2.3 dev update feedback mega thread

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Like I said, they called it telepresence like.

Hey Rax! I've seen it... it's awesome. I like the telepresence aspect of it. It's all a lot of fun.


cFOnfs4.gif
 
If multi-crewing is not instant, would FDev please add some stargate like facilities so that player can travel across the galaxy quicker? at a cost of course.

The destination is limited to the home system of the 3 major powers and powerplay power.
So it won't affect that much gameplay and satisfy player's needs for "IMMMMMERRRRION" and "GAMEPLAYYY"

Seeing as the bubble is 400 ly side to side and front to back, 500ly tall, seems like itd be qucker to just jump to your destination then to haul off to a gateway to go to another gateway right?

If this happens people will be asking for gates to sag a and beagle point..
 
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Just for you Mengy....

2) So if I'm in the bubble I'll be able to instantly multi-crew with a CMDR who at Beagle Point?

Is this telepresence? What's the lore explanation for something like this?

Replied with..

Good questions... I know that Sandy will be reading this thread a lot so he's sure to see them. We've got a livestream coming up in a couple of weeks, I'm sure there will be plenty of opportunity to answer as many questions as possible :)

But yeah - it's telepresence!
 
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Seeing as the bubble is 400 ly side to side and front to back, 500ly tall, seems like itd be qucker to just jump to your destination then to haul off to a gateway to go to another gateway right?

If this happens people will be asking for gates to sag a and beagle point..

Multi-crew is mainly focus on gameplay within the bubble. Travelling within the bubble is not that time consuming but it lacks gameplay.
And my suggestion states that the destinations should be limited to some important systems.

Tt should be limited use, perhaps 1-3 times per day and no cargo/exploration data/bounty&cz vouncher is allowed.

I won't say it is a new travelling way but a QOL improvement for multi-crew and "IMMMMMMERSION VS GAMEPLAY" solution
 

"Is this telepresence? What's the lore explanation for something like this?"

If he thought people would go librarian on him for "abusing telepresence", he would have said no in a question asked in a newsgroup.

Because it doesn't matter to him. For some insane reason it does to some weird obsessives.

If you don't like it, it's TP.

In the livestream they said telepresence like and were not attributing it to lore, only mechanism.
 
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No, it would be incompetence to make an engineer slot that had no gameplay or use just so it could, as was put so elegantly elsewhere "a tick in the box".

Plenty of game-play for an engineer. They could be getting you short-term buffs on your modules (via diagnostics & a little bit of "crafting"), Super-charging your FSD during Super-cruise (Ay Canna give ya any more, Cap'n) & rebooting modules that have broken. In the absence of a Tactical Officer, an Engineer could also serve that role too.
 
Ugh mega thread :( Too much noise.

Yes, mega fail, though best to let them get it out of their systems before restarting it...

- - - Updated - - -

I really hope this isn't another "if you want to play by yourself you're screwed" update. The last thing I need is for them to boost the AI so high that without help from my friends, I can't be a bounty hunter anymore.

I want NPC crews darn it! I don't need all this PvP crap. Just some cosmetic padding for my old-style, just-me gaming. "Hey, you fly a huge ship, your side seat is occupied." A couple of minor, not-game-changing buffs would also be nice. My engineer seat is occupied, I get to delegate my power management. I have an NPC manning my weapons station, chaff is a bit less effective against me (and my own is a tad more if I have an E-warfare specialty on my engineer.) That kind of thing. Think Protostar. https://en.wikipedia.org/wiki/Protostar:_War_on_the_Frontier

If NPCs can have wings, I want NPC wing-persons.
 
Plenty of game-play for an engineer. They could be getting you short-term buffs on your modules (via diagnostics & a little bit of "crafting"), Super-charging your FSD during Super-cruise (Ay Canna give ya any more, Cap'n) & rebooting modules that have broken. In the absence of a Tactical Officer, an Engineer could also serve that role too.

Uh, there's enough biological detritus being scattered to the four winds when the buff is a cheaty single pip added. And a secret buff is mechanism, not gameplay, it's a fiddle to the game to make it worth having. A buff that many threads have screamed and shouted over being in the game.

And you have what the game does. How would the user, sitting behind a keyboard and mouse, manage this task? Would it be like the hacking game in Deus Ex2? pipemania? Tetris? What UI does a tactical officer have, and why is it there? What game are they playing?

They could have all sorts of things added by game cheating a benefit, but who would shout against it, would that be balanced, and would it be any use for a human to sit there and do things rather than go AFK and let the game add the perks?
 
Well you just caused the count of noise to go up by two. Good job breaking it, hero.

EDIT: And, yes, this is adding noise too. But maybe not adding to it yet more to tell me so and refraining from adding noise will help keep the noise on the thread down. Unless you wanted more noise, in which case, why complain!

Yes, I really hate all the noise in this thread too.
 
Yeah, I've wanted that from the start. I own multiple ships, why can't I hire more pilots to fly them with me in Solo mode? (Very OP'd in Open, I think, but this is the kind of thing that would make Solo more like Open, so I think it's one thing that should be a Solo-only feature.)

Others can dither about the particulars, just give me NPCs to fly as my wingguys, 4 please, with the option of hiring pilots to fly ships I've purchased and modified or just straight up hiring an NPCer with their own ship.
 
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What Mengy said on page one sums up my thoughts perfectly, especially the part about PvP'ers getting so much more love than anyone else - yet isn't the most popular activity.
 
Questions for FDev to respond to in some livestream at some point.

  • Do you need to be in game, in ship, to access multi crew lobby, or is it via start menu as well?
  • Can CMDRs in game switch to multi crew whilst in ship? Is. Join another ship.
  • What happens to CMDRs ship when they switch to multi crew, if in SC does it drop out, if in normal space and instances with other CMDRs would it disappear like a log out, or hang in space until CMDR returns or fully logs out?
  • Who has control over deploying hard points - helm (hosting CMDR) or Gunner?
  • Will Avatars animate mouth when controlling CMDR speaks?
  • The extra Pip per crew, is this seen as an extra pip on Helm console, so default is 2-2-2 it might be 2-3-2 if 2nd CMDR joined?
  • What is max players in a multi crew ship, including helm 3 or 4?
  • Can a maxed multicrew ship wing up with 3 other ships?
  • If winging also occur can each ship in wing be multicrewed?
  • If ship has SLF, do you need the larger modules that have 2x SLF slots for 2xCMDRs to launch simultaneously? Or can both CMDRs use the single SLF module?
  • Can main CMDR and SLF CMDR switch back to ship and have fighters populated by NPC crew?
  • If NPC for SLF are present how does the Credit share work with them? Or do they just get a percentage of hosting CMDR income?
  • If I am wanted in my own ship and decide to play multicre insteadw, does my wanted status and bounty migrate to avatar and make hosting CMDRs ship wanted?
  • Will NPC ships have multicrew equivalents that can spawn? If so will these be at Dangerous rating or above, or could they be at any rank?
  • Will new camera views provide additional shooting options for content creators? I.e. Can non helm player go into debug cam mode and Helm still pilot ship?
  • Are only ships that have at least a 2nd chair in main cockpit multicrew capable? Or will all ships have at least 1 multicrew slot?
  • For ships that have only 1 slot, is the crew role fixed on spawn in, or can it be switched between?
  • For larger ships, populated fully with multicrew, can crew members swap roles without having to drop out and reconnect?
  • For multicrew "lobby" will ship location, type and Helm legal status be shown?
  • Will multicrew "lobby" have an overlay on galactic map to assist players in choosing crew options?
  • Can CMDRs blacklist players easily if they find multicrew experience with Helm CMDR challenging?
  • Can CMDRs "wing up" with other crew members so they all join same ship when it's selected (subject to enough slots being there)
  • Can multicrew ships be "overloaded" with spectator crew? If so can they drop into an active slot when it becomes free?
  • Can CMDRs that are multicrew turn in missions or exploration data they completed/obtained whilst in their original ship?
  • Can multicrews have joint 'First Discovered' entries, if so do they need to be crew when object discovered as well as when data turned in?
  • If a Hosting Helm CMDR ranks up with an engineer, will all crew members also benefit from this increase in their own reputation with that engineer?
  • Can you select/change CMDR avatar every time you multicrew?
  • Can you save multiple avatar options as favourites?
  • Is avatar creation limited to facial features, or will it encompass body size as well?
  • How will flight control greet a multicrew ship? Will it just use Helm identifier?
  • How will other CMDRs who encounter a multicrewed ship recognise it is multicrewed?
  • Can you drop into a multicrew session whilst the multicrew session is in combat?
  • Can you exit your gameplay and join a multicrew session whilst your original ship in combat?
  • Can multicrew members summon ships to locations where multicrew ship has docked?
  • Can multicrew members access all, some or none of the system services when ship docked?
  • In a CZ, do all crew members have to select faction side, or us this just selected by hosting Helm CMDR?
  • Do multicrews receive trade dividends when cargo is sold?
  • Settings like orbital lines on/off or leading/trailing gunsight, are these unique to each player or slaved to Helm settings when they join?
  • Will head tracking software and VR result in avatars heads moving fir those CMDRs that utilise it, or if free look is enabled by player?
  • Multicrew ship destruction, do all players see the Helm rebuy screen and auto spawn back at last port? Or do they drop back to their own ships?
  • Can Helm swap ship whilst multicrew on board, or sell/buy different ship?
  • Can Helm amend outfitting if ship whilst multicrew are on board?
  • Avatar clothes, is it all a standard flight suit, or will Frontier have DLC vanity items like badges etc?


That's enough for me, it will probably get lost in the turmoil if thus thread but these are my collection of hopefully rational questions I would be interested in the answers from FDev over the coming weeks.....
 
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Yeah. So: We want NPC crews to make the game feel more "full" (and to give more solo-ish players a boost to prevent people with their own little 'gangs' from being OP'd), and NPC wingmen to fly your extra ships (or if you don't have any, lease-hire wingmen available with ships included for a higher price); both features that will help to balance single versus multiplayer in a game that tries to combine both. Does that sum it up?

Pretty much. I'm fine with NPC wings for everyone, solo, private, open. Don't see how it would be a problem, especially since so many PvPers complain about how easy everything is (Git Gudder thread...).

I fly in solo because there are human players in open. A point lost on PvPers...
 
All of this might be true, but if it is, that's just incompetence. Surely FD had some idea how to make fun gameplay (and fun is subjective, remember) when they announced multicrew to begin with. What happened to all the stuff from the Design Document? Did FD just decide, one day, that it wouldn't be fun? Again, why does 2.3's artwork show a shield station?

Another hypothesis: They're short on time, they need Horizons over with so they can make more money, so they cobbled together something that can be called multicrew, but in actual fact does not resemble anything close to what was said by devs previously and in the DD.

I know which one i'm going for.

Agree.

If they have any sort of problem they should have said it. And don't forget they have said on the Horizons release that it was supposed to be a 2016 release.

This way it looks like thats it: Pilot, Turret man and SLF. This is a very bad joke.
 
Ha yes! And suddenly player transfer via other players becomes a possibility.

And there goes a tale....

In all honesty, I believe what you want was PLANNED to be in 2.3, and this was EXACTLY why Frontier ended up wanting the instant ship transfer feature in game. It made this very cool sort of gameplay a possibility.

As it stands now you'd be dropped off at a station and have to wait 30 mins for your ship, so as much as I'd like this to be in (I can wait 30 mins) I don't think it will now happen, because what could of been an awesome feature would then involve 30 mins of non-gameplay thumb twiddling so it is no longer feasible.

Bit of a shame but there you go, people on forums don't always appreciate the longview do they, I mean I said this at the time but it was all "immurshun immurshun immurshun" wasn't it.

Wow that's a great cautionary tale you totally made up without any basis whatsoever.
 
Uh, there's enough biological detritus being scattered to the four winds when the buff is a cheaty single pip added. And a secret buff is mechanism, not gameplay, it's a fiddle to the game to make it worth having. A buff that many threads have screamed and shouted over being in the game.

And you have what the game does. How would the user, sitting behind a keyboard and mouse, manage this task? Would it be like the hacking game in Deus Ex2? pipemania? Tetris? What UI does a tactical officer have, and why is it there? What game are they playing?

They could have all sorts of things added by game cheating a benefit, but who would shout against it, would that be balanced, and would it be any use for a human to sit there and do things rather than go AFK and let the game add the perks?

Sounds like you're now just arguing for the sake of arguing. Game Design isn't my forte-so I'll leave that to the developers. All I'm saying is that there is a role there for human or NPC engineers.
 
can we please not make multicrew all about combat... (hates the idea of instant teleportation) elite dangerous captured us with the incredible immersion they bestowed on us. it feels like we're cheapening the experience. and now that this is here "space legs" will be a downgrade .. and I wanted to be able to walk to a friends ship and board it.. but now that seems like it will be pointless if i can teleport around the galaxy.
 
I have an idea for something that will make explorers happy: a Supercruise steering booster module. One that doesn't affect interdictions; I think those are pretty close to perfect right now, I'm just thinking of something to speed up the process of long-haul hyperjumping and planet scanning in ships like the Anaconda.

Traveling through space isn't the problem with exploration, a lack of game mechanics for doing actual exploring is the problem. We need new features and gameplay to make exploration more than just honking the space horn.
 
Sounds like you're now just arguing for the sake of arguing. Game Design isn't my forte-so I'll leave that to the developers. All I'm saying is that there is a role there for human or NPC engineers.

No, I'm telling you that what you wrote wasn't gameplay. It's easy when you come up with an idea, but actually doing is hard.

So come up with the gameplay. The pipemania game would be rerouting power and avoiding shorts and damage. So it COULD be the game you play as engineer. Just slap a glowy red line and some LEDs on the Pipemania game and you're golden.

But come up with your own, instead of trying to make out you don't have to because I've not met some arbitrary goal you want to look for.

Come up with the gameplay. You've said this is really easy. There's no rush, and the devs will be listening, so I'm sure they're all ears to see what a user thinks good gameplay for the engineer station is, so they can bringit in during the beta.

And here those complaining about the extra pip will be able to preempt Dev effort by telling you why it's wrong.

I just like to hear what you do that is so easy.

EDIT: and, no, "I leave that to developers" won't cut it, you claimed it was easy. That there WAS a role. But you didn't actually give one and that is saying that you had nothing. You're not going to have to write it. Just give a game you would play and what it would do to the ship to make it worth playing for both the group and the one doing this task.
 
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