Elite Dangerous | Trailblazers coming 26th February

"Trailblazers" is a funny name when you only can build your house on a vacant lot in your neighbourhood ;)

Ah but then once you have built that house you can start building a house on the vacant lot next to you.....ok you have a good point!

But then, what else comes as part of Trailblazers. Not wanting to go out on a limb, but rarely does FDEV give us the entire rundown on what's coming in new patches until just before release date, I am expecting some extras on top of colonisiation. But what they may be we can only wait and see (more planets yaya!!!!) Ok yeah that was going out on a limb to far maybe!
 
I was hoping that they would give us an idea of what resources will be needed to construct our first stations. It would be great to get a head start by mining or storing resources on our fleet carriers.

That's why they don't want to release these details, because that would give players with a fleet carrier an advantage over players without a fleet carrier. Given that the max distance distance is 10ly, that's one jump for a T9, so not a big disadvantage if all players start at once, but players with a fleet carrier can avoid that jump altogether.
 
That's why they don't want to release these details, because that would give players with a fleet carrier an advantage over players without a fleet carrier. Given that the max distance distance is 10ly, that's one jump for a T9, so not a big disadvantage if all players start at once, but players with a fleet carrier can avoid that jump altogether.
I remember when they were testing FCs, they made them buy for fish, so that people would buy them faster and test them. Since this beta will be in a live game - so there is no interest in quick testing.
 
I remember when they were testing FCs, they made them buy for fish, so that people would buy them faster and test them. Since this beta will be in a live game - so there is no interest in quick testing.

Yeah a lot of the closed beta's did that, there's little point in running a beta where most of the players can't afford to buy the objects being tested, so fish it was! Of course none of those carried over to live game so there's a big difference here, colonisation tasks carried out during the beta will continue on the live game once the beta is over, so I expect it will cost us if we want to get in early, indeed prices may change as a result of the beta, so you take a risk there, spend up during the beta and find players who waited can do the same for a lot less cost once the beta is over, buyer beware!
 
more planets yaya!!!!) Ok yeah that was going out on a limb to far maybe!
It would have been one of my guesses but I’m not so hopeful as to expect it. If so, I suspect it would be the non-terraformable atmospheric worlds* (excluding ammonia world) that we’d get access to, and perhaps some of the high-metal content ones.

But like I said, I’m not expecting that sort of surprise.

My other - in my mind - plausible guess would be something something Thargoid, but I’m not sure how they would play into colonization and “Trailblazer” meaningfully. Because most likely it would be a competition for territory with them. (But we all know they aren’t gone for good, right?)

… the naming could also just be marketing because “You can build how you want!”. Within the available limits, note that I’m not sounding negative about it. I’m more neutral toward the system and will happily see how it unfolds from the sidelines.

I fully expect troll face formations and certain other silly shapes to pop up because, humans.

*Technically there are water worlds which aren’t terraformable but those probably wouldn’t be accessible anyway.
 
… the naming could also just be marketing because “You can build how you want!”. Within the available limits, note that I’m not sounding negative about it. I’m more neutral toward the system and will happily see how it unfolds from the sidelines.

I fully expect troll face formations and certain other silly shapes to pop up because, humans.

*Technically there are water worlds which aren’t terraformable but those probably wouldn’t be accessible anyway.
This is good in some ways (if we have that level of control), as you could then make mazes for on foot fights, racetracks and other strategic considerations (like bases in hard to reach places).
 
This is good in some ways (if we have that level of control), as you could then make mazes for on foot fights, racetracks and other strategic considerations (like bases in hard to reach places).
It was my understanding from the preview streams that placement of planetary ports and/or settlements (not sure about orbitals) following completion of the primary starport was entirely freeform. Albeit still using the same pre-made Horizons and Odyssey assets, but, yeah.

Unless Frontier changed their minds on it I wouldn’t expect total freedom of the structure itself, eg you probably wouldn’t get to shuffle the locations of buildings, landing pads and turrets around (though I’m sure some people would love to just to mess with others).
 
It was my understanding from the preview streams that placement of planetary ports and/or settlements (not sure about orbitals) following completion of the primary starport was entirely freeform. Albeit still using the same pre-made Horizons and Odyssey assets, but, yeah.

Unless Frontier changed their minds on it I wouldn’t expect total freedom of the structure itself, eg you probably wouldn’t get to shuffle the locations of buildings, landing pads and turrets around (though I’m sure some people would love to just to mess with others).
FD never answered my question regards how customizable things are sadly- while placing bases is fine, I think people really want more engineer base like control- split areas / levels, hand placed decoration (within limits, esp for FPS). But FD would be missing a trick making it too restrictive considering we can walk around the base / drive over / around it.
 
It was my understanding from the preview streams that placement of planetary ports and/or settlements (not sure about orbitals) following completion of the primary starport was entirely freeform. Albeit still using the same pre-made Horizons and Odyssey assets, but, yeah.

I got the impression there were a number of pre-determined slots where you could place assets, so not entirely freeform, but we will see when we get more info.
 
I got the impression there were a number of pre-determined slots where you could place assets, so not entirely freeform, but we will see when we get more info.
Well, I recall them saying there’s a limit to how much could be put into a system, but where you put the stuff is up to you.

I could of course be misremembering. It is still early here and I’m working on getting my sleep into a healthier routine. Anyway, as you say, we will see. Might dabble in this once myself ‘to have done it’, but otherwise leave it to other players to do the thing, and see what placements they come up with.
 
if we want to get in early, indeed prices may change as a result of the beta, so you take a risk there, spend up during the beta and find players who waited can do the same for a lot less cost once the beta is over, buyer beware!
Yes, I understand and I didn't write about the danger for nothing. In this very live beta you (for example) and your community will colonize some system for 2 months, spending a lot of effort on it. Then they will find some mistake and apologize to you and reset this system. Is this outcome acceptable to YOU?
 
Well, I recall them saying there’s a limit to how much could be put into a system, but where you put the stuff is up to you.

In the Q&A video it strongly implies there will be given locations/slots where you can put stuff because the architect view can show you what the system will look like once colonised, and it couldn't do that unless there was some sort of predetermined layout options for assets, I have linked the video here to the time they were talking about it. I am sure they discussed it somewhere else also but haven't had time to look.

Source: https://youtu.be/JfF6aDCOuhE?t=989
 
In the Q&A video it strongly implies there will be given locations/slots where you can put stuff because the architect view can show you what the system will look like once colonised, and it couldn't do that unless there was some sort of predetermined layout options for assets, I have linked the video here to the time they were talking about it. I am sure they discussed it somewhere else also but haven't had time to look.

Source: https://youtu.be/JfF6aDCOuhE?t=989
I get that in this context its making a Planet Coaster park the size of the galaxy(!) but I do hope FD make it so that there is some level of customisation.
 
I have a very hard time to call that a beta if this is done on the live server, PP 2 already introduced too much issue (still not fixed), adding Trailblazer on top on the live server sound like a very, very bad idea to me as long the issue on the live server are not fixed.

And reassure me Frontier, you not gonna open a privat server again for the Frontier partner and let the "plebs" do the "beta testing" on live server, yes?
 
So to summarise my understanding of this rollout:

1) leave main game in a state riddled with bugs across almost all sections of it, many of them introduced with a recent major update (Ascension)
2) ignore questions from players about bug fixes for even just the worst offenders, and refrain from providing an update on which will be addressed and when
3) work on a new major update (Trailblazers) that may have major implications to the existing game
4) instead of getting that tested via a Beta in the original sense of the term (and obtaining valuable feedback on technical but also gameplay level), just release it to the masses with many questions still unanswered, while being aware (hopefully) of a poor track record when it comes to sensible initial balance setting
5) to up the stakes in order to not make things too boring for everyone, apply the YOLOL principle by ignoring past track record of seemingly un(der)tested updates, and release it into the wild i.e. the live client as is, while still calling it a Beta (of sorts)
6) hide again post-deployment in the Winchester, similar to post-Ascension, simply disable the most broken aspects of the update, and wait for things to blow over

I can't see any major red flags with this tried and trusted deployment approach applied throughout the industry, and I'm sure it will go swimmingly well.
 
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So to summarise my understanding of this rollout:

1) leave main game in a state riddled with bugs across almost all sections of it, many of them introduced with a recent major update (Ascension)
2) ignore questions from players about bug fixes for even just the worst offenders, and refrain from providing an update on which will be addressed and when
3) work on a new major update (Trailblazers) that may have major implications to the existing game
4) instead of getting that tested via a Beta in the original sense of the term (and obtaining valuable feedback on technical but also gameplay level), just release it to the masses with many questions still unanswered, while being aware (hopefully) of a poor track record when it comes to sensible initial balance setting
5) to up the stakes in order to not make things too boring for everyone, apply the YOLOL principle by ignoring past track record of seemingly un(der)tested updates, and release it into the wild i.e. the live client as is, while still calling it a Beta (of sorts)
6) hide again post-deployment in the Winchester, similar to post-Ascension, simply disable the most broken aspects of the update, and wait for things to blow over

I can't see any major red flags with this tried and trusted deployment approach applied throughout the industry, and I'm sure it will go swimmingly well.
I think for PP2 FD can sort of be forgiven (for now) since its such a giant update (giant as in what it does). You had the emergency hammers out but (hopefully) FD have been looking at how PP2 is developing- essentially treating the first months as live testing and then using Trailblazers (which is a counterpart to PP2 in that it expands territory you expand into).
 
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