News Elite: Dangerous Powerplay 1.3 Beta Incoming (changelog)

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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.
No other game I have ever played had money as such a fundamental part of gameplay, and in no other game I ever played was there such a massive price for switching out "equipment". Most of us just want this change to come with the ability to store outfittings for later use instead of outright selling them even though we want them back at a later date.

The ridiculously rich already have multiple ships for each role, including Anacondas. That already circumvents this cash sink, and it only hurts those who are somewhat rich, but can only afford one big ship right now.
 
New ambient voice in the Henry Vision station. I'm just sitting here listening to it. Was really going there to look for the Courier and got properly distracted. This is some seriously good stuff!
 
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 internals. The horrible realism or it all! :D

^^This^^
 
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.

All equipment should devalue as soon as you buy it ... Thats the realistic way it should be ...

If you have the ability to sell a ship and it has 100000LY on the clock then it should be worth a hell of a lot less .. And other players should then have the ability to buy said ship, knowing it could have major issues.

If people are moaning about 10% now, christ knows what it will be like once the game actually gets 'realisitc'.
 
I do agree however that storing gear should be implemented, with possibly a small fitting fee (which can be dodged once we get crew if we happen to have a grease monkey on our pay role)

Yep, I'd love a hangar full of clutter, like my bank full of weird offspec gear in other games.. encouraged much more crazy and varied play.. :)
 
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.

I'd wager that very few of these game you're referencing didn't have inventory slots, or bank vaults, or crafting of your OWN weapons, or etc. etc. etc.

We have none of those things. We can't store an alternate loadout, or carry around two different shields that we want to use for two different scenarios. We can't make our own gear.

That's the difference. Our "alternates" will be fully functional ships in their own rights, that might be dozens of jumps away, and be excruciatingly annoying to reach when we need to.
 
Awesomesauce! I kept nodding in agreement as I read through the change list - so many great tweaks, not to mention Powerplay itself.

And as for the 10% loss on sell-back, great. It's about time the free ride was fixed.

Downloading now, and it seems to be coming in faster than previous updates/betas.

Great work, devs. We loves ya :)
 
Can you please not do this when I'm in darkest Shropshire... I've not been at home for a release day since November... I was at home last week and you moved it just to spite me I bet.... :p

PS: Can we have less fixes etc please... takes an awful long time to read the release notes when you do this....
 

Ozric

Volunteer Moderator
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.

All equipment should devalue as soon as you buy it ... Thats the realistic way it should be ...

If you have the ability to sell a ship and it has 100000LY on the clock then it should be worth a hell of a lot less .. And other players should then have the ability to buy said ship, knowing it could have major issues.

If people are moaning about 10% now, christ knows what it will be like once the game actually gets 'realisitc'.

If I remember correctly this is what it was supposed to be like in the first place as well, but too many people complained about the idea of their ships losing value
 
In real world, if I buy something and it doesn't meet expectations I can return it and get a refund/credit to the same value as the item. If it's a car I make sure I test drive it before handing over all my cash.

Personally I doubt i'll be affected by this. I have enough credits not to care to much. But for the newer player, not really sure what to buy or how things work it'll be a killer. 10% in the early/medium game is a huge amount.

Heck, if you swap from a trade to combat anaconda it'll be cheaper in the long run to buy two with all the hassle of ship swapping that entails.
 
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  • Voice comms mix improvements for better audibility.

  • Apply 10% price penalty when selling modules

1: Please tell me that this means voice communication now obeys windows voice playback device!!!
2: Seems a bit odd that we cannot store modules, would mean we would need 1 ship for each setup rather then changing around one ship?
 
If I remember correctly this is what it was supposed to be like in the first place as well, but too many people complained about the idea of their ships losing value

I just don't think it ever got implemented (properly anyway)

To me the 10% thing is the first step in making the game 'proper' and 'realistic' ... long may it continue!
 
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