News 2.3 Dev Update

In fact FD clearly said that optimizations learned from the Xbox conversion directly translated to better PC performance.

Optimization doesn't fit into the PC master-race's agenda. When you're rocking a 3000$ PC, you don't need optimization etc.. Those plebs with reasonably priced mid tier PCs and notebooks be damned.
 
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I have to say I am a little disappointed that we went from a total of four players to three. I would much prefer to have four players - Helm, Gunner, and two Fighters (or passengers) and I'm quite curious why they changed it, and if a forth will be added in the future? ..

I suspect that is the case. A fourth slot reserved for a future update when it's more relevant.
 
Everytime I said we need bigger SC accelerate/decelerate, I've been ranted immediately, that space is big, slow pace, etc.
Now, we have instant telepresence. :D
 
Here's the problem.

You being able to "teleport" onto another ship and experience what it is devalues exploration, and devalues the achievements that FD implement with stuff like Beagle Point Hatton station. Now you don't have to travel to such places by yourself...you just have to accept an invite from someone already there.
<snip>
...FDs solution has a very real impact on gameplay<snip>

I don't know whether I should laugh or pity posts like above.

I've been to SagA and Beagle point via pictures and YouTube videos countless times. Never actually done it in-game. So I have devalued someone else? Have I affected their gameplay? Does Neil Armstrong hate me because I got to experience the landing on the moon via video just like I was there with telepresence? Somehow, I doubt it. :rolleyes:

If my son teleports to MC with me at SagA, I affect no-one. So their feelz are hurt by a little boy playing a video game for fun with his dad? How sad.

Heaven forbid FD make this game accessible and fun for a change.

FD can kill this game off and lose most of the player base and ongoing income very easily by making everything take "realistic" time to perform and put up time barriers to getting to the fun. It is already close to being at that point. I went to do some base missions a few nights ago and just getting to the site and back to get the reward took up 70% of the play time. Something is wrong with that. I was bored with the travel.

So everyone keep pushing for more mind-numbing time waste, and when the game dies because most of it is spent doing anything but playing while waiting for a 3 minute sequence of actual fun, well, we will know who to blame.

I can jump to a lot of stars in less time than it takes to go to Hutton. FD refuses to spend money to let us SC between systems, many in the core are closer together than Hutton. That is what makes zero sense.

I hop in my SRV (laughing that it is on wheels and takes damage from hitting rocks, when all NPC apparently have skimmer technology) to find some materials. I drive around for an hour and find nothing, do nothing, have no fun and the Wave Scanner 1800 steam-punk tech thing adds zero to the fun I want in a futuristic hi-tech space game. There is a problem there.

If FD want ED to have a wider audience and continue to receive funding, they have to make it fun and accessible.
  • instant ship transfer (their original choice)
  • Faster SC ramp-up speed
  • In-system micro-jump at least to secondary stars if not gas giants
  • POI scanner/locating mechanics and UI that make it easier and more sci-fi
  • Exploration stuff that is more fun than just flying around. At least improve the UI and make it look like scanners are gradually loading in data that we can then read about the object, and make some POI in systems easier to find following those mechanics. Still a time-sink but at least it would be pretty and give the illusion we are doing something "fun" trying to find new POI or logging planets for future visits for some reason
  • stop landing pad rotations- like the blast shield they don't make sense at all and they just take up time and add complexity that 3300 CE would not have because of things like, you know, 6DOF flight.
#its_a_game_not_a_job
 
H
All bounties and vouchers that the helmsman (ship owner) receives are duplicated for each crewmember, making multicrew a great way to have fun with friends without missing out on money-making opportunities.

However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crewmembers equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.

-------------------------------------------------------


I have a few questions about this, hoping you might answer.

1. Why is this not the case for regular wing play? we already share a wanted status within the wing, the station police attacks our entire wing if even one player is wanted. Or is that just a bug? Cutting bounties in half or thirds while also reducing spawns of targets due to the p2p makes winged bounty hunting very poor money per hour, and basically makes it unattractive to go bounty hunting together when with both players in solo mode they'd get a lot more money per hour.

2. Will crewing up in one ship also turn all RES sites into Low RES with very few spawns and full police, even if the POI in supercruise is marked as "Hazardous RES"?

3. You make it sound like it's an actual choice. Are you still convinced your crime and punishment system does not need any tuning? :/
Who would dump millions in claims to get rid of a 200cr assault bounty?

4. Will this also remove combat bonds, even though in a combat bond area you can't gain fines and bounties?
 
I'm looking forward to this, main reason is my 7 year old son loves playing the game with me. If there is the possibility of both being able to use an SRV each, exploration would then become a dream.
I would obviously have to purchase a second account for him to use, but if it gives us many, many hours exploring together, I would be one happy chappie!

Looking forward to the beta.
 

It looks like you are confusing "Immersion" with "Realism".

You can get perfectly immersed in a game without it having much realism.

Took me a while to realise the distinction myself.

Take this simple game here : http://jhollands.co.uk/spaceplan/

It's a click game. But I got seriously immersed in it, despite the potatoes.

Warning: do NOT start playing it!

Anyway the point is, you can become completely immersed in a game, even though it might not have the realism you desire. In ED's case, there are a lot of things in it which are pseudo-realistic but for reasons, aren't completely realistic. Examples :

- ships have thrusters, and fly in space, but the flight model is such that you are mysteriously limited in your speed relative to *something*. RESULT: different ships have different flying characteristics, you can't just indefinitely accelerate away from something. IMMERSION : you can still get engrossed in just flying one of the ships. REALISM: no one sane would design ships to fly like this.

- ED's Galaxy : It's a pretty excellent simulation of what science thought the galaxy looked like a few years back. 400 billion star systems! Looks awesome. The systems generated also look really good. RESULT : "Wow! Look at that!". IMMERSION: "Whoa! It feels like I am actually traversing the galaxy!" REALISM : About as accurate as anyone can make it, but with limitations.

- Frame Shift Drive : A MacGuffin device used solely because this is a multi-player game happening in real time and any other solution would simply not have worked. IMMERSION : "Feels like you are driving around a star system's stars and planets". REALISM : There are theories (Alcubierre Drive) but we don't possess the technology yet.

And so on.

And so we come to being instantly inside the cockpit or bridge of another player's ship. This is a multi-player game happening in real time. Games are supposed to be fun. Some people have less time to play the game than others. Some people simply don't want to wait or have to jump through hoops in order to want to be in the cockpit/bridge of another player's ship. The only logical step is to have instant presence in such. REALISM: not at all. IMMERSION : more than likely to be quite high, once you all get going on some mission or such, and the pew-pew or exploration or what have you has begun.
 
MC has no compromise due to consoles. If anything the PC P2P networking limits what could be done with MS matchmaking servers in a client/server setup (but has its own drawbacks). So technically, no.

Additionally, FD has a long-standing group that do conversions for their games. They would limit their market and income by not doing ports (which would affect money for further development).

In fact FD clearly said that optimizations learned from the Xbox conversion directly translated to better PC performance.

There are some issues with ED development choices, but they don't revolve around consoles that are essentially x86 PC's at this point. (not exactly but basically same as low-mid PC gaming hardware).

Consoles are designed for casual and simple dumbed down gaming mechanics making money ... but anyway ... rise and shine Mr. ED Console for 2.3!
 
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 are busy flying a fighter (at least in the previous beta … I don’t have fighter in the main 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.
 
if i unerstand well ... about the extra pips..

this means that a ship with multicrew has more more and more power about a one man ship... ?

this means that , in open pvp for example, one man ship hasn't any chance with multicrew ship?
 
So, if I join someone elses ship, am I a hologram, a floating head or will my entire body be transported via a Borg trans warp conduit to the destination ship?

What will others see when they look at me in their ship?
 
if i unerstand well ... about the extra pips..

this means that a ship with multicrew has more more and more power about a one man ship... ?

this means that , in open pvp for example, one man ship hasn't any chance with multicrew ship?


Well thats not new.


Buying Horizons gives you access to Engineers.
And even with Grade 1 Upgrades. You are Pretty much Guaranteed a Tremendous Advantage over any Ship that did not Buy Horizons.

I said it before.
Frontier is an Typical Example of Attention Seeking Devs.
Players not using all their Content is not Acceptable to them.
So Players which use all Content will be Rewarded and Players who only use Parts of the Content will be Punished.

To Frontier. Players not using all Available Content is a Crime Punishable by Death.
You dont want to use Multi Crew ? Well than you are obviously less worth to them than someone who does.


To begin with. I would not use a Turret Gunner.
The Automatic Turrets are by far Good enough. They are likely much better than any Human Gunner could be.
So I will use two Friends as Fighter Pilots.
Meaning that I got 2 Extra Pips in Power and 2 Fighters to Gun Enemies Down.
 
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.

While we all have the right to our own opinions, even more time gates will simply add absolutely no value, just locking away even more of the game's hard-developed features behind artificial time walls.

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.

Seperate crew management would be great but the amount of work to do this simply doesn't warrant the value it would add at this point, considering that this is the very first iteration of "Elite Feet" we're seeing here and the current state of the game post 2.4 is not final (optimistic) and most of the current features if not all, including SLF, SRV, prospecting, exploring and multi-crew would need a massive overhaul to make one seamless experience as to what the vision of the game is. As it currently stands it seems that FDEV is rolling out features in a component based manner that could be re-used when finalising the game design and feature overhauls.
 
Well thats not new.


Buying Horizons gives you access to Engineers.
And even with Grade 1 Upgrades. You are Pretty much Guaranteed a Tremendous Advantage over any Ship that did not Buy Horizons.

I said it before.
Frontier is an Typical Example of Attention Seeking Devs.
Players not using all their Content is not Acceptable to them.
So Players which use all Content will be Rewarded and Players who only use Parts of the Content will be Punished.

To Frontier. Players not using all Available Content is a Crime Punishable by Death.
You dont want to use Multi Crew ? Well than you are obviously less worth to them than someone who does.


To begin with. I would not use a Turret Gunner.
The Automatic Turrets are by far Good enough. They are likely much better than any Human Gunner could be.
So I will use two Friends as Fighter Pilots.
Meaning that I got 2 Extra Pips in Power and 2 Fighters to Gun Enemies Down.



ok, but that i don't understand well..

the multicrew is only for humans players or not?

for example... also me, with my corvette, can have multicrew AI at all of my weapon? same as fighter atm.
 
ok, but that i don't understand well..

the multicrew is only for humans players or not?

for example... also me, with my corvette, can have multicrew AI at all of my weapon? same as fighter atm.

It is for humans.

Maybe npc crew later, you never know but for 2.3 it is for the humanz.
 
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ok thanks.. so i understand well.interesting but too many unbalanced imho.
Its not unbalanced. A multi-crew ship has multiple people just like a wing has multiple people. One ship with 3 crew is as good as 3 ships with one crew. This is balance. In no world should 3 players be on the same level as just one regardless of the situation.
 
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Heh. Just thinking.. two people log on as multicrew to Cmdr 3, and then go off for a cup of coffee while Cmdr 3 goes on a (PvE, maybe PvP) bounty hunting / CZ rampage. They start racking up the money while not even at their machines.

When it's done, they agree to drop some Platinum (or whatever) as repayment. Or just an offer to reciprocate later - Cmdr 1 pilots while 2 & 3 are logged on as multicrew and AFK.
 

Panticus

Banned
Anything for a solo player?

No?

Nope?

Just say it FD: next update: there is nothing for you, solo player. No added depth; no improved missions - just poop-poop in different directions within a team.

Yawn..
 
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