News 2.3 Dev Update

Then ask Frontier to implement this option: you deploy yourself from your ship on a SLF and dock it in your friend's ship. You can now multicrew. Order your npc piloted mothership to follow you. You can at any time go back to your ship on the SLF without having to reach back the original station. Same with SRV on planet surface.

Can't understand the people who don't see that instant teleport from anywhere changes completely the game. I think there are waay better solutions to implement multicrew and to speed up meeting friends in-game.

Are you sure?
 
Then ask Frontier to implement this option: you deploy yourself from your ship on a SLF and dock it in your friend's ship. You can now multicrew. Order your npc piloted mothership to follow you. You can at any time go back to your ship on the SLF without having to reach back the original station. Same with SRV on planet surface.

Can't understand the people who don't see that instant teleport from anywhere changes completely the game. I think there are waay better solutions to implement multicrew and to speed up meeting friends in-game.

Why are you arguing against telepresence when you can already get up to speed on current events via in-game GalNet, from all the way across the galaxy at Beagle Point?
 
Then ask Frontier to implement this option: you deploy yourself from your ship on a SLF and dock it in your friend's ship. You can now multicrew. Order your npc piloted mothership to follow you. You can at any time go back to your ship on the SLF without having to reach back the original station. Same with SRV on planet surface.

Also this doesn't work within the lore because SLFs are remote controlled and you do not physically get onto an SLF. Your NPC doesn't and neither do you. They are literally controlled via telepresence.

So how can you get on an SLF and dock with with a friend's ship? This is not possible within the lore and very inconsistent.
 
Then ask Frontier to implement this option:
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The only thing i'm going to ask frontier to do, is keep the function as it was stated and to never put a barrier between me and a friend playing together.

You want to walk in a station to a persons ship. Awesome, hope it comes in 3.0.
You want to ferry yourself to another craft via SLF? Awesome, love that too, maybe it'll happen.

But don't make them requirements. Teleportation does change the game. It makes it more fun, it removes time and distance barriers. Elite is suppose to be fun, not a replacement for reality.
 
If I could pop into a friend's ship and shoot the crud as he zips around, exploring far reaches, why shouldn't I be able to? Does that detract from the game? I don't think so.

If that same friend wants to take a break from deep exploration and come help me mine or something, I say let them instantly pop in and shoot rocks with me.


Are you all worried about the game becoming easy mode? It won't take away from any of the accomplishments existing. "I made that run without a break, before telepresence" and people can still gasp in awe of what was done. And nothing about telepresence stops people from making their own requirement of meeting up before multi-crewing.


Another point, if Frontier implements meetup only multicrew, what happens if I change my mind in the middle of space? Am I now held hostage aboard someone else's ship? Am I at another CMDR's mercy? What's to stop them from parking in the deep black and keeping from doing anything ever again? If I can go back to my ship instantly like that, should I not be allowed to go to THEIR ship just as easily?
 
Are you all worried about the game becoming easy mode? It won't take away from any of the accomplishments existing.

People often bring that up without realizing that doing it when it was hard is what confers perspective and value to actions. It obviously isn't about that tho, it's about forcing everyone to do it their way. Get off my lawn and all that.
 
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Just wondering if having a change in the avatar on the bridge would sort things out for people. I.E. if you telemagic poof onto someone ship (for ease of gaming) you have one of the default robot avatars that we see on the billboards around stations. If however you take the time to get to the same station as the other players you get to use your (immersive) avatar of your commander. This way the ease of gaming people get to play fast and they don't really care about immersion so won't care about what they look like. But immersive players feel there is some lore and some reward for taking the time to group up before going out.

All of this with the same mechanics as is, but with a bit of a graphic tweak.

Just a thought.
 
Heck, with the existence of Group and Solo Modes, half the game is effectively ghosts anyway.

Or, we could, y'know, not meddle with how other people enjoy playing the game with friends? Let's try that? Just once.
 
My only thought (echoing some in here already) is that being able to jump into somebody's ship even though your far far away might well lead to early burnout for some.

If it's TOO easy to go check out Jacques, Sag a and Beagle Point within a week, it takes the excitement away and (most importantly) takes away that part of a players journey. Admittedly folks would only really be cheating themselves out of things, but might it be considered to have a 500ly or 1000ly range you must be within in order to jump in? This way people can still play together generally, but there's no risk of somebody seeing all there is to see within a month and giving up on the game.

I really second this. I see how it might be tedious to require that the skipper and his crew meet up at a particular station to embark on a journey (or even bring them back to their own ship later), but just magically "zapping" through the entire galaxy takes it way too far. If you want to see Colonia, or M67, or whatever, you have to travel there. After all, that's the essence of what makes these far-away places special.

Now I do see how people who don't have much time to spare might feel left out there, but I think that can be amended: How about we allow players to log off while traveling aboard another palyer's ship, and log back on to the same ship later? That way we still have the traveling aspect, while enabling players with little spare time to be taken places by other players with more time to spare. And to reduce the effort of coordination between "travellers" and "tourist guides" we could also allow that if a traveller logs back in while his guide is logged out, the traveller can "hop" onto a different ship near the place where the guide logged out. (And while I guess that could still be misused to travel from the bubble to colonia within just a couple of minutes, by quickly logging out and back in, it would no longer be an in-game mechanic, and therefore feel less out of place.)

As for the process of taking travellers back to their starting location, I guess it would be ok to skip that, as a concession to game flow.


Another thing that deeply bothers me about the thought of insta-zapping halfway through the galaxy to another player's ship is that to me it feels like conjuring up a different persona out of thin air -- and if such a thing is in there, I really want the real deal, i.e. the ability to have multiple commanders per player. When I heard the next update advertised as "Commanders update" I had hoped multiple commanders per player would be part of it. I'd really love to be able to switch between one commander for roleplay-ish gameplay (which I'd just have to station near Colonia to build up the place, because reasons), and another for times when I just want to jump into some instant PvE action.
 
Or, we could, y'know, not meddle with how other people enjoy playing the game with friends? Let's try that? Just once.

No, no, we can't have that. Our made up RP immershun requirements are what distinguish us from the lowly CoD playing childish folk, seeking nothing but cheap, meaningless instant gratification and childish play, rather than transcendence in the height of immersion, only the patient mind will ever be able to achieve. Let us not bow to the wailing of thee, who cry for pollution of this high state of mind we have watched so many loading screens to achieve. Let us stand up and show that less fortunate, savage crowd, the greatness that lies in out immersion, for they may feel the redemption from their lowly ways.

*puts pipe in mouth and turns hourclock for more immershun *
 
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My only thought (echoing some in here already) is that being able to jump into somebody's ship even though your far far away might well lead to early burnout for some.

You raise a valid point. That would be very good indeed. Such burned out people might even cry out for some more content and competent game design, rather than more bugged time sinks and game designs based on RNG and hourglasses.

We might even come to a point where Elite approaches to become as good (*gasp*) as it's ambitious.
 
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I really second this. I see how it might be tedious to require that the skipper and his crew meet up at a particular station to embark on a journey (or even bring them back to their own ship later), but just magically "zapping" through the entire galaxy takes it way too far. If you want to see Colonia, or M67, or whatever, you have to travel there. After all, that's the essence of what makes these far-away places special.

I've said this before and I'll say this again. People who choose to do this don't need either of you to protect them from their own decisions. I shouldn't have to point this out to anyone

What you think is special about those places might not be what I think is special about those places might not be what they think is special about those places.
 
Just wondering if having a change in the avatar on the bridge would sort things out for people. I.E. if you telemagic poof onto someone ship (for ease of gaming) you have one of the default robot avatars that we see on the billboards around stations. If however you take the time to get to the same station as the other players you get to use your (immersive) avatar of your commander. This way the ease of gaming people get to play fast and they don't really care about immersion so won't care about what they look like. But immersive players feel there is some lore and some reward for taking the time to group up before going out.

All of this with the same mechanics as is, but with a bit of a graphic tweak.

Just a thought.

I rather like that! Would certainly fit into the suggestion I made earlier about seeing being part of a crew as a temporary secondary account. Plus it would give us a chance to play with avatars more instead of just tweaking our own constantly. Give us a chance to change things up on one end, while have consistency on the other.
 
If people value taking long trips solo, the hard way, just don't pop in. Do not decide someone else's values or impose yours on somebody else. Instant friends do nothing to hurt anybody else's achievements or gameplay. Saying "you must be this close to hang out in your videogame" DOES hurt somebody else's gameplay. With instancing how it is, it's hard enough to meet up with friends. Let's not put any more complications in.
 
I really second this. I see how it might be tedious to require that the skipper and his crew meet up at a particular station to embark on a journey (or even bring them back to their own ship later), but just magically "zapping" through the entire galaxy takes it way too far. If you want to see Colonia, or M67, or whatever, you have to travel there. After all, that's the essence of what makes these far-away places special.

Now I do see how people who don't have much time to spare might feel left out there, but I think that can be amended: How about we allow players to log off while traveling aboard another palyer's ship, and log back on to the same ship later? That way we still have the traveling aspect, while enabling players with little spare time to be taken places by other players with more time to spare. And to reduce the effort of coordination between "travellers" and "tourist guides" we could also allow that if a traveller logs back in while his guide is logged out, the traveller can "hop" onto a different ship near the place where the guide logged out. (And while I guess that could still be misused to travel from the bubble to colonia within just a couple of minutes, by quickly logging out and back in, it would no longer be an in-game mechanic, and therefore feel less out of place.)

As for the process of taking travellers back to their starting location, I guess it would be ok to skip that, as a concession to game flow.


Another thing that deeply bothers me about the thought of insta-zapping halfway through the galaxy to another player's ship is that to me it feels like conjuring up a different persona out of thin air -- and if such a thing is in there, I really want the real deal, i.e. the ability to have multiple commanders per player. When I heard the next update advertised as "Commanders update" I had hoped multiple commanders per player would be part of it. I'd really love to be able to switch between one commander for roleplay-ish gameplay (which I'd just have to station near Colonia to build up the place, because reasons), and another for times when I just want to jump into some instant PvE action.

What about, and let's consider this an edge case, okay? But what about me: a guy who doesn't care about Sag A*, doesn't care about Beagle Point, doesn't care about Colonia at all, but my friend flew out to Colonia because he likes that stuff. I want to shoot the breeze with him a bit, you know, hit a RES or whatever they have at Colonia, that's cool, but he's in Colonia and I'm in the Bubble. I straight up do not have time to fly to Colonia, and even if I did, I would spend that time doing something else if my options were "jump for 16 hours" or "do anything else."

Now, my buddy's about to leave the country for a month next week, so he doesn't have time to fly back to crew with me either, right? I guess we're just sunk. No Elite for us, we should just play a different game if we want to play together.

Or, I can just log in and join his crew. Nothing is ruined for me because I don't care at all about Colonia. Neither of us waste hours or days traveling around. I don't get screwed by having to log out and wait 3 days for some guy to take me to Colonia (because what happens when I join another crew to be taken to Colonia, what can I do while I wait 3 days during transit? What if the guy who's ship I'm on has a family emergency and he has to log off for months?), and we just play for a few hours. Then my friend logs off, I'm back in my ship in the Bubble. I lost nothing because going to Colonia isn't "special" to me, it's just another station with no engineers at it where I have to pay millions and wait days if I want to fly any of my ships, right?

So nobody lost anything and we had fun playing together in a space game. Everything was good and cool, the solution was fine.

Another guy wants to feel like he needs to work to go out to Colonia, so he just doesn't do that thing. He says "nah I don't want to go to Colonia by multicrew, it wouldn't be special." So he doesn't. And that's fine. And nobody is hurt and nothing is affected.

Basically, doing things the way Frontier has built it is good, cool, fine, hurts nobody, includes everybody, doesn't force anyone to play a certain way, removes barriers to players with less time or newer players with fewer resources, gives more options, and maximizes fun while reducing and removing arbitrary requirements.

On the other hand, we have "require people to be in the same system" which does the exact opposite of all those things up there. How is the game improved by preventing people from playing, cornering out edge cases or scenarios, not acknowledging that players have real lives, creating barriers to prevent new players from picking it up and playing, reducing options, and minimizing fun by adding arbitrary requirements? [Hint: it's not]
 
My problem with the multicrew update is that it is only focused on combat. So basically useless feature for me. With or without telepresence. There were just so many possibilities in multicrew but it seems that FD took the easy way. :( Can't even describe how frustrated I am.

And what I find really sad is that even Star Citizen in it's super buggy alpha state offers more multicrew possibilities at the moment.

I think I'm going to park my Cutter to Beagle point once I reach it if these announced multicrew features are all that FD has to offer for 2.3.
 
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... No, really, does the term "hand-waving" mean nothing anymore? If you don't like the idea of telepresence then just plain don't use it and float alone, in the bleak void of space.

Alone.
I don't mind it as I don't see an alternative to its use. My personal issue is that it isn't tied in to the existing NPC crew mechanic. I think that's a huge lost opportunity. I admit that I could be wrong and can only Honnestly speak for myself, but I imagine if it were put to a vote more people would want NPC multicrew than what is being readied for implementation now. My suggestion is to marry the two:
Have the multicrew mechanic tied in to NPC crew (until space legs are made available). Have players be able to take over hired NPCs, but not onto empty ships. Part of having a crewed ship is in the costs of running a crew. This already exists in game with hired crew, but the current plans include nothing of the sort.
It's inconsistent with everything else in the game, and unnecessarily so.
 
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