Question Regarding Skill

I never understood the stigma to that.


As if when WW3 breaks out tomorrow all the console kids that get drafted are going to run through their first battle jumping up and down constantly :D

Camping will probably be a good strategy to avoid the peoples liberation army :D
 
Camping will probably be a good strategy to avoid the peoples liberation army :D

Am sure that that will be the way to behave in ED. When you leave the station of a dodgy area, you may want to see who is out there before moving and if you see someone you want to stay away from, you plan where to move to and stay cool, similarly when jumping into an unsafe system, see whats there before moving and stay away from trouble.
If you are a pirate, you will want to stay hidden until a suitable target appears.
 
I've found my joystick skills to be sorely lacking while messing with the Alpha. Last time I used one was about 25 years ago, maybe more. However, tactics have won more fights than my aiming skills or ability to fly consistently at another ships '6.
I've never used a joystick, so if you see me, just go for me :D
 
These are reputation levels that unlock additional opportunities though rather than skill levels that makes your character better.

Yes I read the system of reputation. However I think that a commander having a high rank, will not obtain only missions of deliveries of parcel, and regardless of his reputation of the moment
 
Technically it would not be 'camping', since that is, at least in the derogatory FPS sense, typically something involving holing up in one spot and shooting people at a spawn point when their character first appears, which obviously requires little skill and is exploiting a mechanic of the program. What I was doing was employing a tactic within the game which utilised the capabilities of the aircraft I was in and the way I was flying the thing. If I'd have been doing that over the enemy airfield on people as they spawned and took off, you could sort of compare it, but I was doing it over the battlefield at the cost of having spent a long time climbing over my own lines, not over their base, i.e. exactly what WW1 pilots, notably the Red Baron, used to do*. Thus there was nothing stopping someone coming at me at altitude if they were prepared to do the same thing. :)

* Not that he needed to spend a long time doing it, look at the climb rate of the Fokker Dr1 at the end of this clip of the Red Baron taking off in one of them:

https://www.youtube.com/watch?v=zOM8t7X7zaE

No Camping isn't to do with spawn points, though it can be a good camping spot. It is purely about staying in one spot that is usually very hard to spot or even shoot at, or just defensible and stay still.

I never understood the gripes, but like in your story, people want everyone behaving the same way so that they can rule the roost because they are "better" and then it becomes a social norm, with scathing remarks if you are not "conforming".

This is what happens when you dumb down FPS into a cheap respawn mechanic. Don't get me wrong, I like those style of games too, but then when you have games where death is meaningful, don't be surprised to see players actually CARE about their life, ship, etc... and behave accordingly, eeking out any advantage they have to stay ahead of the game or even the playing field if they are at a disadvantage.

Learn and adapt... it's why I don't want flying backwards nerfed or the ability to snip an Anaconda from 2,897 meters, or fly up its thrusters and fire everything I have at it.

No social norms, adapt or die and deal with it like an adult. Leave it up to the devs to balance (obviously exploits need addressing, but not tactics) or we are all gonna get real whiney when the cool kids (or experienced pro's learn Flight Assist off and circle around you blasting you to all 7 hells).

So welcome to Elite, camp all you want, sneak, blast in blast out... whatever.

Looking forward to it.... er until I die constantly and then I look forward tot he walking expansion so I can sit in the space station bar and cry into my drink.
 
Leave it up to the devs to balance (obviously exploits need addressing, but not tactics).

And this multi-player balance is the bit that FDev have no history to fall back on with Elite: Dangerous. Perhaps other their games they have had to deal with, I don't know. I just hope that they do listen to all the whine and can see it for what it is, and act accordingly when there a need.

Fortunately, with so much video evidence being provided these days, it should make it easier to back up claims that X or Y is OP, rather than just the player needing to L2P.

In MMOs I've played from launch or earlier, devs often seem to take their time to find their balancing act with their new games. So I hope by the end of the alpha, beta and gamma FDev staff have found their groove and keep their feet firmly planted on the ground. Wild sweeping changes in the name of balance will not do them any favours, and certainly make a mockery of any player "skill" or "tactics", of which even the seasoned pros will be vocal about, no doubt.
 
Is there a leveling system in this game where we can earn XP and level up our PERKS or skills just like our traditional MMOs (btw not a fan of this need a change)?
When the first Elite was written, games generally had 3 lives and a score. One of the goals for Elite was to use the score in some way as a game mechanic. The result was that it was turned into money. You then used the money to upgrade you ship. XP performs a very similar purpose in other games, it is just slightly more abstract that just having money.

So, if I then follow this line of thinking, I would say that, not only is there XP (money), there are also character classes (ships) and skills/perks (ship equipment).

The difference here is that none of these things are abstract concepts, making the whole thing feel far less "gamey".

This is why Elite is so revered. This was thinking so far outside the box in 1984 that the box was beyond scanner range.
 
When the first Elite was written, games generally had 3 lives and a score. One of the goals for Elite was to use the score in some way as a game mechanic. The result was that it was turned into money. You then used the money to upgrade you ship. XP performs a very similar purpose in other games, it is just slightly more abstract that just having money.

So, if I then follow this line of thinking, I would say that, not only is there XP (money), there are also character classes (ships) and skills/perks (ship equipment).

The difference here is that none of these things are abstract concepts, making the whole thing feel far less "gamey".

This is why Elite is so revered. This was thinking so far outside the box in 1984 that the box was beyond scanner range.

As far as I can gather so far, there is no direct translation of standard gaming XP, classes and perks in E : D. However there is the following:

1. Money - earned through various means, to buy a better ship, or to upgrade your existing ship you need money
2. Faction Reputation - reputation with each of the game's factions is earned by doing jobs for them. Certain restricted ship and/or equipment may only be available from certain factions, and you will need enough reputation in order to buy them with your money (see 1)
3. Pilot Ranking - based on the number of kills you have made, the classic ELITE rankings - ELITE ranking may have a bearing on the difficulty (and therefore reward, both in money and reputation) of mission available to you from the various factions (I would imagine)

This is not anything other than my impression (influenced by what I'd like to see) based on info I've read so far.

If anyone has more official information, please do correct me.
 
The difference here is that none of these things are abstract concepts, making the whole thing feel far less "gamey".

This is why Elite is so revered. This was thinking so far outside the box in 1984 that the box was beyond scanner range.

I was thinking that its interesting seeing all these threads asking why Elite isn't following all the tropes of modern video games. Does Elite include support for Guilds? Does Elite have external views? Does Elite have XP? Is Elite an MMO or an RPG?

It reminds me of exactly all those 'expected' features that it was supposed to have in the eighties to be accepted. Three lives, 5 minutes of game-play.

While it might not be a game changer, at least it isn't falling into these expected trappings and seems to be sticking true to the original concept of putting your head in a space-ship with 100 credits, there's the galaxy go do your thing.
 
I was thinking that its interesting seeing all these threads asking why Elite isn't following all the tropes of modern video games. Does Elite include support for Guilds? Does Elite have external views? Does Elite have XP? Is Elite an MMO or an RPG?

It reminds me of exactly all those 'expected' features that it was supposed to have in the eighties to be accepted. Three lives, 5 minutes of game-play.

While it might not be a game changer, at least it isn't falling into these expected trappings and seems to be sticking true to the original concept of putting your head in a space-ship with 100 credits, there's the galaxy go do your thing.
It's all the stuff that a publisher would be making them put in. Because it "sells"
 
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