News Elite: Dangerous Powerplay 1.3 Beta Incoming (changelog)

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I'll answer my own question. It won't matter at all, because people just won't like it whatever else happens in this update, because the game should be made the way they want it to be.


Like I said before, I rarely check in here, so I don't know any of the historical discussions, fair enough. However, this line here kinda bothers me - part of the open development and bringing in people to test betas is to find out what they like and don't like, no? A lot of people are saying the free nature of the outfitting is something they really like about the game. No matter what was intended before, if you give people a feature for 6 months and they love it, you have to explain why it's going away more than "we always meant it to be that way". Even if they have been operating on the assumption that this change would be made in the future, anybody who hasn't been glued to the forums (including all the new players they brought it through Steam and Mac) thought this was a fundamental part of the game design that would always be there.


edit: just trying to explain where the other side of the argument is coming from beyond just being whiny people who don't like change. I think there is more to it than that.
 
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Sigh. And going back again. It's a completely valid comparison whether you have a garage or not. How many times in life do you buy a 'white good' or piece of equipment at retail price and then sell it on for more than you originally paid, irrespective of whether you have space to store it or not? Caveat Emptor. (And the 'gameplay > realism' argument is currently resulting in a game I've got less enthusiasm to play because too many concessions have been made for willing suspension of disbelief to work. Hence my grump on if people get something I see as positive reversed without giving it a chance. :) )

How many times have you bought a car (without a test drive), paid for the upgrades, and when you took delivery, the engine overheated when you turned on the stereo?
*Not a fan of analogies*
 
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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.
Think I am being swayed to agree with you, even though beta is still loading... :)

You should put examples in all your responses. A lot of folks may be like me, "stuck" in lower value ships with middling components. Until you see a 1.5 million penalty for swapping a single modules it doesn't register.

Anyway, everything else looks great on paper, can't wait to boot it up and launch.
 

Ozric

Volunteer Moderator
Like I said before, I rarely check in here, so I don't know any of the historical discussions, fair enough. However, this line here kinda bothers me - part of the open development and bringing in people to test betas is to find out what they like and don't like, no? A lot of people are saying the free nature of the outfitting is something they really like about the game. No matter what was intended before, if you give people a feature for 6 months and they love it, you have to explain why it's going away more than "we always meant it to be that way". Even if they have been operating on the assumption that this change would be made in the future, anybody who hasn't been glued to the forums (including all the new players they brought it through Steam and Mac) thought this was a fundamental part of the game design that would always be there.


edit: just trying to explain where the other side of the argument is coming from beyond just being whiny people who don't like change. I think there is more to it than that.

:) That's fair enough and I welcome a good debate :)

I'm up for people saying they don't like it, especially if they can give a better reason than, it's like that now. Look at all the "friendly" fire changes that have been made, that was never intended to be part of the game but introduced because people moaned the game wasn't fun enough for them. Whenever people argue against people who want things to be changed to make the game easier, the argument is generally well it won't affect you if it changes. My enjoyment of the game is affected though and one of the reasons I love this game is taken away by the vocal minority.

FD always listen to the community, not just those that take part in the Beta, but you cannot say something will destroy the game before you've even seen how it interacts with all the other changes.
 
The 10% loss on modules is going to drive people away.Ive burnt over 180mil on ships 180mil lost imagine double that from losing outfitting cash. Id lose much more from refitting a python. or a conda
 

Ozric

Volunteer Moderator
Are you kidding me? Why even have multi-purpose ships then if we're punished for switching purposes?

Does multi-purpose mean being the best as more than one role? Or does it mean it can be used for multiple roles rather than being dedicated to one?
 
Anyway, other than the module selling penalty, the changelog looks, well, great.
But, (always a but), Hello? where the heck is a useful fed only ship?
I know the empire love is strong, but it's time to give us at least one good faction ship.
Please?
 
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Does multi-purpose mean being the best as more than one role? Or does it mean it can be used for multiple roles rather than being dedicated to one?

This is like buying a swiss army knife and being given an empty holder that you have to buy and add to. And any time you want a different purpose, you gotta buy all new blades/sets for it. But can you store the old ones for later use? NO, you HAVE to sell them back at a loss.
 

Ozric

Volunteer Moderator
This is like buying a swiss army knife and being given an empty holder that you have to buy and add to. And any time you want a different purpose, you gotta buy all new blades/sets for it. But can you store the old ones for later use? NO, you HAVE to sell them back at a loss.

I disagree entirely, I think of it as being able to fit one ship out to do 2 roles at the same time. That's what multi-purpose has always meant to me.
 
Sigh. And going back again. It's a completely valid comparison whether you have a garage or not. How many times in life do you buy a 'white good' or piece of equipment at retail price and then sell it on for more than you originally paid, irrespective of whether you have space to store it or not? Caveat Emptor. (And the 'gameplay > realism' argument is currently resulting in a game I've got less enthusiasm to play because too many concessions have been made for willing suspension of disbelief to work. Hence my grump on if people get something I see as positive reversed without giving it a chance. :) )

you completely ignore that we don't want to have to sell something we want to use again later. I guess I know why.
 
Awesome changelog, loads of great stuff and we're completely glossing over the single biggest change, PowerPlay itself (that will come in time once we've got a feel for it but I bet it's fab).

Dev's of a sensitive disposition turn away now.

Congratulations ... but ... yes, sorry, here it comes ... I have to add my voice to the anti-10% module loss brigade. I get that it's more "realistic" but sometimes you just have to sacrifice a bit of realism for a bit of fun. If you intend to leave this (very unpopular) change in then you really need to consider adding the ability to store modules (or perhaps complete load-outs) the way you can with ships. Aside from spoiling (yes, that's right, spoiling) the enjoyment to be had from tinkering with your ship by actually trying different modules out, and severely crippling the ability to maintain multi-role ships, you have also made the idea of stripping down a ship for use in something like the Buckyball races (does anyone remember that bit in American Graffiti where John gets his hot rod "race ready"? god I loved the idea of being able to do that) be a potentially very expensive thing to do.

Please reconsider?

Dev's? You can turn back now.

Thanks for all the hard work, this game just keeps getting better and better.
 
Wheres the fracking Oculus Rift improvements!!! 2 updates now and nadda for those of us traveling the stars in VR []-\
You are the vast minority though and oculus rift is not officially out yet, its beta still so yeah, sure they can make improvements but they can't take priority away from other main stuff.
 
2. It reflects life, second-hand ain't worth as much.

But there's no second-hand parts in the economy. A used part with no market to purchase it actually has a value of zero, not 90% of the purchase price.

Also the parts don't accumulate wear from usage and repairing them makes them exactly as they were when they were when first fitted.
 
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Not mentioned in the patch notes that I can find...

Gimbal weapons now drift when you have no target. De-targetting a ship using chaff, may not be such a good tactic anymore!

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The 10% module sale mechanic should not be implemented until we have a way of storing modules, imo. I like multi-purpose ships because they can be repurposed as my mood switches from trade/combat/exploration! The cost of doing so is now unreasonable relative to the economics.
 
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Hi, looks awsome but how do i know if i have beta? I baught this game a long time ago but just never played it to now.
 
If I'm really going to have to put up with 'realism' as some type of justification for this 10% parts tax, then in a real world I wouldn't be FORCED to sell the part I was upgrading and would store it somewhere. Where? Oh I don't know, maybe the same hangars that house my Fer-de-Lance, Python, Vulture, Eagle, etc...

This is a game, stop trying to apply real world rules to it at the expense of fun and creativity, especially when you don't seem to have thought your realism argument through.
 
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