News Elite: Dangerous Powerplay 1.3 Beta Incoming (changelog)

Status
Thread Closed: Not open for further replies.
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 was thinking of DSR, and some stores such as Argos in the UK where you can take stuff back even though you opened the box and tried it.

Anyway, with any game change I always ask myself 'is it fun?' and 'is it necessary?' If it is, then great I'm behind it 100%. In this particular aspect I love everything in the power play game. 99% of it is both fun and necessary so big thumbs up.

Now, maybe we should just shut up about the 1% we don't like, but to my mind the purpose of feedback in a beta test is to not just say the stuff we love, but also point out in a constructive way the stuff we don't.

So it's not whining or being ungrateful because I love 99% of the powerplay stuff and you can tell how much work has gone into it.

I just don't get how the 10% module swap fee is fun or necessary after 6 months of the game being live. That's all.
 
You can already do this, as long as it's within 10 minutes and you haven't entered a different market.

Michael

So I can try out an android app longer than a new pulse laser? That's so unrealistic! ;)

Kidding of course. Having a time limit for returns without penalty sounds good. 10 minutes might be a little bit short.
 
Hostile faction that's red on your sensors will still require scanning. I shoot first, ask later, if it's red. = I'll get bounty that i won't be able to pay off? Either make them standard orange color, or don't give me the damn bounty if i shoot before scanning is done (if it's pirate)

I don't even know how to respond to this. If you shoot first and ask questions later, but expect no consequences... Well... Good luck mate, and fly safe!
 
I'm not ultra rich, the biggest ship I own is a Vulture, yet it makes perfect sense to me.

It will still hurt you, even if you're fine with it. It makes sense to me, but it needs more mechanics such as storage before it can make it live. I don't actually want to sell my big shield generator when I want to trade in my Anaconda. I just have to.
 
It was always meant to be like this and applies in the same way as the ship selling.

Michael

Not trying to annoy you here, and apologies if this has already been said, but this is exactly why a 10% money sink for upgrades is broken: You can store ships.
I do think this game mechanic is reasonable once you have an inventory system for ship parts, but until that exists you really need to have a rethink on this one or you're going to kill a very important part of this game's appeal.
 
Last edited:
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.

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.

Smart person will just buy another copy of their favorite big ship and outfit it specifically for the intended purpose and avoid the reoccurring refit cost. In order to do this, he will trade/RES grind using his first vessel until this is achieved. Flying smaller, less effective ships in any money generating activity besides exploration or rare trade is lost income, it´s called opportunity cost in economics.
 
Last edited:
Re: 10% reduction with module selling.
Does anyone remember the 1.? server-side change to power output(s)?
Remember how your ship that was working before the server-side change all of a sudden didn't?
Remember how you had to head back to the station and refit your ship so that weapons would fire?
Remember you had to play with a few modules, and weapons, and go back and forth before your ship would function?
I do.

Now, whenever a server side update changes power requirements (for whatever reason), this will be a cost to the player.
This is why I disagree with the 10% loss. Gameplay changes that are out of our control.
 
Last edited:

SlackR

Banned
Anyone else using a Rift? I can't get orientation to work and graphics look awful, even though DSR is set to 1.5
 
Normally on all previous Beta's you status such as Allied / Friendly etc remains as it was on the live version as its just a snapshot. just logged in and I was allied with Empire and Federation and Friendly with the Alliance, now they all show Friendly but with the down red arrow next to the status. Does this mean that we lose all Allied status with the Major powers when 1.3 launches live or is this just a bug?
 
Smart person will just buy another copy of their favorite big ship and outfit it specifically for the intended purpose and avoid the reoccurring refit cost. In order to do this, he will trade/RES grind using his first vessel until this is achieved. Flying smaller, less effective ships in any money generating activity besides exploration or rare trade is lost income, it´s called opportunity cost in economics.

Which is not exactly cheap. If you have a trader python and a combat python, that means you need the entire budget of another trader python, 70 million credits.

This change as it stands without storage is really going to be hard on players with just 1 ship.
 
Are there any changes to the background sim? I read through the notes fully once, and then skimmed a second time, but I can't really tell if anything has been changed. I don't think the powers system will be particularly fun for me if it just revolves around the same version of the BGS.
 
this diamondback is a joke? combat? explorer?
give to it a bit more jump range and 2 medium guns instead 2 small and we will have a combat explorer ship...
 
Last edited:
Which is not exactly cheap. If you have a trader python and a combat python, that means you need the entire budget of another trader python, 70 million credits.

This change as it stands without storage is really going to be hard on players with just 1 ship.

well people making INSANE amount of money, it was just a matter of time credit sinks will be implemented.
 
I am strictly opposed to the 10% penalty on selling modules as an isolated change. This change needs to be accompanied by at least one of the following 3 options:

1) The ability to remove a module from a ship (without simultaneously selling that module), to carry that removed module around as cargo, to transfer that removed module to another ship, to transfer that module to or from personal storage in the station. Stations are already allowing us to store extra ships, this should be expanded to storing extra modules.
2) Some sort of simulator mode like Planetside 2's VR room where players can play around with any ship-and-fittings combination for free, but nothing that they do in this simulator mode counts for anything at all outside of simulator mode.
3) Some sort of in-game analogue to edshipyard.com. An in-game fitting tool of some sort. (EVE Online is implementing something like this that should be coming online in the next few months.)

If this change goes forward, the advice given to new players is going to look like this: "Modules can only be sold for 90% of their original purchase value, and you CAN NOT remove a module from your ship except to sell that module. Before buying any ship, go to edshipyard.com and plan out in advance what you want your final ship loadout to be, then buy the necessary modules only once. Do not purchase any expensive intermediary modules as a temporary solution as you're essentially paying 10% of the purchase cost of that intermediary module to have that module be a placeholder until you can get the final desired module."

I'd personally like it if they went with letting us build personal libraries out of the modules we've bought but don't have installed. Especially if more unique or generated modules are going to be available. Heck, I'd accept a 50% used-module penalty when selling if it means I can start stocking a personal hanger of equipment. Even if I have to manually freight them between shipyards.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom