Hey folks, I'm loving Beyond 3.0 - the new features are awesome, the game feels a lot more polished, and I of course love the new Guardian content.
That said, here are my gripes with 3.0 so far - would love to hear other peoples "gripes" that could be looked at to further improve the game.
My Gripe List:
1. If you accidentally shoot police while dealing with a troublesome player, and end up with a 400cr bounty (without killing a single cop, just accidental fire), you are forced to potentially jump anywhere from 10ly+ to 100ly+ in your low-jump range combat ship just to clear that 400cr bounty at an Interstellar Factor because Anonymous Access won't even allow you to pay it off in the same system that the crime occurred. This is HUGELY AGGRAVATING, since I killed not a single person and was fighting a player criminal. I did not even see the new fine for "weapon discharge" (ewww - really, Fdev?) or whatever it was called - it was just a straight up bounty for accidental fire.
2. Finding the Grade 5 materials to maximise any module you are engineering takes a huge amount of time, since you cannot viably trade lower materials up to higher ones. An example, today I engineered a Reactive Bulkhead to Grade 5 heavy duty to compare the old one I currently have (and ended up keeping my old one) on my Corvette - it took 8 Core Dynamics Composites to do it - and it will take 8x10 as many minutes to replace just as many.
3. I was under the impression I could pin 1 blueprint from each Engineer I visited - turns out, nope, you can only have 1 Blue Print EVER pinned at one time. This is HUGELY AGGRAVATING - I thought the trade-off for pinned blueprints was that you couldn't upgrade the secondary effects? Leaving the pinned blueprints like this means this feature is absolutely pointless. Great idea - it really is - but it is terribly implimented, a seemingly throwaway idea that sounds great, to the point it actually shouldn't be considered a feature in the Beyond roadmap listings. I just makes me laugh that Frontier was of the opinion that 1 pinned grade was good, but pinning all 5 was better, but not allowing more than 1 blueprint from each engineer? Utter waste - I'm sorry I didn't catch this in the beta. Yeah, this is probably my BIGGEST gripe.
edit; (apparantley, 3 is fine - may have to bug report)
Aside from those 2 gripes (don't count 3 in the meantime) I have with the game at the moment, I think everything else has been satisfactory or hugely positive. I'm only highlighting these gripes to see if there's a concensus or not, to see what other peoples concerns are etc, and see what needs improving.
That said, here are my gripes with 3.0 so far - would love to hear other peoples "gripes" that could be looked at to further improve the game.
My Gripe List:
1. If you accidentally shoot police while dealing with a troublesome player, and end up with a 400cr bounty (without killing a single cop, just accidental fire), you are forced to potentially jump anywhere from 10ly+ to 100ly+ in your low-jump range combat ship just to clear that 400cr bounty at an Interstellar Factor because Anonymous Access won't even allow you to pay it off in the same system that the crime occurred. This is HUGELY AGGRAVATING, since I killed not a single person and was fighting a player criminal. I did not even see the new fine for "weapon discharge" (ewww - really, Fdev?) or whatever it was called - it was just a straight up bounty for accidental fire.
2. Finding the Grade 5 materials to maximise any module you are engineering takes a huge amount of time, since you cannot viably trade lower materials up to higher ones. An example, today I engineered a Reactive Bulkhead to Grade 5 heavy duty to compare the old one I currently have (and ended up keeping my old one) on my Corvette - it took 8 Core Dynamics Composites to do it - and it will take 8x10 as many minutes to replace just as many.
3. I was under the impression I could pin 1 blueprint from each Engineer I visited - turns out, nope, you can only have 1 Blue Print EVER pinned at one time. This is HUGELY AGGRAVATING - I thought the trade-off for pinned blueprints was that you couldn't upgrade the secondary effects? Leaving the pinned blueprints like this means this feature is absolutely pointless. Great idea - it really is - but it is terribly implimented, a seemingly throwaway idea that sounds great, to the point it actually shouldn't be considered a feature in the Beyond roadmap listings. I just makes me laugh that Frontier was of the opinion that 1 pinned grade was good, but pinning all 5 was better, but not allowing more than 1 blueprint from each engineer? Utter waste - I'm sorry I didn't catch this in the beta. Yeah, this is probably my BIGGEST gripe.
edit; (apparantley, 3 is fine - may have to bug report)
Aside from those 2 gripes (don't count 3 in the meantime) I have with the game at the moment, I think everything else has been satisfactory or hugely positive. I'm only highlighting these gripes to see if there's a concensus or not, to see what other peoples concerns are etc, and see what needs improving.
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