPC-flown fighter. Giving commands to the NPC with the bottom menu doesn't suit well to flying the ship anyway, so please reconsider this limitation at least, even if the owner=helm restriction ends up unshakable.

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Would the rebuy cost split between all present crew members, so everyone pays a share (then what if one crew member can't afford it)? Or does the owner pay it, but it is simply reduced by a certain percentage for each crew member aboard? In the latter case: idle sockpuppet accounts in crew member seats to reduce your rebuy cost.

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Duplicated bounties+bonds is a terrific change and should be applied to wing members in their own ships as well.

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As someone who was and still is firmly opposed to instant module and ship transfer (due to balance and meta reasons mostly, immersion only secondarily), I can totally live with the multi-crew-teleportation for gameplay reasons, as long as this is kept strictly a gameplay thing and not made into lore in any form whatsoever. Sometimes no lore explanation is the best explanation.

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I want emphasize again that the extra pip for each crew member is a dangerous idea. Selfishly speaking, if they get to set pip distributions like 0/4/4, I want that, too. And actually I can have it at all times: just buy two more accounts and invite your sockpuppet CMDRs onto your ship to idle there forever. I am certain this is not intended, but this is effectively a pay-to-win mechanic: pay real money for extra pips in your power distributor.

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(In response to griefing by using the gunner role to attack police or starport to have someone else's ship destroyed)
Even if the other CMDRs would be forced to keep the bounties on their heads, their actual ships could be 200Ly away and completely safe from repercussions. But as a trolling mechanic, yeah. This could spell the death of open drop-in-drop-out pick-up-groups. Just by opening up your ships for random people to join, you are giving them the power to get your ship destroyed on a whim. Sharing the rebuy cost (even if you cannot wiggle out of that) won't help, some people have exploited their way to many billions and couldn't care less about losing a few millions if it let's them "harvest salt".

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Even afk multiboxing would buff you - 2 extra pips. Imagine flying an FDL with 0/4/4 distritution: maximum speed and agility, infinite boost and full weapon power at all times. Just for 2 accounts being passively there.

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I've totally missed Ed's extra posts where he said it is telepresence. And there I was already accepting the "log out and then back directly on a friend's ship" as a pure gameplay shortcut "until we have space legs", but there they are again, just throwing in a buzz word to put it into lore and bulldoze over its many ramifications.

What's more, it becomes clear that this is a more recent change in direction. For the launch of Horizons and the SRV, it was designed clearly so that you are physically inside the SRV, the black screen transition is just there as a placeholder until space legs. But at some point between the launch of Horizons and update 2.2, they apparently changed their minds about it. I now fully expect that the SRV will be retconned into telepresence only activity as well.

P.S.: Since apparently low latency high bandwidth bidirectional superluminal data transfer is an every day thing in ED, there is no justification whatsoever any more why we cannot still do any of the following remotely:
* Cash in exploration data.
* Cash in bounties.
* Cash in combat bonds.
* Cash in intel packages.
* Cash in trade dividends.
* Turn in completed combat missions.
* Pay off fines.
* Browse the mission board and accept missions that do not put a physical item into your cargo hold (basically all put passenger and delivery).
* Initiate ship or module transfer.
* Fly an SLF an indefinite distance away from the mothership.

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Just to be extra clear, I can accept that there is instant transfer to the other ship. What I don't want to accept is that this is through telepresence. Just ignore it for the lore, pretend they met up somewhere physically. It's just like the 3D printing idea for SLF bays - too many ramifications to simply ignore. Please note I don't say it is unrealistic, I say it does not fit within the context of the ED universe as it is presented by official lore.

Remember when Sandro mentioned 3D printing of SLFs and we were just like that "nah, he just causally said this", then it turned out that was the officially intended explanation.

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It is not a 1-dimensional "interstellar telepresence vs hour-long timer to join your friend". You can have instant join without resorting to an explanation of interstellar telepresence that makes the ED lore fall apart almost as rapidly as SLF 3D printing would have. Just let it be instant join without any lore explanation at all. Lore should say you are physically there, you have somehow entered the ship, just like in a movie we cut to the juicy bits now.

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We know enough things that are coming to be disappointed:

* Even more telepresence. I could accept the instant multi-crew joining as a pure gameplay shortcut that is simply ignored by the lore (just as the instant respawn after ship destruction is not explained how it can be instant), but we are now at the point where we can ask "why is anyone sitting in any cockpit at all, ever".
* Extra pips for crew members. A magical stat buff that encourages multiboxing with secondary buffbot accounts.
* Owner is helm only. That kind of defeats half the purpose of multi-crew, which is to let a friend fly your ship while you (for example) pilot an SLF.
* SRVs not included in the multi-crew equation.
* Totally new avenues for trolling and griefing, just sign up for a multicrew PUG and shoot the space station from the turret seat to get another player killed immediately.
* A consistent track record that gives no hope to justify a "just wait for further details" stance. Never in the past did further forthcoming information about an upcoming feature redeem its problems, sometimes the details we learnt later made them even worse. The improvements that came did so only after protest, sometimes way after the feature went live and people had had to play with the problematic feature.

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The way I would have preferred it:

* To join another player on their ship, you must both dock at the same station for the transfer.
* If the ship is destroyed, the players are automatically back on the multi-crewed ship after the rebuy.
* If the ship owner logs out or disconnects, so do the crew members. They may choose to either wait until the owner returns, or choose the option to return to their ship:
* Crew members can at all times instantly return to their parked ships. This transfer is instantly and handwaved away (escape pod, like with your own ship's destruction).

But I can even live with instant transfer to the other ship. What I don't like at all is even more "it's just telepresence" lore. Because we are approaching the point where we have to both ask "why is anyone sitting at all in these ships and not in the safety of a starport" and "why do I have to dock with a station for all these kinds of data transactions while full body telepresence works even at interstellar distances". Bonus conundrum: Why do SLFs have a distance limit if telepresence in ED patently has not.

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If a user is in SOL system and another in Colonia, will the 1st be able to be added as a crew member to the 2nd's ship? That would be awesome (NOT!). I hope there will be a limit to this (i.e. both players must be in the same bubble or within a certain distance or something - something less than 300LYs perhaps)...

Exactly this!

So what! If a person makes this choice how does it affect you? The accomplishment is the journey not the destination. If a person is satisfied with using multicrew to see something quick and decides they don't need to go anymore then they weren't ever going to make the trip in the first place... and this still doesn't affect you.
 
It's early days yet, and there may be good stuff yet to come, but the only thing announced so far that's potentially interesting to me is the new camera. If it's a proper external camera, then that's great. It's not clear yet though, and it may be bridge only for looking at your avatar/friends - which would be awful.

As for the rest of it - well, as a solo only player there is (yet again) nothing for me. The entire announcement may as well have said "hey, do you know there's a new X-Series game coming out?". Commander designer and avatar - pointless. Multiplayer only multicrew pew-pew - totally unnecessary, and sounding like it's going to be clumsily implemented.

I hope there's much more info still to come.

If only the X series could offer a similarly convincing flight model...Alas, I can dream...
 
To explorers on this thread complaining. To mostly anyone complaining:

We do not know the fuyll extent of this update yet. this entire thread is extremely premature. Pretty mcuh all said here is speculation. its not a feedback thread its literally a speculation thread.
 
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