2.3 dev update feedback mega thread

Status
Thread Closed: Not open for further replies.
Fear not, I will chill out though...but not here. My last slim hope is that 2.4 will have something to get excited about ^

It's almost as if...different content appeals to different people and they can't make everyone happy with every patch.

And if that realization wasn't enough, it also turns out that its OK to simply not like something, without making some huge dramatic gesture of it, while accepting the possibility it may make a lot of players happy.

This world. Crazy place.
 
I really don't like telepresence because in my opinion it looks like workaround to handle simple multicrew without proper boarding mechanics and reason to play in multicrew.

then pretend it's a P2P matter transporter moving you. Your ship is just parked in space.
 
This^^

Cease pandering to the casuals FD, you're dumping on Elite's legacy here. CEASE!

Would love to know what makes you think you're qualified to make decisions about whether something dumps on 'Elite's legacy'.

This is how things are. It's 2017. This is a game which is in part sold on the basis of being an MMO. No company which is seriously developing a game which is sold as an MMO is going to entertain players needing to spend anything up to an hour or more all honk-jumping to a common location so that they can play together in multi-crew mode. The reason is that the hour in question would likely be all of the available game time at least one of those players would have available.

You cannot make a game which is pitched at a mass market and start introducing lock-outs like that to participation in multi-player aspects. You simply cannot do it. No amount of 'muh immersionz' whining changes the fact that it would be abject insanity to even consider introducing this content in that way. People playing multi-player online games in 2017 do not expect to have to spend an hour or more farting about before they are able to play collaboratively with another player.

Talking about 'Elite's legacy' is all well and good but it's 33 years since Elite was released and the world (including gaming) has changed immeasurably in that time.

I'd hardly consider that this is 'pandering to the casuals' to begin with to be honest but if you could peer down from the huge pile of hubris upon which you're currently seated you might realise that if you want this game to continue development at all, it simply cannot be pitched primarily at people who have vast amounts of time to devote to it. That's not to say the game shouldn't include rewarding content for people who do have vast amounts of time to sink into it, it undoubtedly should, but that cannot be the target point for the 'typical player' around whose experience content is developed.

The usual disclaimers now just to save you some misguided replies. I'm not a kid (45) not a console player, played the original Elite and Frontier and I have around 2,000 hours in Elite Dangerous. Despite all of that though, I'm fully capable of recognising that it would be commercial suicide for FDev to aim the game mainly at people who can rack up my kind of hours in it, or more. I don't know a single person in my peer group IRL who could spend the same amount of time playing a game as I do and that's no way to run a rodeo.
 
Last edited:
I take it back, i have to.
I've always said this forum is no different from any other online game forum, i was wrong.
Never have i seen a forum for an online game, where significant parts of the player base lobbied against convenient and "on the go" grouping tools and mechanics.
Perhaps it's part of this ungodly "the journey is the destination" philosophy....or was it the other way around ?
Apparently it's more important to some folks how you get to the fun bit (multi-player game play) than that you get to it so you can enjoy it.
Sorry, guys, it just beggars belief.
There are going to be several controversial topics with regard to Multi Crew as more details are revealed, no doubt about that.
But this isn't one of them, FD does the right thing in trying to make it as easily accessible as possible.

And that's the 0.02 $ from the 1.7 guy.
Agree completely on that front. I like the sound of how multicrew is being implemented in regards to it's accessibility.
What I'm not really a fan of (and from many of the posts I've read, I'm not alone), is that it's all combat focused.
Here's to hoping that they expand on it and add more non-combat roles and functionality after the first iteration.
 
You're upset a Frontier staff member hasn't answered your question and so you are now leaving the game. Ok.

That’s not what he is upset about and you full well know it.

A great many people are upset because this long awaited feature is suddenly combat only, and a huge percentage of the players do not play combat. So yeah, tons of us are upset and want to know if there are any plans by Frontier to eventually improve multicrew for ALL of us, and not just the combat crowd.

It’s a damn fine question, and a very important one, and yes it deserves an answer from Frontier directly on it.
 
What people mean by "it's about the journey" it's in the act of doing it yourself. There's kudos and pride for a self professed explorer to make the trip to Beagle point or Sag A.

Are the planets more beautiful at Beagle point? Well maybe they are if you've made the journey.

Kudos and pride for what? hitting jump more times than other person? has more endurance, can "play" a boring game hitting jump during what 1 week?. What's so special about "the journey". Seeing pretty pictures from different angles? thats it? Thats what this game has to offer?
 
There is a sensor in that game though and you can find everything without the crew, but they increase your range and effectiveness.

Then again, it's game magic to make up for the fact that the scanner doesn't do what the game says it does. It's the game cheating to tell the game that a game object is near the game object you're registered at because making a sensor that could do the job is beyond what they can do, making an NPC a superhuman.

You're still asking either for a player nerf compared to the NPCs (railguns, anyone?) or that this game produce a sensor that does what another game can't manage to do, yet you hold it up as an example of what FD should do.
 
Sweet Mother of Creation, I knew I'd seen it somewhere before:

ED_Crew.jpg


Mechanical Crew. That's what all of us misanthropes are clamoring about. We don't want meatware, even telemeatwear in our ships.

Give us our machines!
 
WOW, what a circus.

FDev, please, seriously. Make the multi-crew option a separate menu item on the Main menu, just besides Solo, Private, Open, Arena.

All problems solved, all rants will calm down and we can finally move to more important things, like in-game content for Explorers, something to do at Jaques, Aliens story and real in-game presence of Alien ships, Engineers around Jacques, persistent NPCs, better mining, real player driven economy and similar things like that, IMHO hundred times more important that some "turret shooting minigame".


Thank you very much...

Yep, from what we've heard so far it sounds like effectively it's going to behave pretty much the same as if you'd log off and back on again, and they're going to have to implement a logoff timer anyway when transferring so as to prevent a combat logging loophole. Why not just do make it an actual menu option and most realism/immersion arguments would go away.
 

verminstar

Banned
You're upset a Frontier staff member hasn't answered your question and so you are now leaving the game. Ok.

Somewhat incorrect...I quit actually playing some time ago and just wait in the hope something changes. The dawning realization is knowing that nothing will change...not fer me anyway ^
 
Its easier to do the simple stuff right? like a gunner and slf. Why you think FD did it like this? because they don't know how to do a game engaging other than shooting stuff.

An engineer should have a complete schematic of the ship with all the systems including the shields in front of him.

I thought the job of FD was making the game fun and make the mechanics... I guess they can't do it because they aren't good enough?

Oh you think a gunner will be fun?

True. There's plenty for the Engineer to do.

Give them control of the system power and let them direct it to different modules, and give them directional shields. Hits taken on the directional shields do less damage, hits in the soft spots do more. SCB's don't recharge until there is power directed to them, which takes away power being put into the directional shields. Modules that're overheating need to be flushed with coolant, throw in a mini-game for constructing new SLF's that allows them to be built faster if the Engineer does a good job. Module power order is handled by the Engineer in real time. Instead of the ship instantly shutting off if you're over your power limit, you start losing juice in Sys, Weps and Engines at a proportionate rate until the power order is fixed, etc...

So many things for an Engineer to do. FDev dropped the ball.
 
Sweet Mother of Creation, I knew I'd seen it somewhere before:

Mechanical Crew. That's what all of us misanthropes are clamoring about. We don't want meatware, even telemeatwear in our ships.

Give us our machines!

And what we had accepted was enough, though more always better, was a mannikin to sit in the seat like one of those fake passengers for women motorway drivers and the very lonely nights of a long distance trucker.
 
Would love to know what makes you think you're qualified to make decisions about whether something dumps on 'Elite's legacy'.

This is how things are. It's 2017. This is a game which is in part sold on the basis of being an MMO. No company which is seriously developing a game which is sold as an MMO is going to entertain players needing to spend anything up to an hour or more all honk-jumping to a common location so that they can play together in multi-crew mode. The reason is that the hour in question would likely be all of the available game time at least one of those players would have available.

You cannot make a game which is pitched at a mass market and start introducing lock-outs like that to participation in multi-player aspects. You simply cannot do it. No amount of 'muh immersionz' whining changes the fact that it would be abject insanity to even consider introducing this content in that way. People playing multi-player online games in 2017 do not expect to have to spend an hour or more farting about before they are able to play collaboratively with another player.

Talking about 'Elite's legacy' is all well and good but it's 33 years since Elite was released and the world (including gaming) has changed immeasurably in that time.

I'd hardly consider that this is 'pandering to the casuals' to begin with to be honest but if you could peer down from the huge pile of hubris upon which you're currently seated you might realise that if you want this game to continue development at all, it simply cannot be pitched primarily at people who have vast amounts of time to devote to it. That's not to say the game shouldn't include rewarding content for people who do have vast amounts of time to sink into it, it undoubtedly should, but that cannot be the target point for the 'typical player' around whose experience content is developed.

The usual disclaimers now just to save you some misguided replies. I'm not a kid (45) not a console player, played the original Elite and Frontier and I have around 2,000 hours in Elite Dangerous. Despite all of that though, I'm fully capable of recognising that it would be commercial suicide for FDev to aim the game mainly at people who can rack up my kind of hours in it, or more. I don't know a single person in my peer group IRL who could spend the same amount of time playing a game as I do and that's no way to run a rodeo.

Thanks, before i started a wall of text i found your post. So ^^ this +1. Have some rep.
 
Although this is a great discussion, I'd be surprised if the 2.3 feature set wouldn't be at least 99% complete at this point with a set Beta release date. The point of the test is merely to perform load testing, maybe some fine-tuning of parameters and (major) bug fixes.

Just saying...not much point to get worked up about it.
 

Goose4291

Banned
This could be exploited by griefers. All they have to do is have one ship each at relevant locations (i.e. shinrata, whatever CG is ongoing and an engineer base) and the other two will be able to instantly teleport to grief at another location from the deck of their friends ship.

The only solution is a time delayed system.
 
They should be able to easily tweak some aspect like telepresence on/off. They could add requirement for both player to be on the same station to initialize multicrew boarding procedures, instead of telepresence of force!
 
If multicrew ends up with a grind or timesink in front of it, it'll last about a week.

I'm having a hard time believing any of these concerns are genuine and I'm wondering where the agenda to undermine a headline feature is coming from.

Take the most complained about features of the game (timesinks, grinds) and add them into one of the most anticipated - multicrew.

I'm not buying it, sorry.
 
True. There's plenty for the Engineer to do.

Give them control of the system power and let them direct it to different modules, and give them directional shields. Hits taken on the directional shields do less damage, hits in the soft spots do more. SCB's don't recharge until there is power directed to them, which takes away power being put into the directional shields. Modules that're overheating need to be flushed with coolant, throw in a mini-game for constructing new SLF's that allows them to be built faster if the Engineer does a good job. Module power order is handled by the Engineer in real time. Instead of the ship instantly shutting off if you're over your power limit, you start losing juice in Sys, Weps and Engines at a proportionate rate until the power order is fixed, etc...

So many things for an Engineer to do. FDev dropped the ball.

Agree, people have no imagination though they tell you need imagination to play this game HAHAHAHAHAHAHA.
 
Kudos and pride for what? hitting jump more times than other person? has more endurance, can "play" a boring game hitting jump during what 1 week?. What's so special about "the journey". Seeing pretty pictures from different angles? thats it? Thats what this game has to offer?

I knew some numpty would come up with this reply.

Sure, and what you choose to do in game is worthless and pointless too, because I don't do it.

In fact everything you enjoy that I don't is worthless.
 
Last edited:
Then again, it's game magic to make up for the fact that the scanner doesn't do what the game says it does. It's the game cheating to tell the game that a game object is near the game object you're registered at because making a sensor that could do the job is beyond what they can do, making an NPC a superhuman.

You're still asking either for a player nerf compared to the NPCs (railguns, anyone?) or that this game produce a sensor that does what another game can't manage to do, yet you hold it up as an example of what FD should do.

I'm not asking for anything... And what's the big difference compared to what they are actually doing? Who cares about game magic when Elite also uses game magic already... I don't really get what or why you're trying to argue. All I did was say, check out what this other game does with NPC multicrew... Which really, isn't too terribly different than how Elite is doing it for Multi-Crew... aside from the other game details like being unable to jump into or through planets, no reason to scan for cargo containers since they just appear in Elite in a USS, no wormholes, no dangerous sci-fi nebulae to traverse...

It's an idea that can be expanded and translated into the Elite universe for NPC Crew usage. That's all.
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom