I want to keep it short(sort of), on the point, and of course, civil.
First, thank you FD. Seen technically, 2.1 is the best improvement so far.
Sound, GFX, UI, optimisations all over the place. Well done.
The basics have been implemented for further improvements (missions), wich can be worked on.
The most obvious bugs will be sorted fast, i'm pretty sure.
Now on to the things which, in my humble opinion, would need to be worked on:
1. NPC's. The AI is really good now, i think the actual probs come from their loadouts.
You introduced Engineers as shady, mysterious folks, living 'under the radar'.
So, does it make sense 1/5th of NPC's (felt) have upgraded modules?
If we take the level now as 100%, max. 20% of that rate would be logical, if at all.
This would fit the lore more, and even fix some probs of 'overpowered' NPC's, as some might see it like that.
2. Storage. Really. It's a shame loot&crafting came out without. Should be high prio to get that in, imo.
3. POI diversity. It's good, but i think it's not as random as it should be. E.g, in 2.0 i found so many (somewhat pointless)
data points. Now, as they have a use (acquiring data for engineers), i seem to struggle finding one at all.
Instead, i could make a living out of collecting commodities, gold and other goodies everywhere.
Of course i dunno if it's just me having 'bad luck', or if the possibilities are set too unequal between the different POI types.
4. Details in the engineering process. E.g., when rolling the RNG for an FSD update, why not display the results in terms of range?
Why do i have to go to the outfitting screen to actually check the difference the upgrade makes in the relevant numbers,
comparing to the stock module?
5. Very little, easy change: Under systems, where we can set priorities, we see the energy output in percentage, at the bottom.
Please, add actual numbers for the set groups, so it would be more obvious wich group(s) would be deactivated when HP's
deployed (or am i missing something obvious?).
6. Combat zones. Should really pay a little bit more. Despite of BGS there's no reason to get involved at all (risk/return).
I won't mention the bugs (e.g. missions), they seem to have been reported and will be squished.
I sank way more than a thousand hours into this game (personal rekord), and still no intentions of leaving, ever.
No regrets. [big grin]
Since day 1 of ED, i did not touch any other game at all.
I'll close this one with the obligatory 'I love this game'.
It's a great feeling living in these times, being able to take part in this wonderful experience and community.
Yours sincerely,
Papa Uniform November

edit: wow. Just seen Zac's post about AI and such. Well. Just ignore that part... [up]
First, thank you FD. Seen technically, 2.1 is the best improvement so far.
Sound, GFX, UI, optimisations all over the place. Well done.
The basics have been implemented for further improvements (missions), wich can be worked on.
The most obvious bugs will be sorted fast, i'm pretty sure.
Now on to the things which, in my humble opinion, would need to be worked on:
1. NPC's. The AI is really good now, i think the actual probs come from their loadouts.
You introduced Engineers as shady, mysterious folks, living 'under the radar'.
So, does it make sense 1/5th of NPC's (felt) have upgraded modules?
If we take the level now as 100%, max. 20% of that rate would be logical, if at all.
This would fit the lore more, and even fix some probs of 'overpowered' NPC's, as some might see it like that.
2. Storage. Really. It's a shame loot&crafting came out without. Should be high prio to get that in, imo.
3. POI diversity. It's good, but i think it's not as random as it should be. E.g, in 2.0 i found so many (somewhat pointless)
data points. Now, as they have a use (acquiring data for engineers), i seem to struggle finding one at all.
Instead, i could make a living out of collecting commodities, gold and other goodies everywhere.
Of course i dunno if it's just me having 'bad luck', or if the possibilities are set too unequal between the different POI types.
4. Details in the engineering process. E.g., when rolling the RNG for an FSD update, why not display the results in terms of range?
Why do i have to go to the outfitting screen to actually check the difference the upgrade makes in the relevant numbers,
comparing to the stock module?
5. Very little, easy change: Under systems, where we can set priorities, we see the energy output in percentage, at the bottom.
Please, add actual numbers for the set groups, so it would be more obvious wich group(s) would be deactivated when HP's
deployed (or am i missing something obvious?).
6. Combat zones. Should really pay a little bit more. Despite of BGS there's no reason to get involved at all (risk/return).
I won't mention the bugs (e.g. missions), they seem to have been reported and will be squished.
I sank way more than a thousand hours into this game (personal rekord), and still no intentions of leaving, ever.
No regrets. [big grin]
Since day 1 of ED, i did not touch any other game at all.
I'll close this one with the obligatory 'I love this game'.
It's a great feeling living in these times, being able to take part in this wonderful experience and community.
Yours sincerely,
Papa Uniform November
edit: wow. Just seen Zac's post about AI and such. Well. Just ignore that part... [up]
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