2.3 dev update feedback mega thread

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I was talking about this with someone else a week or so ago.

Had they got engineers right first time and not needed a redesign in the middle of summer would we have seen 2.2 earlier? I believe so
Had they not gone down the road of instatransport only to backtrack and rework would we have seen 2.2 earlier? I believe so
Had they had not pratted around with if gimbals should be nerfed and if shields should be nerfed for big ships etc do I believe we'd have 2.3 earlier? I believe so

I think that simply poor decision making has probably cost 3 months of dev time at a guess.

Sure we'd still be behind the original estimates for content delivery, but I believe some better decision making would have seen 2.3 released already and us arguing about 2.4 right now ;)

No and no.

Engineers redesign was a few tweaks prolly one coder, not 120 persons.

Instatransport they squeezed in within the announced dates, it did not delay anything. Also, it wasn't a big portion of the team required.

2.2.03 beta was like 2 guys changing numerical values. It was a distraction mostly, although a needed one, while FD continued on 2.3 until they had something nearly finished so they could set a Beta date and announce it.

Doing something wrong takes twice as long, because it eventually has to be reworked or it costs sales/ satisfaction. However, deadlines are not totally arbitrary and are needed to keep things progressing- else you end up never releasing anything in the pursuit of perfection- which does not exist.

the poor decisions that ultimately cost time (that FD won't have for years) are things like Power Play implementation totally disconnected from the BGS and main game. These major design decisions that a vast number of players disagree with or simply don't understand the limitations around, are caused not because FD communicated, but rather because they did not communicate.

Once FD announce things the code is mostly working and done. Otherwise they don't announce. This is the case ever since about 6 months before V1.0 was released. They dropped the DDF and idea of giving players a chance to speak on design before they had already coded it. Which I think is sad, given most of the headline features to me don't seem to fit the future/sci-fi setting or seem only half-way fleshed out/rushed.
 
We don't need no teleprsence but a crew only character

As in the game we already have our magic escape pods that can insta-travel from our ships to any station from anywhere in the galaxy we don’t need no telepresence concept we can travel from our ship to our friend’s ship using escape pods, and be there in person. The ships have seats; if it was telepresence we would need no seats.

All of our ships can already pick up escape pods automatically as this is what happens when our SRV gets destroyed, we jump with the escape pod to our ship in orbit. An likewise ships can already take care of themselves as when we dismiss them from the SRV or when we fly in a fighter (at least in the previous beta … I don’t have fighter in the real game).

Instant-travel in person already fits the game lore and tech. It would probably not be instantaneous but it is for gameplay reasons (same reason why loading and unloading cargo and other things is instantaneous)

Personally I would prefer some limitations to be introduced to make the RP side of the game a bit more interesting and achievement based. The limitations should a limit to the jump distance (at least so that jumping to Colonia from the bubble is not possible) and adding costs (money or micro-resources). The cost would be towards “fuel” for the escape pod as they normally ar just one way. … I could go to great lengths to describe other things I’d find cool, but all of these would limit the ease of access to multicrew which is also important.

The bottom line is that if we allow the main character to do too much, too easily it stops being a character and it becomes just a log-in and the game an arcade game in which case I don’t see why I could not just pay RL money for any ship or engineering mod I want from day one …which would be bad as many of us like the sense of achievement that comes from things being hard.

On the other hand if the game had a separate game mode (like CQC) where one could create and develop “crew” characters, separate from the main CMDR, that can join any ship at any time while the main character can only “crew” under specific harder conditions (and get the profits /benefits for main character) it would be perfectly fine for me. Easy gaming would be preserved (with the crew characters) as well as achievement and immersion (with the main character). Obviously the multi-crew capable ship would have to be earned and owned by CMDR main character.

This way perhaps in the future a CMDR character could also be helm … as he is a CMDR, whilst all crew characters, well … they are just crew.
 
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Those're probably magnets, especially with the way the bars at the edge turn up, as if to set up a magnetic field change to force you down flat. After that, probably magnetic locks on the underneath of the undercarriage. Pressure activated, maybe.

At least it fits the evidence, all of it is conjecture.



I think they do, hence the financial incentives. They won't be enough, though, because cash is fairly easy to come by. And it just increases the sense of unfairness when extra money is magicked in. So I think they DO realise, hence the bribery over and above what makes it tactically sound to have another player virtually there. Just not that the bribes won't be enough except for the lulzbunnies, who don't care what happens in the turrets.

Some way to vote a prospective gunner up or down in reputation in-game might help. Not good for noobs or early in its introduction, since we'd have a catch-22 going on there.

If the pilot has the ability to retract weapons that the gunner cant override, griefing by the gunner isn't going to be all that successful, as long as there's a way to say "Sorry". If the AI have a three strikes policy if you holster your weapons with in 3 seconds of an infraction, and the bounty lifted, but the third time some AI sees an offence you're toast?

We don't know how the code is structured to know how to fix it, we just have to keep churning ideas. And avoid a repeat of old ones.

Player rep system for multi-crew would be good. Even for when we get to start walking around. There would be a good incentive not to gang others if you really want to multi-crew or instance up, because there could be essentially a ganker-block-list.

+1 to a great idea.

And yes, it is magnets, FD said that long ago. I won't look for a reference, it was years. Also, in ships you will have magnetic shoes/boots (as well as being able to float), because there isn't artificial gravity or tractor beams in ED.
 
I was talking about this with someone else a week or so ago.

Had they got engineers right first time and not needed a redesign in the middle of summer would we have seen 2.2 earlier? I believe so
Had they not gone down the road of instatransport only to backtrack and rework would we have seen 2.2 earlier? I believe so
Had they had not pratted around with if gimbals should be nerfed and if shields should be nerfed for big ships etc do I believe we'd have 2.3 earlier? I believe so

I think that simply poor decision making has probably cost 3 months of dev time at a guess.

Sure we'd still be behind the original estimates for content delivery, but I believe some better decision making would have seen 2.3 released already and us arguing about 2.4 right now ;)

And I think with Engineers, they totally misjudged the player base and did not give enough consideration to the fact that players WILL min/max and find and use every exploit possible. Their vision for Engineers was never the Meta-de-Lance instakill grief squads.. It was supposed to be a fun addition to tweak and personalize a ship, to make it unique to the commander, but not the over powered behemoths we have now. Engineers has led to several balance passes to deal with what ever the meta du jour is, only to end up creating a different, yet just as bizarrely overpowered...merely creating a different path to the same destination. Many of those thing that ended up being the meta were discovered and pointed out endless in the beta, yet ended up in the live game, because again, I really think the devs are not giving enough consideration to the min/max exploit tendencies of any MMO playerbase.

I already see 2.3 going down the same road...the exploits, just from the dev notes alone are so glaringly obvious, and yeah, players will find even more, but come on...to even suggest that crimes can be wiped in exchange for the credits earned??? Credits as an incentive for anything in this game is essentially pointless, because credits are essentially worthless they are so easy to come by. The fact that the devs are even thinking in terms of credits in exchange for salt/crimes shows just how badly they are missing the mark on so many of the complaints. I mean, yeah, the crime and punishment in the game right now is beyond meaningless, but can't they at least pretend?
 
As in the game we already have our magic escape pods that can insta-travel from our ships to any station from anywhere in the galaxy we don’t need no telepresence concept we can travel from our ship to our friend’s ship using escape pods, and be there in person. The ships have seats; if it was telepresence we would need no seats.
<snip>
This way perhaps in the future a CMDR character could also be helm … as he is a CMDR, whilst all crew characters, well … they are just crew.

Wow, the lengths gamers will go to and the unjustifiable slippery slopes they construct. Multi-crew drop-in/out suddenly means we should buy ships with IRL money? I just don't follow.

I am not a telepresence fan only because it seems arbitrarily inconsistent with past decisions like about SRVs.

But FD will likely stick to their guns this time. It isn't worth the headaches or time/money to try and construct too much logic around a game feature that is obviously designed to be fun, encourage and help new players and generally avoid the time-suck of non-play activity that a lot of the game is now.

However, they should take a look at SRV drivers versus SLF pilots. There ought to be consistency of mechanics between the two of those (AI logic for SRV operating aside).
 
What was in the last update for explorers?

This is promised content being delivered....now we can argue about the quality/lack of quality of said content but to be moaning that every update doesn't specifically cater to your gameplay style.....wozers!

And before you spout of about me being some pew-pew nutter I'm elite Trader in Explorer, and only Master in combat....And I have no issues with an update with HEADLINE features focused around combat

Been in the game only 3 weeks. Yes Im a n00b and I havent experience much of anything, BUT I bought the game for HORIZONS and the 1st Update Im seeing after starting has absolutely nothing Im interested in. Where's the HORIZONS I keep hearing about? There is Zero in this Update. All Im seeing here is Pew-Pew + Friends
That doesnt bode well for my confidence in Future Development or in influencing me to purchase said Future Development Seasons.

The Season is named HORIZONS. Not WAR, Not BATTLE.
IMO there should be almost no Combat related content this entire Season. Save all that for another one.

I honestly feel mislead in what this Season of HORIZONS is really about.
 
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As in the game we already have our magic escape pods that can insta-travel from our ships to any station from anywhere in the galaxy we don’t need no telepresence concept we can travel from our ship to our friend’s ship using escape pods, and be there in person. The ships have seats; if it was telepresence we would need no seats.

All of our ships can already pick up escape pods automatically as this is what happens when our SRV gets destroyed, we jump with the escape pod to our ship in orbit. An likewise ships can already take care of themselves as when we dismiss them from the SRV or when we fly in a fighter (at least in the previous beta … I don’t have fighter in the real game).

Instant-travel in person already fits the game lore and tech. It would probably not be instantaneous but it is for gameplay reasons (same reason why loading and unloading cargo and other things is instantaneous)

Personally I would prefer some limitations to be introduced to make the RP side of the game a bit more interesting and achievement based. The limitations should a limit to the jump distance (at least so that jumping to Colonia from the bubble is not possible) and adding costs (money or micro-resources). The cost would be towards “fuel” for the escape pod as they normally ar just one way. … I could go to great lengths to describe other things I’d find cool, but all of these would limit the ease of access to multicrew which is also important.

The bottom line is that if we allow the main character to do too much, too easily it stops being a character and it becomes just a log-in and the game an arcade game in which case I don’t see why I could not just pay RL money for any ship or engineering mod I want from day one …which would be bad as many of us like the sense of achievement that comes from things being hard.

On the other hand if the game had a separate game mode (like CQC) where one could create and develop “crew” characters, separate from the main CMDR, that can join any ship at any time while the main character can only “crew” under specific harder conditions (and get the profits /benefits for main character) it would be perfectly fine for me. Easy gaming would be preserved (with the crew characters) as well as achievement and immersion (with the main character). Obviously the multi-crew capable ship would have to be earned and owned by CMDR main character.

This way perhaps in the future a CMDR character could also be helm … as he is a CMDR, whilst all crew characters, well … they are just crew.

A lot of people are suggesting this, I personally love this solution, and I think it's capable of fixing everything we're discussing with relatively very little effort.
 
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Actually I was using your rant as an example when responding to someone elses post.

You didn't have to respond at all....

The reason I had to ask if you did is because your video looked like you were a newbie just trying for his first time! IT was a catalogue of stupid mistakes anyone who spent any time looking for rare stuff prior to 2.1 easily avoided!

Your rant was indeed a "it's all too hard" I remember specifically you moaning that in a grand total of one hour driving round a single crater you hadn't found any of one of the rarest materials in the game that the planet may not have had! Again had you tried prior to 2.1 you'd have known this to be the case, yet you acted like this was the first time you'd realised. Now you may try and make it sound now like that's not what you were saying, but the entire thing sounded exactly like dozens of rants I've read from new players who can't master docking! You don't need to say the exact words "it's too hard" for the meaning to be "it's too hard"!

Now I don't generally follow tubers, I only watched that because I was pointed to it by someone else, and the impression of someone who had "never seen your work" before was it was a guy reading out a rant he wrote for the forum about how everything is awful mostly because of your own mistakes! Sure that may not be how you meant to say it, but it's sure how it came across to me! Now those more used to your ramblings may think it was some sort of Einsteinian level piece of work, but in reality it was just a forum rant put to video of the sort seen regularly, and mostly by people who don't realise that they have started from the wrong place and so therefore are always going to end up in the wrong place!

You see, here's the thing. If you had written your original point exactly like this then I wouldn't have replied, I would have let the point you are making ride - as it is a valid point. The problem wasn't with the point you were making, but the way you made it. Call me thinned skinned - but there are constructive ways of making points and underhanded dismissive ways. The latter do injustice to the point being addressed as they will inevitably sidetrack the converstation. ;)

As for the issue itself, we can argue over the definition of "Too Hard", vs "Bad Design" all night (my thoughts 'Dark Souls' = Hard. "The Division" was widely considered Bad Design upon release). The Engineers fits towards the bad design scale in my opinion. But that is just my opinion which carries no more weight then anyone else's...and we all know what opinions are worth. :D Eitherway Frontier work damn hard on Elite and they clearly love the game - and have given me hours of fun for which I am extremely grateful.

And as to how all this applies to some of the proposed mechanics for 2.3, I partially agree with you. If people pay attention and test early iterations of things, it's likely mistakes can be avoided. However on the other hand, people have been saying for over a year now, that Elite is too thinly developed and has too shallow gameplay to offer any sort of deep and complex multi-crew system. And despite people saying for over a year that the main game needs to be fleshed out in order to support multi-crew, and despite people offering vast amount of feedback to Frontier on exactly this issue, it never actually made any difference. This isn't the first time either, we still got Powerplay, we still got The Engineers, and we will still get the current proposed version of Multi-Crew.

We can all discuss where to lay the blame for that...but to me it is pretty clear.
 
As someone who's posted earlier, excited for multi-crew and what it will unlock with getting my friends to play, I will say that I do not have a problem with picking up my friends to go on our adventures.

No need for instant teleportation. I got g5 FSD for a reason.
 
Wow, the lengths gamers will go to and the unjustifiable slippery slopes they construct. Multi-crew drop-in/out suddenly means we should buy ships with IRL money? I just don't follow.

I am not a telepresence fan only because it seems arbitrarily inconsistent with past decisions like about SRVs.

My point was not that we should by ship with RL money, quite the opposite, my point was that too many "gamey" features risks diluting the sense of achievement the game brings.
It is not a game base on independent sessions, but a semi persistent universe with character progression. Instant travel of the main character imho, risks makeing the universe too small, just that. In any case I'll still play it, as I love the game.
 
Been in the game only 3 weeks. Yes Im a n00b and I havent experience much of anything, BUT I bought the game for HORIZONS and the 1st Update Im seeing after starting has absolutely nothing Im interested in. Where's the HORIZONS I keep hearing about? There is Zero in this Update. All Im seeing here is Pew-Pew + Friends
That doesnt bode well for my confidence in Future Development or in influencing me to purchase said Future Development Seasons.

The Season is named HORIZONS. Not WAR, Not BATTLE.
IMO there should be almost no Combat related content this entire Season. Save all that for another one.

I honestly feel mislead in what this Season of HORIZONS is really about.

Perhaps you should have read the store description before buying it?

It's pretty explicit what the headline features are! 3 of the 5 content updates have been delivered. They included plenty of stuff for traders and explorers. I know.....I played it!
 
I have obtained some information that indicates there is a major effect being undertaken to update backend systems. There was also a previous announcement relating to a increase in the minimum spec of machine and dx12.

No bothans died to bring you this information.
 
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You see, here's the thing. If you had written your original point exactly like this then I wouldn't have replied, I would have let the point you are making ride - as it is a valid point. The problem wasn't with the point you were making, but the way you made it. Call me thinned skinned - but there are constructive ways of making points and underhanded dismissive ways. The latter do injustice to the point being addressed as they will inevitably sidetrack the converstation. ;)

As for the issue itself, we can argue over the definition of "Too Hard", vs "Bad Design" all night (my thoughts 'Dark Souls' = Hard. "The Division" was widely considered Bad Design upon release). The Engineers fits towards the bad design scale in my opinion. But that is just my opinion which carries no more weight then anyone else's...and we all know what opinions are worth. :D Eitherway Frontier work damn hard on Elite and they clearly love the game - and have given me hours of fun for which I am extremely grateful.

And as to how all this applies to some of the proposed mechanics for 2.3, I partially agree with you. If people pay attention and test early iterations of things, it's likely mistakes can be avoided. However on the other hand, people have been saying for over a year now, that Elite is too thinly developed and has too shallow gameplay to offer any sort of deep and complex multi-crew system. And despite people saying for over a year that the main game needs to be fleshed out in order to support multi-crew, and despite people offering vast amount of feedback to Frontier on exactly this issue, it never actually made any difference. This isn't the first time either, we still got Powerplay, we still got The Engineers, and we will still get the current proposed version of Multi-Crew.

We can all discuss where to lay the blame for that...but to me it is pretty clear.

So OA ... not sure if i got it clearly now ... where to lay the blame for it?!?
 
You see, here's the thing. If you had written your original point exactly like this then I wouldn't have replied, I would have let the point you are making ride - as it is a valid point. The problem wasn't with the point you were making, but the way you made it. Call me thinned skinned - but there are constructive ways of making points and underhanded dismissive ways. The latter do injustice to the point being addressed as they will inevitably sidetrack the converstation. ;)

As for the issue itself, we can argue over the definition of "Too Hard", vs "Bad Design" all night (my thoughts 'Dark Souls' = Hard. "The Division" was widely considered Bad Design upon release). The Engineers fits towards the bad design scale in my opinion. But that is just my opinion which carries no more weight then anyone else's...and we all know what opinions are worth. :D Eitherway Frontier work damn hard on Elite and they clearly love the game - and have given me hours of fun for which I am extremely grateful.

And as to how all this applies to some of the proposed mechanics for 2.3, I partially agree with you. If people pay attention and test early iterations of things, it's likely mistakes can be avoided. However on the other hand, people have been saying for over a year now, that Elite is too thinly developed and has too shallow gameplay to offer any sort of deep and complex multi-crew system. And despite people saying for over a year that the main game needs to be fleshed out in order to support multi-crew, and despite people offering vast amount of feedback to Frontier on exactly this issue, it never actually made any difference. This isn't the first time either, we still got Powerplay, we still got The Engineers, and we will still get the current proposed version of Multi-Crew.

We can all discuss where to lay the blame for that...but to me it is pretty clear.

Focusing on where we agree..... yes I think more attention is needed at testing and early iterations, on both sides, from the devs and from the players involved. I know a lot of people with beta who don't use it to test the new features, they just test engineering combinations because its far easier to do in beta than to waste maybe a dozen hours in live gathering the resources only to find even a perfect roll doesn't suit your playstyle or your ship or whatever. So much stuff seems to get missed in beta its unbelievable! I know they are currently hiring more QA and I hope that will help (if its for ED and not PC or Safari if it isn't for ED I suggest they need more QA) but also they need better feedback from players in beta.

As an example on the gimballed changes in the first 3 days of the beta before I got bored reading the thread there for feedback on this change there were only about 6-7 players who actually tested it who gave detailed feedback, not just "it's good/it sucks" but gave metrics on how much slower there ship was due to needing a sensors it's lesser turn rate etc etc. In short the stuff you need from "proper testing" and the sort of feedback that's useful.... "it blows" is really useless feedback. And despite being a coder myself I know I'm as guilty of this as anyone (though usually over on the steam forums) and often when I do sit down and test something - such as running the numbers to find my harmless crew was taking 10% its not even acknowledged despite having replicatable and verifable evidence, and you'll just see people saying "mines fine, must be your fault", people who don't understand that bugs tend not to effect everyone or the devs would have spotted it in testing! But they usually arise through a set of circumstances that wasn't tested, or in "edge cases"

How to improve the quality of feedback though? Tricky one, personally I would like if the Devs issued "test plans" of what they'd like people to look out for, along with the sort of feedback they are looking for "can you gather before and after stats for your particular loadout in live and in beta" for example, this I think would really help. I also think megathreads like this are pointless, there are too many issues being discussed to have a proper conversation, by the time you read this they'll be 10+ new posts maybe several pages! So much stuff about 2.3 isn't being discussed - like 3rd person gunner cam - because it just gets swallowed by the mass and is hard to track. A thread at least for each headline feature is a must with devs reading and acknowledging good points (rather than joking about genitalia scaling) some say it's the devs trying to limit feedback, I don't think it is, but it doesn't give a good impression IMO

Then people need to stop trying to shut down discussion with "wait till beta/wait to implementation" NO! If they don't want to discuss they are free to walk on by! Discussing at this stage is IMO vital, and can if done right make the devs sit up and take not that perhaps they are going the wrong way, or consider something they hadn't before - like an exploit. We also have enough info, for example we know moving between ships not owned by us will be instant, we know rewards for crew will vastly exceed those for wings etc etc. We don't need more info to talk these things through!

And of course we need to get away from the "everything is awesome/everything is awful" dialog, no game is perfect, I can think of problems even with my top 5 GOAT's! I've been told on the same thread before I'm trolling and white knighting for the same point! The devs do do some things well - they made a great galaxy as I believe we agree - they do other things average, and others not so good. This is life, no one is perfect, sometimes people make bad decisions, sometimes people have bad days etc etc so those either defending or condemning everything stop sensible discussion of pros/cons to different parts of the game.

For example I'm happy with what I know about the commander creator, I'm undecided about some multi-crew mechanics, I'm not happy with 3rd person cam.

Finally I also think that fdev have on a number of occasions gone down the wrong path due to misjudging the player base - which of course is not one blob, or even two, but many individuals who have different opinions on different things, people branded "casuals" on one thread are calling for more realism elsewhere etc, the devs seem though to not really understand what the majority want, now it's their game and of course they are within their rights to make it their way....but if they want to do that just don't ask for feedback! The moment you ask for feedback you better be willing to listen! But doing some "requirements gathering" prior to design by speaking to the community would probably be beneficial. I often wonder if the Triple Elite groups and their much vaunted "hotline to the devs" give the devs the impression that the community is different to how it really is, I don't think they, the early backers, the beta players or even the forum warriors (in which I include myself) are representative. So they need to widen the "feedback net" so to speak, but do it prior to investing huge amounts of time into features they then redo!

The devs also need to learn lessons from past mistakes, I hope they had a good sit down first week of the year and went through what went well last year, what didn't and work out what they are going to do better this year, and they keep reviewing after each update, I hope they do this, but then I also see the same mistakes coming through time after time.

Finally FDev also often seem to be pulling in different directions, like Braben and his hour long stream last summer on the importance of realism, swiftly followed by the announcement of instant ship movement by Sandro! And for me this is a problem. The devs need to get together and decide who is running the show, who's vision they are following, because they seem to flip/flop too much from one extreme to the other. Now I'm course I'm sure they have an answer to this, but from the outside looking in it doesn't look like they are all singing from the same hymn sheet. I'd like to be wrong on that!

Now I'm going to rest....that's way to much blather for anyone! :D
 
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