May I ask what the issue is with the pulse wave? This is not sarcasm I'm just not up to speed on this issue. Thank you.
Its documented here.
Issue Tracker (frontierstore.net)
May I ask what the issue is with the pulse wave? This is not sarcasm I'm just not up to speed on this issue. Thank you.
Yes they do but the odds are against one happening during the life of the game (2-3 per century in this galaxy) which are way higher than the chance of them happening in a system with someone in it.Supernovae happen. If your carrier happens to be in the way, it will be destroyed --- or at least it should be.
No way for players to learn the game? What?!!! You learn the game by playing it. And you do realise there are tutorials for the basics. You did go through those didn’t you?! Would be nice if there was one on interdiction. And you still don’t get it. The time I took to learn the game in small ships WAS NOT FRUSTRATING! It was fun! Why was it fun and not frustrating? Progress was steady. Credits, rank, rep all going up. Setbacks were minor and easily recovered from so hard lessons were learned cheaply. There are a whole range of activities that are viable to try in a small ship like a Cobra so there were lots of interesting things to do. ED as a game for newbies may not be perfect, but it is far from the disaster you describe.I see what you mean. One big problem of the game is that the game has nothing in it to let players learn how to play it and to let them understand it. The result is that players are having bad experiences and that's one of the reasons for them to quit playing.
The game is even designed --- perhaps unintentionally, yet extremely strongly so --- to make players wanting to make money to get bigger or other/more ships. What else is there in the game? I know there is a paradigma that says that ED doesn't take players' hands and doesn't spoon feed them and lets them do whatever they want without forcing them, and that is a very bad paradigma that needs to be overcome.
Now you want to force players to somehow learn how to successfully play ED, and in order to do that, you want to limit their income so that they can't get bigger ships. Well, that isn't gona work. There is no way in the game for players to learn, so they will just quit. Replacing one frustration with another is not going to make the game any better, it only adds more frustration until players won't even start playing anymore because the game has a bad reputation of being nothing but frustrating.
I quit two times because of that. Last time I quit for other reasons. Anyway, put information and things into the game that allows players to learn. Give them fun quests that lets them do stuff, gives them information, suggests what kinds of ships to use for what they need to do. Put a flight simulator into the game so players can try out stuff without being frustrated. And there are probably more ways to let them learn.
Let the players have an income that lets them get bigger ships quickly. There is no point in frustrating players like that, they'll just quit when you do that. You don't need to and should not force players to do the learning. They will do it by themselves if it's fun to do.
I could almost say that this is what games are all about. ED fails miserably in that regard.
And I thought the game name was related to the rank.
Let us know what changes you'd make to AX for us to consider.
Missions for AX kills that reward higher level mats that could be traded for heatsink reload mats could be one way to achieve this.Don't know if this is still being monitored, but if it is, I finally joined the forum just to add: please allow AX combat to give the materials needed for AX combat.
I got into AX combat and really enjoyed it, but at a certain point I was starting to run low on materials for heat sinks and Gauss reloads, and the prospect of needing to do a multi-hour grind just to be able to continue the activity I actually wanted to accomplish made me stop and reconsider whether I actually wanted to continue.
The grind for materials is such an utterly unnecessary hassle for AX. If there were missions that made it possible to earn guardian materials and heatsink components, or you could trade Thargoid bits for the materials you need, you would really make AX just a lot less punishing and grindy as a career choice.
It would also be great if there were increased credit payouts of course, but it's the constant drain of materials that really discourages AX. In fact given the high performance ship requirements, high material payouts in general might be worth it - giving AX commanders more opportunities to try out different builds without needing to farm high grade emissions or similar.
I agree it is the players mistake, but as the post pointed out they don’t see it that way they blame the game. This is a
problem for the rest of us. Player get disillusioned and quits after a few weeks blaming the game. They now think they have wasted their money and tell all their friends not to buy it and post on the internet what a poor game it is. That puts people off buying which means less revenue for FDev and less incentive for them to improve the game.
Part of the problem is that the economy is artificially rigged to encourage/force certain playstyles. Take Painite as an example:
Painite is "Highly sought after by socialites throughout occupied space ", it's a hot commodity (slight pun intended). Many stations will buy it from you for a high price relative to other commodities....and yet, nobody will sell it. That's counterintuitive to how the market as a whole works. There are a number of commodities like that, but if we were going for "realism" that would be one of the most highly traded things with a spread of prices that would encourage long trips full of cargo to buy low and sell high. Or you could spend time mining it if that was your preferred approach. This opens up multiple routes to achieve the same thing (sell Painite for sweet sweet profit), whilst making the game itself more immersive.
And you can extend that to materials. Why can't I buy iron? Why can't I find/mine iron and then sell it for a profit to players who are desperate to use it for engineering or synthesis? It's a maguffin to force a particular gameplay aspect which runs counter to other gameplay aspects such as the market. If you opened up materials as commodities you'd have genuine mobile markets (fleet carriers) going around providing stocks near CZ, RES or engineers (I'm not advocating removing engineers specifically, I think that aspect is pretty cool). It could become a vibrant sub-economy that allows FC owners to follow a path as a shopkeeper. Or something like that.![]()
Missions for AX kills that reward higher level mats that could be traded for heatsink reload mats could be one way to achieve this.
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Rather on focus on things which cannot and will not be fixed, how about discussing what can be? Like the prices that people expect to get from certain activities in order to shift the Credit earning activities away from just mining.
Maybe, it's 1649, and time to go home?But they started this thread with asking for our feedback. I wonder what they currently think.
All you new people need to start pimping your forum avatars. This alphabet soup is boringWhy would I play ED when the only thing they do is pimping player income?
You don’t need months and months to learn how to play the game. And the game doesn’t set you up to fail. I didn’t take months watching YouTube vids or asking questions on the forum. I got on playing the game and if any questions came up popped on here. Got swift answers and kept going. I did watch one of those how to make cash and get rich quick vids, but the mining seemed tedious, but some of the tips were handy. So I just got on with playing, having fun and making progress.It's not the players fault that that game is designed in such a way that players have no other way but to fail. It's bound to happen, and it means that the game is badly designed in that regard.
I'm assuming that players just want to play a fun game rather than spending months and years tring to figure out how to play a game by reading forum posts, wiki articles, watching videos, trying to ask other players in the game, finding out about web sites that try to make the game playable a bit more.
The game pass you can get for the xbox is cool. It allows me to try out games without having to buy them. I even liked the last game I deleted about half an hour after starting to play it because I got to a point where you're supposed to jump across a wide gap, and doing that jump requires you to perform a finger-breaking combination of pressing buttons in the controller. I tried it a couple times and didn't make it and deleted the game. It's that easy, and ing off players like ED does makes me wonder why anyone is even buying it.
The alternative was silently reporting you for being woefully off topic.
Thought I’d give you a nudge instead.
These approximate maximum prices offered by markets for the following commodities will be introduced:
- Painite - 600,000
- Low Temperature Diamonds - 700,000
- Void Opals - 1,300,000