ANNOUNCEMENT April Update - Coming 23 April 2019

I understand how one can trade "Canister's" of various mats, but how does one trade "DATA"?
You didn't read what they said. Have another go ;)

For those who need it, locations like Dav's Hope and Jameson's Cobra could easily be shared using the squadron bookmarks in the galaxy map. Even easier if you meet them there the first time so they can follow you down and add the beacon instead of having to navigate the surface using the coordinates.

Edit: My bookmarks have an alpha-numeric prefix, plus the site name and coords.
 
To those people who say that there is no meaningful way to interact with other players beyond "Bang Bang...", I challenge you to come over toward Kappa Fornacis and look up the East India Company. We are a player faction/squadron, and besides flying together, we also trade rare commodities for engineer unlocks to anyone who wants to place an order and pay with in-game goods.
The Ceremonial Teabaggers also help other players, we help load commanders at rare CGs and help load commanders who need rares to unlock engineers. We just donate the rares, no charge.
 
I understand how one can trade "Canister's" of various mats, but how does one trade "DATA"?

Right now, we can't trade synth materials, components or encodeables, except as swaps at a broker. However, historically, trading began as a peer to peer endeavour, and only later did large organisations arise to dominate the market. It doesn't make sense that there are any tradeable goods that players cannot trade with one another.

Trading data would be done the same way any trade would be done... the data would be copied to its new destination and deleted from the old.

Despite each encodeable having a generic name, each instance of a type of data would be unique, and if copied, only one copy would be of any use to the user, and duplicates would not provide any additional benefits or insight. In order to preserve the value of an encodeable datum, the seller would delete their copy on verification of successful delivery so that no situation where the same end-user (an engineer or broker) received identical instances from different sources would arise.

That would explain the in-game handling of encodeables. However, people being people, I would actually expect this to not actually occur in practise.

Rather, I would expect that each encodeable would be of use to each end-user, even if it had already been used by another end-user. This could be simulated by assigning each encodeable an unique ID, and having each end-user record IDs of the encodeables they receive, and refuse to accept duplicates.

However, this would require a much higher data overhead on the ED servers, and would also entail a large degree of uncertainty as to the value or lack thereof of any given encodeable instance to any given end-user. So, it is a reasonable compromise to treat each encodeable as if it was a physical item with an intrinsic value, and not a datum that potentially has value to many end-users... but only once for each.
 
Right now, we can't trade synth materials, components or encodeables, except as swaps at a broker. However, historically, trading began as a peer to peer endeavour, and only later did large organisations arise to dominate the market. It doesn't make sense that there are any tradeable goods that players cannot trade with one another.

Trading data would be done the same way any trade would be done... the data would be copied to its new destination and deleted from the old.

Despite each encodeable having a generic name, each instance of a type of data would be unique, and if copied, only one copy would be of any use to the user, and duplicates would not provide any additional benefits or insight. In order to preserve the value of an encodeable datum, the seller would delete their copy on verification of successful delivery so that no situation where the same end-user (an engineer or broker) received identical instances from different sources would arise.

That would explain the in-game handling of encodeables. However, people being people, I would actually expect this to not actually occur in practise.

Rather, I would expect that each encodeable would be of use to each end-user, even if it had already been used by another end-user. This could be simulated by assigning each encodeable an unique ID, and having each end-user record IDs of the encodeables they receive, and refuse to accept duplicates.

However, this would require a much higher data overhead on the ED servers, and would also entail a large degree of uncertainty as to the value or lack thereof of any given encodeable instance to any given end-user. So, it is a reasonable compromise to treat each encodeable as if it was a physical item with an intrinsic value, and not a datum that potentially has value to many end-users... but only once for each.
In a word, "duping".

Player trading would be a very nice addition, but the only hook FDev really have to entice people out to the guardian sites to engage in the content is that you have to go fetch the mats / data etc yourself or you can't have the shiny SLFs and FSD boosters. Trading would blunt that hook significantly.

Hopefully FDev can build a more guided harpoon so trading can be added later.
 
I feel these new auto dock and cruise assist will make the game boring as things will be like a robot car, this will just bring laziness and make people bored of the game which in turn will most likely make people stop playing. These days people like hard games and making it to easy when it’s meant to be a realistic game is a big mistake personally. Everything else in the update however sounds amazing keep up the good work guys

Edit: a good idea is that it will adjust the speed for you but will not move your axis or the direction your ship is travelling in that way people will still be at the controls. The exiting dock thing is cool but why not make it a engineering thing rather than a purchase able thing as in real ness it is rather a useless thing to have unless you are flying a space brick
 
Last edited:
In a word, "duping".

Player trading would be a very nice addition, but the only hook FDev really have to entice people out to the guardian sites to engage in the content is that you have to go fetch the mats / data etc yourself or you can't have the shiny SLFs and FSD boosters. Trading would blunt that hook significantly.

Hopefully FDev can build a more guided harpoon so trading can be added later.
Maybe if they did something where the type of stuff you can trade is reduced? But tbh material npc traders are for that
 

Ozric

Volunteer Moderator
I feel these new auto dock and cruise assist will make the game boring as things will be like a robot car, this will just bring laziness and make people bored of the game which in turn will most likely make people stop playing. These days people like hard games and making it to easy when it’s meant to be a realistic game is a big mistake personally. Everything else in the update however sounds amazing keep up the good work guys

I think the exact opposite. People these days definitely like things easier. They want everything available at their fingertips and access to every piece of information in the game. You only have to look at people's reaction to this game over the years to see that, or look at things like the Assassin's Creed franchise which over the years has become so dumbed down that you barely need to think while playing it.

Edit: a good idea is that it will adjust the speed for you but will not move your axis or the direction your ship is travelling in that way people will still be at the controls. The exiting dock thing is cool but why not make it a engineering thing rather than a purchase able thing as in real ness it is rather a useless thing to have unless you are flying a space brick

Because it is aimed at new players starting the game, who may otherwise struggle to get to grips with the controls.
 
Has there been any info/clarification on if the new slots being dished out are regular internal slots, or (ideally) a new type that allows the DC and SCA to be housed, but not yet more HRPs (for tanking)? (eg: Basically "Utility" slots if you will).
 
New players will use this systems to facilitate their entry into the game, but in time as they discover the game and what they can or cannot do, must probrably will remove this systems and get something else, cause a free slot is premium space for things u need, even if only a class 1 slot...

I for one was thinking of adding the new advanced dock computer, but as a new player i am getting into grips with the landings now and having second guess about what to use the slot for...
 
I think the exact opposite. People these days definitely like things easier. They want everything available at their fingertips and access to every piece of information in the game. You only have to look at people's reaction to this game over the years to see that, or look at things like the Assassin's Creed franchise which over the years has become so dumbed down that you barely need to think while playing it.



Because it is aimed at new players starting the game, who may otherwise struggle to get to grips with the controls.
But if they create something that is in theory a completely AI ship it’s going to be like a real world mass production line! Robots doing everything for us in game apart from us jumping to a different star system, buying goods and selecting a destination for the orbital cruise to direct its self to. It will become mundane and repetitive and much like the assassin creed games boring after a month of playing. Ever heard of red redemption 2? It features addictive realistic graphics and entertainment as well as it’s physics and playing system that makes it deliberately hard and is now one of the most popular games world wide, assassin creed built its franchise on a hard game and have now made it easier to play so the production of new ones is cheaper as less time and effort is needed to go into production. All I’m saying is creating a system that requires limited thinking from the person sat at the controls will most definitely enduce a boring play and also make it easier for people to farm money.

Edit: if the super cruise module was only as available in that small area or ring where new people can access that would be better I think but after they leave it breaks it’s self? That sounds like a better alternative to it being widely available
 

Attachments

  • 9AE10DBC-37C0-4BD0-829C-43BDDABFEF62.jpeg
    9AE10DBC-37C0-4BD0-829C-43BDDABFEF62.jpeg
    604.2 KB · Views: 133
Last edited:
I feel these new auto dock and cruise assist will make the game boring as things will be like a robot car, this will just bring laziness and make people bored of the game which in turn will most likely make people stop playing. These days people like hard games and making it to easy when it’s meant to be a realistic game is a big mistake personally.
Those modules are only included stock on the brand new freewinder so totally new accounts can get out of the station at least once before they rage quit and never come back. They will not be included on new ships for any CMDR with at least one rank to "Mostly ..." in either combat, trade or exploration.

I'm pretty sure the idea is that the new player will stick around long enough to find Outfitting and realise those modules are wasting space / mass. Everyone else gets +2 empty Class 1 optional module slots on every small ship and +1 empty Class 1 optional module slot on all medium and large ships.

We all have the choice of using them, or not, depending on the role of each vessel.
 

Ozric

Volunteer Moderator
But if they create something that is in theory a completely AI ship it’s going to be like a real world mass production line! Robots doing everything for us in game apart from us jumping to a different star system, buying goods and selecting a destination for the orbital cruise to direct its self to. It will become mundane and repetitive and much like the assassin creed games boring after a month of playing. Ever heard of red redemption 2? It features addictive realistic graphics and entertainment as well as it’s physics and playing system that makes it deliberately hard and is now one of the most popular games world wide, assassin creed built its franchise on a hard game and have now made it easier to play so the production of new ones is cheaper as less time and effort is needed to go into production. All I’m saying is creating a system that requires limited thinking from the person sat at the controls will most definitely enduce a boring play and also make it easier for people to farm money.
I've heard of RDR2 but I didn't play it, didn't really enjoy the first one to be honest. The new modules are not compulsory, they are there to help new players and players who struggle with the controls (either through lack of interest or physical impairment). I certainly won't be using any of them, I'm a racer :D I can't remember the last time I entered or exited a station without boosting, or headed towards my destination in SC not hovering between 4 and 5 seconds approach.

Sure some people will use them and then complain that the game is too easy or boring because of it, but that is their choice. I'm not a massive fan of over automation either, but I can see why these are being added.
 
I’m not going to buy the new player base will get used to it and then your have an array of people who can’t play without them

Agreed here, I used the docking computer when I first started, then got rid of it once I got more comfortable with the controls (and occasionally go back to using it if I'm on my laptop without decent controls). They new editions are very much quality of life additions which should make new players stick around long enough to get into the game, and then take the training wheels off once they know what they are doing. Cognitive load is a big issue for first time players in ED, this will hopefully help with that.
 
I’m not going to but the new player base will get used to it and then your have an array of people who can’t play without them

Resulting into what exactly?
Imho as long as someone has fun playing a game all is good no?
I don't care wether a player use the new autopilot thingamabobs or not, I have fun my way they have fun their way.
The new modules only add more options to the way you want to play, which is a good thing in my book.
 
Agreed here, I used the docking computer when I first started, then got rid of it once I got more comfortable with the controls (and occasionally go back to using it if I'm on my laptop without decent controls). They new editions are very much quality of life additions which should make new players stick around long enough to get into the game, and then take the training wheels off once they know what they are doing. Cognitive load is a big issue for first time players in ED, this will hopefully help with that.
True but there are training missions that deal with that, I myself hated the fact it took forever to dock but found it amusingly funny to watch my ship skid along the ground. I agree with everything you said here but they idea of a mindless drone player base appeals as much to me as a french snail dish.
 
Back
Top Bottom