ANNOUNCEMENT Community Update (22/10)

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sollisb

Banned
An example: Powerplay uses old combat zones as combat expansions. These can be farmed using away from keyboard turretboats. If FD used the new CZs they'd be almost immune to this. Loophole closed, plus an opportunity for PP NPCs to have scaled difficulty (for example 30 merits a kill in high intensity, 10 low).

Dunno.. Not a PPer.. But... I'd be inclined to leave CZs as are, other players not so suited use them for missions etc.. For PP, I'd add another mechanism or zone, again, with scaling difficulty, to allow for scaling returns in merits?
 

Viajero

Volunteer Moderator
Hmm.. Steam charts says differently... Down 15.5% over the past 30 days.. While I take on board Steamis not the be-and-end-all of metrics, it is still very indicative..

Even so this October will most likely be better than last year October. Ups and downs are the normal thing in between updates. If you look year on year this year seems to have on average a very similar concurrency than last, and slightly higher especially in the last 4-5 months. And the record instantaneous concurrency was achieved in Jan this year (or December) if memory serves.

At any rate it does not seem to be dropping in any significant or unusual way.
 
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Dunno.. Not a PPer.. But... I'd be inclined to leave CZs as are, other players not so suited use them for missions etc.. For PP, I'd add another mechanism or zone, again, with scaling difficulty, to allow for scaling returns in merits?

The problem is that players can have a wing of G5 turretboats with heal beams farm in a private group all day long and rack up colossal amounts of merits. PP NPCs in CZs have no engineering at all and can't scratch them.

With new CZs there is a win state that is an 'end' to that CZs life. If you log back in your position is random, and often outside the CZ. The downside would be that merits would be harder here to get, but a blend of both old and new would work in theory- that, and change how heal beams work to break the chain.
 
Dunno.. Not a PPer.. But... I'd be inclined to leave CZs as are, other players not so suited use them for missions etc.. For PP, I'd add another mechanism or zone, again, with scaling difficulty, to allow for scaling returns in merits?

The PP CZ are dull and unrewarding.
You get hard engineered enemies, like in a normal CZ, but no missions, no credits, no endgame.
Only an infinite spawn of enemies and 10 merits per kills. Dull.
Still i sometimes prefer to do this instead of loading a cutter with 750t of merits, 10 at a time with 4-5 clicks in between.

They could get upgraded to CZ mechanics. Not to a regular CZ tho, but a PP updated one, with updated chatter, missions and maybe a higher number of kills needed to win it.
Anyway, i guess a lot of bot / turretboat farmers will complain about it.
 
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I would think that's down to innefficiency of design, and probably limitation of the engine..

PP: Huge amount of resources and effort
CQC: A separate game really?
Multicrew: Limited by their engine and choice of networking. ie; rubbish
Codex: never use it so can't comment.
Galnet: Never use it so can't comment.

On the flip side, they did update mining, and to me it is much better. Even with the bugs. They updated exploration, ham-fisted approach, but it does work? They updated engineers, again ham-fisted but working 'ish..

In one foul swoop, I'd update this game with combat zones in systems (tiered res, high-res, haz-res (as they are) and add, dangerous and very dangerous (Those 2 having much tougher ships and not just be ammo wasters). I'd also remove the run-away mechanic. Then I'd add non-pvp to secure space and make anarchy PvP centric. I'd also remove the current crime and punishment and replace with something that makes sense to humans rather than muppets.

And none of the above would take 6 months in it's entirety to do.

EDIT: I'd also balance the combat and exploration returns to match mining returns. Doesn't make sense to be able to make .25 bn credits mining while you can barely make 10m per hour in combat res's.
Indeed. PP? Huge waste of resources. PP describes a god's-eye-view perspective: a strategy game in which pieces are moved on a board. But ED is supposed to be a world viewed from the ground up: you're just one pilot and your ship, in a vast, vast galaxy of many other pilots. You're basically one of the many pieces on the board, trying through your actions to influence how the god-characters moves all their other pieces. That clearly does not work and makes no sense whatsoever. And why should I even care who rules a certain sector of space? It makes no practical difference. PP should never have been introduced --it's again ED trying to be all things to everybody, and forgetting what it was supposed to be.

Meanwhile the obvious strategy element of the game, managing your ship, its resources and its crew are totally overlooked. This is why we are left with glaring omissions like: modules don't wear out over time. You don't have to stock, or run out of consumables. Crew don't get their own escape pods.

CQC? Fun, but could have been integrated in the game as a sports career path, not sort of bolted on the side. But again its addition feels like trying to be all things to everybody.

Galnet? A lot of cliche lore that doesn't paint a realistic, textured game world. Story lines that came from the reject bin of Game of Thrones.

High-sec systems should be safe: patrolled by well-armed police force with jump inhibitors which will destroy any griefer and make it impossible to dock at any of the stations in the system and other local high-sec systems. Low-sec anarchies are free-for-all, visit-at-your-own-risk systems. This would keep the game balanced for newbies and veterans alike. Doesn't need any artificial, world-breaking shenanigans like beginner systems that you cannot visit again once you leave.

It's just not thought out at all.
 
The PP CZ are dull and unrewarding.
You get hard engineered enemies, like in a normal CZ, but no missions, no credits, no endgame.
Only an infinite spawn of enemies and 10 merits per kills. Dull.
Still i sometimes prefer to do this instead of loading a cutter with 750t of merits, 10 at a time with 4-5 clicks in between.

They could get upgraded to CZ mechanics. Not to a regular CZ tho, but a PP updated one, with updated chatter, missions and maybe a higher number of kills needed to win it.
Anyway, i guess a lot of bot / turretboat farmers will complain about it.


I've disliked PP since it was introduced. Much like CQC it feels out of place. I think it's great for anyone who enjoys those parts of the game but I feel like both of those features should have been scrubbed with focus being solely placed on the piloting experience, together or alone. PP is just a confusing and forgettable addendum to the game.
 
I think we should all move over to Infinity: Battlescape. I hear the biggest problem with this game right now is low player numbers, but if the ED crowd were to switch over, that would no longer be an issue! Just think of it as a big CG :D

#EDexit
 
CQC should be loaned out to an outside developer, while FDev keep creative control, as a free app it would draw more people to the maingame if time was put into making it an actual standalone game, it could be really great, league tables, racing etc. Another sadly underused ED concept.

I'm afraid that's a dangerously optimistic view. The one thing those online PvP games need the most is players. I think there's currently too much competition already on the market and CQC/Arena would never be more than niche, which means the rest of the players would leave too. I'd rather see them try to make CQC more appealing to the Elite players instead of the "esports crowd".

I think we should all move over to Infinity: Battlescape. I hear the biggest problem with this game right now is low player numbers, but if the ED crowd were to switch over, that would no longer be an issue! Just think of it as a big CG :D

#EDexit

Oh no, you've just doomed that game. Every competitor that was rumored to "kill Elite" is either unfinished, had a disastrous launch or is already put to rest - the latest one being Hellion.
 
When I can't manage decorating job with the 'little' team I've put together I grab an extra couple of labourers, this usually happens when we hit unforeseen snags or when the customer wants something different and or more, especially if I'm gonna make a handy sum at the end of it, FDev should hire come casuals to bring them up to speed and get fixes in place, they'll also have an opportunity to keep some on if they prove useful.
Don't cut back on what you produce, hire staff to make it work... doing otherwise is bad management.
 
When I can't manage decorating job with the 'little' team I've put together I grab an extra couple of labourers, this usually happens when we hit unforeseen snags or when the customer wants something different and or more, especially if I'm gonna make a handy sum at the end of it, FDev should hire come casuals to bring them up to speed and get fixes in place, they'll also have an opportunity to keep some on if they prove useful.
Don't cut back on what you produce, hire staff to make it work... doing otherwise is bad management.

Brook's law says otherwise, rather consistently and often, when it comes to software management.

Brooks' law is an observation about software project management according to which "adding human resources to a late software project makes it later".
 
Good things will take a while (y)

and in the meantime, ...... (forgive me ... I'm having some fun here)

.... let the facts, debated facts, made up facts, my facts, un-substiantiated (I know, I didn't spell substantiated correctly there did i ? ) facts and all the other opinions, suggestions, made up stuff, passionate feedback, kudos posts, outrage, trolling, picky argumentative posts and all & sundry, keep this thread rolling down the tracks :)

More seriously, if no one really cared, this thread wouldn't be active would it. At the risk of being over positive, that's a for-sure good thing to take away here still (even-though it seems that all that can be said, has already been)

S!
 
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