News Elite Dangerous: The Commanders (2.3) beta

It's odd FD are pushing this idea of "Hey, let's be friends and fly a ship together" because, strangely enough, I didn't buy a space sim to help fly somebody else's ship. :)

Let's be fair though there are some activities that would be great with multicrew and where we mimic it already. Flying alongside someone in an SRV, the ship launched fighters or searching a planet surface by eye could all be improved without bolting on any random mini-games

However I fear what we'll see is minigames. With a roulette sound effect.

I hope someone is keeping an eye on how the Engineers went down (total misunderstanding of how people would play it combined with potentially highly grindy mechanic and random elements that are basically waving their genitals in everyone's face resulting in infuriation and complaints when people couldn't line up 200 rolls to get a perfect setup with the headline weapon special effects matching) is keeping an eye on this to see if development is going in the right direction.

There's a chance to change target in 3.0 and develop content first that then requires new mechanics rather than mechanics then quickly making up stuff to fill the gaps ("Use a wheel of fortune!") To build in balance from the start (no SFX, or not on top-rated mods to avoid god weapons - let the SFX shore up junior players skills to give more balance) and to provide proactive ways to get involved (missions to improve rep rather than make+break stupid grind that reduces it to silly gaming)
 
Since the way the space helmets will work now is that they will only be on when your ship has lost it's atmosphere i'm really looking forward to seeing how the animation for that will look like, should be pretty cool seeing the mask come on when the canopy breaches.
 
I haven't played ED since before the last update, i keep lurking these forums for news on something to draw me back to the game, (which i became bored playing) and this new update could have been the one, if npc's were included for all of us solo type players, my choice would have been an NPC crew, and with a pilot capable of dealing with the simple hyper jumps and basic travel a-b systems.

Alas i cannot see this happening in this update, so my joystick will be staying shelved until i see something else new to bring me back to a game i once loved and played, but eventually the grind and core instancing system got to me in the end. maybe a bit of base building or personal storage will come, or something else to invest me in the game and make it so i can create my own personal experience, i mean everyone should be able to buy some land and build a house right.
 
I am wondering whether the commander creator will be a standalone desktop application, or a custom jobbie launched from the game menu...
(I imagine the UI could be rather clunky to use in VR, unless given a VR-specific alternative, which it is in all likelyhood safe to assume is not going to happen.)

...also wondering how much from the PS4 announcement trailer is going into 2.3... Asteroid stations? Generation ships? :7

(EDIT: Somebody mentioned temporal antialiasing, btw... Having experienced that in Fallout4 and SkyrimSE, I have rather cooled on that: Blur city; Especially when not keeping up framerate and being reprojected by VR drivers...)
 
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I haven't played ED since before the last update, i keep lurking these forums for news on something to draw me back to the game, (which i became bored playing) and this new update could have been the one, if npc's were included for all of us solo type players, my choice would have been an NPC crew, and with a pilot capable of dealing with the simple hyper jumps and basic travel a-b systems.

Alas i cannot see this happening in this update, so my joystick will be staying shelved until i see something else new to bring me back to a game i once loved and played, but eventually the grind and core instancing system got to me in the end. maybe a bit of base building or personal storage will come, or something else to invest me in the game and make it so i can create my own personal experience, i mean everyone should be able to buy some land and build a house right.

In the early discussion days, base building was something they said they'd look at, but not until much further down the line. You might be waiting a while.

I'm looking forward to all the other QoL features with 2.3.
 
Question is, given that they want to release the PS4 version of the game *before* the end of 2nd Quarter-with the entire Horizons Season-does that mean it will only be a 3-4 month gap between 2.3 & 2.4 being released?

Looks that way..

But they have not said that the PS4 release will contain the completed Horizons season...

When Elite Dangerous arrives on PlayStation 4 next year, we’re bringing the full game with everything in our ‘Horizons’ season of expansions included

So it's just marketing speak to indicate that PS4 players will get all Horizons content available at the time (i.e. 2.3 we assume) plus all additional updates available later (i.e. 2.4 we assume).

By the way, you guys know that Q2=July or maybe even August, right? Q2 ends at the end of June, it will be delayed so add a month or maybe two. Just look at the Xbox One release, it was "coming Summer 2015" but actually released in October. But they announced the PS4 version in December so it's entirely possible that they make the end of June target if no major issues come up. And my guess is an August release for 2.4
 
But they have not said that the PS4 release will contain the completed Horizons season...



So it's just marketing speak to indicate that PS4 players will get all Horizons content available at the time (i.e. 2.3 we assume) plus all additional updates available later (i.e. 2.4 we assume).

By the way, you guys know that Q2=July or maybe even August, right? Q2 ends at the end of June, it will be delayed so add a month or maybe two. Just look at the Xbox One release, it was "coming Summer 2015" but actually released in October. But they announced the PS4 version in December so it's entirely possible that they make the end of June target if no major issues come up. And my guess is an August release for 2.4

FDev said it would come out early access for July on XBOX 1 which it did. Full release was October.
 
Wings already got lot of issues fixed in 2.2.03, there's official thread on this https://forums.frontier.co.uk/showthread.php/315425-Networking-Changes-in-v2-2-03. If you had any issues, it is worth to try it now, to see if they persist. If they do, report them to QA ASAP.

We've been having tons of issues on the Distant Stars Expedition with wings and instancing. I'd even say that things got worse with 2.2.03, they are most certainly much, much worse since we went on the Distant Worlds Expedition last year. FAAARRRRR worse.

If instancing doesn't get fixed for 2.3 then I really don't see multicrew working very well at all. It pretty much HAS to get fixed for multicrew.
 
We've been having tons of issues on the Distant Stars Expedition with wings and instancing. I'd even say that things got worse with 2.2.03, they are most certainly much, much worse since we went on the Distant Worlds Expedition last year. FAAARRRRR worse.

If instancing doesn't get fixed for 2.3 then I really don't see multicrew working very well at all. It pretty much HAS to get fixed for multicrew.

Hah! 'Tis true!

Having one of your wingmen disappear mid-jump is understandable - bad things happen in space. But turning around and seeing a seat suddenly empty in the cockpit "...where's Jimmy?"... not so much. Great for an episode of the Twilight Zone, not so much in a game.
 
We've been having tons of issues on the Distant Stars Expedition with wings and instancing. I'd even say that things got worse with 2.2.03, they are most certainly much, much worse since we went on the Distant Worlds Expedition last year. FAAARRRRR worse.

If instancing doesn't get fixed for 2.3 then I really don't see multicrew working very well at all. It pretty much HAS to get fixed for multicrew.

I'd say that it would be impossible for a game to release a dedicated Multiplayer mode like this without having rock-solid code, but there have been two major multiplayer releases (1.2 Wings and 1.4 CQC) that proved otherwise. They've been building on a foundation that was cracked from the start. Regardless if Multicrew is fun or useful, I'll be singing hallelujah if 2.3 finally fixes the underlying multiplayer mechanics and networking.

I wonder what percentage of ED players actually play in a wing. I don't mean just being in a wing as you fly separately around the galaxy so you can have someone to chat with, but people (like me) who try to play with a friend by running missions with the same destinations, flying cover for each other, utilizing the wing beacon on a regular basis to assist each other, and docking at the same time to get the meager trade bonus.

You know, "co-op" play.

I'm guessing the percentage is pretty small, with most people winging up to do primarily bounty hunting and CZ farming, and the majority not ever utilizing the wing functionality at all. So with that in mind, how big can Multicrew be if it's for a very small playerbase interested in teaming up, and if the connections aren't any better than they are now? It's easy not to notice that you are seeing different ships than your wingmate in open space until you try to lock on to the same target and it's not there for one of you. The CMDRs trying to scan ruins together got a taste of this when they all saw different things on their screens, for example. But when pilots are in the same exact ship together and see different targets on their scanners, or different points of interest outside their windows, or their ship becomes suddenly uncrewed because their crewmate's client desyncs and drops them in a different location, there are going to be a lot more people screaming about it.

And I'd like to ask Brett once again since it got lost in the thread, is there any chance that there will be a hotfix/bugfix release before 2.3 goes live? Or are we going to be struggling with issues like instafail missions for another two months?
 
Woot!
EA818C07E5C923A97AAB890F57F1E3AA1500BB95
 
Creating your own commander at last seems cool, multicrew not too fussed about. Just hope there is more other content like the Panther arriving or scooping from gas giants.
Probably the least awaited content for me personally but to be fair been very disappointed with a lot of additions to date.
 
I'd say that it would be impossible for a game to release a dedicated Multiplayer mode like this without having rock-solid code, but there have been two major multiplayer releases (1.2 Wings and 1.4 CQC) that proved otherwise. They've been building on a foundation that was cracked from the start. Regardless if Multicrew is fun or useful, I'll be singing hallelujah if 2.3 finally fixes the underlying multiplayer mechanics and networking.

I hear ya...

I wonder what percentage of ED players actually play in a wing.

Not many, I'm afraid.

It's easy not to notice that you are seeing different ships than your wingmate in open space until you try to lock on to the same target and it's not there for one of you. The CMDRs trying to scan ruins together got a taste of this when they all saw different things on their screens, for example. But when pilots are in the same exact ship together and see different targets on their scanners, or different points of interest outside their windows, or their ship becomes suddenly uncrewed because their crewmate's client desyncs and drops them in a different location, there are going to be a lot more people screaming about it.

Consistency is one of the major problem areas for Elite. That, and the fact that P2P instances don't lend themselves well to getting all members of a wing into the same instance. My guess is that they're hoping that Multicrew limited to 2 players per ship will make problems less severe than they'd be with 4 or, god forbid, 8.

And I'd like to ask Brett once again since it got lost in the thread, is there any chance that there will be a hotfix/bugfix release before 2.3 goes live? Or are we going to be struggling with issues like instafail missions for another two months?

We had a fix for NAT traversal in the last patch. I think this did help a lot against the typical "can't see anyone in multiplayer"/"can't join this almost-empty instance" problem so many people have experieced. Heck even Frontier experienced this on their own livestream, when they were the only ones in their instance and were wondering why for the better part of 20 minutes nobody else was joining them. The fact was that a lot of us tried, but we never got into their instance because they were unable to establish connections to any outside peers. I admit it was good to see them suffer from this because for once they got a taste of this bug. I am pretty sure their recent fix was at least in part a consequence of their own experience back there.

There's no way to "fix" the wing cohesion issue when dropping out of SC for example. It might be possible if you and your wingman drop at roughly the same time, but if you have been in an instance for a few minutes and your wingmates join some time after other players came in too, there's no way to guarantee they can meet with you.

There is a way to fix the consistency issue but I'm afraid Frontier wouldn't like that solution. As it stands consistency in a P2P system is hard. Fast consistency (I don't want to call it realtime because that's... something else) can't be guaranteed. Not with peers joining and leaving at any time. It was fascinating to parse their netlog files, watching them try and move ownership of entities to different peers as people left and joined... It gave me new appreciation for Descent, which did something like this in the old DOS version when playing multiplayer via IPX. Ultimately though you're wading through a brown sea of sorrow.

What they could do is finally move to a client/server architecture, with players "owning" an instance and all entities in it. Benefit: You could guarantee wing and crewmate cohesion. Drawback: If you join someone who's network connection is limited, you'll have a bad time.
But you know why I'd still take this over P2P? Because with P2P, if one client with a bad connection joins an instance, everyone in that instance will have a bad time, not just the player with the slow connection.
 
I do hope the whole wing thing is sorted out, had the game for over a year and never been in one until today, my brother has just got the game so we were bounty hunting, I drop in he drops in but he dropped some ways off so by the time we found each other the NPC had disappeared anyways I go out and and due to miss communications he also left the rez site, so we both drop in again only to find we cant see each other. What I did see was his armour going down, me getting stressed due to me thinking he was else where, him not having a working mic also added to the confusion.

Now me being new to wings it wasn't til later and after talking to him and reading a bit more of the above that I realize that we were both in the same place just a different instance. I think....if any of the above doesn't sound like a broken wing mechanic then hey as said new to the whole wing thing, but there was only one rez site at one planet and we were in it together then not..
 
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this question has probarly been asked many tumes before but I'm to lazy to read soo....
what roles will the multi crew get? will it be like 1 pilot,1 navigator,1 gunner and something like 1 engineer or?

also sorry for bad english
 
We had a fix for NAT traversal in the last patch...

To be clear when I was asking about a hotfix patch before 2.3, I wasn't talking about for Wing/instancing issues. That's obviously going to have to be fixed in a major update.

I was referring to a hotfix for the issues that cropped up in 2.2.03 like instafail missions, crashes in the ruins, SRV scanner issues etc. Some of these severely hamper gameplay and two months is a *long* time to have to wait to get them fixed.
 
It's interesting to see that while lots of people on this thread are excited for 2.3, few seem interested in the multicrew feature (at least without the option to use NPC crew).

I'm hoping Frontier are also seeing this. It would be a shame to invest a lot of development time into a feature that is basically not wanted by the player-base.

It may be that PC crew is coming first because developing the multicrew mechanics and modifying the existing wings functionality is easier than developing the multicrew mechanics and writing the required AI logic.

Here's hoping that Frontier have thought this through and will put out something spectacular!
 
this question has probarly been asked many tumes before but I'm to lazy to read soo....
what roles will the multi crew get? will it be like 1 pilot,1 navigator,1 gunner and something like 1 engineer or?

  • Max 4 per ship, limited by seats
  • 4 roles: Helm (piloting), Fire control (turrets/weapons), Countermeasures (shields, tactical), Engineering (sensors, navigation, repairs)
  • Will be balanced so 4 people in a ship is on par with 4 people in a wing
  • Uses wing system (still can't have more than 4 in wing)
  • Can "hotswap" between roles (even solo players!)
  • Uses SRV-style "neural link" or UI interface
 
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