Patch Notes Update Update 2.1.03 Incoming

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You must realise that in the concessions that FD have already made away from the way they had envisaged the mechanic from working, there needs to be some trade off. But it doesn't really matter, as the "masses" will clearly not be happy until they can have any upgrade they desire with one click of the mouse, at which point there will be (once again) a mass uproar about how broken the meta combat is.

It doesn't have to be like that - RNG can still play a part in a fixed crafting system.

Lock the materials and basic improvements for each level - that is at Level 1 - 5 for a module you know that for spending XYZ materials you'll get a fixed improvement. Example would be the FSD:

Increased Range FSD:

Level 1: A 5% increase in range, with the associated negative modifiers
Level 2: A 10% increase in range, with the associated negative modifiers
Level 3: A 20% increase in range, with the associated negative modifiers
Level 4: A 40% increase in range, with the associated negative modifiers
Level 5: A 80% increase in range, with the associated negative modifiers

Then on top of that a RNG modifier that can:

* Increase the primary trait at the increase of negative effects
* Decrease the primary effect at the decrease of negative effects

RNG also plays a part in any special effects that might happen. At this point you could also choose to keep the reputation spend to adjust those modifiers - or use some other penalty like spending credits (i.e. paying the engineer for more time to change the effect).

Much simpler to understand, must easier to swallow the effect cost in materials.
 
I can honestly say that random NPC encounters were already scaled to rank, as I found a significant decline in the AI opponents I was facing when I deleted my old commander save.

Either way, though, can we actually try and PLAY THE GAME before we all start moaning about how bad the changes are? If so, that'd be good.
 
No, sorry - your end I think. I just got in.
Thanks anyway, going to log a ticket.
Going through the net logs, as of today when the update arrived it's trying to load me into "LHS 3447", where as yesterday I was out near Barnard's Loop and the logs are showing accordingly, so I suspect something weird has happened to my account.
 
I don't think of reputation as a commodity to be freely traded away. The engineer suddenly likes you two levels less because you wanted an experimental effect?

Immersion, no.

Credits are the answer to everything.

An enginner should ask for materials, and ok, but why commodities anyone can buy? Better ask for credits.
Also, if some experimental effects require more work for then engineer, I think he asks for more credits it's a more immersive thing than he starts to dislike you.
 
Not universally unpopular.

I'm not at all saying that it's the very best way of doing things, but FD have stated repeatedly that they want there to be a form of RNG to the engineering mods. After the many toys and pram incidents they have conceded to allow you to at least have the option of guaranteeing which special effect you can have on your weapons. Now consider the fact that before the Beta even hit the very same people who are now complaining about the RNG aspect are the same people who were complaining that the new special effects were far too OP and would ruin combat as you would have people flying around with multiples of the same effect. Once again:

You must realise that in the concessions that FD have already made away from the way they had envisaged the mechanic from working, there needs to be some trade off. But it doesn't really matter, as the "masses" will clearly not be happy until they can have any upgrade they desire with one click of the mouse, at which point there will be (once again) a mass uproar about how broken the meta combat is.

I agree everything in game development is as you said. Damned if you do and damned if you don't. But there are ways of doing game progression that result in a lot less of it.

In the same way as not everyone is unhappy with things(notice I said unpopular not universally unpopular) there are people who have been pointing out some serious design issues with this release in what is generally a respectful constructive way and also why it's a serious design issue.

The scale isn't either a whiner or a white knight it's somewhat grayer than that. Of course there are people that want an I win button, and these views shouldn't be taken into account just as those who go around elite singing the "everything is awesome" song from the lego movie should'nt be.. It works both ways

I don't see them as concessions, as calling them that assumes the decision to go the way they have was correct in the first place.

Of course frontier have the right to stick two fingers up and go "well this is the way it is" but then they then cant also be surprised when people say "fine, i'll go do something else then"

What I(and I cant talk for everyone) have been saying is that I want a progression system that
1. Feels involving for the player
2. Has multiple ways of achieving it rather than just a single RNG or quit choice at the end
3. Rewards skilful play
4. Gives the player a genuine and lasting feeling of being rewarded for time spent
5. Provides a good balance between too much and too little time to accomplish

I mean surely that cant be too hard a thing to want does it? Shouldn't we be expecting(in a nice way) more of the developers and designers?

In all honesty and in my view the engineers mechanic hits none of those 5. How many does it hit for you?
 
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Yay patch day! Great work devs :D

Store relationship values on mission avatars so they don't change into their cool pirate jackets anymore :(

Is that related to my bug report on the subject? (I mentioned how sweet the jackets looked in my bug report :D)

- All shields now regenerate at double rate when in supercruise

I give this 10 hot wet kisses. Been wanting something like this since day one. THANK YOU!
 
I still think that a materials market could be a nice addiction, same interface as commodities market and materials can bought or sold only to engineers and only by players.
This allow players who explore for materials, to make money with the ones they don't use, and players who hate to find materials, to obtain them using credits (and to make credits they need to play).
 
I still think that a materials market could be a nice addiction, same interface as commodities market and materials can bought or sold only to engineers and only by players.
This allow players who explore for materials, to make money with the ones they don't use, and players who hate to find materials, to obtain them using credits (and to make credits they need to play).

Add your voice to this suggestion:

https://forums.frontier.co.uk/showthread.php/266220-Material-and-Data-market

https://forums.frontier.co.uk/showthread.php/267515-(Hear-me-out-)-Small-scale-micro-resource-market
 
It appears now that I am Elite so if every NPC I meet. No progress. No reward. I dont feel like Im at the top of the food chain. I feel like I am fodder for NPCs, If I wing up with a player who is lower ranked, they just get obliterated as a host of Elite NPC ships rip them them shreds even when we are in a high security system. It just doesnt feel correct or play out well. I cant attack anyone becuae they wil be Elite and ever single battle I have is heavy handed. When Im being set upon by baddies, they cops take an age to show but if I hit a cop then a wing of Vipers and Annacondas materialists within a minute or tow no matter what the local security level is like.

^^This^^

Ganking-by-proxy (lol)
 
Thank you for the update, quality of life improvements should be encouraging for much of the community.

Personally I think it may be worthwhile to consider issuing smaller, more frequent patches where outstanding issues have already been addressed & they do not affect another game element. I also hope to see a return to the regular Dev updates, the last thread was created in March.
 
Pretty much. It's one level if you've naturally received an experimental effect to choose one, if you haven't then it's two - one to force the experimental effect, and the second to choose what it is. It's free to remove an effect.

Michael
But if i force the special effect its still one level, and i waste another to choose right? So i still can force the random experimental effect for one level?
 
Not universally unpopular.

I'm not at all saying that it's the very best way of doing things, but FD have stated repeatedly that they want there to be a form of RNG to the engineering mods. After the many toys and pram incidents they have conceded to allow you to at least have the option of guaranteeing which special effect you can have on your weapons. Now consider the fact that before the Beta even hit the very same people who are now complaining about the RNG aspect are the same people who were complaining that the new special effects were far too OP and would ruin combat as you would have people flying around with multiples of the same effect. Once again:
http://i.imgur.com/eS8L0gZm.jpg

You must realise that in the concessions that FD have already made away from the way they had envisaged the mechanic from working, there needs to be some trade off. But it doesn't really matter, as the "masses" will clearly not be happy until they can have any upgrade they desire with one click of the mouse, at which point there will be (once again) a mass uproar about how broken the meta combat is.

If FD believe RNG is good for the game, they need to make a convincing case as to why. I've played dozens of hours since 2.1 went live, and I haven't yet managed to get a single rank 5 weapon mod on any ship. Now they think it's reasonable to lose two full, grind-heavy ranks of reputation just to get the item you actually want in this horrible system. It's absolutely inexcusable that these things weren't even tested in the Beta phase.
 
I personally don't have any VR hardware, so am a bit out of the loop on anything on that front. What hardware and issues associated with it need a review?

HTC Vive; unstable antialiasing and flickery textures, text allegedly rendered using a filter that requires a mipmap for the texture, without supplying the mipmap (another game developer pointed the NVidia DirectX debugger at ED and noticed this), pending configurable text scaling (mentioned during 2.1 beta changelogs but not actually released).
 
Alright maybe Frontier should remove mods upon destruction :) sorted. How bout it Brett?

that gets my vote (along with ability to salvage our knackered gear and then take to get repaired).

Consistent game rules imo either engineer mods are unique or they are not.

Hate do burst your bubble, but those Engineers doesn't exists. Just like the "doctors" that somehow can find your blown up corpse thousands of light years away and heal it instantly doesn't exist. :p:D

another good point which is why we need an escape pod with a (lore pending) different hyperspace drive which costs a lot of money but can take small (meat sized) packages from one fixed location to another - just outside the back of the closest station perhaps, where we would get picked up by a hospital ship.... all done real time possibly over 3 or 4 mins. (its not like we blow up that often)
 
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