2.3 dev update feedback mega thread

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Have FD mentioned when the next dev update might be coming? I think they used to be on a Thursday. Or was it a live stream they will be announcing more 2.3 info?

They mentioned in today's stream that they will run two streams about 2.3 in next week.

It think that increasing with player count and whole instance player count for example to 64 will be great for multicrew and more advanced gameplay features.
 
They mentioned in today's stream that they will run two streams about 2.3 in next week.

It think that increasing with player count and whole instance player count for example to 64 will be great for multicrew and more advanced gameplay features.

Thanks Xender. Love the avatar.
 
They mentioned in today's stream that they will run two streams about 2.3 in next week.

It think that increasing with player count and whole instance player count for example to 64 will be great for multicrew and more advanced gameplay features.

There currently isn't a hard limit on players per instance. It's determined by server load, if the load reaches a certain point, then a new instance is made and resources allocated. We've seen it where the only 2 players in the same system are in different instances, and we've seen over 50 players in the same system. It all depends on available servers resources. It isn't like there's 1 server per instance or anything.
 
There currently isn't a hard limit on players per instance. It's determined by server load, if the load reaches a certain point, then a new instance is made and resources allocated. We've seen it where the only 2 players in the same system are in different instances, and we've seen over 50 players in the same system. It all depends on available servers resources. It isn't like there's 1 server per instance or anything.

How much server is loaded during session? I was sure that most of the traffic was handled by p2p connections? I hope that multicrew will be instance-safe. :p
 
How much server is loaded during session? I was sure that most of the traffic was handled by p2p connections? I hope that multicrew will be instance-safe. :p

We do this type of thing at my work (non-gaming related). The way it's usually handled is we create an instance, and put a bunch of users into it, and when load reaches a certain point we create another. As users drop in and out the load balancer distributes everything appropriately. But in our case that doesn't mean all the users are doing the same thing, just as with Elite it doesn't mean all users are in the same system. They can be scattered all over the place.
 
If FD is still monitoring this (heaven knows I wouldn’t be. What a mess…), I’ll give my 2 cents:

I for one don’t care that joining a ship for multicrew is instant and across any distance. I get the immersion argument, but in this case gameplay just HAS to trump immersion. Some have suggested that a good compromise is that you both have to be docked at a station. Fair enough, but if they already have it set up to access from the main menu, I don’t expect them to change it.

This isn’t the main issue with multi-crew, and it annoys me that so much of this thread has revolved around that issue. The real issue is the lack of new content. When multicrew was first being teased there were 4 roles: Helm, Fire control, Tactical, and Engineer. And I always assumed that if the ship were SLF capable, then anyone could temporarily abandon their post to take the fighter out, and resume it when they returned. Of those 4 roles, only 2 survived, and SLF became a dedicated role.

So if you really look at it and are brutally honest, the only new content is a new 3rd person view/HUD to control turrets. That’s it. That’s what’s really disappointing to me. I was hoping for more a Star Trek: Bridge Crew/ Artemis experience on the bridge of my Corvette, but that isn’t at all what we are getting. The most interesting roles, in my mind, would have been tactical and engineer, and those are the ones that got cut.

Now it’s totally possible that those roles, and many more could be coming in the future, but with no word from FD, we have to assume the worst. If there are in fact more roles on the way, I wish FD would just say so, and they could put the vast majority of us at ease, myself included.

That said, thanks FD for all your hard work. ED really means a lot to me, and the fact that so many are so worked up about this is a testament that it means a lot to a lot of people.
 
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I will again then add my vote in favor of the instant join feature, and that's coming from a person who voted for the delayed ship transfer for reasons totally not related to immersion, but game balance and "Asp meta". So I'm happy gameplay is greater than immersion here.

I only want to remind the immersion crowd about insta-rescuepod, insta-communication and magical dismiss / summon uncrewed ship feature, among other things. I would also remind them it should be impossible to solo fly any of the big 3, and every ship which has more than one seat. So please refrain from using all these features to avoid breaking your immersion.

That said there are serious issues with proposed implementation that need to be looked into, all mentioned already, so brief TL;DR:
- no responsibility for crewmates while full responsibility for helm
- crewmates doing nasty things resulting in instakill from station
- additional pips should also be made available to solo cmdrs, otherwise it's unfair advantage (PLEASE DO NOT GET RID OF THE ADDITIONAL PIPS! I want to yell "ALL PIPS TO SHIELDS" into my bridge comm!)
- we were promised solo cmdr would be able to telepresence to different roles on his ship, was it dropped? If so, unfair advantage again
- we were promised non-combat roles

Positive feedback:
- shared bounties / vouchers - YAY!!!! A reason to get together besides pew-pew and powerplay!!! That's great! How about missions?
- like the proposed roles :)

This here. Haha. Hit the nail on the head. Im sure theyre all trading in their best ships as we speak. Remember immersion>>>being good. Have fun in the eagle!!! I hear it can do some monster trade runs. Also not to mention an imbalance in game allowed most of us to sink into those much quicker than what we were meant to. And im sorry. No one says i will spend 2 years playing everyday all day the right way to earn my big ship. All while getting powned from newer players who used sothis. Off to ceos/sothis all of us not hipocrits went. You exploit the pac bank on gta online. You exploit ceos/sothis on elite dangerous.
 
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Since none of the multi-crew is aimed at explorers, I don't think that's a problem. When you out in the black, waiting for the scanner to finish, you're not gonna need a gunner.

Not necessarily true - if a gunner could do a planetary scan while in Supercruise it could make system scanning much faster and more interesting (by virtue of teamwork)
 
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Robert Maynard

Volunteer Moderator
Since none of the multi-crew is aimed at explorers, I don't think that's a problem. When you out in the black, waiting for the scanner to finish, you're not gonna need a gunner.

.... but if you're out in the black and feel the need to crew for another player....?
 
.... but if you're out in the black and feel the need to crew for another player....?

This isn't out of the question - you can jump in and out of CQC any time you want.

You could hop into a different main ED Main Menu option and end up in a "Crew Members for Hire" lobby, rather than the CQC or your main ship out in the black. Alone.
 

Robert Maynard

Volunteer Moderator
This isn't out of the question - you can jump in and out of CQC any time you want.

You could hop into a different main ED Main Menu option and end up in a "Crew Members for Hire" lobby, rather than the CQC or your main ship out in the black. Alone.

CQC is not crewing, neither is it in-game.

There is no different main menu for Multi-Crew, from what we have been told, it rather seems to be in-game.
 
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There is no different main menu for Multi-Crew, from what we have been told, it rather seems to be in-game.

I think because the code for multi-crew may be dual purpose. It's being used here for multicrew but it gives your Remote Commander three things; (1) A trackable position in 3D space (fighter), (2) A position in 2D space on a moving ship (crew station) and (3) The ability to interact in either of these places (fire guns). That's a potential, and very strong basis for space legs imho.

As the long-range-instantaneous telepresence 'signal' has to be sent somehow, it could be an entanglemnent physics that sends signal in Witchspace. If there were to be any aliens out there (in Witchspace and there have been more than rumours) it's conceivable they could disrupt the Witchspace signal and turn it off, at any time. At that stage we might have to revert to a game mode, to travel either physically, or get to the remote ship by time acceleration (menu instead) later?
 
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Since none of the multi-crew is aimed at explorers, I don't think that's a problem. When you out in the black, waiting for the scanner to finish, you're not gonna need a gunner.

I would hope that at some point out in the black we'd be surprised by situations that would need a gunner (and shields).
 
some great feedback from Corpsealot.

Hm so he's hoping that the multicrew feature will be enhanced sooner or later?


I would not expect that. E.g. wings was a pre-release feature and until today we do not have any improvements (npc wings / wing missions...).


We should expect that only 2.3 will be multicrew and that's it for a looong time.
 
I think it all depends on why the 4th role *) was ditched.
If FDev simply couldn't implement it in 2.3 due to limited development time, we may see it sometimes in the future.
However, if they tried to bring it to work and didn't find it fun/engaging, they might have dumped the concept completely.

Again, a word of clarification would be priceless, here!

--
*) And maybe even the 3rd? Was 'fighter pilot' actually supposed to be a role on its own right?
 
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Not necessarily true - if a gunner could do a planetary scan while in Supercruise it could make system scanning much faster and more interesting (by virtue of teamwork)

I don;t see that happening very often or at all. For a player to sit helpless for hours on a friends ship, just to point his mouse at something for 10 seconds, so that the firend doesn't have to point the nose of the ship at it?
No, I'd say that'd be so rare and un-fun it's not worth breaking the game over.


.... but if you're out in the black and feel the need to crew for another player....?
Alt-accounts or multiple commanders would do that a lot better. Let FD allow us a second commander slot and that's sorted.
 
Hm so he's hoping that the multicrew feature will be enhanced sooner or later?


I would not expect that. E.g. wings was a pre-release feature and until today we do not have any improvements (npc wings / wing missions...).


We should expect that only 2.3 will be multicrew and that's it for a looong time.

regarding NPC crew i agree with him for sure, player crews are fun but not all the time, and not everyone got friends standing by to help out.
 

Robert Maynard

Volunteer Moderator
Alt-accounts or multiple commanders would do that a lot better. Let FD allow us a second commander slot and that's sorted.

Not really - as one of the aspects of Multi-Crew is that the player is rewarded - presumably (at least some) players would want to have that reward put in their main account rather than in an alt-account.

.... also, I suspect that kills made by the crewed ship will also count towards the combat rank of each player onboard.
 
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