News Elite: Dangerous Powerplay 1.3 Beta Incoming (changelog)

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Try to be less trolly, please. I don't mind the change _if_ it comes with the ability to store modules. Just like Cargo marking in 1.2 should not and did not come without some way to get around it.

Trolly? Yeah I think people are whining about nothing thus I'm a troll. Ok

of all the great things in 1.3 what do people make the most fuss off.. A 10% addition that should have really been added a year ago. :p
 
Wow! Much patch. Changes impress. Most powerplay.

5 mins to finish download... and i have to go out soon! Gods! Why do you mock me so????
 
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- Apply 10% price penalty when selling modules


Here's another idea thrown out there...

Any final sale price of a piece of equipment is far more dynamic that either "100%" or "90%" of original value. Instead, it depends on its "flight time in use".


If that's too complicated, then this:

If you buy a piece of equipment but don't actually take off and use it, you get your money back, no questions asked. Allows us to play mix-and-match in "outfitting" without penalty. Once we launch, the outfitters draw a line under those items sold... deal is done.
That's what I pay a multi-million integrity repair bill for.

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Trolly? Yeah I think people are whining about nothing thus I'm a troll. Ok

of all the great things in 1.3 what do people make the most fuss off.. A 10% addition that should have really been added a year ago. :p
Calling people who disagree with you 'whiners' is pretty much unacceptable.
 
Torpedo's explode a little more prominently as befit their esteem. - Yay!

Increase mark up when selling illegal goods in black markets - Double yay!
 
I am genuinely baffled by the volume of people that have latched on to one line in that huge changelog and shouting about how negative it is.

10% loss on sale of modules just makes sense. Think about ANY other game that has some kind of store to buy armour, weapons etc, every one you buy at (for the sake of illustration) 1000Cr, if you choose to sell they'll give you 800Cr, you can then re-buy it for the 800Cr you just sold it for if you change your mind.

To my understanding, the system as it stands after 1.3 still allows you to buy back a module even after you leave the station, provided you don't jump away.

10% loss on used modules is very acceptable and a mechanic that should have been introduced sooner IMHO, as it always felt "cheaty" to me to be able to sell a used component for abolsutely no loss.

in regards to storing modules, I'm not sure if that would be a good idea either, unless you're physically transporting them using up cargo space, because otherwise the ridiculously rich will just buy up all the modules and never have to spend another credit on outfitting. The more Credit Sinks the better. I'd also welcome a Hanger Storage tax (scaled by pad size) to limit people hoarding ships all across the galaxy without penalty.
 
because it makes sense and ED is meant to be semi believable?

I cant ever imagine a scenario where you would get full retail value for trading in used weapons/gear, unless they are uber rare ones or something. I always felt the full price trade in was an oversight.

10% is a lot though, that's a huge profit margin for the station and significant loss for the player, especially for nearly new modules!

How about a sliding scale? 5% For normal relationship, 2.5% for friendly, 1% for allied?

Very exciting changelog Fd, thanks. Hurry up a beta test everyone!

Particularly interested in the other circumstance for getting Sol permit? How's that?
 
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of all the great things in 1.3 what do people make the most fuss off.. A 10% addition that should have really been added a year ago. :p

To be put simply, it's a game change no-one expected to see and thus people are upset about the game-ruining possibility of it.

If you think about it, a 200k module is only a loss of 20k.. Pittens, right? A 2mil module is 200k.. Not too bad if you don't intend to change it out.. But if you're looking for the right config for your playstyle you might change out several things from a fuel scoop in excess of 1mil upwards to a different set of thrusters in exchange for some less punchy weaponry for that bit of extra maneuverability.

With this change, I'd be losing anywhere between 200k - 1.7mil (if I was a silly sod and took armor plating on my python, for instance) per module change depending on the module of the vessel I was outfitting at the time in the later part of the game. Over time, that DOES stack up to a significant amount.
 
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The 10% loss in value should have been there from the start. Heck, some kind of jump drive decay & limits should have been there from the start.

I'm way too amused by the reactions :D oh no, having to pay to refit a starship's internals. The horrible realism or it all! :D
 
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I dont post alot but I agree on all counts with this 10% loss. Absolute rubbish!

This completely contradicts us to buying multirole ships especially end game ones. Im not going risk loosing millions just because i want swap back from combat to trading. Absolute rubbish. SMH....

FD obviously feel that buying modules should carry consequences for the way the game is played. As with many other aspects of the game! People just have to be a bit more savvy about what they spend their credits on and for what purpose I guess.
 
Yeah, thank you ! amazing patch.
Huge job done here.

To be honest, I was out of this game for a while (looks boring in my eyes, only farm to make).
Well it is time to give it a new shot since some goal have been implemented now.

1 question :
If I play the 1.3 beta, is the stuff I'll get from it will be copied back on the 'normal' server ? Or is it just for testing purpose ?

1 remark :
About the 10%, well 10% looks legitimate for me, it is role play and help for immersion (but it still look like more farm needed for me ...)
This brings nothing for the gameplay, it is just a dime we must pay and 10% is maybe too much on larger ships...

Also, it would have been cool to add this taxe at the same time of a "Taxi" feature to ask the AI to move our other ships.
I would like to see something like "We take you a taxe but we give you the opportunity to save time with this new taxi feature"

The rythm of this game is already way too slow in my opinion, 10% taxes will not help.
My 2 cents ;)
 
Of course the ultimate goal should be dynamic prices for equipment. There should be opportunities to trade in these things as well, or at least to find bargains.
 
Looks fantastic, can't wait to try PowerPlay and all the new mission mechanics. I think this gives a much needed level of depth to the game. Excited to see what the power specific items are.

I'm unsure on this 10% module sell cost issue tho. Will wait to see how it works in practice. Knee jerk reaction is that a swap module to different ship or store option might be needed. Actually selling a used module at a reduced price makes sense as it becomes second hand. But the mechanics need to encourage multiple play styles/career paths.
 
Don't know if this has already been addressed, but will players who have advanced the ranks doing the fetch quests in the old system be able to experience the new missions in 1.3? That is to say if a pilot ranked all the way up to Earl in the Empire by delivering combat stabilizers and doing the odd assassination mission, will he have an opportunity to run the missions someone starting from scratch will get to play? Or would we have to wipe our saves?

A pretty minor issue considering that PowerPlay missions for the subfactions will probably be more important. It does make starting fresh for 1.3 seem more appealing, but dang I don't wanna lose my pilot's federation rankings... :p
 
That change log was so long it needed a second cup of tea
I hope its Ethgrezian Tea Buds!
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3/4 downloaded, 1 hour to go apparently. I have a 17M connection. I feel the pain of the slower downloaders.
<installs FTTH for his UK pals>
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FD: Congrats on delivering this update in a timely matter! Scones for everyone!
This I think is going to make E: D into a whole new game. I don't care about losing the 10% discount. IMHO it just's adds to the realism. An ability to store modules would be nice, say as a personal garage hanger where you could see all your ships and store mods.
o7 CMDRS!
<5m to go now it says>
 
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