2.3 dev update feedback mega thread

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Robert Maynard

Volunteer Moderator
To me it seems that their vision is highly flexible to the forums winds. Then again, I might be wrong ^^.

To their defense, most of what they do is totally awesome. It's just that everthing related to multiplayer seems (to me) rather unfocussed / half-measures,
which gelds the potential of the game in that area. In solo it's a fantastic game, don't get me wrong.

If you are referring to PvP in relation to the game not meeting it's potential, I doubt that it will - as the three mode / single shared galaxy state / mode mobility features would seem to be at the foundation of the game's design in relation to player freedom.
 
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If you are referring to PvP in relation to the game not meeting it's potential, I doubt that it will - as the three mode / single shared galaxy state / mode mobility features would seem to be at the foundation of the game's design in relation to player freedom.

Not speaking of PvP. Speaking of the ability to do a 1h coop PvE session without losing half of it in setup time.

PvP is a sea snake tied into a pretzel. FD will struggle with it till the end '^^
 

Robert Maynard

Volunteer Moderator
Not speaking of PvP. Speaking of the ability to do a 1h coop PvE session without losing half of it in setup time.

PvP is a sea snake tied into a pretzel. FD will struggle with it till the end '^^

As I said earlier, quick co-op and the size of the game world would seem to conflict - and the size of the game world was determined before the KS launch.
 
As I said earlier, quick co-op and the size of the game world would seem to conflict - and the size of the game world was determined before the KS launch.

Yes and no.

Imagine that you can MC for different activities, and that you can recall your ship like you do from the SRV if said ship is at 200 lyr or less in a few minutes.
Then it would kind of work : join you Buddy in MC and do the copilot while your ship comes its merry way to you, then hop into it and play wing.
Then dismiss and take control of an SLF in your friend's ship. Of course, if your ship is at more than 200 lyr, it would brak the sense of scale if you could recall in in 5min,
and for this would be a big no no.

Now, that would be quite awesome.
 
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Robert Maynard

Volunteer Moderator
It seems to be that the size of the gameworld are at the root of many of Elite's gameplay problems.

Whether the "gameplay problems" are universally considered to be so, or not, (without mentioning what they are, of course) would seem to be based on opinion - and different players will have different opinions.

.... and every backer / buyer of the game did so with the game world that we have either as part of the design or implemented in the released game.
 
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Whether the "gameplay problems" are universally considered to be so, or not, (without mentioning what they are, of course) would seem to be based on opinion - and different players will have different opinions.

.... and every backer / buyer of the game did so with the game world that we have either as part of the design or implemented in the released game.

Exactly why I said "It seems to me" :) Everyone's mileage will vary for sure...and rightly so.
 
I'm not sure if this has been posted in the thread yet:

4oe6SHS.jpg


This was pointed out when the PS4 trailer was released. Here you can see a capital ship turret is targeted, and that it shows up as a hollow player icon on the radar. This seems to suggest player control of capital ship turrets.

As there is no way to dock with capital ships (currently), this feature would appear to be totally dependant upon telepresence. I suspect telepresence (like or hate the word) is going to continue becoming increasingly more central to various gameplay mechanics...
 
It seems to be that the size of the gameworld are at the root of many of Elite's gameplay problems.

The size of galaxy is really troublesome for coop and to be honest, how much of those vast galaxy is used properly? Jumping deeper, deeper and further make some place much less achievable but it brings nothing more than high entry point to the gameplay. As I mentioned earlier, that every interesting locations like Sag A*, nebulas etc. could be condensed around bubble and it will be much the same interesting location as it now. Long range exploration right now it nothing more than fighting agains multiple instance loading and no falling asleep and then crashing with sun ;P. Frontier introduced enormous game world and they are introducing tools to bypass it, should they go in that way or should they introduce interesting gameplay around it? If they need simple solution to make coop much more accessible they could introduce jump gates, effect will be almost the same as with telepresence - almost instant match making.
 

Robert Maynard

Volunteer Moderator
This was pointed out when the PS4 trailer was released. Here you can see a capital ship turret is targeted, and that it shows up as a hollow player icon on the radar. This seems to suggest player control of capital ship turrets.

As there is no way to dock with capital ships (currently), this feature would appear to be totally dependant upon telepresence. I suspect telepresence (like or hate the word) is going to continue becoming increasingly more central to various gameplay mechanics...

Very interesting indeed - maybe acting as crew on a Capital Ship is closer than previously imagined! :D
 
I'm not sure if this has been posted in the thread yet:

http://i.imgur.com/4oe6SHS.jpg

This was pointed out when the PS4 trailer was released. Here you can see a capital ship turret is targeted, and that it shows up as a hollow player icon on the radar. This seems to suggest player control of capital ship turrets.

As there is no way to dock with capital ships (currently), this feature would appear to be totally dependant upon telepresence. I suspect telepresence (like or hate the word) is going to continue becoming increasingly more central to various gameplay mechanics...

Capital ships - yea!
Another placeholder use of telepresence - no!

If that is true and telepresence will become huge part of Elite gameplay, I hope that Star Citizen will be soon much more playable ;P
 
As I said earlier, quick co-op and the size of the game world would seem to conflict - and the size of the game world was determined before the KS launch.

My opinion is that a small development team with a limited budget and the size of the game seem to conflict.

Some have mentioned the notion of a dual multicrew system in this thread. I personally would not mind seeing two multicrew modes:

- instant matchmaking with no strings attached, no vouchers, no penalties, no rebuy influence, no character progression
- immersive multicrew requiring players to meet up, being able to travel to other locations aboard another ship and summon other ships there, helm sharing, all of the character progression from above without the ability to forfeit, etc.

It's just that the devs only have the time for one, and that one seems to be the first version with some character progression, "because we can't have players miss out."

Just as with the SLFs, where I would have liked to be able to jump into one physically and continue fighting even if my trader mothership would have died. But that would have required some additional programming to deal with the state of the character.
 
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Awesome find!

However, this:

... As there is no way to dock with capital ships (currently), this feature would appear to be totally dependant upon telepresence. ...

... is indeed no evidence at all, as you rightfully state yourself that the not existing docking possibility is just in the current game.
Well, we can't man turrets in the current game as well ... ;)
There is no reason to assume, that docking at capital ships won't be possible in the future (not neccesarrily in 2.3 or 2.4, though).

But this is just nitpicking. Generally, I am with you in respect to "fast feature access". (And no, I will not call it "telepresence", because there is no need to explain this feature with in-game logic at all!)
 
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I'm not sure if this has been posted in the thread yet:

http://i.imgur.com/4oe6SHS.jpg

This was pointed out when the PS4 trailer was released. Here you can see a capital ship turret is targeted, and that it shows up as a hollow player icon on the radar. This seems to suggest player control of capital ship turrets.

As there is no way to dock with capital ships (currently), this feature would appear to be totally dependant upon telepresence. I suspect telepresence (like or hate the word) is going to continue becoming increasingly more central to various gameplay mechanics...

If you look at any promotional video, most entities appear as hollow, skimmers even.

Reason being they are player positioned, not scripted AI.
 
I'm not sure if this has been posted in the thread yet:

This was pointed out when the PS4 trailer was released. Here you can see a capital ship turret is targeted, and that it shows up as a hollow player icon on the radar. This seems to suggest player control of capital ship turrets.

As there is no way to dock with capital ships (currently), this feature would appear to be totally dependant upon telepresence. I suspect telepresence (like or hate the word) is going to continue becoming increasingly more central to various gameplay mechanics...

I personally think from the beginning that the reason for having 3 roles in current ships ( which is max BTW) for Multi-Crew is a design decision to be improved continuously, hence, the lack of engineer role in a ship (which is a little bit unnecessary since these ships dont even have a bridge, only one person would suffice to run everything).

I have reason to believe there will be different roles when the mechanics are settled in and commanding the battleships or cruisers is one of them which will include various new MC aspects to be used.
 
For those arguing for an "Immersive Multi Crew," where people must meet up and board ships -


What do you see happening when the pilot logs off?


Are the crew stranded on a menu screen waiting days/weeks until their captain logs back in? Or are the crew teleported back to a station?


If you board my ship heading to Beagle Point, can you only play when I'm logged in, lest you be teleported back home to the beginning of the journey?
 
For those arguing for an "Immersive Multi Crew," where people must meet up and board ships -


What do you see happening when the pilot logs off?


Are the crew stranded on a menu screen waiting days/weeks until their captain logs back in? Or are the crew teleported back to a station?


If you board my ship heading to Beagle Point, can you only play when I'm logged in, lest you be teleported back home to the beginning of the journey?

You can take helm on your own and pilot ship on your own. Ship owner should have some access management options for crew mates. Also crewmen should be able to depart from ship via capsule like when ship is destroyed. This solution offer much more flexibility than telepresence and will work well with space legs without requirement to create second multicrew system especially for space legs and more advanced crew interactions and roles.
 
If you look at any promotional video, most entities appear as hollow, skimmers even.

Reason being they are player positioned, not scripted AI.

Ah, I had never noticed that before - and of course it also explains why the turret as the name O'Hara and not Cmdr O'Hara.

Well it was an interesting thought anyway. (Unless of course Frontier are planning on introducing remote control of skimmers :D )
 
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