News 2.3 Dev Update

Since the term ''telepresence'' seems to cause some angst, let's just say it uses the same magic as when you die and are teleported 65000 ly back to your home base in an exact clone of your previous ship. Just like logging out is a game feature, so is this. It works the way it does because that makes it accessible and allows for instant and fun game play with friends, or even randoms.

Again immersion is of course a very good thing when it doesn't sacrifice too much accessibility and functionality, but in this case it really does hinder the feature. And this talk about SDC and stuff I don't really understand, they will, just like everybody else, be able to transport themselves to each other's ships. They aren't teleporting their ships there, they will be limited to the roles. What's the problem?
 
Imagine i am in tun and my wing members are 200 lightyears away, whenever i am attacked by a solo griefer i can always use instant buffs (multicrew, extra pips, reduced buyback, 360 sensors) :p

this is a serious exploit! they need to limit tele presence within a system.
 
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I'm really looking forward to have friends just hop on and join my ship when ever they please, mostly because they like to play other games more than elite, but would love just logging into my ship to do stuff together. I really don't get why people would want some kind of timer on this. If you want to RP, make yourself wait or travel to a place first, but don't force that upon others, the fact we have to wait for ships/modules is bad enough, when that could also have been RP'd.


Honestly, anything other than instant with this feature will hurt the game, since it makes it much more accessible, and an increased player base is always a good thing.


For the sake of clarity - I have one friend who plays this on xbox(he will get it on PC if this update is good), but hasn't for a while, but is really interested in the stuff going on when ever i mention it, and I have another friend who bought premium the same time as I, but due to life, has way less time. Both of them would love to just jump on my ship and join me when ever they felt like it.


I really don't get the beef some people have with this feature, and I don't think I ever will, I mean, you can literally just ignore it or play around it, if your constantly thinking about it, I think it's time to take a step back and re-evaluate a few things.
 
Then you now own his ship (or the doom of it)?
In an ideal world it would be cool, but in reality couldn't bring anything good.

But.

Bearing with it, let's say you then log out.
Anything could happen in the meantime what's supposed to happen when you log back?

Yes, you would. And you'd owe him a big rebuy if you scratch the paintjob! Actually I'd suggest, the original ship owner, skipper's game, would be unaffected .. he logs back in to find his ship where it was (or where it now is, if he left you in charge and you didn't kill the ship) .. But by destroying the ship, while skipper's game is not damaged .. you would be killed as a crew member, returning to last dock.

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let's just say it uses the same magic as when you die and are teleported 65000 ly back to your home base in an exact clone of your previous ship

Arguing that an incomplete mechanic, is a good design for the rest of the game, is Cmdr (o7) .. a bit thin.
 
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If they make it so that you cannot leave someone's ship or gain any new crew members while you are engaged in combat, I have no issue with the instant transfer. What if I'm out exploring and I know there's some pew pee going on in the bubble? I could hop into a friends ship before the engagement and help out.

Or if I have a fighter Bay on my exploraconda and find a really cool Canyon on an amazing planet, I challenge my buddy to a fighter race so he hops aboard and we mess about
 
I really don't get the beef some people have with this feature, and I don't think I ever will, I mean, you can literally just ignore it or play around it, if your constantly thinking about it, I think it's time to take a step back and re-evaluate a few things.

The beef those people have with it isn't the fact that it breaks the roleplaying element of having to pick up your crew members for real. It's the fact that if you are a competitive gamer and want to compete with others to be the best space pilot (Which essentially boils down to your credits/merits per hour for some people). And now in order to have the competitive edge you would have to break these people's immersion barrier. It's like telling Olympic athletes that there's no more drug tests — you don't have to take performance enhancing drugs, because it's not about the winning but you can take them if you want because those rules don't matter anymore.
 
The only way I can explain multi-crew/telewhatever to myself and still pretend the game world is consistent is to ignore it. Otherwise, I fear, I would stop playing. Hardly a good solution though, this feature should have been fully fleshed out and explained, in principle, years ago on a white board somewhere at Fdev central. Just bad game design/foresight/planning really.
 
Yes, you would. And you'd owe him a big rebuy if you scratch the paintjob! Actually I'd suggest, the original ship owner, skipper's game, would be unaffected .. he logs back in to find his ship where it was (or where it now is, if he left you in charge and you didn't kill the ship) .. But by destroying the ship, while skipper's game is not damaged .. you would be killed as a crew member, returning to last dock.

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Arguing that an incomplete mechanic, is a good design for the rest of the game, is Cmdr (o7) .. a bit thin.

Are you going to bother addressing my points or just claim everything I say is ''thin''? This response really holds no value.

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The only way I can explain multi-crew/telewhatever to myself and still pretend the game world is consistent is to ignore it. Otherwise, I fear, I would stop playing. Hardly a good solution though, this feature should have been fully fleshed out and explained, in principle, years ago on a white board somewhere at Fdev central. Just bad game design/foresight/planning really.

You can always just fly to the same station as your mates or whatever it is you want and only use multicrew when you do that, if it breaks your immersion. The option is there for people who don't mind the ''telepresence'' to use it freely, just as the option to limit the use of it exists for people who feel it is immersion breaking or whatever. I don't see why we have to force it on people one way or the other.
 
I'm going to rephrase some stuff already brought up so maybe some concerns which appear to be overlooked will actually register with those concerned.

What, specifically, Mr.Wizard, is in the basket of goodies for those of us who play solo mode and/or are more interested in the NON-combat aspects of The Game?

Many of us play this game to feel like were in space. The telepresence concept feels like were playing a game of playing a space game.
 
Are you going to bother addressing my points or just claim everything I say is ''thin''? This response really holds no value.

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You can always just fly to the same station as your mates or whatever it is you want and only use multicrew when you do that, if it breaks your immersion. The option is there for people who don't mind the ''telepresence'' to use it freely, just as the option to limit the use of it exists for people who feel it is immersion breaking or whatever. I don't see why we have to force it on people one way or the other.

It is not immersion that bothers me, its the inconsistencies. I will just ignore it. Hopefully it will go away. Sad...
 
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I'm going to rephrase some stuff already brought up so maybe some concerns which appear to be overlooked will actually register with those concerned.

What, specifically, Mr.Wizard, is in the basket of goodies for those of us who play solo mode and/or are more interested in the NON-combat aspects of The Game?

Many of us play this game to feel like were in space. The telepresence concept feels like were playing a game of playing a space game.

What does 2.3 bring to solo players? Well the commander creator, and multicrew can be used outside of combat. In fact people are already creating ''travel guides'' where explorers will take people who might not normally explore to different parts of the galaxy to allow them the sights as well. Of course its going to bring the usual fixes/changes that all updates do as well. But this is mainly an update for multiplayer. But that's not to say there is nothing in it for others as well.

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It is not immersion that bothers me, its the inconsistencies. I will just ignore it. Hopefully it will go away.

Why hope that a feature that many people will enjoy will go away? You're free to ignore it if it's so bad, but that doesn't mean other's shouldn't be able to enjoy it.
 
The only way I can explain multi-crew/telewhatever to myself and still pretend the game world is consistent is to ignore it. Otherwise, I fear, I would stop playing. Hardly a good solution though, this feature should have been fully fleshed out and explained, in principle, years ago on a white board somewhere at Fdev central. Just bad game design/foresight/planning really.

Exactly as other people commented. If it bothers you so much, fly to the same station as your potential crewmate before joining up. Nothing wrong with making it more accessable for the majority of players rather than place obstacles to appease the minority.
 
What does 2.3 bring to solo players? Well the commander creator, and multicrew can be used outside of combat. In fact people are already creating ''travel guides'' where explorers will take people who might not normally explore to different parts of the galaxy to allow them the sights as well. Of course its going to bring the usual fixes/changes that all updates do as well. But this is mainly an update for multiplayer. But that's not to say there is nothing in it for others as well.

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Why hope that a feature that many people will enjoy will go away? You're free to ignore it if it's so bad, but that doesn't mean other's shouldn't be able to enjoy it.

Because I love this game, have been playing since beta and I am selfish.
 
Why not have insta-crew be that you control one of the npc pilots already onboard
If you want the real immersion you meet at station and your own avatar joins crew.

simple solution methinks. Consistent with the semi-real mechanics of the game.

This should really be a total no-brainer...

If you want some quick pew-pew, on a random ship or by invite, to fly SLF's or man a gun turret you log into CQC, pick an option and magically unicorn teleport to who really cares where and get paid a non-Pilots Federation expendable NPC share commensurate with your CQC rank.

If, on the other hand you want the benefits to apply on your main CMDR prior to but with the potential space legs release in mind then it would be more sensible to store your own ship in the same starport as the third party vessel to transfer your magic pockets seat / escape pod.

Note that since you are in frozen stasis it appears the journey from ship destruction to original destination is instant - you were asleep. How the clock magically winds back raises more questions but could add gameplay if the pod rescue missions included "lost" players...

This solution could help the immersion folks get their heads around the 22,500 YEAR PING from Jaques to the bubble, stops a lot of powerlevel exploits, creates gameplay and revives CQC from the dead. Doesn't Steam already let you observe a friend's screen in-game, instantly?

If the SLF has a 30km range, the speed of light should apply to multicrew, too.
 
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Nothing wrong with making it more accessable for the majority of players

At any cost?

examples;
I want an A rated Corvette to be accessible. (Or, does reaching a Corvette define ED, as a game?).
I want triple elite to be accessible? Or does difficulty to get it .. give it kudos?
Or .. I want Beagle Point to be accessible;
But what defines Beagle Point against say, Sol 0,0,0 ? If I want to go Beagle Point, can't be bothered, but I know someone who's there .. I'm there insta-crew right? What is (the) Beagle Point?

rather than place obstacles to appease the minority.

It's not a question of placing obstacles (as sure you'll have heard before) but of respecting constraints (obstacles) that must exist in a 3D model. If distance equals zero, space is dimensionless.
 
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At any cost?

examples;
I want an A rated Corvette to be accessible. (Or, does reaching a Corvette define ED, as a game?).
I want triple elite to be accessible because I want it to be?
Or .. I want Beagle Point to be accessible, or does difficulty to get it .. give it kudos?
But what defines Beagle Point against say, Sol 0,0,0 ? If I want to go Beagle Point, can't be bothered, but I know someone who's there .. I'm there insta-crew right? What is the Beagle Point?



It's not a question of placing obstacles but (as sure you'll have heard before) of respecting constraints (obstacles) that must exist in a 3D model. If all distances equal zero, space is dimensionless.

Indeed. Also, when he says minority, perhaps he out to look at the previous fight over instant and who the minority actually are (aka the Insta-gratification minority).
 
Exactly as other people commented. If it bothers you so much, fly to the same station as your potential crewmate before joining up. Nothing wrong with making it more accessable for the majority of players rather than place obstacles to appease the minority.

Yes buts its still not a very good solution to counter inconsistent bad game design and planning though.
 
Blimey, people harking on about immersion, or how 'if the devs implement xxx then immersion takes a hit'.

It's a video game, yeah?
 
I'm really happy with everything that's being planned.
My only hope is that at some point we can have one additional player in multi crew. Even if it's in a minor capacity.
I say this because I always played elite with 3 others but they drifted off to other games. Now they have all agreed to come back for multi crew but I'm a slot short for all of them.
What are the chances of an extra crew member. Even if it is only for navigation/ information pannels and scanner useage?

Cheers, mark.
 
It is interesting that no one seems to be defending these design choices in saying that they make in game sense, are consistent or make sense in the official lore of the game etc.
Everyone seems OK in creating some other muffle to explain it away, just imagine this or that.
Surely those of you choosing to do this that really care about the game, as I do, must be getting a bit worried that Fdev didn't have all this planned a couple of years ago.
It is not a good sign...what else in the future are they going to pull out of the ether with very little explanation or consistency in how it affects other features in the game, or the lore, this should have all been hermetically sealed ages ago.
This level of confusion, debate and argument on how a major feature fits into the game should not be happening.
I would be horrified if when I designed game worlds to play in when roleplaying with friends if they could pull the stuff I had created in game apart like this and they would be horrified as players if I said, well thats the way it is, get over it, think up your own explanation.
I really expect more from a multi-million pound company of professional game designers.
 
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