News Elite: Dangerous Powerplay 1.3 Beta Incoming (changelog)

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This also rather defeats the purpose of a multi-role ship

No. It makes multi-role ships multi-role instead of "one-role now" and "one-role later". Now a multi-role ship makes sense to be outfitted for multiple roles at the same time as per the definition of the term.

What would be nice though would be the ability to transfer modules from one ship to another that is docked at the same station with some sort of reduced installation fee (a fixed price that scales with the module size?) perhaps.
 
Wow, great bunch of fixes, additions and improvements! Thanks!

Reading through the chglog, I've determined the following.

Set money aside for Imperial Courier and Diamondback

Arrive at a permanent loadout for my Imperial Clipper...

Flip the bird to Station Traffic Control as I blast out of the slot at 300 m/s...and...don't...crash
 
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'.

Realistic? We fly space ships in space, how's that for realism?
 
I made a petition on Reddit regarding the module penalty, and if it's alright, I'd like to crosspost it here.

* Apply 10% price penalty when selling modules

The rest of the patch notes look fantastic, just to get that out of the way, but this is absolutely ridiculous for everyone, let alone those of us who regularly change outfitting on our larger ships. As the game stands, we have no way of storing or transporting modules. Only a B-quality FSD sold at the station? Either lose 10% or enjoy the scenic route. Experimenting with your outfitting? Better use edshipyard.com or watch your costs skyrocket. Switching your Asp from trading to explorer, then back? Set aside a million spacebucks just for the refit.


This system makes logical sense—used goods get marked down, not to mention labor costs—and would be arguably acceptable if we had the means to store our favorite modules, haul them around, and maybe even order new ones through SpaceAmazon SpacePrime, but as it stands? This does nothing but punish us for enjoying the various roles this game has to offer—now including better mining, better piracy, and possibly worthwhile smuggling.


I'm sure at least one person will argue the point, but this game is about choice—thanks to Power Play, now even more so. We get to choose who we are in this game, and what we want to do with our shiny spaceships. An 'inventory' system would let us invest in our choices and weigh the costs of branching out to different professions.


As it stands? This mechanic punishes choice, and I respectfully request Frontier to roll it back.
 
I like to change loadouts and experiment.

I do not want to get punished by 10% resale loss every time when trying something new.
PLEASE find a better moneysink that is not limiting me and making the game less fun!
 
What a bunch of whiners? Since when was it ever stated that there should be a 'buy and try' policy in this game? There isn't in the real world. The same whiners are the ones who harp on about immersion. I think this is a really positive thing in the game. At tleast those nonsense threads about 'should I upgrade my asp or go for python' might actually have a point to them now! Seriously guys, come on?

....should be a 'buy and try' policy in this game? There isn't in the real world. The same whiners are the ones who harp on about immersion....

Get over yourself...in the 'real world' you don't go out and spend thousands (let alone millions) on an engine without knowing (or being able to look up) exactly what the specs are and how it affects your car. What isn't immersive in wanting to know how much power x uses or provides?

Love the changes, lots of hard work put in there..thank you; but 10% penalty is bad - either that or release all the specs to something like ED:Shipyard so we can play with configurations BEFORE buying.
 
This also rather defeats the purpose of a multi-role ship; if I'm going to be largely stuck with a single role because of the cost of re-outfitting, I'm going to pick the BEST ship for that role within my price range. I'll have a Trader T7, an explorer Asp, and a combat FDL.

Maybe another way of thinking about it is that it will actually encourage a true multirole ship? Instead of a pure combat Python or a stripped one for trading, there's now an incentive to make a multipurpose build with decent trading and good but not optimal combat specs.

Players can of course own multiple ships for specific roles, and I hope we'll get a ship delivery service at some point (this could even be in game as a mission) to reduce the annoyance of switching rhem.

I was initially not liking the change, but I think it does make sense from a game design angle. It's now an interesting economic decision if you want to swap modules - maybe sell your fuel scoop for a trading CG, but not worth it to downgrade power plant or thrusters.
 
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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!

If I wanted some kind of hard core realism I'd open my scottrade account, and watch my actual assets lose value as I become poorer and poorer.
 
I'm fine with the -10% depreciation on pre-owned modules.

But there needs to be a long term storage where you can stash your unused property.
 
-Apply 10% price penalty when selling modules..


Ouch ouch ouch ouch *OUCH*!!! This is gonna be painful, very painful, if it stays.........

This would be the end of multipurpose ships: You would fit them once and leave them that way as long as possible. Switching from combat to trading outfitting for a couple of hours would be economically unviable.
 

Ozric

Volunteer Moderator
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.

Sorry to be a pedant but, as I used to work in retail, that's not strictly true. You are only entitled to a refund if the goods aren't fit for the purpose for which they were sold. Credit is up to the individual retailer.

Apologies but it's something that is far too often misinterpretated.


I made a petition on Reddit regarding the module penalty, and if it's alright, I'd like to crosspost it here.

A petition on reddit? Why not just post your concerns here in the first place as these are the forums?
 
Love the patch notes... except the 10% for modules.
I don't fly a conda or python ... i fly a clipper ... but lets say I get a A7 shield (51m) and then i wanna go explore and sell that ... I lose 5.1m only for that ?

You know that you will kill multi-purpose ships?
This, in my opinion is a "fake" money sink that has no place now. Let me store modules, or save loadouts before.
I don;t need 3-4 ships for every role ... i like to fly one ship and that is it.

With the 10% you are gonna set me back a long way juts for wanting to something new ?
 
Had a couple of further thoughts re the 10% penalty issue - to be looked at later on tonight when I've downloaded the Beta test and tried it.

Currently when you sell a module, it remains available for immediate buy-back - at the same cost - until you leave the station. If this remained the case then you could still try outfitting options or change your mind in the outfitters without losing money. That would be more realistic and fairer as an option in my view. It may be that this facility has been retained.
I have a few ships that can share modules - if the buy-back option is not going to be without penalty, then how can I swap modules back and forth between my ships? I would hope that an immediate no-penalty buy-back would still be possible, in the way it is now, so that modules can still be transferred between ships. e.g. I want to share Class 5 shield generators and thrusters between my Vulture and Fer De Lance. I don't want to sell them, just swap them between two of my ships in the same shipyard. One can have the A-grade, the other can have a D-grade or C-grade version, so I'm not tying up too much money in a ship I am not using. Currently there is no direct swap, so I have to sell, change ship, and buy-back the module which is still in the outfitting screen at the top of the list.

In another thread about the new ships, there were a few voices complaining about "yet more small ships". Well, if the modules are going to cost a lot to keep changing, then smaller ships with smaller, cheaper modules will become much more useful and attractive in terms of loadout flexibility and running costs. This should help level the playing field for new players and those who can't spend as long generating vast fortunes to run, outfit and refit huge ships.

I'll have look at the Beta test later on and see how it is set up to operate.
 
I dunno about this. A lot of things that helped keep this game playable are now gone, such as being able to wipe out idiotic bounties (such as accidents while hunting in RES) quickly and being able to change loadouts without penalty. I am very nervous about these changes; most especially I think the changes to the bounty system should be PvP only as they will seriously hurt PvE interactions. I really hope the new stuff makes up for it.

Did you skip the part stating that friendly fire has been relaxed? Lol
 
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