Professions: Ideas for the devs - Feedback wanted ??

Hello CMDRs,

There's been a recent most welcome initiative and interest from the Elite development team asking CMDRs for feedback on issues such as The Community itself and on Power-play.

Having read the forum at length over the past few months, would other CMDRs agree that such an initiative (focusing on player feedback) for the core game elements of the professions, each as a separate FD initiated thread, would be welcomed and supported here?

(I'd like to limit this particular thread to a brief expression of interest rather than offering ANY feedback here. The final initiative if desired should come from FD.)


This might include a separate thread asking for feedback from the community on the development of:

Exploring,
Mining,
Piracy,
Trading,
Bounty Hunting &
Smuggling (EDIT: thanks Jordan)


With many thanks, in advance of any responses.
 
Last edited:
Dear john willi,

while i do welcome your commitment in order to improve certain aspects of playable professions in our beloved game, I'm not sure that separate contemplations of each profession is the right approach on this topic.
In my humble opinion, profession developement in Elite: Dangerous needs to interweave as much different playstyles (not exclusively laid out "professions") as possible due to the influence and dependence they have on each other.
Therefore i must apologise for notifying your suggestion negatively.
 
how about the devs concentrate on making "fun" content instead of more income grinding

whats the point of having a billion ways to grind income if there is nothing fun to spend said income on
 
Last edited:
I suggested Paintball & Grafiti and use it tactfully to provoke. But this is not a thread for ideas. It's to setup FD professions in different threads. I think its working as is by our choices. You'll just get loads more copy/paste of same posts spread over them all.
 
Last edited:
I would welcome it. I have quite a few ideas on how to make piracy better and I'm sure others hace just as many ideas to help out their profession.

Ps you also forgot smuggling, if there's one profession that needs help, it's that one.
 
I d love to become a salvage specialist.
Clean the universe by scooping floating lost cargo, pay tax, sell goods
Enough of the "illegal scanning" system and instead base a new profession on salvaging goods...like mining but instead of actually mining you are cleaning the universe
 
how about the devs concentrate on making "fun" content instead of more income grinding

whats the point of having a billion ways to grind income if there is nothing fun to spend said income on

+1

But they could introduce a grinding fee. Oops - we already pay to be allowed to deliver PP-material...
 
Community feedback is a good idea in theory until the Devs realise that they're listening to a proverbial ^&$%storm of ideas. What I'd propose might sound familiar to anyone who's played Eve online. They have something called a CSM, a player elected group who sorts through the storm, and brings ideas to the devs, and who also give feedback on upcoming ideas and how they would affect that particular group they are representing. They are under an NDA for any upcoming ideas, so nothing leaks out about upcoming features. It might be an idea to have something similar, a group made of individuals who are recognised for trying to help push refinement for certain professions. This way, it would be harder for FD to forget about professions such as smuggling.

PS, I vote for Ben for the smuggling post :p
 
Last edited:
Idea of grinding...

The professions could be made better -> So it would not feel like that kind of grind, like for example trading. Could be even fun.
The professions could have better balance -> So we could do multiple things, and still get bigger ships in reasonable amount of time.

Would lead to more content, without adding anything completely new. So speaking about professions, I think that is very important. At least when things are as bad as those are atm.


Creating content, including fun content and wings content, is the second most important thing.


Two most important things that should have had multiple fixes already, in the past 7 months.
 
Community feedback is a good idea in theory until the Devs realise that they're listening to a proverbial ^&$%storm of ideas. What I'd propose might sound familiar to anyone who's played Eve online. They have something called a CSM, a player elected group who sorts through the storm, and brings ideas to the devs, and who also give feedback on upcoming ideas and how they would affect that particular group they are representing. They are under an NDA for any upcoming ideas, so nothing leaks out about upcoming features. It might be an idea to have something similar, a group made of individuals who are recognised for trying to help push refinement for certain professions. This way, it would be harder for FD to forget about professions such as smuggling.

PS, I vote for Ben for the smuggling post :p

Agree about Ben. Your idea about what EVE does would be what the DDF was all about. Don't hold your breath that FD would even think about resurrecting such a group.
 
Elite is a game with no "professions", when you see a profession as something you are specialized, professional at. It simply offers lots of ways to "waste your time" and you can always do something else without "reskilling" or grinding(!) your new equipment. I really love the way that works in ED.

But of course there are many things to improve.

Trading is basically fine, but lacking some features.

  • The markets do not yet seem to be driven by production and consumption or player influence, they rather seem to be randomly adapted depending on certain triggers (instance resets?)
  • Trading missions should point the pilots towards trade routes. E.g. "Deliver as much as you can of this commodity to where it is needed (based on real demand" (+5/10/20/.. % on price), or "bring us as much of this rare goods as possible" (% bonus on price or 150LY price if closer)
  • There should be a chance to generate profit with other commodities too. ATM there are a handful of profitable commodities. Why does a starving colony not pay 600 Cr. for food cartridges or algae and offer special discounts on their domestic appliances? Or a station devastated by a plague - why don't the even have demand for medicines? This also could be combined with missions.
  • Different Cargo Racks for different goods. There could be Racks optimized for frozen goods, for metals, ores, liquids, technology, slaves, weaoons or waste, Like planned for the passengers...
  • Special permits required for certain goods. Maybe because they are illegal if sold to someone else but the ruling faction or because not anyone would be allowed to transport (toxic waste, slaves, uranium, whatever)...
  • An Info-Sheet, where you can see the prices of your last visit to a station (or more detail than now on sys.map)

Bounty Hunting is also fine atm, but also could be improved.


  • for the bounty hunters CGs were the greatest fun in the past. More, more, more
  • persistent NPCs would also be very nice. In far future there could be an option to post your own (extra) bounty on NPCs who attacked you.
  • Bounty brokers. Someone you can sell your acquired bounties too at a lower rate (e.g. 70%)
  • I am not a specialist here, others will fur sure have more ideas.

Exploration has a lot of open odds and ends. It still needs a lot of love.


  • not only the diversity and variety in space but also
  • the reward over time can be improved
  • as well as the equipment, that could help to collect data faster from very distant objects or bring another level of detail (probes, limpets with a new type of controller)
  • a log, markers, something to keep track of your journeys and let you find interesting locations you already visited
  • exchangeable stellar data. E.g. lipmets again, with data of up to 100 Systems scanned, that can be retrieved after destruction or traded with other players.

Mining already received an update with 1.3 which was good and the right step, but not yet brings mining to a really good level



  • Prospector limpets are not really interesting. A prospection scanner would have done the job better (the drones should be launched from SC to see what to find in the belt). Another option would be prospector drones scanning more than one roid, and make the roid itself a target with information, then take off to the next.
  • Refineries are a bit "small" atm and could be improved by some automation (the existing ones would become a bit cheaper, and the new ones are sold separately at a higher price).
  • Mining lasers (at least small ones) could be made mountable to utility slots.

Salvaging is missing at all. We already read great ideas here in this forum


  • Shipwrecks with either floating cargo or salvage to be cut from it with a laser
  • Interesting things like ancient (in deep space) or recent (after a conflict zone ended) battlegrounds or abandoned stations, docks, outposts, shipyards, ...
  • New rares to find
  • New (old) crap to find (e.g. a guitar, an old TV, ... things that can be saved for future use in a Cmdrs. Cabin as decoration)
  • All salvage should become basically legal if not tagged as stolen or illegal (narcotics, weapons, etc.)

Passengers are to come, we don't know when, but they will come and I don't want to write all I already wrote in so many threads once again, but It offers lots of opportunities:


  • Sightseeing tours
  • Combat tours
  • Bring- and Return services for hotels
  • Espionage (bring an Agent to XY, or retrieve him)
  • Diplomatic Missions with guards (e.g. requires wing of 3)
  • Bus-Service for Workers,
  • and much more


Piracy needs to be rethought. One the one side it is a great thing for the ones and a massive "gamebreaker" for the others.

  • pirating NPCs doesn't really work due to the lack of communication
  • pirating Players drives them to Solo / PvE Groups
  • This is, where "cargo insurance" gets in. Insurance brokers also could be a very nice addition to the bulletin boards.
  • Piracy is risk. There should be a short timer for police forces to arrive and claim the bounty.
  • Pirates need "hideouts" with a black market, where goods can be bought too.
  • Pirated goods should be marked by the trader afterwards, e.g. with a timer allowing to tag it after 10 minutes and only for one hour. All salvage should become basically legal if not tagged as stolen or illegal (narcotics, weapons, etc.)

Smuggling needs better rewards and some thrill


  • for the first time, commiting a crime like that, a small fine will do, the second time within the same jurisdiction it will become more expensive, the third time you bring in a T9 full of narcotics the station would send their Vipers, then scan you and shoot you out of the Entrance-Slot
  • black markets would need to make a difference between illicit cargo and stolen goods. Stolen goods, available on the regular market get normal or lower prices, illicit commodities ware much better paid.
  • opening black market sales would be a beautiful addition
  • ... also smuggling isn't my sphere of activity, so here others will have much more and better ideas and whishes

Soldiers or Mercenaries should be treaded differently than Bounty Hunters. ATM both professions feel the same, even if PowerPlay opens this as a new profession


  • Soldiers or Mercs should have something like a "letter of Marque" from their clients. After buying or earning it for a faction, there shouldn't be a bounty for interdiction, attacking and killing enemy military or "secret service" targets outside a combat zone
  • there could be a connection to fed. and imp. ranks
  • and a lot of new missions
  • It could be built on PP-Powers and minor/major factions with different rewards.
  • hitting a civilian or collateral damage at all would result in lower profit, loss of the "letter of marque" or getting a bounty


These are my ideas, that came to my mind spontaneously and I hope someone notices them, thinks about them, and comments or discusses them :)
 
Nice intentions John, but from following these forums religiously for over a year, I kind of feel all this feedback was sorted out and provided at alpha/p-beta already.

The devs have chosen the path for ED and so maybe the devs should simply just get on with things as they are without substantive changes to their plans due to even more customer feedback?

A lot of post-release feedback has been implemented already and frankly the game is not how I expected it be one year on.

(-cough Powerplay, cough solo/group fully affecting background sim, cough CQC arena mode!)

I fear another influx of customer feedback substantially affecting the core game whilst the first expansion packs are awaited.
 
I d love to become a salvage specialist.
Clean the universe by scooping floating lost cargo, pay tax, sell goods
Enough of the "illegal scanning" system and instead base a new profession on salvaging goods...like mining but instead of actually mining you are cleaning the universe

Yep, international Maritime Salvage Law should have been implemented already - but only for "registered and commissioned salvage experts."

(ps - I almost guarantee any new "feedback" suggestions have already been done to death within these forums and the devs have chosen our destiny as they see fit.)
 
There already is a (non-dev started) thread about possible changes for piracy, and I think it's the best thread ever to hit these forums. Find it here.
 
Last edited:
Back
Top Bottom