Fleet Carriers Update - Beta 2 has now ended!

I can't believe it... LOL
I quoted (and answered!) your statement from your post #257 in my post #263. What else do you need to make this a conversation?
I already stated several times what I dismiss in this article: The author's opinion that there is nothing to do with a FC. Overall I thought it was good article; its just that general statement by a 2 week player. You are responding to me like I asked you a direct question when I didn't, but you take my statement about the author's opinion very personally for some reason.
 
I already stated several times what I dismiss in this article: The author's opinion that there is nothing to do with a FC. Overall I thought it was good article; its just that general statement by a 2 week player. You are responding to me like I asked you a direct question when I didn't, but you take my statement about the author's opinion very personally for some reason.
Because Krash, the irritation factor runs deep with this one.
 
Because Krash, the irritation factor runs deep with this one.

I usually agree with this one so his backlash to my statement, which is an obvious truth, has me confused and wondering about what is really going on here.
 
I usually agree with this one so his backlash to my statement, which is an obvious truth, has me confused and wondering about what is really going on here.
Seems to get in a foul mood from time to time and despences it indiscriminately.

Edit: I'm not real tolerant of that.
 
Why not like this?
In all your last posts you didn't mention it with a word. It's the first time I finally hear what your objections actually are. And by that, you don't even need to play the game at all to come to such a conclusion. You just need to read the forums for a while and you will find a lot of experienced players who share this very same opinion.

The only argument you came up with so far was the 2 week player one, period. While I would agree that most new player summaries are rubbish, that alone is a very weak argument in general. With the same line of thinking I would have to be a god for you as I'm pretty sure I'm playing much longer than you. Which would be downright silly of course and a card I never would play. How do you solve this contradiction?
I would defer to a player with more experience about a part of the game in which I have no experience (e.g. BGS). You and I have the same experience pertaining to carriers. That's if you purchased one in the betas and experimented with them. If you did not then you have less experience than the Author of the article and you must defer to her. Contradiction solved. Your welcome (/arrogance)
 
And now you speculate. No matter how you look at it, you have dismissed a perfectly legit opinion (which you happen not to share, which in itself is perfectly legit as well) simply because of the duration of the experience. Even if you now try to turn the corner afterwards. This is not how civilised conversations work. That's a pretty snooty and authoritarian style of arguing.

Her opinion proves the fallacy of giving someone with little experience too many credits too quickly. She was at a loss what to do with a fleet carrier. Such a reaction is predictable.
 
There's nothing out in the galaxy to find that you can't find within 1000ly of the bubble.
Spoken like someone who has never even opened up the codex.
But even if this sentiment weren't so wrong on such a basic level, and we were to grant that "Eh, every biological/geological thing is basically just a reskinned version of the same object", there are plenty unique sights you can't find within 1000ly of the bubble. Look at a system like the collection of wonders, for example.
 
2. It should only provide meaningful rewards if it requires meaningful risk. Doesn't matter if you get it at the beginning of the game or at the end. If you're at no risk of losing your assets then you should receive little to no assets of any kind participating in the activity.
Traditionally, in a historical earth-based context, this is not particularly representative of "exploration" at all.
The mega-rich throw collossal amounts of money at making any such endeavour as easy as possible, and then reap a ton of credit when the expeditions they finance accomplish something of note, and it's all romanticised after the fact.
Same with taking a carrier along.
 
what you're asking for is is no different than someone wanting to jump 200ly in any ship they have. There's nothing out in the galaxy to find that you can't find within 1000ly of the bubble. So the idea that you need to jump tens of thousands of lightyears is misleading. You dont need to, it's just something you may want to do and thus it doesn't have to be easy to complete that quest. Wants can be impossibly difficult or time consuming...needs not so much.

Mining is more efficient to do it all at once than to do little bits at a time. So you'd do your 500ton fillup all in one go once you reach the nitty gritty remains of your current tank full. That means maybe 2000ly or more before needing to refuel and mine (multiple jumps). spend literally a couple hours to do that and be on your way again. While you're stopped to mine, you might as well explore as well and make a bunch of money. Spend a week on each mining leg. explore every system around you.. It's literally no different than exploring anywhere else in the galaxy so why not? exploration is about discovering things not about reaching an arbitrary destination and discovery can happen literally anywhere just as much as at some arbitrary destination.

if it takes you months to get to your eventual destination, does it matter? You wont be doing anything there that you couldn't have done anywhere along the way.

What's annoying about the elite dangerous way of travelling around this 1:1 galaxy is that they dont make any use of the activity for any gameplay mechanics. It's just a time suck loading screen intermission. So players rightly just want to minimize it as much as possible and fdev keeps giving them what they want little by little. But then what's the point of a 1:1 galaxy? Every system becomes a fly-over system that serves no purpose except weeding out the players who aren't masochists and more and more space just gets skipped as jump distances / costs become inflated with no regard to lore. If they could implement a way to make travel part of a gameplay loop that actually engaged players and had tiered levels of complexity/difficulty and risk, then people wouldn't be concerned about how long it takes to get somewhere. Because every single jump would be an event and the idea that you have to get crazy far away would feel impossible (which it should nearly be). Exploring should be one of the most dangerous activities in the game. It shouldn't be a relaxing waste of time (at least not until you've explored a place to find it as being safe). Travel shouldn't be something you try to cut out of the game, it should be at the very least half of what makes up the gameplay players experience everytime they get on the game. Not a time for watching youtube or doing chores or taking a nap.
You're right.

A smart solution is to make sure every task has enough nuance to it that interactivity matters, that paying attention matters, that skillful play is possible and desirable. Anything less than this = boring game. That's why Hyperspace is terrible, and Supercruise is only slightly better, with Glide Mode and Orbital Cruise being probably the bare minimum threshold of meaningful interactivity to avoid being considered The Boring Part of the game. A dev who cares about their game will work to make these areas of play, which take up easily half of all players' time, into something nuanced, interactive, skillful, and warranting of their attention. Frontier's solution has been to provide workarounds: longer jump ranges = fewer jumps = less time trapped in The Bad Part Of The Game; auto-pilot and auto-dock = less penalty for not paying attention to the Boring Skilless Part of the Game.

Elite Dangerous is a Game About Waiting. That's really all Frontier knows how to do to balance their game, is make players wait for things. It doesn't work. It doesn't make the Galaxy feel vast it makes the game boring and slow. If they aren't going to fix any of this, then I can't blame them for whittling away at the number of jumps needed to get around. It's a bandaid on a bullet wound but it seems to be all they're willing to do.
 
Sure. And that's why her opinion reflects that of about half of the existing commanders with a lot more experience than just her 2 weeks. All you need to realize that is to open your eyes and read here and elsewhere. Wake up.
I disagree with those experienced commanders. A player with only 2 weeks playtime makes it easy to dismiss her opinion as rubbish.
 
Can you please, please, please also address trade dividend money printing and limited slots in admin/vendor systems for outfitting of the carriers (especially round Colonia)?
FWIW, I ran into "no available slots" all over the place in the middle of nowhere (between Colonia and Sag A*). I even flew to one to see if I could figure out why... have no clue. There were multiple bodies, and no one there (of course). I think there is some flaw in the slot-finder. These were, of course, all systems I had never visited; but I should be able to set any such system (within range) as a FC destination. Instead, I had to hunt around the galaxy map for a nearby system it would let me set as the destination (i.e., a lot of systems would say "no available slots").
 
So, no other changes are coming to carriers before release?

Specifically referring to ship/module bundles, credit loss on Redemption Office, and a million other things that desperately need improvements?
I still thing a fuel tank module is desperately needed if the FC is to be used for exploration. It's unacceptable that I need to meet up with the carrier every 4 jumps, land my Diamondback, switch to my Type-9, load it with Tritium, deposit the Tritium, repeat (the Type-9 can't hold 1000 cargo), switch back to the Diamondback.
There needs to be some way to either have a larger "tank", or be able to remotely transfer Tritium from the FC "hold" to the "tank".
 
Her opinion proves the fallacy of giving someone with little experience too many credits too quickly. She was at a loss what to do with a fleet carrier. Such a reaction is predictable.
Everything she described about the game, about carriers, about how they work and what the features are and how they interact with the rest of the game, was accurate. Her insights into why all of that is uninspiring, was well informed and well articulated. And I've had more experience with Elite than I care to admit but I agree with her assessment.

And I agree that such a reaction is predictable, though probably not for the same reasons as you. You think the problem is with her prior experience and who she is. I think the problem is with Fleet Carriers.

She clearly understands the game and how it works just about as well as most anyone else who plays Elite. Many players who understand the game are at a loss as to what to do with a Fleet Carrier, because many of the features of Fleet Carriers are set up in such a way as to negate their own potential benefits. The limitations of the shipyard and commodities market are particularly egregious examples, and well articulated in the article, though of course there are many more which have been discussed at length in these forums.

Continually handwaving away all concerns on the basis that anyone who has a problem with something is just the wrong kind of person for the product is only going to get you so far.
 
I suggest to read a bit in this thread, just in case you are able to recognize other opinions besides your own:

I just saw you are even posting there. But are you reading, too?

Instead of using other rubbish opinions to back up your bias, why not explain what you did with the carrier you purchased in beta and how that disappointed you?
 
Everything she described about the game, about carriers, about how they work and what the features are and how they interact with the rest of the game, was accurate. Her insights into why all of that is uninspiring, was well informed and well articulated. And I've had more experience with Elite than I care to admit but I agree with her assessment.

And I agree that such a reaction is predictable, though probably not for the same reasons as you. You think the problem is with her prior experience and who she is. I think the problem is with Fleet Carriers.

She clearly understands the game and how it works just about as well as most anyone else who plays Elite. Many players who understand the game are at a loss as to what to do with a Fleet Carrier, because many of the features of Fleet Carriers are set up in such a way as to negate their own potential benefits. The limitations of the shipyard and commodities market are particularly egregious examples, and well articulated in the article, though of course there are many more which have been discussed at length in these forums.

Continually handwaving away all concerns on the basis that anyone who has a problem with something is just the wrong kind of person for the product is only going to get you so far.
I've stated here and other threads that it is a good article. Never once did I say I have a problem with who she is. I'll reserve the right to dismiss her statement that there is nothing to do with carriers which I attribute to her quick/easy start.
 
So any opinion that you disagree with is rubbish then. How comes that not as a surprise...
Don't worry, I know very well what I will do with a fleet carrier and depending whether they introduce Tritium core mining or not it will last a couple of days at best. As a cheap(er) tool to transfer my fleet from Colonia to the bubble. In it's current form it's widely incompatible with how I want to play the game.
Sounds like you have a use for fleet carriers after all. You may want to inform your author friend. Maybe she'll issue a correction.
 
Because that there is nothing to do with the carriers will be the sad truth for a lot of commanders, even the most experienced ones - depending on their playstyle.
I agree many experienced cmdrs will choose not to use a carrier due to their playstyle. That's the way it should be. Don't spend 1 credit on a carrier if you don't like the functionality.
 
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