Thargoid War Feedback

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Again regarding the weekly reset, which is very clearly the most often-mentioned issue here, I have something of a postscript to add based on a combination of my earlier statements:

Perhaps the most important part for me is to reiterate the weekly progress reset and its negative impact on Commander agency, where this is driven by a deep wish for Commander time to be respected rather than neglected.

To expand upon the notion of respecting Commander time, I suggest considering also that the quirks inherent to the various system states are causing Commanders to exhibit equally quirky reactions.

The reset also is causing quirky reactions/behaviour in multiple ways; both due to the knowledge that a weekly reset is approaching, and also following the moment when a Commander first gains that knowledge:

1. Wednesdays​

Very many Commanders are just disregarding Wednesdays, at least in part, if not entirely. It is absolutely the case that more systems would be completed if Wednesday was treated normally, but merely knowing about the upcoming reset is self-defeating those systems. They could finish, but astute Commanders are backing out as a result of applying a risk assessment to their time investment, thus ensuring that those systems fall short.

This is a very unnatural mechanism amid a larger system which otherwise succeeds at involving everyone as much as possible. With the latter as a goal, it should be possible for Commanders to engage in a War activity without having to value their time differently depending on which day of the week it is. Wednesdays are a figurative write-off, and honestly Thursdays bring a lot of undue hesitation in Commanders wishing to see an evident target before investing.

Please note that the problem of agency comes first, where solving it would also solve that Thursday hesitation indirectly, because Commanders would start to view Thursdays as bringing the greatest opportunity for choice.

2. Reset discovery​

For very many Commanders, discovering the reset effects a very unpleasant shock, and one reaction is just to disengage from the War process entirely (that is to say, to move the time investment elsewhere—everything is about respect for time). As well as being obviously not the goal, this also impacts severely your predicate from Thargoid War Rebalancing, in which you state:

Now that the Thargoid War is well underway and all eight Maelstroms have arrived in the bubble, we have a clearer view of what level of effort players are capable of applying to resist the Thargoid Threat.

The capability is the concern here; the very quantity you are attempting to measure must be varying wildly. Throughout the last cycle, my biggest concern after the primary band of systems were nearing completion was that a large secondary band was all progressing together throughout the entire week, but none at a rate which would be enough to complete any of them in one week.

These are the actions of Commanders who did not know about the reset, and of which many will not continue when they discover what has happened to the system they thought previously that they could complete, likely because the Galaxy map told them it would be three weeks until Thargoid infestation.




There are so many great ideas in various threads here that the topic of what to do differently regarding the reset would justify an official feedback thread all for itself. If I start by assuming that some reversal is needed so that Commanders are required to concentrate activity by design, my suggestion would be something like this:
  • For progress below two-thirds, the progress is halved (P₁ = P₀/2).
  • For progress above two-thirds, the progress deficit is doubled (P₁ = 2P₀ − 1).
Note that those two operations are equal at the two-thirds boundary, and that it represents a varying amount pushed back by the Thargoids based on their remaining forces in the system. This should also persist between War states; for example, an Alert at 40% becomes an Invasion already at 20%, or a final-week Invasion at 88% becomes Controlled already at 76%.

Additional: The single relation P₁ = P₀² everywhere would achieve a similar effect, and with a slightly softer impact.
 
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How about adding an AX Experimental to Tod "The Blaster" Mcquinn, allowing the use of Huge weapons, keeping the Mods of our choice, The current (better late than never) Enhanced Gimbles are puny in comparison, The same with Armour, Tanking has It's limits, kind of pushing you to use ships with a lot of optionals to survive up close and personal combat, (and you still take a beating) The deck is hugely stacked in favour of the Thargoids in every way, and yes I am pretty hopeless at AX combat, still plugging away though.
 
Seems like another version of the "Engineer Grind" post you did the year before last, how did that end, nowhere!

Lets pretend this is a genuine post that may yield results!

Missions unable to complete "Kill 5 Hydra" etc.
Totally unrealistic times and objectives.

Combat zones not starting, not resetting, getting stuck, no payout.

Invisible Bugs in zones.

No top 10 defence targets, need to go out of game for community suggestions.

Grouping up is a bit pants as always...

You never mentioned twitch drops in the top post, shocking!!!
 
Hello Bruce,

Thanks for this initiative. Wish you and all the team a prosperous year first of all.

Would like to have the number of Thargoid Interceptor kills issue - https://issues.frontierstore.net/issue-detail/55741 sorted out in such a way that like we do with Bounty Hunting pirates while in a wing of four CMDRS, we also get the number of kills while we hunt any type of Thargoid Interceptors. Currently there's a discrepancy with the number of kills registered in the journal files, even though we get the final rewards for the kills.

Also would like to see more high tier interceptors like Basilisks and Medusas spawn in AXCZs (especially those ground settlements being attacked by Thargoids). So far we only get Cyclops to spawn especially when we're playing in Solo mode and we rarely get a Basilisk or a Medusa.

If we could get extra information in our codex, such as the types of Interceptors and number of kills, that would be awesome - Currently we rely on third party tools such as Inara.

Wish you a good day ahead and thanks - o7
 
Hi Bruce. I play Elite for the more immersive aspects of the game, which for me and many others means the hours upon hours spent on exploration are where the game holds most enjoyment, so I don't have much interest in the war effort. Also, although I have been playing for years I have never gathered the engineering buffs or combat experience needed to engage in battle with Thargoids or defend myself effectively when interdicted by them.

However, exploration could be nicely linked to the anti-Thargoid initiatives and war effort. For example, the addition of new artifacts, salvagable ship data or cargo from Thargoid wreckage to be discovered and turned in which can help Powers / engineers to better understand the Thargoid threat and their vulnerabilities, Or new life forms or minerals from planet surfaces which can help in development of new / more effective weapons or defence systems, medicines, communication tools and so on. it seems to me that a big opportunity to engage explorers / immersion nerds like me in the narrative has been missed.
 
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I honestly lost my interest after the, "progress is lost" and barely being able to complete one system with just about all community groups focusing together at release. To then have it tweaked every couple of weeks doesn't help. I play to do something that makes a difference to my commander, or some kind of community/group in the game. To have the target and difficulty change so often makes it feel like you're just tweaking how much time you require me to play the game. In effect that is what Fdev always do, but either I'm sick of it or it is too obvious or frequent here to interest me in this format. It also feels sad that you are actively rebalancing this while continuing to not do anything about other rebalancing, even stuff you said you would work on. Sure the near station/settlement interceptor fights looks feasible, but first time I tried it, it was just bugged and only spawned scouts and I played there for a good long time before I realized. Might sound like a quitter but I've played this game for 6 y, so maybe not. Big (software) bugs not doing anything to keep my interest up. I'll probably revisit Thargoid Interceptor fighting at some point in the future, but at this point all experiences have been on the negative side. And I didn't even mention how I was killed while the new Galaxy Map tutorial was running and turning down the sound so I didn't even know my ship was attacked. That was a pointless and failed introduction to the Thargoid war. Especially since the tutorial only really explained the UI, not what any of the states meant. The whole first day was mostly lost in trying to understand unexplained states instead of actually playing and participating. Maybe it's time to bring back proper beta testing or spend more time testing and bug-fixing internally?

On the plus, it's nice to have a change in the bubble and more options for playing.
 
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o7 Community managers, FDev and CMDRs,

I like to see that influence of factions in systems with Thargoid presence to be affected by actions and not be frozen like it currently is. This would give me an insentive to help the cause and decide in which system I want to help or disturb by triggering a human conflict in such systems. I rather rescue the good people and leave pirates factions where there are. The Thargoids can deal with them. [=

Besides that, It is awesome and challenging to rescue people from ground stations. :)
 
The Galaxy Map System "Thargoid War" info tab should show how many Human Players joined the fight that week, that will give players an ingame perspective on where to spend their efforts if they want to join in.

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Or maybe a relative scale (e.g. % of Thargoid War combatants in that system) if exact numbers are a no no
 
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I'm enthused by all this Aftermath stuff. Really enjoying it and paying a lot more attention than I have for a while.
It sounds like a lot of the bugs/pain points are being addressed - or at least noticed - and most of these ideas have been suggested prior but here's my long (sorry!) list...

Like
  • Narrative moving along and effects on the galaxy
  • Long CGs and effects on the galaxy and play
  • Player cooperation - large private groups and open play
  • This seems stingy and brief considering how much I'm enjoying things

Don’t Like
  • Scanner range
  • Weekly reset
    • Decay?
    • Persistent progress?
  • Not enough info on progress/setbacks
  • Can’t affect system recovery rates
  • Sparse or uninhabited systems seem undefendable
  • Small groups or solo players can’t make a visible difference on their own
  • Immobile distant rescue ships - What’s so good about Tarach Tor?
  • Thargoid missions don’t pay well and the requirements are odd (25 Hydras in 2 hours)
    • These should also appear in neighboring systems
  • Reporting crimes - minor misfires etc - & inability to pay off fines
  • Evacuate personnel (cargo) mission UI - too slow and clunky

Bugs
  • Bugged CZ - interceptor no shows, teleporting, invisibility
  • Missiles phasing into stations

In-game grouping
  • Frontline Solutions style
  • LFG broadcasts
  • Communicate with player groups to have in-game messaging - like have GalNet post the target of AXI/IDA/PDES/DCoH priorities and private group details

More missions
  • On-foot
    • Reactivating/decontamination of settlements
    • Scavenger clearout
    • Protect/steal the crate
    • Assassinate warlord/crazy scientist/incompetent official
    • Recovering objects & data, ID scanning corpses
    • Rescue on foot NPCs?
    • Escort on foot NPC researchers/medics etc
  • Space
    • Black box, ID scanning corpses/wreckage
    • Research scans/limpet collections on wreckage (human & thargoid, in warzones and USS)
    • Patrols - hit these 4 USS (random selection of convoy, AX, NHSS etc)
    • Escort: science teams, journalists, fleeing ships,
    • Smuggling in & out - goods & people
      • Should be much more lucrative in hot zones
    • Passengers into AX - medics/journalists/criminals
    • AX Support
      • Repair/refuel
      • Decontaminate
    • Assassinate warlord/crazy scientist/incompetent official
    • Piracy & extortion on refugees
    • Bounties and deserters
    • Scouting
      • Wake analysis - turn in X thargoid wakes
      • Inter-system wake tracking for strategic gain (reveal a staging point or route)
      • Hit these 4 USS in occupied thargoid space (like Patrols, above)
      • Exploration of occupied systems

More ideas & Wishlist
  • System ‘mood’ effects felt beyond hot systems - civil unrest etc
  • Better view of progress/setbacks
  • Teamwork encouraged
    • e.g. Shutdown field neutraliser range
    • AX scanner results go to more than just the wing
  • Ways for a small group or solo players to have some noticeable effect
  • AX Faction reputation (Aegis?)
  • Variant ships using same model/appearance
    • e.g. locked purpose optionals with marginal gains
      • Military: class 2 slot becomes class 3 but must be used for reinforcement
      • Rescue: Lose an optional for increased fuel tank
  • NPCs using ship kits & cockpit holograms reflecting equipped kits
  • Repercussions for faction rating
    • High rep with criminal factions should affect security forces/superpower outlook
    • Friends of Azimuth shouldn’t have an easy time being friends of Aegis
  • Button for supercruise assist on target
  • Large ship uses - like extra experimentals or greater range/effects
    • 5km shutdown field neutralisers
    • Longer range/faster repair/decontamination limpets
    • Salvation style EMP module (Class 6/7)
    • A long range artillery shot (which could encourage team defenders)
 
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Please give us option to mute NPCs in chat.
It's especially important right now in AX conflict zones. Sometimes there more commanders in instance than you can get in one wing. Sometimes commanders just doesn't want to wing-up. In any case, seeing messages from other commanders in chat quite important. Unfortunately that's much harder to notice, then NPCs just spamming local with their nonsense chatter...
 
Some contribution to the war effort from Odyssey on-foot missions would be nice, even if courier missions / data retrival missions from an Odyssey base under attack with scouts and ships battling above. I was playing about 80%/20% feet/space before the Maelstroms arrived; now I've no reason to get out of my ship as it won't contribute to the war effort.
 
Some contribution to the war effort from Odyssey on-foot missions would be nice, even if courier missions / data retrival missions from an Odyssey base under attack with scouts and ships battling above. I was playing about 80%/20% feet/space before the Maelstroms arrived; now I've no reason to get out of my ship as it won't contribute to the war effort.
I was expecting some base reactivation missions for systems in Post-Thargoid Recovery. Seemed an obvious fit to me. Apparently not though.
 
The current gameplay is too much ship-based. We need Thargoids on-foot. Thargoid infested settlements and megaships would be awesome. Not just simple shooting, there should be some stealth gameplay, and big Thargoid bosses. Such as in Aliens.

For Thargoid-sympathizers: add an option to do missions to help the Thargoids. Add some Thargoid NPCs to the mission board.

Some contribution to the war effort from Odyssey on-foot missions would be nice, even if courier missions / data retrival missions from an Odyssey base under attack with scouts and ships battling above. I was playing about 80%/20% feet/space before the Maelstroms arrived; now I've no reason to get out of my ship as it won't contribute to the war effort.

Seconded.

More missions
  • On-foot
    • Reactivating/decontamination of settlements
    • Scavenger clearout
    • Protect/steal the crate
    • Assassinate warlord/crazy scientist/incompetent official
    • Recovering objects & data, ID scanning corpses
    • Rescue on foot NPCs?
    • Escort on foot NPC researchers/medics etc
  • Space
    • Black box, ID scanning corpses/wreckage
    • Research scans/limpet collections on wreckage (human & thargoid, in warzones and USS)
    • Patrols - hit these 4 USS (random selection of convoy, AX, NHSS etc)
    • Escort: science teams, journalists, fleeing ships,
    • Smuggling in & out - goods & people
      • Should be much more lucrative in hot zones
    • Passengers into AX - medics/journalists/criminals
    • AX Support
      • Repair/refuel
      • Decontaminate
    • Assassinate warlord/crazy scientist/incompetent official
    • Piracy & extortion on refugees
    • Bounties and deserters
    • Scouting
      • Wake analysis - turn in X thargoid wakes
      • Inter-system wake tracking for strategic gain (reveal a staging point or route)
      • Hit these 4 USS in occupied thargoid space (like Patrols, above)
      • Exploration of occupied systems

Yup, need more mission variety.
 
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Please give us option to mute NPCs in chat.
It's especially important right now in AX conflict zones. Sometimes there more commanders in instance than you can get in one wing. Sometimes commanders just doesn't want to wing-up. In any case, seeing messages from other commanders in chat quite important. Unfortunately that's much harder to notice, then NPCs just spamming local with their nonsense chatter...
THIS, pretty please! The AX pilot chatter is drowning anything you want to say locally.
 
Just adding to the immersion and NPC chatter: Bruce, I think it's important to deactivate tourist ships in systems where the rescue ships are stationed. There's nothing more depressing than evacuating thousands of wounded and refugees while having to listen to the top 1% of the cruise ships showing their gawkers how the evac is going.

It's like gaping at car accidents from the opposite highway lane.
And no, I'm quite serious with this proposal. ;)
 
Here's an idea. If people hate system progress bars being reset every week so much, how about borrowing the mechanic from PP merits: Cut half off the previous week's progress and leave the other half. If the system isn't completely taken over and there is another week, of course. So if the defenders reach 78% before the weekly tick, a station is lost but they get to start from 37% in the next cycle. With similar effort they would win this time.
 
S
I was expecting some base reactivation missions for systems in Post-Thargoid Recovery. Seemed an obvious fit to me. Apparently not though.
So much this and I also pointed at this lack of Odyssey content earlier:

We need on-foot content that supports combat activities and also (in my view more importantly at this stage) evac/relief efforts. Bring on the "reactivate power" or "power up settlement" missions, or "find the wreckage" and "install recon drone" missions.

Thargoid content has been nearly identical for what? Six years now? In my view, if you want to keep players engaged in the long run we need an alternative activity focus here. People in this thread have already pointed out that they find the stuff boring after a week or a month.
 
I was expecting some base reactivation missions for systems in Post-Thargoid Recovery. Seemed an obvious fit to me. Apparently not though.

Ignoring low hanging fruits appears to be company policy for FDev 🤷‍♂️

---

It may have been posted by now, but still:

  • New Human AX weapons like AX Cannons, AX Lasers and maybe AX variants of PowerPlay weapons like AX Packhounds etc.
  • improved rescue megaships with more landing pads located closer to the frontlines
 
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