News Content Recap: Beyond - Chapter Four Livestream - Background Simulation and Scenarios

And how do you know they are trying to do that? That disruption that player causes is what makes the BGS dynamic. By trying to remove that person you rob yourself of PvE gameplay which is what the BGS is all about.

Your methods are wrong. Simple.

Those people who influence the BGS whether accidently or deliberately is what generates the gameplay. If you remove that option it will end up being a PvP ganking ground where the BGS will hardly move. It would destroy the very nature of the BGS.

The BGS is not and still is not after the new version bits meant to be a PvP battleground. If someone is negatively influencing your faction, do BGS stuff that does the opposite. You can't go around and murder people when they are not breaking the law. You have to use legal means to combat them.

What do you mean how do you know? Its like you've never done any of this stuff at all. But arguing against it. Trust me, you'll know.
 
You mean if she'd instead of asking you to fetch something and bring it back, she'd instead asked you to escort her to a neighbouring system, and then escort her in normal space through an asteroid field to another ship she was meeting up with. And during this flight through the asteroid field she came under attack from some other ships? And on arriving at the other ship, you had to protect them both while they exited the asteroid field etc etc...

Or, if she'd asked you to help assaulting an enemy asteroid base (akin to attacking a megaship), where, when you arrived, she and a couple of other ships then became an NPC wing you could give basic commands to (attack this/defend that)?


You basically mean gameplay more akin to the depth of gameplay on offer even in 1998?


Yes the BGS and Scenario improvements are nice, but so much of it is such small steps in questionable directions.

Yes.
 
The new FSS for one...and USS 'scenarios' for another.

There is nothing stand-alone about them. Sure they are mini-game, but they are all connected. Show me a game that does not have mini-games unless they are extremely basic like pong, pac-man and space invaders. Maybe ED should be like them. Would that make it better for you?

Games like ED and most modern games are chocked full of mini-games.
 
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Adam, can you say that you will use NPC comms interface for more than scenarios? Will it be available to other parts of the game where you need to communicate choices clearly than just dropping cargo?

Nice catch on that one Commander! A nice way to enhance our "relations" with the overall NPC's in a more versatile fashion.
 
Nice catch on that one Commander! A nice way to enhance our "relations" with the overall NPC's in a more versatile fashion.

Another possible role for NPC comms is to make NPC pilots potential "signposts" towards the next step in more difficult/complex types of missions-like tracking down an assassination target who is not where he was expected to be.
 
I was wondering about this too... Someone mentioned you can go to the system's Nav Beacon to achieve the same?

It was me. And could you stop this please? All we know that there is no better game designer in the world than you, but in this case you look ridiculous. For the first time in ED history it seems that FD’s game designers have looked through the eyes of the players. Their point of view is not how to put the next placeholder, but how available placeholders could be played. With available resources and time they have created much more than I’ve expected from this team. Have some respect and modesty.
 
Thanks Frontier! The new actions for BGS look great! Can't wait. Everything looks to make the game seem more alive. Keep up the good work!
 
Totally! The food scenario really bothered me actually and you could see that reflected in the chat. Everyone was basically saying "why on earth would I randomly be carrying food?". In other words, of course it would be a case of "I don't have any right now but sit tight and I'll be back in 5 minutes". The fact that picking the "I don't have any" answer was basically the "sorry pal, I'm going to leave you here to starve" response was horrible. I felt the same about the scenario leaked by pcgamesn. I hated the fact that saying no to the request for help by the megaship automatically had the pirates saying "great, we're glad you're on our side" ... "woh! no no no, that's not what I meant at all!". FD really need to make these scenario interactions be more than binary choice options.

Don't get me wrong, I'm loving the update generally but yeah, I do have a bit of a problem with this aspect.

You should be able to focus away from the panel and just not respond, allowing you a third choice of not getting involved.

I'm sorry, but that does not feel right in terms of interaction AT ALL. You're being asked to respond and the only way to get something they don't have and come back is to maintain radio silence? That's more of a "screw you" response.

Meanwhile actually responding and admitting you don't have it closes it off forever? Why should that be the "screw you" answer?

You really need an "I'll be back" option.
 
Agree with the sentiment that there needs to be a third option, "Wait. Coming back" that perhaps even extends the timeout on the USS. Few commanders (or more likely no one) carry food, fuel limpets, or repair limpets in all their ships at all times just in case they would encounter someone in need. Most likely, every single encounter will be the first choice of "Wait, I'll go and get what I need to help you."

On a different note, I hope the pirates will have voices too now, and threaten over comm instead. NPC voices is a really nice update, btw. Love it.
 
.....

You basically mean gameplay more akin to the depth of gameplay on offer even in 1998?

You basically mean gameplay more akin to pew pew?



It's great that FDev are adding -some- non-pew-pew; it'd be great if they -also- added escort missions etc, but let's not turn *everything* into pew-pew. Please?
 
It was me. And could you stop this please? All we know that there is no better game designer in the world than you, but in this case you look ridiculous. For the first time in ED history it seems that FD’s game designers have looked through the eyes of the players. Their point of view is not how to put the next placeholder, but how available placeholders could be played. With available resources and time they have created much more than I’ve expected from this team. Have some respect and modesty.
So someone asked how they could locate USS in a system (without a discovery scanner etc). I mentioned your comment (if it was yours?), that it seems likely Nav Beacons can provide this (which is good!). And now I'm public enemy number one.

O...K...
 
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Or all ships should have a basic limpet to do basic delivery/collection as standard.

For some reason fdevs really like to nerf hammer basic interaction gameplay for the sake of what they perceive as balance. As if having a limpet module all-in-one with the functionality of several limpet controllers we currently have in the live servers would be way too much fun for us, too much interaction.

It's like I'm playing WoW and when I want to swap from Protection paladin to Holy paladin I have to go back to stormwind every single time no matter hwo far from the capital I am, otherwise basic progression remains locked by artificial design decisions and I have to ignore content along the way.

I'm sure they're working on limpet racks, which is like applying a bad looking band aid on a structural crack on the wall and call it a day. Infinite (or reusable) limpets and a radial menu in order to let me choose which function they should have, that's the fix to having FOURTEEN different limpet controllers ingame fdevs :)
 
Agree with the sentiment that there needs to be a third option, "Wait. Coming back" that perhaps even extends the timeout on the USS. Few commanders (or more likely no one) carry food, fuel limpets, or repair limpets in all their ships at all times just in case they would encounter someone in need. Most likely, every single encounter will be the first choice of "Wait, I'll go and get what I need to help you."

On a different note, I hope the pirates will have voices too now, and threaten over comm instead. NPC voices is a really nice update, btw. Love it.

Or have generic simple "tools" available to participate in gameplay more often, instead of restricting it. eg: Who generally carries around a fuel limpet with them? Who would take the time to leave such a Distress Signal to refit and come back?

Now, if we have basic tools such as a super simple limpet so gameplay wasn't needlessly off-limit? And more gameplay options became available. ie: Now everyone can supply fuel in an emergency, at least to a basic level...

Or other mechanics were put in place such as ship-to-ship docking to facilitate all manner of swapping of fuel, cargo and materials, & mission collections/drop offs, this could help mean more gameplay is accessible.




For some reason fdevs really like to nerf hammer basic interaction gameplay for the sake of what they perceive as balance. As if having a limpet module all-in-one with the functionality of several limpet controllers we currently have in the live servers would be way too much fun for us, too much interaction.

It's like I'm playing WoW and when I want to swap from Protection paladin to Holy paladin I have to go back to stormwind every single time no matter hwo far from the capital I am, otherwise basic progression remains locked by artificial design decisions and I have to ignore content along the way.

I'm sure they're working on limpet racks, which is like applying a bad looking band aid on a structural crack on the wall and call it a day. Infinite (or reusable) limpets and a radial menu in order to let me choose which function they should have, that's the fix to having FOURTEEN different limpet controllers ingame fdevs :)
I've always seen an option to dock one ship to another as potentially a nice means of addressing a lot of these issues. It would allow all manner of things to be swapped and traded. And even lead to emergent gameplay.

Let's assume Hotspots are all I hope they are. Let's say you find one, and don't want to mine it yourself so give it's location to the Rock Rats. They go off and mine it, and rake in a nice profit from mining it clean. One of them then agrees a time to dock with you and fills up your cargo hold with 200t of Palladium as payment...

Collectin 200t of floating Palladium cargo is painful and fraught with issues. Docking ship to ship, and using a simple interface to move X to ship Y when both parties agree, hopefully less so ;)


And the notion of having to deliver some questionable goods to a ships lurking in an asteroid field somewhere, by docking up with them, just sounds fun :)
 
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For some reason fdevs really like to nerf hammer basic interaction gameplay for the sake of what they perceive as balance. As if having a limpet module all-in-one with the functionality of several limpet controllers we currently have in the live servers would be way too much fun for us, too much interaction. [...]
I'm sure they're working on limpet racks, which is like applying a bad looking band aid on a structural crack on the wall and call it a day.

The only difference between a 'limpet rack', which combines multiple limpet types into one module, and your solution, which combines multiple limpet types into one module, is that you want everything for everyone always. While there are currently too many types, there is nothing wrong with having to spec your ship for the function you want. So a pirate should be able to put all pirate-limpets into one module, a miner all mining-limpets etc. Prospecting or hatch breaking isn't 'basic gameplay', it is specialized gear for specialized ships.
 
So far I love the proposed changes. Although I still have a lot of questions about wars and other things. I really hope playing all of this will help to clarify everything.

I read a lot of people posting about a prolonging a Assistance Requested Scenario with a third option. I would like to add, that certain Scenarios like food request are part of a famine and FDev probably targeted those at BGS workers to help combat the state, by playing food patrol. But yes having a "BRB" response would be good even if "Accept" would do the same, if you are missing the requested stuff.

For those worried about the short timers. I think they said earlier, not on stream though, that Distance to the entry point, would increase timer. But yeah for all Scenarios, that canno't be resolved immediately, but are not super dangerous(like a pirate attack), there should be the option to prolong one USS at the time(so people don't just spam their instance full of them), by telling the NPC to wait.
 
So someone asked how they could locate USS in a system (without a discovery scanner etc). I mentioned your comment (if it was yours?), that it seems likely Nav Beacons can provide this (which is good!). And now I'm public enemy number one.

O...K...
Well, I like your idea. It makes perfect sense. If the scan can locate all USS in a system, then I don't see a problem the nav beacon could provide the same info in the case of ships specialized for bubble missions not carrying the scanner.
 
Well, I like your idea. It makes perfect sense. If the scan can locate all USS in a system, then I don't see a problem the nav beacon could provide the same info in the case of ships specialized for bubble missions not carrying the scanner.

It's not my idea... It's sort of existing gameplay and I believe "Marcus Tullius" suggested it's now just utilised in the new mechanics? - Scan a Nav Beacon and you now know the same as the FSS would give you.

It makes sense, but I must admit having some sympathy now for many folks suggesting that now a Discovery Scanner (in particular its FSS) is now almost a required module? ie: It's far easier than going all the way to a Nav Beacon to find USS of interest.

Guess we'll see...
 
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