ANNOUNCEMENT Community Update (22/10)

Status
Thread Closed: Not open for further replies.
Glad they're finally working on bugs in game, some of them have been around far too long. If i can make one request and it's not really a bug but is there any chance the time it takes to scan a planet using fss can be reduced? 30 seconds doesn't seem like much but when you're an explorer 30 seconds per body feels like an eternity, not asking for it to be rapid but getting it down to 15-20 would be great.
 
Glad they're finally working on bugs in game, some of them have been around far too long. If i can make one request and it's not really a bug but is there any chance the time it takes to scan a planet using fss can be reduced? 30 seconds doesn't seem like much but when you're an explorer 30 seconds per body feels like an eternity, not asking for it to be rapid but getting it down to 15-20 would be great.
It appears to be framerate tied - which is odd. My FSS scan time for Geo/Bio averages only 6 seconds (I timed it) - but I do have an average framerate of 300FPS in the FSS screen...
 
I really, really, really hope this includes some balance work, too. I love(d) this game to death and sank countless hours into it, but ultimately just got so frustrated and disappointed with the balance issues that I had to leave. I just couldn't enjoy the game anymore when the foundation was so severely screwed up.

Defensive modules (SCBs, hull reinforcement, etc.) eealy need to not be allowed in standard internal slots. As long as defensive modules are competing for space with all of the other modules needed to interact with the game's content, there will always be a monumental divide between the players going about their business generally trying to engage with / immerse themselves in the world, and players that are only interested in fighting / killing other ships. Making defensive modules military-slot-only, and making sure all ships have at least a few military slots to compensate, would make an enormous difference on unifying the playerbase (at least when it comes to builds, and ship capabilities). It would also help immensely in the challenge of trying to balance player power levels vs. NPCs by narrowing the range of possible survivability levels of player ships.

Engineering is a mess, too, but I'm not sure of how practical it would be to fix at this point. It has always needed to be more about customization, specialization, and side-grading, rather than the absolutely ENORMOUS raw power increase it offers now. Your choice to grandfather old weapons with the big engineering rework however makes me think it's very unlikely you have any desire to ever rectify this issue though, so I'm not holding my breath.

And finally, the systematic demphasis and practical removal of the "blue zone" system with flight is probably the saddest development. The fundamental choice of getting either maximum speed OR maximum maneuverablity, but never both, was the thing that really set Elite: Dangerous' flight system apart. It's what really made me fall in love with the game- the way it felt to fly. Boosting has always allowed you to temporarily ignore that system, but it used to be something you could only do occasionally, and at significant cost. Between engineering, and ships getting released with more and more boosting ability even with factory-spec A-rated stuff (yet more and more floatiness) has changed this, though. Boosting constantly is the norm, which means ignoring the blue zone constantly is the norm. Instead of needing to carefully manage your velocity and engine power, it's all about ping-ponging around, twitch aim with FA-off, and slapping away at massive health pools. I see people refer to actually needing to deal with the blue zone mechanic in the brief moments where they're not boosting refer to it as "stalling". It makes me sad. The soul is gone. All the other balance issues undermine the game heavily, but killing the soul of the flying itself is the thing that ultimately drove the final nail in the coffin of my fun in the game.

Very good post.
 
...not particularly happy about this new.

However, it will be 2 years without any big contents like Horizon was the big one.

If I can suggest you a like QoL for the beginner ... as this is the point of your previous update...make the live a better experience for the new comers ...

The current states of the Engineer is quite depreciate. Ok, you can collect components trough the game and the mission board (which is what I really like in your previous QoL passes), you can detect High Emission signal quite easily which the new explorer tools but, the invitation and the unlock processes are still a big mess and let most players in front of a big wall.

I have endured this the hard way, I did my engineers without all your QoL...and I suffered all. I didn't unlock the last few engineers 20.000yl from SOL ... but anyway, I would not wish to anybody to endure what I had to even my best enemy. For a simple and easy reason. I don't want them to leave this game I really love.

Beside, you have the unlock path which can be really frustrative ...you need to unlock X engineers to get the Y you want.

My suggestion is easy. Send the invitation to all players from all engineers. Delete the unlock path or tree.
Then, let all players docks to the desired engineer base and put a mission board on them base with an engineer reputation as reward.

Let them play the style they want to make the engineer funny and accessible. But do not panic, there is another wall behind the guardian and human modules. I didn't say it will be too much easy for beginner hihi ^^

Anyway, appointment taken for next year then :)

best regards
Crash
 

sollisb

Banned
I really, really, really hope this includes some balance work, too. I love(d) this game to death and sank countless hours into it, but ultimately just got so frustrated and disappointed with the balance issues that I had to leave. I just couldn't enjoy the game anymore when the foundation was so severely screwed up.

Defensive modules (SCBs, hull reinforcement, etc.) eealy need to not be allowed in standard internal slots. As long as defensive modules are competing for space with all of the other modules needed to interact with the game's content, there will always be a monumental divide between the players going about their business generally trying to engage with / immerse themselves in the world, and players that are only interested in fighting / killing other ships. Making defensive modules military-slot-only, and making sure all ships have at least a few military slots to compensate, would make an enormous difference on unifying the playerbase (at least when it comes to builds, and ship capabilities). It would also help immensely in the challenge of trying to balance player power levels vs. NPCs by narrowing the range of possible survivability levels of player ships.

Engineering is a mess, too, but I'm not sure of how practical it would be to fix at this point. It has always needed to be more about customization, specialization, and side-grading, rather than the absolutely ENORMOUS raw power increase it offers now. Your choice to grandfather old weapons with the big engineering rework however makes me think it's very unlikely you have any desire to ever rectify this issue though, so I'm not holding my breath.

And finally, the systematic demphasis and practical removal of the "blue zone" system with flight is probably the saddest development. The fundamental choice of getting either maximum speed OR maximum maneuverablity, but never both, was the thing that really set Elite: Dangerous' flight system apart. It's what really made me fall in love with the game- the way it felt to fly. Boosting has always allowed you to temporarily ignore that system, but it used to be something you could only do occasionally, and at significant cost. Between engineering, and ships getting released with more and more boosting ability even with factory-spec A-rated stuff (yet more and more floatiness) has changed this, though. Boosting constantly is the norm, which means ignoring the blue zone constantly is the norm. Instead of needing to carefully manage your velocity and engine power, it's all about ping-ponging around, twitch aim with FA-off, and slapping away at massive health pools. I see people refer to actually needing to deal with the blue zone mechanic in the brief moments where they're not boosting refer to it as "stalling". It makes me sad. The soul is gone. All the other balance issues undermine the game heavily, but killing the soul of the flying itself is the thing that ultimately drove the final nail in the coffin of my fun in the game.

Not that most of this makes sense to me...

Slots... If they make them military only, then I'd expect military type ships to have more of them than more civilian/mining/passenger type ships. Which really accomplished nothing.. How do you know it would 'unify' the playerbase? I see no problem for example..

The blue-zone... Again, not sure what you want here. We should regress back to the 'old' days? if players wanna boost, well that's their choice? or do want to force you way of playing on them? I still think the flight model is excellent, so, again, you're not speaking for me.
 
Not that most of this makes sense to me...

Slots... If they make them military only, then I'd expect military type ships to have more of them than more civilian/mining/passenger type ships. Which really accomplished nothing.. How do you know it would 'unify' the playerbase? I see no problem for example..

The blue-zone... Again, not sure what you want here. We should regress back to the 'old' days? if players wanna boost, well that's their choice? or do want to force you way of playing on them? I still think the flight model is excellent, so, again, you're not speaking for me.
The slots could easily change name from military slots to defensive slots. Combat ships would still tend to have more of them, yes, but that's not the problem. The problem when two ships of the same model are horrifically mis-matched because one person has various modules needed to engage with the have world (cargo, srv, limpets, etc), while the other person has stuffed every slot with SCBs, Hill reinforcement, etc.

This causes problems even in a strictly PvE context, too: consider the enormous range of health a given ship can have, everywhere from stock, A-rated, engineered, to fully-stuffed with defensive modules. FDev has to balanced their PvE encounter difficulty around that huge range of health. What might be a legitimate threat to one Anaconda is a totally and completely trivial annoyance to another.

Restricting defensive modules to military slots only (or whatever you want to name them) would mean
1) Ships would have a far more predictable amount of health, giving FDev far more control over balancing the defensive capabilities of a ship, and make it far more practical to tune NPC threats
2) A ship can be fully capable of putting up a fight, without needing to sacrifice their ability to engage with the rest of the content in E:D. PvE players wouldn't be at a massive health disadvantage to a PvP attacker. The only difference between fighting an NPC, PvE player, and a PvP player would be the pilot.

As for the blue zone, there is no choice. When your opponent is spamming away their boost, the only way you can hope to stand a chance is to do the same. When something offers a massive advantage with effectively no cost, there is only the illusion of choice. You may find endless jousting, ping-pong, fa-off twitch aim action appealing, but I do not.
 
It appears to be framerate tied - which is odd. My FSS scan time for Geo/Bio averages only 6 seconds (I timed it) - but I do have an average framerate of 300FPS in the FSS screen...
yeah I noticed its pretty quick when the bodies in system have been discovered/scanned by someone before me but if they're undiscovered systems scanning bodies takes longer. Just tested my theory and i Don't think it's to do with framerate although I'm no expert
 
yeah I noticed its pretty quick when the bodies in system have been discovered/scanned by someone before me but if they're undiscovered systems scanning bodies takes longer. Just tested my theory and i Don't think it's to do with framerate although I'm no expert
This is in virgin systems near Colonia...
 
I really, really, really hope this includes some balance work, too. I love(d) this game to death and sank countless hours into it, but ultimately just got so frustrated and disappointed with the balance issues that I had to leave. I just couldn't enjoy the game anymore when the foundation was so severely screwed up.

Defensive modules (SCBs, hull reinforcement, etc.) eealy need to not be allowed in standard internal slots. As long as defensive modules are competing for space with all of the other modules needed to interact with the game's content, there will always be a monumental divide between the players going about their business generally trying to engage with / immerse themselves in the world, and players that are only interested in fighting / killing other ships. Making defensive modules military-slot-only, and making sure all ships have at least a few military slots to compensate, would make an enormous difference on unifying the playerbase (at least when it comes to builds, and ship capabilities). It would also help immensely in the challenge of trying to balance player power levels vs. NPCs by narrowing the range of possible survivability levels of player ships.

Engineering is a mess, too, but I'm not sure of how practical it would be to fix at this point. It has always needed to be more about customization, specialization, and side-grading, rather than the absolutely ENORMOUS raw power increase it offers now. Your choice to grandfather old weapons with the big engineering rework however makes me think it's very unlikely you have any desire to ever rectify this issue though, so I'm not holding my breath.

And finally, the systematic demphasis and practical removal of the "blue zone" system with flight is probably the saddest development. The fundamental choice of getting either maximum speed OR maximum maneuverablity, but never both, was the thing that really set Elite: Dangerous' flight system apart. It's what really made me fall in love with the game- the way it felt to fly. Boosting has always allowed you to temporarily ignore that system, but it used to be something you could only do occasionally, and at significant cost. Between engineering, and ships getting released with more and more boosting ability even with factory-spec A-rated stuff (yet more and more floatiness) has changed this, though. Boosting constantly is the norm, which means ignoring the blue zone constantly is the norm. Instead of needing to carefully manage your velocity and engine power, it's all about ping-ponging around, twitch aim with FA-off, and slapping away at massive health pools. I see people refer to actually needing to deal with the blue zone mechanic in the brief moments where they're not boosting refer to it as "stalling". It makes me sad. The soul is gone. All the other balance issues undermine the game heavily, but killing the soul of the flying itself is the thing that ultimately drove the final nail in the coffin of my fun in the game.

Spot on.

Also it seems that i'm not the only one that thinks military modules belongs only to military slots.
And i also thought that the Drag change in April, the one that disabled boost for a certain amount of time was also good for breaking up the FA Off / Boost ballet, at least until a better counter to perma boost is introduced.
 
Spot on.

Also it seems that i'm not the only one that thinks military modules belongs only to military slots.
And i also thought that the Drag change in April, the one that disabled boost for a certain amount of time was also good for breaking up the FA Off / Boost ballet, at least until a better counter to perma boost is introduced.
Yes, but that same Drag change would have also permitted prey to escape the arena also, and that would be dreadful, wouldn't it?
I actuall tried it on the one day it was in-game, against some NPC prey of my own, it was brilliant!
A great shame it was nerfed. Another 'brilliant' community driven idea...
 
well i hope so
to much is left to be fxt

btw to be honnest i am not gonna buy anything untill things are fxt
i just cannot trust FD anymore they disapointed me over and over again with the updates and bugs and the promisses
again no fleetcarrier its a farce majeur that FC and ofcourse expected by many cmdrs


This is a joke i presume ? Some Players ? Come on man change that to the majority of players
You do assume a lot. I, for one, am perfectly happy about FDEVs new mission statement. I'd rather have a game that worked as opposed to one that had 'new toys' but very little stability. I have a lot of respect for the hardcore SC fans. Some may say they've put up with a lot for their hobby. One can safely say, with evidence to compare and contrast with, that Elite Dangerous can hardly be considered in the same breath as SC for the 'troubled game' award. Let us try to have a little more balance, please.
 
Yes, but that same Drag change would have also permitted prey to escape the arena also, and that would be dreadful, wouldn't it?
I actuall tried it on the one day it was in-game, against some NPC prey of my own, it was brilliant!
A great shame it was nerfed. Another 'brilliant' community driven idea...
I think the problem was that the effect was too powerful. After the update, you'd have to have drag packhounds, or be at serious disadvantage. So it would have been everybody spamming the effect, or agree to have a duel not using them. In those other kinds of pvp interactions, the situation would have been even worse. The problem is fdev has done very little balancing to game mechanics, and instead there are higher stats on everything and power distributors that spew out plasma and boosts like crazy. There is too little cost to boost and shoot all the time in ships that have crazy amounts of defensive plasma around them.
 
the drag effects are good and gives a better change in fights specially against the FDL plasma boats
the plasma's are doing just a litle bit to much overall dammidge atm specially in combination with skilled FA of pilots but they should leave it like that
some other weapons could use a litle pimp up to encounter those effects and give opponents with less skill in FA off and M&KB a better fight experience
and some other fxes in weapons would not be bad
so lets wait what the future will bring us and hopefully they will start thinking now about better bug fxing and not let it ride
 
You do assume a lot. I, for one, am perfectly happy about FDEVs new mission statement. I'd rather have a game that worked as opposed to one that had 'new toys' but very little stability. I have a lot of respect for the hardcore SC fans. Some may say they've put up with a lot for their hobby. One can safely say, with evidence to compare and contrast with, that Elite Dangerous can hardly be considered in the same breath as SC for the 'troubled game' award. Let us try to have a little more balance, please.
My meds are making me grab anything for balance. :(
 
I miss the early years following this game (excited for updates and new features), it used to be special...

Now... not so much. 🔥

FDEV, you need to hire (or retain) better and more passionate people.
Yesterday I saw on Twitter a message from Will Flanagan that he was looking for a new community manager.
Was he also going to leave fd?
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom