News Focused Feedback Forum Content Schedule

Personally I think you're heading down the wrong path for making ED more engaging. I personally think you need to add two things:

1. Life - you need to make more of an effort to build a sense of a living breathing universe. It's far easier to get lost in the grind if there is something going on around you i.e. the 'scenery of life'. currently we're doing stuff in an absence of what should be a populated environment. Beyond a little more traffic in the higher population systems there could be no difference between a remote system and one in the centre of the bubble.

2. A sense of place - it makes no difference whether I am in one system or another beyond what missions are spawned and the POI that relate to the completion. The closest thing I have felt to a sense of belonging is Founders World but if I choose a system and work in it, there should be a relationship built there, perks to be earned because of familiarity, friends/enemies with the local law. "Hey Commander Steve O B Have, good to see you again. We see you're getting yourself into trouble with the resident pirates and we're happy to help you out!" etc. I want to feel like there is a reason to stay in a place, relationships to be built beyond 'accept/decline' missions. I want to feel like when Thargoids come that I'm defending a place that means something to me.

I'm utterly disengaged with Thargoids and Guardians. They're, from my perspective, an empty antagonist that differs from pirates only visually and in their habits. If I had a sense of place, a sense of something to lose then I might feel more like I want to deal with them but I just don't.

The grind has put me off from playing the game, the lack of life and the lack of a sense of place has stopped me from re-engaging and these additions (Squadrons/Mining/Exploration) are purely functional and IMO don't build on the 'life' of the universe. Exploration is the only one there that has some potential to make the Galaxy more real, more engaging and more of a 'place' but I strongly suspect that it will just expand on the function of jump, honk, jump, honk, and that isn't going to bring me back to the game.

Rant over - I think what you've achieved is everything that the original players and forum bods asked for - a prettier Frontier E2, and man it is that - it's far more than that. BUT when the scope is changed and we see what is potentially possible our imaginations get on the run and the above is partially the result. Hope you see it as constructive critique and not just another forum ranter.

Cheers

Steve

I completely agree with these considerations.
There are probably people who love obsessively repeating the same gestures: jump into the next system, scan, jump into the next system; or: target on the next enemy, shoot without being hit, target on the next enemy.
E: D is only this? After the initial learning curve, I think so.
Frontier must make a choice between these two alternatives: 1) create narrative content; 2) let the players interact with each other and create their own content.
At the moment it seems to me that it does not follow well any of these two paths introducing contents that have the flavor of curiosity for a few moments but soon end up becoming a deja vu.
 
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Absolutely!
It's about time NPCs fill the gaps where Players aren't available 24/7 (or aren't trusted or don't fit the Playstyle).

After all, NPCs never suffer from Instancing issues and are on call 24/7, 365 days a year. And up for every Task, no matter how mundane, exciting or boring.

Nailed it! People don't play ED to be a permanent part of someone else's crew, we play to buy and fly our own ships. That's why we are all Commanders and not Ensigns in this game. Thus the current "Multicrew" name is a misnomer, as it should be called "come visit for tea mode" or something. If we are to have a true, permanent crew, it will have to be NPCs.
 
Greetings Commanders,

While we’re hard at work on the next update for Elite Dangerous Beyond 3.1, we wanted to share our plans for the Focused Feedback Forum, and when you’ll see particular topics come up for discussion.

The Focused Feedback Forum, for those who don’t know, is an area of the forum where we describe and explain our concepts for future features coming as part of Elite Dangerous Beyond. When the forum post goes live, we then welcome constructive and focused feedback from our community on each topic. Previous Focused Feedback Forum discussions have proven to be extremely useful for development, so we wanted to get things going as soon as possible in order to best consider your suggestions.

We’d like to thank you again for all of your feedback across social media, the forums and direct messages. Although the Focused Feedback Forums give us a place to focus on specific topics, we still pass on every suggestion and comment to the development team for consideration.

It’s important to note that the following list and dates are not final, and we have to allow for some flexibility. You may also see other topics pop up in addition to those listed below, we will keep you up to date when or if we’re adding any more discussion topics. Please note that the topics will overlap (as you can clearly see below) – this allows us to keep the discussion topics open for as long as possible, and gather as much information as we need. The main topic will be introduced, followed up by the inclusion and announcement of sub topics relating to the original discussion. As well as opening up the forums for discussion, we’ll also be hosting livestreamed discussions with the developers on each topic. We’ll give you more information on these streams as we solidify the schedule.

Estimated start dates:

Squadrons Discussion
8th May

Mining Discussion
28th May

Exploration/Codex
18th June

Thanks again for your continued support and feedback, we’re very excited to share our ideas with you.

Ed and the Elite Dangerous team

Very interesting Schedule! Our group is very excited to see what's about to be revealed, especially with Squadrons!
 
If FD actually ask us what we want to do with Powerplay, and by extension the BGS, squadrons etc they couldmake something quite fantastic.

The problem with such approaches is that players tend to all want different things and what may be beneficial or logical for one Power could be problematic for another. FDev have a lot on their plate this year but hopefully resources will be found that allow an update to Powerplay mechanics to happen and if so, and it warrants it, then their proposals being presented in a Focused Feedback format is probably the best way to handle things in my opinion.

CMDR Justinian Octavius
 
Very cool! I hadn´t much time to play recently, but i am really looking to take part in the discussion :)

Keep the good work going!

o7
 
So tomorrow we learn just what the Squadron feature is going to be. I’m sure we all have lots of questions about it, seeing how Frontier hasn’t said much about it yet. I know for myself, I’ll be looking to find answers to the following questions of mine:


  1. Will fleet carriers have more purpose than simply combat? Are they useful to miners and explorers and traders too?
  2. Can fleet carriers be owned by one person, or only by groups? And if only by groups then what size groups?
  3. How many credits will fleet carriers cost? Or will they be purchasable in the Elite Store for cash instead?
  4. Will fleet carriers be customizable? And if so in what ways? How much of the customizing will be in game and how much will be in the Elite Store?
  5. How many ships can dock in a fleet carrier at one time?
  6. Will fleet carriers have weapons of their own, or will the ships they carry be the only defense?
  7. Will fleet carriers be mission hubs? And if so, can the owner of the carrier tailor what missions are offered?
  8. How will fleet carriers move? Are they like Mega Ships where they only move on Thursdays during server ticks?
  9. How are fleet carriers maintained? If they are damaged how do you repair them? How are they refueled?
  10. How many fleet carriers can be in one location at a time?
  11. Will there be different kinds or types of fleet carriers? Different sizes?
  12. Will Squadrons have an in game common chat channel between the members? If so, will it be local only or galaxy wide?
  13. Will Squadrons have some manner of in game group news or information page?
  14. Will Squadrons have some means to all play in a common instance together? Or will they need to abuse the wing mechanics to force everyone together like we do now?
  15. Will Squadrons have member ranks?
  16. Will Squadrons have progression paths? Meaning will there be perks and abilities which the group can collectively work together to improve the Squadron?


Anyone else have questions they are hoping to see satisfying answers for?
 
I am more concerned about how Squadrons tie up with the existing player faction and BGS gameplay mechanics.
 

Deleted member 38366

D
So tomorrow we learn just what the Squadron feature is going to be. I’m sure we all have lots of questions about it, seeing how Frontier hasn’t said much about it yet. I know for myself, I’ll be looking to find answers to the following questions of mine:


  1. Will fleet carriers have more purpose than simply combat? Are they useful to miners and explorers and traders too?
  2. Can fleet carriers be owned by one person, or only by groups? And if only by groups then what size groups?
  3. How many credits will fleet carriers cost? Or will they be purchasable in the Elite Store for cash instead?
  4. Will fleet carriers be customizable? And if so in what ways? How much of the customizing will be in game and how much will be in the Elite Store?
  5. How many ships can dock in a fleet carrier at one time?
  6. Will fleet carriers have weapons of their own, or will the ships they carry be the only defense?
  7. Will fleet carriers be mission hubs? And if so, can the owner of the carrier tailor what missions are offered?
  8. How will fleet carriers move? Are they like Mega Ships where they only move on Thursdays during server ticks?
  9. How are fleet carriers maintained? If they are damaged how do you repair them? How are they refueled?
  10. How many fleet carriers can be in one location at a time?
  11. Will there be different kinds or types of fleet carriers? Different sizes?
  12. Will Squadrons have an in game common chat channel between the members? If so, will it be local only or galaxy wide?
  13. Will Squadrons have some manner of in game group news or information page?
  14. Will Squadrons have some means to all play in a common instance together? Or will they need to abuse the wing mechanics to force everyone together like we do now?
  15. Will Squadrons have member ranks?
  16. Will Squadrons have progression paths? Meaning will there be perks and abilities which the group can collectively work together to improve the Squadron?


Anyone else have questions they are hoping to see satisfying answers for?

17. Will fleet carriers have a limited Shipyard & Outfitting (= pure Ship/Equipment Storage) so Players can move their fleets with the Carrier?
 
Squadron details wishlist.
1. Details about forming a Squadron
2. Squadron makeup (member limit, organization and hierarchy.)
3. Megaship concepts (including possible Federation and Imperial versions)
4. Megaship cost and operating details (flight and refueling)
Exploration wishlist.
1. Deployable landing craft with SRV bay for larger ships exploring planets with difficult/ unstable terrain.
2. More SRV types (larger/slower one with more storage, better defense\weaponry and smaller more maneuverable one like a ridable skimmer, only capable of collecting materials and data with no cargo)
3. possibly move discovery scanner and detailed surface scanner from optional internal to utility mount.
 
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Here are my questions.
1 Will sqns be based around or can ee tie them to existing PMFs?
2 will there be a sqn bank where comanders can drop credits or shio parts?
3 how will we get the carriers? Making them from scratch with raw materials would mean people would have reason to mine, refine, manufacture and build ships. This would add to and affect the economy that would start to be more player driven. This would also stop people who took advantage of exploits having a huge advantage over others.
4 will sqns have a hierarchy?
 
The problem with such approaches is that players tend to all want different things and what may be beneficial or logical for one Power could be problematic for another. FDev have a lot on their plate this year but hopefully resources will be found that allow an update to Powerplay mechanics to happen and if so, and it warrants it, then their proposals being presented in a Focused Feedback format is probably the best way to handle things in my opinion.

CMDR Justinian Octavius

Then lets at least begin with what, its fair to say, are the things the majority would agree on-namely make Powerplay less of a disjointed mess, & more something players are able to participate in whilst doing other activities.

Hook Power-play more transparently into the BGS/System State mechanic, & have Government Type & Security Level of a system more relevent to how easy it is to hold/undermine/expand into said system.

Most of all, though, provide Commanders proper *missions* with which to achieve their powerplay goals, alongside the usual Powerplay activities.

The easiest way to achieve both goals, as I have said many times now, is by having Factions & Powers be affiliated, & providing a Powerplay "overlay" over the mission screens of pledged players, so they can see which missions are specifically aimed at achieving a Powerplay goal. For example, you are pledged to Denton Patreus, & want to undermine a neighbouring system controlled by Felicia Winters. On the mission screen you see a Faction (say, Alioth Independents) that has Patreus' logo next to it.

You see that Alioth Independents are offering a mission that has a Powerplay "watermark" next to it-a massacre mission. When you open it you see it clearly says that this mission will help to undermine Felicia Winters' control of $System Name. Alongside the usual rewards for such a mission, you will also be told how many merits the mission is worth. This allows players to participate in Powerplay whilst still undertaking their usual activities.

IMHO, again using the faction affiliate mechanic, I see no reason why we couldn't have competitive, Powerplay specific Community Goals.
 
Then lets at least begin with what, its fair to say, are the things the majority would agree on-namely make Powerplay less of a disjointed mess, & more something players are able to participate in whilst doing other activities.

Hook Power-play more transparently into the BGS/System State mechanic, & have Government Type & Security Level of a system more relevent to how easy it is to hold/undermine/expand into said system.

Most of all, though, provide Commanders proper *missions* with which to achieve their powerplay goals, alongside the usual Powerplay activities.

The easiest way to achieve both goals, as I have said many times now, is by having Factions & Powers be affiliated, & providing a Powerplay "overlay" over the mission screens of pledged players, so they can see which missions are specifically aimed at achieving a Powerplay goal. For example, you are pledged to Denton Patreus, & want to undermine a neighbouring system controlled by Felicia Winters. On the mission screen you see a Faction (say, Alioth Independents) that has Patreus' logo next to it.

You see that Alioth Independents are offering a mission that has a Powerplay "watermark" next to it-a massacre mission. When you open it you see it clearly says that this mission will help to undermine Felicia Winters' control of $System Name. Alongside the usual rewards for such a mission, you will also be told how many merits the mission is worth. This allows players to participate in Powerplay whilst still undertaking their usual activities.

IMHO, again using the faction affiliate mechanic, I see no reason why we couldn't have competitive, Powerplay specific Community Goals.

Nice ideas. One thing I though of too that would make it more interesting is have the naval ranks a part of the powers too. So if you decide to chop and change power you lose your rank and need to start again from scratch. It would also give a bit more meaning to powerplay and stop you having naval ranks in the feds and empire at the same time.
 
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So tomorrow we learn just what the Squadron feature is going to be. I’m sure we all have lots of questions about it, seeing how Frontier hasn’t said much about it yet. I know for myself, I’ll be looking to find answers to the following questions of mine:


  1. Will fleet carriers have more purpose than simply combat? Are they useful to miners and explorers and traders too?
  2. Can fleet carriers be owned by one person, or only by groups? And if only by groups then what size groups?
  3. How many credits will fleet carriers cost? Or will they be purchasable in the Elite Store for cash instead?
  4. Will fleet carriers be customizable? And if so in what ways? How much of the customizing will be in game and how much will be in the Elite Store?
  5. How many ships can dock in a fleet carrier at one time?
  6. Will fleet carriers have weapons of their own, or will the ships they carry be the only defense?
  7. Will fleet carriers be mission hubs? And if so, can the owner of the carrier tailor what missions are offered?
  8. How will fleet carriers move? Are they like Mega Ships where they only move on Thursdays during server ticks?
  9. How are fleet carriers maintained? If they are damaged how do you repair them? How are they refueled?
  10. How many fleet carriers can be in one location at a time?
  11. Will there be different kinds or types of fleet carriers? Different sizes?
  12. Will Squadrons have an in game common chat channel between the members? If so, will it be local only or galaxy wide?
  13. Will Squadrons have some manner of in game group news or information page?
  14. Will Squadrons have some means to all play in a common instance together? Or will they need to abuse the wing mechanics to force everyone together like we do now?
  15. Will Squadrons have member ranks?
  16. Will Squadrons have progression paths? Meaning will there be perks and abilities which the group can collectively work together to improve the Squadron?


Anyone else have questions they are hoping to see satisfying answers for?

I don't believe there will be many people satisfied....expecting the least for squadrons...

megaships will = Once a week movable storage ships with no BGS connectivity, available to any player, in any mode...and nothing to aid in PVP other than a rally point.

Squadrons will have basic guild tools, chat, kick, ban, tag...
 
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