FDev please notice: the international CQC community requests improvements for this great game!

FDEV PLEASE REACT! CQC IS IN NEED !

FDev please keep an eye on your own child - CQC! The game needs new players - or it dies out. Right at the moment, due to the current concept of the game, new players are swallowed by top ranked players with the effect that these newbies become frustrated and never return.

It is so easy and surely no programming effort for you to change at least two things:

  • please randomize the sites of power ups
  • please introduce a league where ranks fight against each other only with the opportunity to fight against higher ranks without restrictions and lower ranks one level only. This might help to provide more encouragement and joy for newbies in this wonderful game.
Please react. Thank you.
 
You don't want to divide CQC any further.

The sooner CQC 3.8 and 4.0 get merged the better.

Matchmaker is in place to separate new and experienced players,
but with low number of players you either mix new and experienced
players together or have no CQC matches at all.
 
HELLO FDEV! CQC needs to be reviewd for improvement! PLEASE RESPOND! At least a word that you are aware of this posting! Thank you!
 
GOWhKez.gif
 
(Just to be clear, I do not represent the international community (have never claimed to do so) but I am part of it and in intense contact with international CQC-players.
Just to be clear, I neither represent nor speak for a Cmdr Musketeer.)


Hello FDev, the international CQC community has ideas which are presented by dedicated, cross-platform CQC players here. Please have a look!

First of all, I would like to mention that a member of the CQC discord channel has been in touch with the community team already and has passed ideas directly onto Fdev for consideration to be made for changes to CQC.

Here some of the bullet points of the international CQC community presented by dedicated, cross-platform CQC players :

  • Power-Ups
    • Power-Ups offer temporary in-game buffs across all 3 game modes: weapons power, shield strength, speed, and stealth.
    • Their locations are marked by white circles on the radar, and flying through them grants the benefit.
    • They are always located in the same position on each map. They also always last for the same period of time.


      Issues
      • Power-Up locations are easily memorised, giving experienced CQC pilots a strong advantage over newer players.
      • In arenas such as ‘Ice Field’, Power-Ups are placed closely together, allowing powerful combinations (see weapons and stealth below) to be picked up quickly.
      • The above points encourage unfair gameplay practices:
      • “Looping” – flying through Power-Ups one after another to stack them up, and repeating as soon as the cool-down allows (which is tracked in the HUD – and can be further assisted by audible timed warnings in external programs such as Voice Attack).
      • “Camping” – the practice of staying by the Power-Up locations waiting to pick them up rather than engaging in the game-mode.
      • Looping and Camping are not “cheating” but offer unfair advantages especially against newer and experienced players, negatively affecting the health of CQC.
      • The benefits themselves are generally considered well balanced with the possible exception of the weapons damage increase (especially when paired with stealth).


        Suggested Changes
        • Respawn timer randomisation: changing the set time for Power-Up respawns to a range (e.g. 10 – 90 sec)
        • Location randomisation: while keeping their physical locations on the map the same, randomise which Power-Up appears per-respawn at those locations.
        • Remove Power-Up stacking: flying through a second Power-Up immediately causes the first to expire.
        • Weapons Power-Up reduction: consider reducing the 45 seconds length of this Power-Up, or its effectiveness from a 100% damage increase to a 50% increase. Taking the weapons power-up could also be changed to slow the weapons capacitor regen rate.
        • Clear & obvious weapons identifier on whoever has taken the weapons power up – glowing aura, bigger weapons graphics, red exhaust trail (similar to the player who has the flag in Capture the Flag) etc.

  • Rewards

    Issues
    • There is little incentive for Elite Dangerous players to try out CQC. Without meaningful rewards, it is often felt as “wasted time”.
    • Many disregard the Elite Rank as an unachievable goal that “doesn’t count” and which has no interaction with the main game.
    • Players receive a nominal sum of credits for playing CQC. To achieve Elite in the CQC rank, players must accrue (on average) 22,000 kills. This equates to approximately ~17,000,000 total credits, averaging to fewer than 800Cr per kill.

    • Suggested Changes
      • Increase credit reward 100x. This would equate to an estimated 500,000Cr and 2,500,000Cr per hour for beginner to advanced players. Even a 200x credit increase, would amount to 5,000,000Cr per hour – still well below main game earnings.
      • Allow CQC gameplay to contribute to the capped 400 ARX that players may earn weekly through playing.
      • Upon hitting each Prestige Rank, the choice of a specialised paint job for use on the ships.
      • Introduce regular CQC Community Goals, with tier based rewards based on number of kills or wins. This could include a weekly / monthly ‘double XP event’ or an exclusive double engineered module only accessible through playing CQC.
      • Stronger interaction with the main game – CQC arena hubs in the main game (which could also be accessed through CQC matchmaking), where CQC wins from those areas have consequences for BGS, such as improving faction morale.
      • Allow players to opt for engineering material rewards in lieu of credits (albeit at a slow rate). 1 x Grade 4 / 5 material per completed match for example.
      • Allow players to customise their CQC ships, by using paint jobs, ship kits, weapons and engine colours purchased in the main game.
      • Add an unlockable main game CQC decal similar to the ones on offer for the other Elite ranks, matching the rank icon below.

  • Ships

    Issues
    • CQC players have a small pool of ships to choose from: the Condor, Sidewinder, Eagle, and GU-97 (which was added by Frontier in a later patch after the original 3). The Sidewinder in particular is not a combat focussed ship, and is barely used.
    • Suggested Changes
      • Add the Taipan and/or a Guardian Fighter with additional unlockable loadouts, increasing the total number of loadouts to 15 or 18 respectively.
      • Make fixes to some of the already existing ships such as the Sidewinder (increase the agility slightly and fix the Frag Cannon, which is less damaging than the stock laser).
      • Rebalance some of the existing ship module unlocks – amour booster and shield booster modules are too weak to be useful.
      • Changes to ships weaponry – possibility of regen beams to allow for further depth to team play.
      • Fix the ‘target subsystems’ options, as this would add extra depth to combat.

As I wrote above, these are some of the bullet points and have been developed exclusively from the experiences of the CQC-players and are considered to be in urgent need of improvement.

FDev, please, show us of the international CQC-community that you are watching and listening. We know that you have a lot of projects on your to-do list but please comment as to when we can look forward to CQC improvements.
I support cqc, I think it's something very promising in the elite, don't mind these toxic guys, who don't even play the mode and are just here to complain. Your ideas are very good, I hope that someday the frontier will remember that they created this mode in the game.
 
Hi Sally, Hi FDev, it really would be a great Christmas gift if you repair the maps in CQC which are partly bugged (buildings are meshed up) since 14.0. We have opened a ticket in the issue tracker, too ! Thanx!
 
Not just repair the maps, how about more maps.

Hell, just... pick some of the installations from the live games and convert them into arena maps. Maybe have some procgen in there. It's not like you haven't been able to procedurally generate an installation in an asteroid field for years, those things are in the live game.

How about letting us queue for "I'll take whatever game people want to play right now", like if one player is looking for team deathmatch and the other for regular deathmatch, they won't get matched together - even if both players would be happy to play either mode. Even letting us queue for more for one mode at once would be great. I've never seen a CTF match, as most people have to pick deathmatch if they want to get a game at all, maybe this would change if people had the option to queue for "I'd prefer CTF but I'll take deathmatch if there aren't any CTF players on"?
Like, back when I played TF2 I'd just pull up a list of whatever games were on and if the map I wanted to play didn't have any games open I'd pick whatever else was there, yanno?
 
CQC Needed to have better rewards, to get more players attention and bring more players to the mode, example: better payouts, not a paltry amount of credits that isn't even enough to replenish the ship's fuel in addition to better payouts, a good multiplier of credits for points obtained in the match Another thing, at the end of the game, players could choose between some mysterious reward options, when selecting a certain one, things like: paintings, rewards in credits, garde 5 materials, cqc rank xp, materials and data on foot .. . this would attract more players because it would be a simple and fun way to get some tricky things like certain grade 5 materials and also a nice reward
 
CQC needs a lot of things, many cmdrs have very good ideas.
But we need to know that is the real view of FDev on CQC. Year after year, update after update, new bugs are introduced, which are not corrected, game play is not reviewed while some other game aspects are, like combat or exobiology...
 
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CQC needs a lot of things, many cmdrs have very good ideas.
But we need to know that is the real view of FDev on CQC. Year after year, update after update, new bugs are introduced, which are not corrected, game play is not reviewed while some other game aspects are, like combat or exobiology...
yes it is true.
 
To me, the most important change to CQC would be ALLOW QUEUING WHILE PLAYING!
I'm not going to spend my playtime sitting at a glorified loading screen waiting to get to play eventually, maybe. Instantly discarding your ship works for multicrew, why not for CQC?

P.S.: Where's the <blink> attribute when you need it?
 
To me, the most important change to CQC would be ALLOW QUEUING WHILE PLAYING!
I'm not going to spend my playtime sitting at a glorified loading screen waiting to get to play eventually, maybe. Instantly discarding your ship works for multicrew, why not for CQC?

P.S.: Where's the <blink> attribute when you need it?
a cqc matchmaking functionality from main game is already existing.
 
because the work was botched.
machmaking on Horizons 3.8 was working well, & CQC more generally.
In odyssey it's a nightmare, since release. Matchmaking errors, bugged maps... 2 cmdrs can launch CQC from main & never meet in the q...
 
(Just to be clear, I do not represent the international community (have never claimed to do so) but I am part of it and in intense contact with international CQC-players.
Just to be clear, I neither represent nor speak for a Cmdr Musketeer.)


Hello FDev, the international CQC community has ideas which are presented by dedicated, cross-platform CQC players here. Please have a look!

First of all, I would like to mention that a member of the CQC discord channel has been in touch with the community team already and has passed ideas directly onto Fdev for consideration to be made for changes to CQC.

Here some of the bullet points of the international CQC community presented by dedicated, cross-platform CQC players :

  • Power-Ups
    • Power-Ups offer temporary in-game buffs across all 3 game modes: weapons power, shield strength, speed, and stealth.
    • Their locations are marked by white circles on the radar, and flying through them grants the benefit.
    • They are always located in the same position on each map. They also always last for the same period of time.


      Issues
      • Power-Up locations are easily memorised, giving experienced CQC pilots a strong advantage over newer players.
      • In arenas such as ‘Ice Field’, Power-Ups are placed closely together, allowing powerful combinations (see weapons and stealth below) to be picked up quickly.
      • The above points encourage unfair gameplay practices:
      • “Looping” – flying through Power-Ups one after another to stack them up, and repeating as soon as the cool-down allows (which is tracked in the HUD – and can be further assisted by audible timed warnings in external programs such as Voice Attack).
      • “Camping” – the practice of staying by the Power-Up locations waiting to pick them up rather than engaging in the game-mode.
      • Looping and Camping are not “cheating” but offer unfair advantages especially against newer and experienced players, negatively affecting the health of CQC.
      • The benefits themselves are generally considered well balanced with the possible exception of the weapons damage increase (especially when paired with stealth).


        Suggested Changes
        • Respawn timer randomisation: changing the set time for Power-Up respawns to a range (e.g. 10 – 90 sec)
        • Location randomisation: while keeping their physical locations on the map the same, randomise which Power-Up appears per-respawn at those locations.
        • Remove Power-Up stacking: flying through a second Power-Up immediately causes the first to expire.
        • Weapons Power-Up reduction: consider reducing the 45 seconds length of this Power-Up, or its effectiveness from a 100% damage increase to a 50% increase. Taking the weapons power-up could also be changed to slow the weapons capacitor regen rate.
        • Clear & obvious weapons identifier on whoever has taken the weapons power up – glowing aura, bigger weapons graphics, red exhaust trail (similar to the player who has the flag in Capture the Flag) etc.

  • Rewards

    Issues
    • There is little incentive for Elite Dangerous players to try out CQC. Without meaningful rewards, it is often felt as “wasted time”.
    • Many disregard the Elite Rank as an unachievable goal that “doesn’t count” and which has no interaction with the main game.
    • Players receive a nominal sum of credits for playing CQC. To achieve Elite in the CQC rank, players must accrue (on average) 22,000 kills. This equates to approximately ~17,000,000 total credits, averaging to fewer than 800Cr per kill.

    • Suggested Changes
      • Increase credit reward 100x. This would equate to an estimated 500,000Cr and 2,500,000Cr per hour for beginner to advanced players. Even a 200x credit increase, would amount to 5,000,000Cr per hour – still well below main game earnings.
      • Allow CQC gameplay to contribute to the capped 400 ARX that players may earn weekly through playing.
      • Upon hitting each Prestige Rank, the choice of a specialised paint job for use on the ships.
      • Introduce regular CQC Community Goals, with tier based rewards based on number of kills or wins. This could include a weekly / monthly ‘double XP event’ or an exclusive double engineered module only accessible through playing CQC.
      • Stronger interaction with the main game – CQC arena hubs in the main game (which could also be accessed through CQC matchmaking), where CQC wins from those areas have consequences for BGS, such as improving faction morale.
      • Allow players to opt for engineering material rewards in lieu of credits (albeit at a slow rate). 1 x Grade 4 / 5 material per completed match for example.
      • Allow players to customise their CQC ships, by using paint jobs, ship kits, weapons and engine colours purchased in the main game.
      • Add an unlockable main game CQC decal similar to the ones on offer for the other Elite ranks, matching the rank icon below.

  • Ships

    Issues
    • CQC players have a small pool of ships to choose from: the Condor, Sidewinder, Eagle, and GU-97 (which was added by Frontier in a later patch after the original 3). The Sidewinder in particular is not a combat focussed ship, and is barely used.
    • Suggested Changes
      • Add the Taipan and/or a Guardian Fighter with additional unlockable loadouts, increasing the total number of loadouts to 15 or 18 respectively.
      • Make fixes to some of the already existing ships such as the Sidewinder (increase the agility slightly and fix the Frag Cannon, which is less damaging than the stock laser).
      • Rebalance some of the existing ship module unlocks – amour booster and shield booster modules are too weak to be useful.
      • Changes to ships weaponry – possibility of regen beams to allow for further depth to team play.
      • Fix the ‘target subsystems’ options, as this would add extra depth to combat.

As I wrote above, these are some of the bullet points and have been developed exclusively from the experiences of the CQC-players and are considered to be in urgent need of improvement.

FDev, please, show us of the international CQC-community that you are watching and listening. We know that you have a lot of projects on your to-do list but please comment as to when we can look forward to CQC improvements.

The real reason people don't play CQC is because it's bad and shallow game. I played a lot to see what it was about. And it was about offering a F2P entree point to ED on a time Dev's were trying something new. As many features, Devs soon abandoned it.

Compared to any other Arena Shooter / Space battle Arena, it's just a really poor game.
So balancing is not the main issue.

-Ship builds are absurdly limited compared to the main game, and others.
-Non existing ranking system/ matchmaking, resulting in new players and veterans playing on the same matches.
-Rank not meaning skill, but time played. So an Elite player can be bad at the game but playing alot, offering no ''merit'' system.
-No progression system besides unlocking the necessary ship variations to play the game.
-Limited game modes. Not offering enough variety to the gameplay.
-Few maps with very few variations on gameplay impact
-No relevant tie-ins to the main game
-No exclusive features compared to the main game, besides it being THE ONLY PVP SYSTEM IN THE GAME.
-Missing features from the ships in the main game like nightvision and module control and sub-targeting.
-Missing features compared to other Space Battle games, like squadron calls, or markers.

I would love for it to be a good game, but it is not.
None of the discord suggestions contribute to the main issues.

The game is Close Quarters Combat - ARENA
These changes suggested are some of the wierdest I've ever read...

-All of the Power-up related changes deal away with the most basic gameplay loop of arena shooters, controlling the map. Or else this would be just a Death Match based on ship to ship Rock/Paper/Scizors and space pew pew

-The balancing of rewards is extremely unbalanced compared to players who grinded though the game to achieve that in regular PVE. A new player could just do CQC until they have everything for the other game.

-The ships balancing suggestions are problems that exist in the main ED game, but are fixable with engineering, something that does not exist in CQC.

The real solution to CQC as I pointed in another Thread is reworking it completely to become the ED-PVP system. Transform it Into a Match Making for the main game.

A version that still allows entree level players to find easy acessible small ship combat to play and test. But allows the main game ships to be usable in a specific bracket/game modes. Be rewarded ranks and credits in line with the main game.


-Filter though Pre-made, non-engineered, engineered ranks 1/2/3 ships for the game mode.
-Matchmake with people of similar CQC rank, a rank that both rises or falls based on skill and results of matches.
-Be rewarded CQC only rewards, like end season results in Main ED rewards as bubble-heads for the panels or exclusive skins.
-A game with exclusive experience. You could see squadrons of 3 Small ships and a Large one play objectives. Or other variations, giving niech builds a space in the game.

So much can be done here. But balancing CQC is not the way. It's about completely reworking it's fundamental aspects.
The base CQC experience people are used to would still be there, but It's so shallow that it would be just 1 segment of a larger game system.
And It would benefit from any improvements made to the rest of the system.
 
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CQC is fine as it is.
It just need players.
And if it gets enough players, it will have proper match making (rank/skill based)

So if they could incentivize CQC playing (by any means like credits, decals, paints, whatever) and get the cmdrs to actually play CQC, everything would be fine.

Now, in terms of changes, IMO:
  • Main issue: allow solo bot (npc) play with selectable skill levels for NPC (Harmless to Elite). This way people can practice the maps with the help of bots so when they join the games against players, they at least know the maps and have a basic skill set
  • Remove PowerUps - this way the very good players that can dominate the maps anyways, dont get the benefit of the constant power-ups loop-play thus giving them total control of the map.

To conclude: That's all CQC needs (IMO): more players, solo bot play so they can learn the maps and train (and eventually powerups removal - altho this could added as a game mode if the player numbers get high enough)
 
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