Multiplayer Fun!

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Deleted member 115407

D
So... my wingmate (new fella) and I hop in my Asp, and we fly 200 light years to go knock something out real quick.
While there, my wingmate picks up a kill scavengers mission. We go to the target location, he dies.
My wingmate respawns 200Ly away, at the place where he got in my ship. He is now doing his best to travel back to me, 200 Ly, 15 Ly at a time.

That is asinine game design.

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So... my wingmate (new fella) and I hop in my Asp, and we fly 200 light years to go knock something out real quick.
While there, my wingmate picks up a kill scavengers mission. We go to the target location, he dies.
My wingmate respawns 200Ly away, at the place where he got in my ship. He is now doing his best to travel back to me, 200 Ly, 15 Ly at a time.

That is asinine game design.
Yeah. That's the things you have to take into account if you want to do multiplayer stuff in Elite.
I'm all for realism and so on, but keeling over and then respawning is something I'm very comfortable with. Beats a "game over" screen...
So if this is gamey anyway, why make it tedious?

There's simply no benefit to gameplay in separating players playing together, and it's not like it affects balance too much. It's like a respawn timer you got to work for to make it advance.

Since the multiplayer topic came up again in another thread yesterday or so, I think this is another great example, why people play alone.
Physical multicrew is great, but if you have to take into account that you will possibly be separated and be stranded somewhere, why use it?!
 

Deleted member 115407

D
Yeah. That's the things you have to take into account if you want to do multiplayer stuff in Elite.
I'm all for realism and so on, but keeling over and then respawning is something I'm very comfortable with. Beats a "game over" screen...
So if this is gamey anyway, why make it tedious?

There's simply no benefit to gameplay in separating players playing together, and it's not like it affects balance too much. It's like a respawn timer you got to work for to make it advance.

Since the multiplayer topic came up again in another thread yesterday or so, I think this is another great example, why people play alone.
Physical multicrew is great, but if you have to take into account that you will possibly be separated and be stranded somewhere, why use it?!
Dude, I don't even think the mechanic is intentional - it's again all just testament to game designers who have no clue how the game is played that they are designing.

Nobody in the design or test phase ever stopped and thought.... hey what happens if I hitch a ride half-way across the bubble, and then I die?

No, here's how it worked, two testers got into the same ship in the same system. One of them died, then respawned 15 Ls away and was like...

1622961681434.png
 
Dude, I don't even think the mechanic is intentional - it's again all just testament to game designers who have no clue how the game is played that they are designing.

Nobody in the design or test phase ever stopped and thought.... hey what happens if I hitch a ride half-way across the bubble, and then I die?

No, here's how it worked, two testers got into the same ship in the same system. One of them died, then respawned 15 Ls away and was like...

View attachment 236920
I like my version better...
 

Deleted member 115407

D
Can you imagine some poor sod riding with his buddy out to a a guardian site, or some other far-off location?

He gets greased, and then he's 500 Ly away with his E-Rated sidewinder, just standing there holding his ?
 
Welcome to my life since the Odyssey alpha. I can't for the life of me explain why nobody at any point during the conceptional, execution or testing phase stopped and thought.. "So what if they are super far from where they started, and one of them dies. Or logs off for the day? Shouldn't we let them hook up again afterwards?"
But I guess lunch orders came up, and that was more important.
 
Can you imagine some poor sod riding with his buddy out to a a guardian site, or some other far-off location?

He gets greased, and then he's 500 Ly away with his E-Rated sidewinder, just standing there holding his ?
Totally.
I even said something like this on the Alpha feedback forum when it was about exploring together.
Would be great if we could do that with friends using one ship. Problem is, that dying and disconnects, even logging out I think (relogging for debugging...) would end the trip instantly.
 
So... my wingmate (new fella) and I hop in my Asp, and we fly 200 light years to go knock something out real quick.
While there, my wingmate picks up a kill scavengers mission. We go to the target location, he dies.
My wingmate respawns 200Ly away, at the place where he got in my ship. He is now doing his best to travel back to me, 200 Ly, 15 Ly at a time.

That is asinine game design.
This is just hilariously tragic 🤦‍♂️
 
All we need is a choice; Where would you like to respawn?

  • The ship of any team mate that supports multicrew
  • Nearest station or port
  • My own ship

This also needs to happen when you crash and relog back in in which case one should be able to select:

- On the ground, nearest to my last location
 
They are not fixing multiplayer,
because server data shows that multiplayer/team option is not excessively used.

And it would be funny only if I were joking, but this is exactly how FD is using server/client telemetry data for prioritizing fixes/future content update.

There was some stream when they slipped out this on some occasion (i think it was multicrew).

They just haven't even considered a possibility, that some game activities (like team/MP etc) are barely used

BECAUSE

they are have design flaws and are bugged.

Instead they conveniently assume "it's not (that) needed"

Yes, it's hard to comprehend for any human with at least half of brain working, but this is what we have to deal with when we get hooked on Elite.
 
If this isn't changed as part of the "teams sharing missions" week then I'll be massively disappointed. It's anti fun, simple as that.

The player should be given a choice:

  • Respawn at last station
  • Respawn in previous ship location (if available; your own ship or the last ship you disembarked from, if either is still in the instance)
  • Respawn in orbit (your ship or team ship)
And the ability to revive a team mate has to be there too. This has to be part of the loop, allowing us to continue seamlessly if one of us falls but we recover.
 
Dude, I don't even think the mechanic is intentional - it's again all just testament to game designers who have no clue how the game is played that they are designing.

Nobody in the design or test phase ever stopped and thought.... hey what happens if I hitch a ride half-way across the bubble, and then I die?

No, here's how it worked, two testers got into the same ship in the same system. One of them died, then respawned 15 Ls away and was like...
It probably was intentional - You respawn at your own ship to stop the following.....

P2 gets in P1's ship
P1 flies P2 1000LY and they depart the ship
P1 has to log off
(Currently) P2 will return to their own ship (even if they had to wait to die, they would return to their own ship)

(Option 2) P2 is stuck on a Planet 1000LY out, with no ship to fly home. Apex won't go out that far. All P2 can do is wait to die, where they will respawn at their current location - a never ending cycle!
 
So... my wingmate (new fella) and I hop in my Asp, and we fly 200 light years to go knock something out real quick.
While there, my wingmate picks up a kill scavengers mission. We go to the target location, he dies.
My wingmate respawns 200Ly away, at the place where he got in my ship. He is now doing his best to travel back to me, 200 Ly, 15 Ly at a time.

That is asinine game design.
It could've been worse, he could've been disconnected on the last jump and to spice it up it could've been much longer trip... I still cannot understand how such design did get out of the door.
 
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