Thargoid War Feedback

Status
Thread Closed: Not open for further replies.
"Eliminate" thargoid mission often does not count

Thargoid conflict zones glitch
  • Severe lag
    • Sometimes freeze, and for a moment later receives conflict zone announcement again
      • One time the game freezes several times and crashed eventually
  • Instance meter glitch
    • Nothing spawns and the instance meter is still unfinished, and new meter does not show up
      • Sometimes interceptors still spawns from time to time, that keeps players in the conflict zone and unwilling to jump out to reset
      • View attachment 344352
    • Gets no interceptors but scouts only
      • Oftentimes ends up as the last situation and unable to proceed to hydra phase
    • Hydra meter does not update
    • Hydras were downed and the meter shows 0%, but the conflict zone does not refresh
    • Hydras were downed and the meter shows 0%, along with a new conflict zone meter
  • Mesh glitch
    • Thargoids stuck in the structure mesh, sometimes unreachable due to collision
    • View attachment 344351
    • Interceptors float below the ground, and return after a moment
    • Ghost caustic cloud, ships will always get caustic once they are launched even if there were no caustic missile nearby, or sometimes the ship will get stubborn caustic where nothing was around in 3km radius.
  • Behavior glitch
    • Interceptors sometimes have burst move speed and quickly move to another location
    • Energy surge takes place way after the alert
      • Sometimes the interceptor emit the surge after it start attacking
    • (Not a glitch really) Please disable consecutive shut-downs, experienced 3 shutdown fields with a few seconds interval. Not much ship can avoid that unless communicated.

System jump from/to thargoid invasion systems are glitchy
  • Often times jump would end up coming back to the system
  • Sometimes the jump last for over 30 seconds
Ooh … that ghost caustic cloud is interesting … I lost my Cutter the other day because despite boosting well clear of the fighting, I popped maybe 5 decontamination limpets in a row and every time I thought the caustic would be gone it just kept on going and would not clear. From 50% -> 0% hull and there was NOTHING I could do about it … I certainly wasn’t in a visible caustic cloud but it never occurred to me that there might be an invisible one?!
 
I wrote thoughts on the initial page of this thread but since 14.02 and the mini patch, thought it apt to update my feedback. Many of the original bugs have been squashed and CZs generally instance ok, if a bit rubber-bandy at times of heavy traffic. However, there are some issues that really need addressing.
- Re-activation Missions. While the concept behind these is great and I can see the potential for non thargoid combat gameplay here, the implementation is poor. The upshot of reactivation is that the thargoids can invade again a week early. This should have been the other way around. If all settlements are reactivated, it should have given them a buff against invasion or given pilots flying in the re-invaded system buffs to combat. As it is, by carrying out the missions, we are losing the systems quicker.
- Thargoid kill recognition. This is either an intentional pain in the butt, or a really frustrating bug that needs fixing. As far as I can gather, you get the cash payout for landing even a single shot on an interceptor but unless you actually kill a heart (maybe even the final kill-shot), you don't get the kill recognised. This was not so much of a problem with the 4xAX limit, but now a 6-shard Conda can sit out a hydra battle, flying in only to one-shot the hearts and take the kill. The other umpteen cmdrs who put in the work cannot get rank, mission or tharg stats.
  • underground interceptors. While I have no problem with any thargoid interceptor burrowing under the planet surface to escape a thumping, it does annoy me that they don't take damage from hitting the surface and can still use weapons from their impenetrable underground fortress.
  • Shutdown Field Notification. Sometimes, especially when there are multiple interceptors in a small area, the notification of the energy surge doesn't appear, or appears after the event. This can be extremely annoying when fighting above a high G world.
- Random caustic clouds. These seem to be invisible and the level of caustic damage delivered is extreme to the point of burning them off requires over 200% heat and removes hull points so fast it can kill before the decontamination is complete. There seems to be no way to avoid these clouds at present.
 
On the Shutdown Field Neutraliser, It really needs a toggle option in the bindings, I only have so many digits, lost count of how many times I triggered it only for it to stop because of a twitch whilst using other buttons.

o7
 
I have never seen a thargoid and I doubt I ever want to see one. The standard enemies are already too spongy and I can't be bothered to put any work into engineers or doing any stupid loot chase.
 
Overall good addition to the game one thing I'd like to see as part of the war and ground sim is more physical changes to the universe look and feel in systems that are under war states not just Goid attacks but systems change hands between powers or during war states etc. Making the war part of the BGS was a good idea and friends who never used to want to travel hundreds of lights years are now taking part. I just think a little more life the the bubble resulting from BGS changes would be good. We have famine, lockdown and various states but they never change the appearance of stations, ports and locations.

OH AND GIVES US GOID GROUND COMBAT BRUCE!!!!!! PEW PEW PEW
 
Hello, finally the targhoid war has begun....

To the staff and development team, as I had previously suggested in a post, it would be interesting and compelling to have the Targhoids on the Powerplay, and of course also the other races that are present in the 1980 game, and that I mentioned in this post. ( Suggestions )

Having areas of the galaxy where there is also alien presence would make the game much more engaging and compelling.

O7
T.J. Kirk
 
Greetings Commanders!

Happy New Year to you all! I hope your enjoyed you holidays and are excited to be back fighting the good fight against the Thargoid menace.

The purpose of this thread is to collect feedback on the Thargoid War in one place. Thank you all who have already contributed your thoughts and ideas which we are also gathering. Now that the Thargoid War has been raging for some time, we're taking stock to inform potential changes.

We're aware of a number of things already, ranging from the specifics of AX combat such as the Xeno-Scanner range of 500m being too short given the instant hostility, to the overall way the war operates. For instance, there is no particular focused effort encouraged via the game itself leaving players to organise themselves if they want to save given systems.

Please let us know what you think about anything from the smaller details to the grand scheme, both the good and the bad. It's important for us to know what's going well so we can continue down those paths as well as what needs improvement more urgent reconsideration.

O7
As someone who's been away for YEARS, I am absolutely STOKED about the Thargoid War situation.
I have no engineering but I have had a BALL fighting thargoids and rescuing ppl from stations under attack!
I love so many things about E.D.
Only wishes would be that on foot pve/pvp stuff felt like other shooters (for me, at least, it feels like there is inherent lag.....), being able to walk into and around our ships & land on planets with atmosphere (and have more vegetation or animals there)
 
Most people seem to vastly prefer the terrestial port CZs and it's easy to understand why. Firstly, there are landing pads, even large ones, right in the zone for repairing and rearming. Secondly, it's not all laggy and rubberbandy as it tends to be near the big spaceports. Finally and most importantly, there are no swarms. Thargon swarms in CZ are a big issue and the tools we currently have against them are inadequate, as mentioned before.

Getting bounty in the zone for accidentally shooting one of those AX ships and therefore losing access to the station services can be pretty delibitating. Maybe it should be always just a fine.
 
Greetings Commanders!

Happy New Year to you all! I hope your enjoyed you holidays and are excited to be back fighting the good fight against the Thargoid menace.

The purpose of this thread is to collect feedback on the Thargoid War in one place. Thank you all who have already contributed your thoughts and ideas which we are also gathering. Now that the Thargoid War has been raging for some time, we're taking stock to inform potential changes.

We're aware of a number of things already, ranging from the specifics of AX combat such as the Xeno-Scanner range of 500m being too short given the instant hostility, to the overall way the war operates. For instance, there is no particular focused effort encouraged via the game itself leaving players to organise themselves if they want to save given systems.

Please let us know what you think about anything from the smaller details to the grand scheme, both the good and the bad. It's important for us to know what's going well so we can continue down those paths as well as what needs improvement more urgent reconsideration.

O7
Please consider at least 2 of the following

A) Differentiate Ejected heatsinks from collectable materials on the radar by color. I hate looking at the left hand panel in the middle of a Maelstrom.
B) Reduce the frequency of the Interdictions in a maelstrom system.
C) Make Interdictions stop pulling you away from your target.

B and C happen to make each other worse.
 
I'm being alienated from the game by the sole focus on this war right now. I don't care much for Thargoid combat, I'm missing new ships, I'm missing a lot of modules from the tech brokers. Long story short: While I admire the Thargoid from a techincal standpoint, the sole focus on it is not the game I want to play.
 
Well, I'm just a casual player and I find the fight against Thargoids a bit too hard.

And I don't have fun with it for mostly two reasons:

1. Why do we not have an effective way to counterfight the blast that shuts the ship completely down. Right, there is a device that - correctly timed - can prevent the shutdown, but why can't the ships computer time that device? I was minding my in business killing some scouts (remember - just casual) and then an - i think - interceptor came in and I missed the timing. All I could do was watching my ship getting destroyed as the systems came back on line ...

2. Why are there xeno weapons and regular weapons? If the regular weapons are effective against regular enemies, they should be also against the thargoids. And if you play the narrative, that the AX weapons must be mor effective to hurt the thargois, then why do I have to have regular weapons against regular enemies - in my eyes that makes no sense. Why do I have to have a completely seperate ship for the AX fight? Ok, one or two plug-ins, maybe another shield generator, but a complete ship?
 
  • Are you enjoying the Thargoid War?
    • been away for about a year and only just coming back, so i haven't really engaged with it yet.
  • Are you motivated to engage in the gameplay associated with the war?
    • not really
  • Are you optimistic or pessimistic about humanity's chances to win?
    • pessimistic. pretty much every time there was some sort of narrative driven event in the past where we were told that player choice and actions would matter that turned out to be a complete lie and it was heavily railroaded down a predetermined path that players had no way to influence. this feel like it's just an excuse to shutdown the servers and stop supporting the game while being able to blame the players for not engaging with and stopping the server ending event.
  • What do you think of this direction for the narrative?
    • choo choo chuga chuga choo choo
 
I've enjoyed having a reason to go do more reactivation missions and get a little bit more into the on-foot aspect of the game. It also adds a nice bit of gameplay that I can do in a short session rather than the time it takes to do much in the way of AX combat.
So I would very much appreciate it if y'all fixed those reactivation missions so that I'm not showing up at places where the lights are already on. I don't mind keeping the power converter, but the fines and the reputation loss from abandoning a mission get annoying. If I'm going to sit down and play for a bit, and accomplish absolutely nothing, I'd like it to at least be my own fault.
 
Greetings Commanders!

Happy New Year to you all! I hope your enjoyed you holidays and are excited to be back fighting the good fight against the Thargoid menace.

The purpose of this thread is to collect feedback on the Thargoid War in one place. Thank you all who have already contributed your thoughts and ideas which we are also gathering. Now that the Thargoid War has been raging for some time, we're taking stock to inform potential changes.

We're aware of a number of things already, ranging from the specifics of AX combat such as the Xeno-Scanner range of 500m being too short given the instant hostility, to the overall way the war operates. For instance, there is no particular focused effort encouraged via the game itself leaving players to organise themselves if they want to save given systems.

Please let us know what you think about anything from the smaller details to the grand scheme, both the good and the bad. It's important for us to know what's going well so we can continue down those paths as well as what needs improvement more urgent reconsideration.

O7
It is good, but it's not what we need: what we need is ODYSSEY content, not Horizons. What I mean is: we need more immersion, based on space legs. Space legs are great but to do what? A FPS? We need to visit huge cities, visit spaceports, have more stuff to discover on planets, more planet types, asteroids landings, possibly create our our settlements out there in the black... All these could be auto-generated too, to some extent. It is time to give us more things to do on foot, and we don't need gameplay: we just need places to visit, we need to expand the experience of the Galaxy and of the Bubble. We need immersion, not necessarly a lore or a story.

Regarding the war, is is good, but it gets old fairly quickly, in my opinion, like anything that is based on missions. I think a concept like war that should bring players together dosen't work in Elite: what works best is the "personnal narrative" concept: give us tools, a sandbox, and a beyond.
 
Last edited:
Maybe the more spread out the Thargoids get the easier it should become for Human victories, since their forces will be spread out over more systems.
 
Removing the AX/Guardian limit on ships if even for select few such as Alliance ships (which where firstly part designed to fight against thargoids) at the start the limit lore and gameplay wise was a good start however now its just menial, The new module to support 1 more is useless as giving up 1 hull spot isn't worth the penny drop
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom