What I hope that the damage boosts and such are not too strong, or that they come with some down sides.
On the other hand... reloading torpedoes weeeee !
On the other hand... reloading torpedoes weeeee !
Stop flashing your NDA at us![]()
Well frontier decided to run online servers, and therefore they need income to keep them running.
I just came to a sudden realization as to how we survive our ships/srvs destruction.All of these things will make more sense in the future...
Much like the "magic" insurance screen of resurrection![]()
I don't know. Firearms are illegal in the UK, but people make money by modifying replicas and deactivated weapons even though there are companies much better at making weapons than the average Joe with a heavy duty drill. Armour piercing bullets are illegal in the USA, but again, people create their own by DIY methods. People even manufacture their own narcotics. It isn't so unbelievable.
I agree about the destruction thing though. Seems like they're trying to get in front of the complaints about people losing their hard earned materials before any complaints were made. Terrible pandering.
What im worried about as a pvper is if this is gonna be a pay2win system, getting better ammo / shields and stuff just seems kinda OP against pvpers that dont have horizons, hopefully we can drop the materials for others to get them and synthesize their own stuff. here's hoping
Well, one may be a PvE player and still come into a PvP situation, if one plays in open. I do not subscribe to the idea that open play = "PvP mode", but I do acknowledge that PvP can happen and must be accepted as a possible event. On days where I absolutely want to avoid it, I play solo or in Mobius'.
But I think the issue is worse for a PvE primary player in open play. Not only will their PvP encounters be mostly incidental and surprising, also the enemy ship(s) can now have hidden buffs that depend solely on whether they went farming buff mats earlier. And it is the dedicated PvPers who are naturally more inclined to do anything to squeeze out any potential advantage out of the game. At that point, a PvE player in open play could just as well write off any PvP encounter as a possibility and either fly something that can consistently escape from fights (e.g. Cobra, Clipper) or not play in open at all.
Why should they call me carebear? I don't have problems with them beeing dangerous folk, I actually don't believe in griefing, ganking and the evil CODE. And I have been part of the pewpew crowd in other games long enough to call them what they areIn other words: craftable ammo+1 buffs in fact caters more to what you so condescendingly* call the "pewpew crowd" than us PvEers.
*Really, can't we stop that, on both sides? If you call them "pewpew crowd", you cannot legitimately complain if they call you then "carebear". Both are pejorative at this point.
This is perhaps the exact reason we keep materials on death. If someone spent hours(days?) collecting the material for a ammo boost, I doubt they would want to risk loosing it in a fight with another player before it was even used. Worse yet, what about all their none pvp materials they found.
I'm pretty sure loosing material on death would promote combat loggers and runaways 10X over.
I'm sorry but can you reword your question? I have no idea what you're asking.And someone who just spent 6 months out in deep space loses all his work, FAR more than someone doing a bit of mining, for what reason again?
Well, one may be a PvE player and still come into a PvP situation, if one plays in open. I do not subscribe to the idea that open play = "PvP mode", but I do acknowledge that PvP can happen and must be accepted as a possible event. On days where I absolutely want to avoid it, I play solo or in Mobius'.
But I think the issue is worse for a PvE primary player in open play. Not only will their PvP encounters be mostly incidental and surprising, also the enemy ship(s) can now have hidden buffs that depend solely on whether they went farming buff mats earlier. And it is the dedicated PvPers who are naturally more inclined to do anything to squeeze out any potential advantage out of the game. At that point, a PvE player in open play could just as well write off any PvP encounter as a possibility and either fly something that can consistently escape from fights (e.g. Cobra, Clipper) or not play in open at all.
In other words: craftable ammo+1 buffs in fact caters more to what you so condescendingly* call the "pewpew crowd" than us PvEers.
*Really, can't we stop that, on both sides? If you call them "pewpew crowd", you cannot legitimately complain if they call you then "carebear". Both are pejorative at this point.
All of these things benefit the hardcore PvPer. The one who naturally equips double chaff so the average PvE player with their gimbals can't hit them, and the PvPer themselves flies with fixed weapons. The one who stacks SCBs to the brim in order to just out-tank anyone they encounter who doesn't minmax their ship for it. The one who also builds their ships for SCB spam breaking, multi-railgun setups and the like only good for 1-2 fights, something barely interesting for pure PvE. And that is the same type of player who would farm materials for a damage buff so they can get one more edge in combat over another player.
Just watched the stream and the synthesis thing started out really well, but then went rapidly downhill into MMO fantasy realms.
At the beginning he talked about feeding the AFMU and I thought, okay that's cool they've really thought the about the plausibility of all this, the AMFU is a thing which repairs stuff so what would it use - minerals, metals, etc. That's fine. Then he talked about creating ammo. Hmmm, bit more involved, but still okay for basic projectiles. Then he mentioned missiles - uh-ho - so now we have a unit on board that can create the immensely complicated things that are missiles - what "materials" would that take? Then things went from bad to worse - super fuel, super bullets, super armour... basically just World of Warcraft bonus potions. This is a sad state to get into IMHO. It's just copying every other MMO, it has zero originality, it has zero plausibility. Why would this stuff not be for sale? Why can't I buy this fuel in a massive, city sized station but I can create it in my crappy little ship with a tiny (relatively) little module? Lame.
Does not bode well for the "cool" stuff they said was to come, IMHO.
From people in the ED universes perspective we are cavemen.![]()
The vast majority doesn't participate in PvP, so I don't see any reason why the game should be designed around the pewpew crowd.
This whole statement is based on the false dichotomy that you are a PvP player or not. This is only the case if you want to further segregate people not interested in PvP in private/solo game modes. When you make changes that affect the advantage on one player against the other, by the nature of the game you have to consider the PvP implications. They affect not only the players that are primarily (or only) interested in PvP, but those that want to PvE in an open world.
It is like I said before. It means if you are not willing to spend that much time to stack consumables, then you will be discouraged to play in the Open game mode because you will know you are heavily disadvantaged or at least more than you were before. Stacking consumables will become the new nature of the trade for PvPers as even small advantages against other players are meaningful.
This whole statement is based on the false dichotomy that you are a PvP player or not. This is only the case if you want to further segregate people not interested in PvP in private/solo game modes. When you make changes that affect the advantage on one player against the other, by the nature of the game you have to consider the PvP implications. They affect not only the players that are primarily (or only) interested in PvP, but those that want to PvE in an open world.
It is like I said before. It means if you are not willing to spend that much time to stack consumables, then you will be discouraged to play in the Open game mode because you will know you are heavily disadvantaged or at least more than you were before.
Stacking consumables will become the new nature of the trade for PvPers as even small advantages against other players are meaningful.
I ran out it for mine... but then that was because I was doing a lot of external camera shots and sometimes didn't realize I was overheating
Agreed overall, though. A careful pilot's only real limiting factor is canopy integrity (and technically drive, since that can't be repaired by AFMU either).
I think you've hit the nail on the head. A friend of mine said this to me months ago, and it's only now starting to sink in.
FD are not making ED for PvP. Indeed, if you look at it carefully, it's getting more and more geared towards PvE, quite often at the cost of PvP:-
- Chaff spam unbalances gimbals in PvP. Do NPCs ever have two chaff units and non-stop chaff?
- SCB spam unbalances PvP. Do NPCs ever have more than one and power them down/up to like CMDRs?
- Combat zones are more lucrative in PvE than PvP.
- Powerplay, which actively pits CMDRs against each other did not make one step to inject more dedicated PvP scenarios/situations. eg: Convoy attack/defense PvP tasks. The combat zones in Powerplay are not profitable, and PvP in them died out within a few weeks.
- CQC was created as a stand alone game. It was not introduced into the core game. eg: Missions to undertake fighter defense of a station/capital ship for an hour or so. Ideally with Wing related missions too.
- Combat logging is still not being addressed, which is obviously a major annoyance in PvP.
- And now potentially we have Synthesis, where it could well be the case, that unless you grind away you're potentially at a competitive disadvantage against another similarly equiped pilot. To the extent their grind at synthesis > your better skill?
I beginning to think - like my friend - PvP in ED is a lost cause really. They don't want to really put any effort into mechanics to promote it, and balance to help it.