Elite Dangerous | System Colonisation Beta Details & Feedback

Yesterday it took me nearly 5 hours to schedule a carrier jump. T

I agree it's inconvenient and annoying, but I scheduled 5 jumps in the last couple of days by gritting my teeth and just repeatedly spamming the navigation UI for a few minutes. No jump took longer than 5 minutes to schedule, let alone hours!
 
What is a shame is not taking advantage of the diversity of missions already in the game for the construction of various structures. Staying on cargo missions is indeed more than boring, it is almost perverse.

Why not a simple construction bar that would advance by completing various missions in ship and on the ground. For example, to build a structure, we would be asked to bring goods (in smaller quantities) for 20% of progression, then to defend the construction against attacks by "pirates" or neighboring factions for another 20%. Then to solve a spying problem, to go analyze certain exobiologies etc ... There is a way to script this progression and not drive the player crazy ...
 
Here's my actual feedback.

1.- The UI isn't as bad to me as it is for others. Feels unpolished, but definitely usable. It's not horrible nor unusable. However there is a lot of information, requirements, etc, that are missing. A lot of this would go well in the codex, so far the pilot's handbook for colonization is very barebones. I think you should let go of the approach of "letting players figure it out themselves" (wastes a lot of time, has to be said) and just put every piece of information in the handbook, as if it was a wiki page.

2.- Takes too long to build stations. You always have to strike a balance between realism, immersion and gameplay: Do you want players to be able to pop out an orbis station every hour? No. Not only does it pollute the galaxy and makes things move way too fast, it breaks immersion and makes the task feel less rewarding. You want it to feel challenging and be a time investment, otherwise it doesn't feel very good once you do complete it.

But for gameplay? Perhaps putting in 14 hours a day for 4 days to build a Coriolis isn't striking that balance either. I think the shopping list needs to be reduced, not by 99%, but by something. Specially considering the repetitiveness.

3.- Repetitiveness: The only way to build bases is by picking up a cutter, and going back and forth all day. I actually don't think stations would need a "time to complete" buff if you could complete it in multiple ways (Supply missions rather than mere trading, protecting the ship from pirates through scenarios similar to those of megaships or installations, donating some money, hiring NPC's to do a small percentage of the work for you, financing it through selling exploration/exobio data, etc...), but as it stands, literally the only way to engage with this is by going back and forth in a cutter or a type 9. Gets old quick and this contributes to why it feels like it takes way too long to complete a station, even though from the outside (Devs that look at the numbers, time to completion, etc... but without playing it) it looks fine. For the players it doesn't feel very fine.

4.- Money sink? Colonization shouldn't feel prohibitively expensive, and it is not. 25 million to start out is a fair price. But you don't really get the option to spend money to speed up the process. Of course you wouldn't want players to pop out a billion credits and voilá, your station is built. No gameplay there, boring and uninspiring. But you should have the option to spend some of that money that is completely useless otherwise in order to skip a portion of the grind. In a way that if that's all you do you'll go broke quickly, but if you just help yourself with a few hundred million now and then, it saves you from yet another 30 cutter trips back and forth.

5.- Content: This update has lots of content and is awesome besides the numbers and the lack of multiple ways to engage with it other than hauling. Being able to choose from so many options is great, placing stuff where you want it is great. Asteroid bases? It rocks, no pun intended plus the ice asteroid bases are amazing. I can see you adding more stuff and more options/models for Stations, surface ports/settlements, space installations, etc. in the future and I'm looking forward for that.

6.- Please fix the goddamn carriers issue.

7.- Yeah you've heard it a million times already, but it doesnt make it less true: Please just delete CMM composites from the list. It's like 50% of the work.

8.- More incentives to develop the system instead of moving on? Passive income and discounts are great. But it would be a lot more engaging if building more bases and more stations in your system actually made development easier and shorter. You obviously wanted to imitate that with the construction points system so that star systems weren't just 30 orbis stations in a row, that you do in fact need a supporting economy in the form of outposts or planetary settlements and installations and so on. But that is very artificial. I don't want it removed don't get me wrong, but it would be great if building a smaller installation was a way to reduce the costs of building the bigger ones too. I figure most players would then follow a pretty balanced approach to system building in a very organic way. Why start out with an orbis if you could reduce its costs by 70% by building a dozen smaller assets first throughout the week. It'd also feel like progress since building a settlement isn't as soul crushing as building a station.
This feedback imo should be pinned. It sums good and bad and give ideas about improvement. And is wrtiten a polite way, something what some people forget ...
I only want to remind: this game have tons of activites, if someone feel something as a grind, then except build of first station (where amount of needed is also based on players choice) is every further step on player. He do not need to haul cargo 24/7 ...
  • Alternative ways of build are nice idea, if this can kick in for "next" builds (no for initial starport), personally I will like it.
  • It would be nice to have active construction sites added automatically on top of favourite list (navigation) and automatically removed once is construction complete.
  • Another very nice thing will be use of cargo missions UI and possibility to show "mission materials need" in market for getting rigth amounts of required cargo (and do not forget something) . I rather do not count amount of screenshots I did only for "memorise" what else is needed. Even better would be to extend it to wing mechanics, and potentially allow make it wing mission using mechanisms which already are in the game.
  • Balance of CMM was wastly improved, still it will be good to watch it ... truth is, that only Frontier can have "numbers", but so far it is only one commodity where stock was quite pain in the .. :D
  • Codex: I know that ED was never great with keeping player hand, but still will be nice to at least little "warn" players that some constructions are linked together and for getting expected result is needed intensive planning (beacuse there is not "delete" button). Info in codex is very basic.
  • Could be possible add option for "cancell" ongoing build at least? ... in case of unexpected error decision.
  • Placement of structures: whoever did it, hat off, I really like used lower orbit and it looks awesome. Truth to say I really look forward to getting VR glasses and just fly around, its amazing.
  • JOURNAL: would be please possible to add multiple new entries related to colonisation which can 3party magicians use for tools build/updates? This would be very lovely addition too :) .
 
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With around 12,000 claims or more currently on the go, I guess it's clear to many.

you could release anything in this game and the starved for content playerbase would jump on it... initially.

I'm betting most of those claims will fail and future participation will drop off with the reviews basically turning off anyone who doesn't enjoy self torture.

the reality is, there is no real incentive explained. we know you get passive income but it's not clear in game and it's not clear how much. and the personalisation is weak and won't sustain players once this fomo new content dopamine wears off. and nothing kills excitement more than watching clocks and space trucking the same route 200 times to experience that new content.
 
What would count as a "real incentive"?
That's what we are asking.

In previous years when people posted similar questions about Fleet Carriers or Getting some Guardian unlocks modules I could give a fairly good list of specific benefits.

Is building a colony just a badge of honor like Triple Elite? Or an honorific title of King?
 
That's what we are asking.
In its current state I think the biggest benefit aside from the listed discounts and such will be for organised groups doing PP and BGS shenanigans. I read complaints of carefully guarded independent system clusters being disrupted by PP aligned claims already, and this without apparent intent.

Expanding a front or reshaping it through new claims could change the dynamic of the tug of war at play in PP; dozens of players making claims at once in a certain area could do some damage.

On the individual level? Refining has potential for one. Unless passive earnings extend beyond credits in the future I don't know about that aspect. Maybe there's a income + FC relationship there for maintenance costs? New trade routes? Colonisation does have an implied increase in agency for the player base more generally. I think time will tell and for now it's a matter of investing in the potential uses players find (or not!).
 
A little feedback from me:
1. Number of cargo runs are a bit too intensive. I've got a feeling of being a slave instead of being system architect.
I think there is simple solution to ease mad number of runs required, which is to allow option to buy/sell from market menu interface using fleet carrier available space instead of player ship cargo hold as long as carrier is in the same system as its owner. The main difference from normal exchange would be additional transaction completion time- this can be related to maximum landing pad size available at station and distance between carrier and market- along with additional transportation fee. There is no need to generate and use actual NPCs to facilitate transfer, it is enough to lock carrier jump ability until cargo transfer is completed- msg "Cargo transfer in progress. ETA: hh:mm" would suffice. It would be also nice to be able to manualy order supply run from one of my own stations already present in system to another station I wish to build in the same system.

2. Increased carrier jump time or inability to order jump (no time slots). A bit more of this below along with solution.
As far as I understand carriers are being treated as stations. I can think of only one reason why does it cause so much strain on server side- every bit of data related to the carrier has to be 1st gathered (meaning every asset, ship, modules etc related to it), then written to new target system position while old data has to be deleted on successful transfer. If that really is the case and each time carrier jumps so much data is being moved around that it causes serious strain on the server when many players do it in the same time. This also means bad design choice and imho whoever thought of this idea seriously underestimated number of carriers that player will buy and use despite high price tag. I can think if simple solution to this to this problem but I do not know if it doable or not -it would require some testing, probably adding some "void systems" stored on separated server or player assets server (it there is division like this), invisible to players and used to store all carrier data with additional field being reference to carrier position in systems that players can access- this way all that has to be done to move carrier or in player terms to make it jump is simply to modify one carrier property that indicates it's position in system and one system property that would reference to carrier that occupies it. At last this is what my basic knowledge about databases allows me to think off.

3. I've encountered small bug on my 1st attempt to deploy colonization beacon. After leaving supercruise mode there was no target to indicate position where to drop the beacon. What helped me to resolve this was to exit location by engaging supercruise mode and entering it again.

4. I was afraid of being forced to deliver all those wares withing 24h time. It turned out that was only time to place colonization beacon. 4 weeks to build singe outpost is more than enough. Materials requirements seems to be reasonable too, even if some of them are in deficit now.

5. I miss ability to choose distant system. I have made post about this in this topic so I won't repeat myself but to avoid seeing those purple claim flags all over milky way I would agree to enable this ability in the form of Community Goal. It could use a bit different colonization ship, that could be supplied through mining (just imagine supply effort required to deliver the same materials to system that is 2k ly away...).
 
Incentives are different for everybody.

Yes, but what sort of incentives are you looking for was the question.

we are discussing tangible incentives or benefits of some kind.

I'm increasingly unsure what you are discussing. What is "tangible" about things in a video game?

Not "makes me feel good".

Is it not in the nature of incentives to offer the prospect of making you feel good?
 
What would count as a "real incentive"?

i think you know exactly what an incentive is. You've played video games, i assume other than elite and are not a young child.

most games would balance a reward to the effort needed to acquire the reward and the benefits the reward gives the player.

for something like this that has players fight for their sanity repeating the same game loop hundreds of times, the expectation should be that the reward is worth doing that.

maybe designed systems gives them some bonus impact in the bgs or pp mechanics, some unique behaviours.

maybe some extensive personalization options to make the system noticeably yours in style at the very least. stations that offer things not offered in pre existing bgs systems. not just paint jobs or picking from a handful of variants.

perhaps you can create local news stories for the stations in the system. that used to be a thing somewhat back in the day.

perhaps it negates carrier upkeep, if you have one. it might be worth making an outpost to never have to top up the carrier bank every couple years.

something along those lines would be some incentives.

but let's look at what incentives fdev did give this feature. where is it being advertised so players can see in the game and be drawn to participating? the lore reason is stated (not really in a believable way but that's a different topic) but where do we see the game reason why I'd want to do this? what does the player get out of it and how is that being communicated to them?

right now the incentive seems to be solely around fomo and just to play with something new in the game and if you've watched external game content, you would know there is supposed to be passive income (capped) and bgs / pp consequences just by the nature of the system now be inhabited by some population size and the initial faction distribution. but even that consequence (where you start your colony mission from impacting the initial faction for the colony) isn't obvious to the player.

anyway, all of that to say the incentives of this feature are not aligned with the repetitive punishment fdev is balancing it with and the players aren't even aware of what those minor incentives even currently are if they haven't been watching live streams.
 
Me and my squadron members are cooperating to build up a T3 space station. With the help of 12 squadron CMDRs and 7 FCs in 24/7 two shifts (due to FCs delay and no time slots, we have to buy the commodities without FCs most of the time and of course the god damn lack of CMM), we still have about 40% left to go.
For me personally, the required number of commodities are too many, this will burn people's endurance quickly (We are talking about 500 turns of buy and sell with 784t cutter).
So, in my opinions, the required commodities' number can be reduced a little and give players who don't have pressure on Cr a option to purchase 200% commodities' galactic avg price or more Cr to the colonization ship (or primary station after it completed) and let it buy commodities itself (Just like X4). This will release CMDRs' horrible pressure on transportation and moving to other actions, like CGs/PPs.
There is a easy way to limit the speed of construction, let colonization ship's (or primary station after it completed) automatic supplied (let it buy commodities itself) much much more slower than CMDRs, for example, it needs 200% commodities' galactic avg price and 3-7 days to fulfilled 8000t commodities in need which NOT suffering from lackage(STEEL etc.) , needs about 1000% commodities' galactic avg price and 14 days to fulfilled the same numbers suffering from lackage (like CMM).
 
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Fdev, what ever you do, do not decrease the amount of needed materials for building these stations.
It should feel like a chore because you are, after all, building a freaking space station.

I'm enjoying this with my T-9.
No. The gameplay isn't fun doing 10 hours of the exact same thing. They should look to how they did PowerPlay weekly tasks, and provide a list of things to do, which should include some hauling, to break up the gameplay. Alternatively, as many people are suggesting to lean into the simulation side of things, and pay NPCs to move the items and have them be on a timer. It could even generate a new signal type for pirate players to attack and steal inbound components.

However, as FDEV has stated, they are happy with the way they've done it and only looking to adjust amounts. If this is the gameplay loop we are stuck with, I would like the material list to include more component types instead of thousands of the same thing, leading to shortages like we see with CMM Components. And an overall reduction in the number of hauling trips we need to take.
 
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