Beta Closing Statement

So most of the things we did in preparation from the last beta towards the release could be thrown out of the window. Well :)

My prediction is that changing things constantly keep people playing / engineering things, which is good for gameplay and marketing reasons, and puts a load on us players to constantly monitor all changes and put relevant updates/engineered stuff on the ships.

This is time consuming for the people that want to find the "best builds" for their ships, while others just wait for them to complete the tests and use the "best" combination for their ships - until the next beta or updates to blueprints.

My personal idea would be to hide those changes behind a small storyline in Galnet. Something like "Engineer xy has been on a 1 week seminar "How to remove the flaw of the focus crystals" and found out XYZ for the N weapon". This would bring a new kind of gameplay into the game.

Actually there is a Galnet post about the changes to engineer commodities
 
thank you! this beta was great for me because it had some narrowed down targets, and wasn't mainly for me "to get a sneak preview of upcoming features" - i would really like FDEV to have more betas like this - testing features, adjusting numbers etc.
 
Hello Commanders!

As some of you may have noticed, we’ve decided to hold back on a couple of elements that we trialled in this beta: specifically changes to shield booster stacking diminishing returns, hull armour hardness increases for the “big three” ships (Anaconda, Federal Corvette and Imperial Cutter), and linking gimbal tracking angles to ship sensors.

Regarding the shield stacking and hull armour changes, we always said that this was very much an experiment that we were just as likely to back off from as go live with. The feedback we received for these changes was, in the round, extremely positive. But In the end, we felt that we didn’t get enough of it, or the time to finesse the changes further at this point to risk pulling the trigger on such a significant change.

We believe that it’s on the right track though, and we’re likely to look into it again in a future update, when we can add to the feedback we already have, and plan for more tweak time as part of the beta.

The reason we held off degrading gimbal weapons was because, again thanks to feedback, we felt that it was too blunt a tool to try and create better parity between fixed and gimbal weapons. The extra weight from upgrading sensors, and the general sentiment that the change made game play feel less appealing, lead us to hold off letting this change go through; it is certainly not our intention to entice players to consider fixed weapons by making gimbal weapons less fun.

We appreciate that the idea of linking the effectiveness of gimbals to sensors in some way is appealing, but we want to spend a little more time looking at options.

Finally, thank you again for all the feedback we received, it has been invaluable in shaping the results of this update and improving the game, we hope everyone can enjoy the results.

Please, pretty please, ugly please, put the idea of booster diminishing results under the rug and never, ever look at it again.

Do you understand what it takes to engineer such ships? I guess not. Do you understand such ships have major drawbacks? I guess not.

If you ever decide to introduce this stupid idea into live game, I expect a full reimbursement of all the materials and commodities it took me to engineer my heavy boosters.
 
Please, pretty please, ugly please, put the idea of booster diminishing results under the rug and never, ever look at it again.

Do you understand what it takes to engineer such ships? I guess not. Do you understand such ships have major drawbacks? I guess not.

If you ever decide to introduce this stupid idea into live game, I expect a full reimbursement of all the materials and commodities it took me to engineer my heavy boosters.
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Do you know who you are talking to? Guess not.
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That being said, did you test the changes in the beta? For almost everybody who actually was there and did testing liked the changes. Which makes it so astonishing for me, that they were not implemented in this patch. But alas, there also were a number of threads of people who never set foot into the beta, who "knew" that the changes were bad...
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Do you know who you are talking to? Guess not.
.
That being said, did you test the changes in the beta? For almost everybody who actually was there and did testing liked the changes. Which makes it so astonishing for me, that they were not implemented in this patch. But alas, there also were a number of threads of people who never set foot into the beta, who "knew" that the changes were bad...
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Yep, I am exactly on this mindset.
 
Hello Commanders!

As some of you may have noticed, we’ve decided to hold back on a couple of elements that we trialled in this beta: specifically changes to shield booster stacking diminishing returns, hull armour hardness increases for the “big three” ships (Anaconda, Federal Corvette and Imperial Cutter), and linking gimbal tracking angles to ship sensors.

Regarding the shield stacking and hull armour changes, we always said that this was very much an experiment that we were just as likely to back off from as go live with. The feedback we received for these changes was, in the round, extremely positive. But In the end, we felt that we didn’t get enough of it, or the time to finesse the changes further at this point to risk pulling the trigger on such a significant change.

We believe that it’s on the right track though, and we’re likely to look into it again in a future update, when we can add to the feedback we already have, and plan for more tweak time as part of the beta.

The reason we held off degrading gimbal weapons was because, again thanks to feedback, we felt that it was too blunt a tool to try and create better parity between fixed and gimbal weapons. The extra weight from upgrading sensors, and the general sentiment that the change made game play feel less appealing, lead us to hold off letting this change go through; it is certainly not our intention to entice players to consider fixed weapons by making gimbal weapons less fun.

We appreciate that the idea of linking the effectiveness of gimbals to sensors in some way is appealing, but we want to spend a little more time looking at options.

Finally, thank you again for all the feedback we received, it has been invaluable in shaping the results of this update and improving the game, we hope everyone can enjoy the results.

Thanks for the heads up. Some points to consider:

* Linking gimbals to sensors is a great idea, the problem is really only how the mass and power draw of higher rated sensors goes up. It becomes really, really ridiculous when your sensors on (for example) an Anaconda weigh a whopping 160 tons! (Even the 64 tons of D-rated sensors is extreme.)

* Shield booster stacking diminishing returns is also a great idea, but I think this line of change should be followed on its own, without the hardness changes. The current hardness mechanics already feel rather arbitrarily punishing for smaller weapons, and expanding on that pushed the "meta" even more towards the largest ships, to the point where you may very well end up with what I call the "Freelancer Syndrome". In the game Freelancer, players could fly any of a dozens of ships, but the balance was such that eventually, out of all those ships, only 3 remained as actually viable and so utterly superior to all others that you have essentially lose a fight automatically against one of the 3 if you fly something else.

* More generally speaking, don't try too much at the same time, and don't package too many balance changes together in a "everything or nothing" way.

Therefore, I suggest the following, smaller steps for the next update:

* Re-introduce gimbal arc scaling with the sensor quality, but reduce all sensor masses to 25% of their current values (e.g. the aforementioned 160 tons become 40, 64 tons become 16 etc.). Do not yet touch the maximum gimbal arc for now, just make it so you need A-rated sensors for the current arc you see in the live game.

* Re-introduce the shield booster stacking diminishing returns on its own, without the hull hardness changes. Also consider setting the cap a bit higher, for example 100% instead of 80%, as a compromise.

* Consider a new item, a "shield regeneration booster" which instead of increasing the shield capacity, only increases the shield regeneration rate. With this, large ships hit by the diminishing returns have the option to replace some of their current shield boosters with some extra regeneration.
 
Hello Commanders!

As some of you may have noticed, we’ve decided to hold back on a couple of elements that we trialled in this beta: specifically changes to shield booster stacking diminishing returns, hull armour hardness increases for the “big three” ships (Anaconda, Federal Corvette and Imperial Cutter), and linking gimbal tracking angles to ship sensors.

Regarding the shield stacking and hull armour changes, we always said that this was very much an experiment that we were just as likely to back off from as go live with. The feedback we received for these changes was, in the round, extremely positive. But In the end, we felt that we didn’t get enough of it, or the time to finesse the changes further at this point to risk pulling the trigger on such a significant change.

We believe that it’s on the right track though, and we’re likely to look into it again in a future update, when we can add to the feedback we already have, and plan for more tweak time as part of the beta.

The reason we held off degrading gimbal weapons was because, again thanks to feedback, we felt that it was too blunt a tool to try and create better parity between fixed and gimbal weapons. The extra weight from upgrading sensors, and the general sentiment that the change made game play feel less appealing, lead us to hold off letting this change go through; it is certainly not our intention to entice players to consider fixed weapons by making gimbal weapons less fun.

We appreciate that the idea of linking the effectiveness of gimbals to sensors in some way is appealing, but we want to spend a little more time looking at options.

Finally, thank you again for all the feedback we received, it has been invaluable in shaping the results of this update and improving the game, we hope everyone can enjoy the results.


Howdy Sandy. Any hints as to when we can expect to see the 2.3 Beta? ;)
 
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Do you know who you are talking to? Guess not.
.
That being said, did you test the changes in the beta? For almost everybody who actually was there and did testing liked the changes. Which makes it so astonishing for me, that they were not implemented in this patch. But alas, there also were a number of threads of people who never set foot into the beta, who "knew" that the changes were bad...
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Yes, I did test these changes. And as a PVE-only player, I never liked these (why would I?). Sorry, but I do not want to give up my engineered shields in favor of very vocal PVP minority. At least not wothout proper compensation.
 
Please, pretty please, ugly please, put the idea of booster diminishing results under the rug and never, ever look at it again.

Do you understand what it takes to engineer such ships? ...
give up on this please, shield defences like are now will be reduced one way or another in the future (100% assured). I'm not fan for this (having some own reasons) but from overall game perspective is request for boosters stacking absolutely legitimate. Personally I hope they will introduce some other things (like C&P) in time when this change will be applied to live game.

@Sandro: thx for this summary and work on improving ED.
 
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Hi Sandro.

Given that the changes to PAs in live compared to beta (25% nerf vs resistance stacked targets) were largely based on feedback from Beta where stacking resistances instead of maxing shields was the only viable option, could you see this change reversing?
 
Both those changes are very appealing to make ED combat more interesting and "right", but it is good to take sweet time to chew on this - so you can get it right for first time when making it live.

Thank you Sandro for doing this beta and huge thumbs up. Can be there beta where you explore some minor or major improvements to other gameplay elements - like trading, etc?
 
give up on this please, shield defences like are now will be reduced one way or another in the future (100% assured). I'm not fan for this (having some own reasons) but from overall game perspective is request for boosters stacking absolutely legitimate. Personally I hope they will introduce some other things (like C&P) in time when this change will be applied to live game.

@Sandro: thx for this summary and work on improving ED.

Or they may give PVPers some means to deal with fat shields. Special effects for weapons that increase damage to shields or something similar. Booster stacking is a PVP-exclusive problem, but FD tried to solve it in a way that affects all the players, not only PVPers.
 
Sandro - is the TORPEDO Piercing fixed?????????????? Otherwise it's not worth to play this game in OPEN (without heavy mods and hundred of hours grind)

Shield Piercing and insta kill the Shield Gen is nonsense Check 00:33 of the 1st video for example

.......
.................

[video=youtube_share;-ks_yAJ9juk]https://youtu.be/-ks_yAJ9juk[/video]

or this here


[video=youtube_share;x50zpf_iAnY]https://youtu.be/x50zpf_iAnY[/video]
 
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It was one of the best patches to date, I'm extremely satisfied with the changes you made for hulls, module protections and plasma/cannons.
Pretty much all my network problems are now fixed, wings work 100% and everything runs smooth as silk.

Catch you guys for 2.3
 
Awesome changes! Thank you! Any chance those of us who spent countless hours allocating commodities for engineers might get thrown a bone? Say a free skin or something?? Thanks!
 
Sandro, not going through with the shield booster changes was an incredibly dumb decision, especially in conjunction with actually increasing shield regeneration.

Instead of making godships slightly weaker, you've made them even more rediculous. PvE is a joke at the moment in the big ships.
 
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Comander Sandro .... I appreciate the feedback and explanation. I enjoyed the extended experimentation time that the Beta offered over the holiday period when more in-game time was available to me.

If I may offer one criticism of the Beta, it is that you tried to inject too many variables at once. Hence (probably) you don't have enough data for the shield changes.

Better to test the weapons mods first, to see how they improve or diminish game-play quality, then in another beta test defensive equipment and strategies, such as shields, etc.

Personally, I found it very difficult to offer constructive comment on the changes when so much was changing at once.
 
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