ANNOUNCEMENT Fleet Carriers - Content Reveal Announcement

I saw a few different surveys on Twitter, Facebook, etc. Some of them purely about who can afford it and some of them about is 5Bil price ok or not. So the results were drastically different and community is clearly divided (as visible in this very thread)
Estimation based on how many accounts we have in Inara or EDSM vs how many copies of the game were sold IMHO is also a stretch:
  • not everybody who plays uses 3rd party tools
  • not everybody who bought the game still plays it
in this situation, only FDev could give us the exact number how many "active" (define "active") players could actually afford it... But why would they do that?? So we can have another dispute what is "just" and what is not?
I just cannot wait to see this stream tomorrow... especially after this:
Source: https://www.youtube.com/watch?v=zLJnMFmudic
:ROFLMAO:

and as I strongly stand by what I posted earlier, I am gonna say one more thing (hopefully not offending anybody):

Fleet Carrier is a Bentley/Bugatti not a Volkswagen, not everybody has to have it
 
Why i'm quitting videos and posts are cries for attention and nothing else.

as for alien combat. Until alien combat is no longer opt-in... I ignore it. Too much effort for too little reward and the reward that's too little isn't credits (credits are worthless in the game you can get a million credits per ton of diamonds - so they're a joke and so is everyone crying about not having enough of them).

The answer is not buffing every other activity in the game so you can make billions doing whatever task you feel like. It's making the tasks more engaging and fun all around and impactful to the galaxy. So you play the game not for the credits or what you get out of it, but because the activity is meaningful and the acquiring of things is just a happy side-effect instead of the only point. Even still, most players wont ever acquire them... and that's good and the point.

I do think there should be an option for a cheaper - static version of a player outpost that has 1 pad of each size and obviously can't move that can be placed by players via dropping a special cargo beacon at a desired location (1 per account and can be purchased if they dont have a fleet carrier (and vice versa)). All players want a home that they control since the beginning of the game. There's value in giving that option to most players (make it a cost of 500 million and at least 1 Elite ranking with no mandatory upkeep costs but services such as refuel and re-arm would require periodic upkeep to keep stocked which can come from the sale of such services to other players)

That would be cool, could re-use much of the same code as the fleet carriers and quell some of the negative reaction to carriers being content that only a small percentage will take advantage of directly.
 
I saw a few different surveys on Twitter, Facebook, etc. Some of them purely about who can afford it and some of them about is 5Bil price ok or not. So the results were drastically different and community is clearly divided (as visible in this very thread)
Estimation based on how many accounts we have in Inara or EDSM vs how many copies of the game were sold IMHO is also a stretch:
  • not everybody who plays uses 3rd party tools
  • not everybody who bought the game still plays it
in this situation, only FDev could give us the exact number how many "active" (define "active") players could actually afford it... But why would they do that?? So we can have another dispute what is "just" and what is not?
I just cannot wait to see this stream tomorrow... especially after this:
Source: https://www.youtube.com/watch?v=zLJnMFmudic
:ROFLMAO:

and as I strongly stand by what I posted earlier, I am gonna say one more thing (hopefully not offending anybody):

Fleet Carrier is a Bentley/Bugatti not a Volkswagen, not everybody has to have it
You mean the April Fool's day video..............
 
Too much effort for too little reward and the reward that's too little isn't credits (credits are worthless in the game you can get a million credits per ton of diamonds - so they're a joke and so is everyone crying about not having enough of them).

What reward are you talking about then, out of interest?

If you read between the lines most people are probably crying about the limited methods of obtaining credits and the fact that obtaining them is not particularly interesting in their opinion. This is a very important difference.

Anyone in this forum can farm up 5bil credits just as easily as anyone else, it's not as if the information is lacking or the task particularly challenging. In that case it's probably a question of whether they think it'll be fun to do so. Then, if they don't think it's fun, whether they are willing to lay down a lot of time doing it anyway in order to buy themselves potential fun later - which seems like an odd thing for a piece of entertainment to ask of people, especially outside the F2P market.

Do you think progress and fun should be mutually exclusive? If so, why? What are the 'rewards' you're talking about in this context, and do you think they are well distributed between in-game activities? Not trying to start sh*t, genuinely interested.
 
What reward are you talking about then, out of interest?

If you read between the lines most people are probably crying about the limited methods of obtaining credits and the fact that obtaining them is not particularly interesting in their opinion. This is a very important difference.
That's because most people find that the only pleasure that comes from the game is being able to acquire items (buy things). The only point to doing anything is so you can get whatever currency needed to buy something.

Anyone in this forum can farm up 5bil credits just as easily as anyone else, it's not as if the information is lacking or the task particularly challenging. In that case it's probably a question of whether they think it'll be fun to do so. Then, if they don't think it's fun, whether they are willing to lay down a lot of time doing it anyway in order to buy themselves potential fun later - which seems like an odd thing for a piece of entertainment to ask of people, especially outside the F2P market.

Do you think progress and fun should be mutually exclusive? If so, why? What are the 'rewards' you're talking about in this context, and do you think they are well distributed between in-game activities? Not trying to start sh*t, genuinely interested.

I think progress should be a side-effect of doing things that are fun, engaging and impactful to the game universe so that the things you do matter and are meaningful. The progression shouldn't be the point of doing something because progress is always going to be limited and finite. A good open ended game would have the reason why you do things to be unending. When you make it all revolve around progression, you put a very short limit on things and then you're left with players who have nothing to do because the core mechanics of the game are hollow.

The reward needs to be more abstract. It needs to be something that makes visible changes to the game state. Those changes need be meaningful in the sense that it impacts how I and everyone plays to some degree. More things need to be changed from opt-in to something that players will interact with. Players actions need to matter in short so that what everyone is doing can have a point that exists external to credits or materials and buying ships/parts and those effects need to impact players and not just exist inside your own imagination (improved role playing aspects).
 
Assumptions and attempts to extort money from developers; I do not like to speak before being introduced characteristics of the Carries.

Too many lobbies in wanting to modify development proposed by Frontier ... these lobbies and protesting players, once they have the FC at 6 months or a year, they have also abandoned the game, although the price was lowered.
 
What reward are you talking about then, out of interest?

If you read between the lines most people are probably crying about the limited methods of obtaining credits and the fact that obtaining them is not particularly interesting in their opinion. This is a very important difference.

Anyone in this forum can farm up 5bil credits just as easily as anyone else, it's not as if the information is lacking or the task particularly challenging. In that case it's probably a question of whether they think it'll be fun to do so. Then, if they don't think it's fun, whether they are willing to lay down a lot of time doing it anyway in order to buy themselves potential fun later - which seems like an odd thing for a piece of entertainment to ask of people, especially outside the F2P market.

Do you think progress and fun should be mutually exclusive? If so, why? What are the 'rewards' you're talking about in this context, and do you think they are well distributed between in-game activities? Not trying to start sh*t, genuinely interested.
My take on FC's currently is: We get 2 betas to try-before-you-buy... If I like them then, I'll consider ways of boosting my 1 bill + 25mill on my main account to the necessary numbers. It may take some time :)

That said, my 2nd alt is on the way back from a courier job or 20 in Colonia, doing a bit of a dogleg return, already over 100 million in exploration data since yesterday :) Having fun on the way too... (I need to raise the credits to buy a Cutter so I can do the cargo shifting to get fed rank - then I can have a nice ship and get rid of the Cutter )
 
I think progress should be a side-effect of doing things that are fun, engaging and impactful to the game universe so that the things you do matter and are meaningful.

I 100% agree with this, which is why I'm surprised/confused by your previous posts that seemed to say people should 'suck it up' and grind for credits. Unless I've dramatically misread many of your previous postings this seems contradictory to me.

I agree wholeheartedly that we should be able to 'just play' and rewards would come in naturally, but that's not how the game currently works for thousands of players. I'd imagine that's the root of the complaints we're seeing in here.
 
I 100% agree with this, which is why I'm surprised/confused by your previous posts that seemed to say people should 'suck it up' and grind for credits. Unless I've dramatically misread many of your previous postings this seems contradictory to me.

I agree wholeheartedly that we should be able to 'just play' and rewards would come in naturally, but that's not how the game currently works for thousands of players. I'd imagine that's the root of the complaints we're seeing in here.

I do think they need to suck it up if they want massive credits. I dont think every activity should be given a high credit reward. I think the reward should be more abstract than that and that the desire to get a fleet carrier wouldn't exist for most people if that's the case. The only people who would want to invest in the grind to get a fleet carrier would be the people who need it's functionality. Casuals and poor players dont. They may want it, but they dont need it and they wouldn't have the intense desire to want it if the game offered better rewards that didn't soley depend on purchasing things.

edit: and i get people are upset because the income achieved doing something they find grindy isn't the same as doing something they dont find grindy. But the answer to that isn't to buff everything to the income of the grindy activity. It's to nerf the grindy activity back to what it should be ....but fdev knows they can't do that (and haven't) because they know their game mechanics are shallow and all grindy if all you are looking at is credits/mats. Allowing something to be lopsided (and it changes over time) leads to less players complaining to them than fixing those lopsided income levels - since they dont appear to be very keen on actually improving the mechanics to move away from a mostly monetary reward for any activity.
 
Last edited:
I do think they need to suck it up if they want massive credits.

Why should 'getting massive credits' involve only doing limited activities that some players don't enjoy? That's what confuses me, because this is a buy-to-own videogame.

I am not a casual player, in fact I would probably go so far as to bet I am a lot more proficient and experienced at it than many rich miners, but I don't have 5bil in my wallet because the activities I enjoy aren't remunerated well, if at all. I would get use out of a carrier for restocks, BGS support for our faction and storing my 20+ ships. I don't seem to fit between these lines you've drawn.

For clarity, I will grind the credits required - it'll be easy, slow and incredibly boring. Videogames.

It's profoundly weird to me... to agree fully with your previous post on 'good game design' and yet completely fail to see how this fits into that vision you've clearly laid out.
 
So if I've got this right......I can buy a carrier......fly into the black.....do loads and loads of mining ....Then sell it in the carriers shop that I have set the prices at....LOL
 
Back
Top Bottom