News Elite: Dangerous Powerplay 1.3 Beta Incoming (changelog)

Status
Thread Closed: Not open for further replies.
People... i have just returned from an exhausting voyage. Could you please show at least a bit of thoughtfulness, not to release such an AWESOME UPDATE only a few hours after i got home?

The list of fixes is overwhelming and i am eager to try all the new powerplay features. Now to the download page... work work work... :D Well, ok... a nice cup of tea first.

Thank you FD!
 
"Apply 10% price penalty when selling modules"

Which is going to be a real pain for multipurpose ships, especially the more expensive ones such as the Anaconda. So every time you want to re-spec between trading, combat and exploration it will cost millions.

This basically places a penalty on experimenting with ship load outs. Not good!
 
I see some positives to the 10% module resale reduction.

1. It keeps in-game currency inflation under control.
2. It reflects life, second-hand ain't worth as much.
3. It stops uber-ship builds. It would be too expensive to use the "best" ship and just swap the modules (any BGSO player will know what I mean - merit ships!). Now you will have to use a ship more suited to the specific task. This promotes variety and stops the narrowing of ship types seen in the game.

I like this idea.

3. What the hell is an uber-ship build?
 

Frankfort

F
"Apply 10% price penalty when selling modules"

Which is going to be a real pain for multipurpose ships, especially the more expensive ones such as the Anaconda. So every time you want to re-spec between trading, combat and exploration it will cost millions.

This basically places a penalty on experimenting with ship load outs. Not good!

Its like buying and selling a new car assoon as you buy it it drops in value
 
Its like buying and selling a new car assoon as you buy it it drops in value
Except you can test drive cars before you buy them.

You can also own two cars at the same time, sure you can do that with ships in the game, but not with modules if you only have one class 7 slot for instance.
 
Last edited:
A lot of the changes for 1.3 look awesome, thanks FD! But I really think the 10% module resell penalty is a bad idea. For many people (me included) tinkering with the ship loadout is a huge part of the fun. I like to try loadouts and play around with oddball builds. The 10% value loss will most certainly make me do this a lot less than I would like to (especially on bigger ships where a 10% loss can mean losing a substantial amount of money). Please dont do this. If you need more money sinks I suggest taking a look at the refuel and repair costs which were nerfed into complete irrelevance in the last release.
 
Last edited:
Its like buying and selling a new car assoon as you buy it it drops in value

Yeah but the comparison is invalid, we're not selling our cars, we're selling the rooftop carriers because we're not going on a vacation tomorrow, but next month we are, and then we buy them back, for a higher price than we received. Because we can afford a car, but not a garage
 
After reflecting on it the 10% loss is indeed a bad idea. Whilst the believability of the game is improved the overall experience is not. This would indeed be different if we could store bought modules.
 

Frankfort

F
A virtual testing ground or such would be kinda nice..now that you mention it, a few enemies, a litlte maneuvering testing spot and such.

maybe you can lease the equipment for x credits a day week month or payment plan
 

Ozric

Volunteer Moderator
The question is - how does the existence of 100% buyback affect your playstyle?

That wasn't a question, it was a statement. Plus I had already answered that question in my previous post.

- - - Updated - - -

They have got the Level 2 and Level 3 detailed scans the right way round now, which is very nice.
 
Last edited:

Frankfort

F
Yeah but the comparison is invalid, we're not selling our cars, we're selling the rooftop carriers because we're not going on a vacation tomorrow, but next month we are, and then we buy them back, for a higher price than we received. Because we can afford a car, but not a garage

Oke you sell it to a pawn shop for x amount and after a day you change your mind and buy it back for a higher amount
 
10% of 15 million is actually 1.5 million

and the top power plant on the Anaconda is 160 million, so that's 16 million just for selling that one.

Also what's great is when you buy a weapon and it turns out that weapon is completely broken and unusable. Ie Torpedo launchers. That's gonna be fun when you sell those back at a loss.
Exactly! It's going to cost more to reoutfit your ship than it would to have died in it.
and that's everytime you reoutfit it.
it wouldn't surprise me if most of the people in support of this are in cheap ships, have untold amounts of money, or don't know simple math..
the beta also has all the modules 90% off so no one is really getting a grasp of how much this is actually going to affect them.
and to the people that say this isn't realistic, when I upgrade parts on my truck or motorcycle I keep the old parts if they are still usable. Sure it is realistic but so is having a place to store the old parts.
im not poor by any means in this game but I don't think people are really putting two and two together here.
there are much better ways to introduce credit sinks and I am in favor of their exsistance, but make them fun and reasonable expenses not death penalties inside of a station.
 
Oke you sell it to a pawn shop for x amount and after a day you change your mind and buy it back for a higher amount
In real life, one would just store it in their garage/house/whatever. That's the point of his last sentence. This change needs to come with some complimentary changes to make things actually make sense. As I said earlier, it's one piece (the worst piece) of an incomplete puzzle. They should finish the puzzle, and then put it in the game.
 
Now that is an amazing update, thank you very much Frontier!

As for the loss in value for modules, I always found it strange that I could put a few thousand rounds through a weapon then sell the old thing for the same price I bought it for. So I have to admit I do like the change in a way, although something like a VR testing mode or a 2 hour trial period to test the modules out feels like something that really should be added to encourage experimentation.

Now I'm off to buy one of the paint jobs I've been eyeing for a while, this huge update sure makes me want to support you guys! :)
 
Ah yes, another voice to the 10% objection crowd.

Realism and money sink rationales aside, the key metric that should be considered before applying any change is whether the change improves the quality of gameplay. At present, the 10% price hit does not create anything but frustration for a lot of players. There is no alternative to avoid the cost of changing a module, due to the lack of a storage facility or a more comprehensive "trial run" system.

The buyback feature is there to prevent credit loss due to misclicking - it is not a system that really allows for 'testing' a configuration, due to the severe time limitation and the inability to leave the station system. It is not sufficient to negate or in any significant manner mitigate the impact of the change. It continues to serve its purpose - not penalizing you for clicking the wrong button.

If the change has to happen, other things must change along with it to prevent that negative impact on gameplay for what seems like a majority of players - those who alter fitting to suit the role they are undertaking, rather than switching from one ship to another, as well as those who like to experiment with fittings.

Module storage, a longer 'money back guarantee' or a similar mechanic being introduced would make the change far more savory. The first option seems to me the most sensible to go for, given that the lack of a 'hangar' for storing goods and modules is something I've wondered for quite some time why it hasn't been implemented already. If necessary, take a page out of EVE's book and charge a 'hangar fee' for storing items and ships at a station.
 

Deleted member 94277

D
Awesome. I loved all the changes, the Powerplay mechanic is exactly what this game needed. Looking forward to it!

And what's with all this whining? If I wanted to 'experiment', I'd try dating a dude - I'm here to fly a damned space ship. Finally some more realism and people are all 'this is going to ruin my fun'. Well, boo-hoo. Maybe now people will think before buying modules. Oh, and this talk about multiroles being useless now, well, finally. A ship that can do combat/explore/trade is not one with exchangeable modules. They're one that can do it all worse than a specialized ship. Their advantage is being able to do things other ships would not. For example, if I fit a cargo bay in my Vulture, it's a waste of space. In a MR, that's fine. If you want to be the best fighter, ditch your multirole and buy a war machine.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom