PAX 2.3 Beta Q&A thread

1. Any chance for name plates without any additional decorations, only text?
2. Is there possibility that you will introduce ammo storage module to help with time in field with some weapons?
3. Will we get engineer/navigator role for multicrew?
 

OuterGTR

Banned
Will there be some more gameplay features to exploration in 2.3? Before the release of 2.2 you said that you will add some things to exploration!
 
@Sandro - You answered so many questions, the update to the questions thread is going to be insane!

Totally great effort powering through loosing your voice. I hope you will be ok for the rest of PAX. Got to say it was appreciated. I'll get you a total number of questions answered tomorrow when I do the update to the thread tomorrow. (over 100 answered btw) :)
 
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will player get access to the turreted huge weapons seen on npc ships?

how will multicrew members turn in exploration data?
 
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*snip*

how will multicrew members turn in exploration data?

Answered on stream - there is no credit or rank or rep benefit whatsoever to crew-members from exploration. Only the helm gets exploration data because, in Sandro's words, exploration has always been tied to distance. I guess this means that because the crew members aren't really there (telepresence), they can't be said to have been somewhere. So as a natural follow on from that, only the helm would get the "first discovered by" tag on undiscovered systems.

Disappointing also that the Gunnercam™ can't be used in supercruise, so no firing of DSS in 360 degrees. I guess it makes sense because it's tied to retracting and deploying hardpoints which can't be done in supercruise either. Still, it's disappointing.

It was very apparent from the streams that FD want to see how well received multi-crew is in its current form before putting more work into it to extend and enhance its functionality. Which pretty much answers my question from before - they do plan to build on it, if it's received well at this stage - lots of "we'll see how people get on with it" and stuff. I understand this, they're breaking new ground and they're naturally hesitant to put all their eggs into this one multi-crew basket in case nobody ever uses it. After all, lots of people have said that they don't want multiplayer and are not interested in multi-crew, so I guess there's weight to the argument there.
 
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Disappointing also that the Gunnercam™ can't be used in supercruise, so no firing of DSS in 360 degrees. I guess it makes sense because it's tied to retracting and deploying hardpoints which can't be done in supercruise either. Still, it's disappointing.

actually, you can deploy hardpoints once in supercruise, but thats just for the wake scanner... i guess that one doesn't register with the gunnercam then?
 
What will stop a newcomer to hop into an engineered anaconda/corvette, make a few millions in less than an hour, completely skipping the starting ships and buy an asp? Multicrew literally breaks progression for this kind of people and could be seen a legalized exploit. Can you prove otherwise or are there any plans to prevent this?

But this is what literally happens (happened) in real life. Most ship owners throughout the ages started out as crewmates on someone else's ship, until they had saved enough to buy their own vessel. Out of all the various handwavium elements of multicrew, that is the only halfway realistic one.

I can imagine there being many "mentor" cmdrs who get recommended to noobs as someone trustworthy who will teach them the ropes and earn them their first few million, and generations of pilots saying "yeah I first flew under so and so, taught me everything I know"
 
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I guess the only question I would ask of Sandro is this:

Can you go through and explain the reasoning for FD implementing Multi-crew in the way you have done, with a lot of limited functionality?

Nothing to do in supercruise, nothing for Multi-crew Exploration beyond telling people you intend to explore - allowing manifest/wake/kill warrant scanners, but not allowing ADS/DSS, not allowing SRV; limiting multi-crew so much that you are easily able to stop crew from doing anything at all, and many more observations that have been brought up overall.

What's the reasoning behind this? I'm genuinely curious - was it time constraints? Is this a framework at this stage to get in place before adding more to at a later date?

It just seems a bit empty and not living up to the potential it clearly has, so much so in fact, that as I look at everything coming out of the beta forum and the videos and discussions around it, surely FD cannot regard it as a complete feature in this form?

So, some explanation as to how this came about and an indication of where it's going in the future please.

Horizons sold for £25 on average. You get five updates for it, or £5 per update. 2.3 contains three parts: avatar creator, MC and the other stuff. That means Multi-crew is more or less a £1.60 DLC.

Its insane what we get for our money. Why not more? Guess..
 
Is there a summary of questions & answers somewhere? Forum?Reddit? I watch live but I have not understood everything I'm not english, but i'm better every day with Elite.[big grin]
 
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Is there a summary of questions & answers somewhere? Forum?Reddit? I watch live but I have not understood everything I'm not english, but i'm better every day with Elite.[big grin]

https://forums.frontier.co.uk/showt...ANTED-Elite-Dangerous-2-3-Q-amp-A-Livestreams

This thread will be updated later today when I have the time. Probably in 3-4 hours it'll have the questions that were answered moved with text and links to timestamps.

Update complete.

119 Questions answered!

Although a video that appeared today proves one of your questions wrong, and I am quite excited to see:
Steph (Forums): Is the player (non-Holo-Me) shifted around in their seat when the ship is hit by weapons or collides? No, finesse detail. May come later <- Sandro was wrong, Link to video here

Interesting to see the helm moves but the holo-me's don't, just the chair. Either unintended yet awesome or amazingly fine detailed! :p
 
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I am quite disappointed by a few answers, because they show that many multicrew fatures were half hearted in implemention. I guess multicrew won't be a big success that way because there is going to be a lot stuff missing that makes multicrew meaningfull
 
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It was very apparent from the streams that FD want to see how well received multi-crew is in its current form before putting more work into it to extend and enhance its functionality. Which pretty much answers my question from before - they do plan to build on it, if it's received well at this stage - lots of "we'll see how people get on with it" and stuff. I understand this, they're breaking new ground and they're naturally hesitant to put all their eggs into this one multi-crew basket in case nobody ever uses it. After all, lots of people have said that they don't want multiplayer and are not interested in multi-crew, so I guess there's weight to the argument there.


True, but unfortunately, they've created a bit of a self-extinction loop. By releasing a feature (again) that is percieved by many to be severely under-baked, lots of players (myself included) won't bother with a lightweight, pew-pew bolt-on. "Oh!" say Frontier, "The community hasn't embraced it, no point developing it further then."

I don't know what the answer is, I'd like to say, "Don't mess about Frontier - if you believe in the feature, show some committment and fully develop it and enough of this mamby-pamby lightweight stuff."


Then somebody would point at Powerplay.


On the other hand, for my money, after some intial hiccups, they got Engineers about right
 
Angus, I've had a bit of an idea how Frontier can dip its toe in the water for 2.3 and still jump in in a later release: https://forums.frontier.co.uk/showt...dback-thread?p=5268438&viewfull=1#post5268438

I realise I probably sound every inch the enterprise software developer by saying "just add Access Control Lists to ship functions", but by exposing the current 'multicrew lite' roles as predefined sets of permissions, and allowing more detailed permissions as 'crew contract s', we could meet the needs of the quick blast crowd as well as those seeking a more thoughtful, longer term coop experience.
 
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