Patch Notes Update Update 2.1.03 Incoming

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Ozric

Volunteer Moderator
I do like the idea of favour system, but perhaps a less punitive cost would be in order. Let's say for every favour you call in, you then need to craft a module back again to regain it.

Again, it's not the time it takes it's the method by which it's obtained that's the issue. The favour system just makes the player go around the loop 6 more times and when going round the loop once is creating such negative feedback alas I can only see this system making the outcry worse.

Do you really think that only having to craft one module is a good enough compromise for getting a specific special effect on a weapon?
 
I'm not sure that it needs to be even that detailed. If I go sailing in the Far East I am likely to be attacked by pirates just because I'm there and they are pirates. They didn't make that decision based on any thing else. I'm a target and fair game as far as they are concerned. Now I also know this so I would go prepared and respond accordingly. That's probably all that is required. Location. It could be complicated by the armaments I have or cargo, but not my rank. Whether or not they fight or run should be based on my response.

Trouble is, this is a major change and complicated.

I don't think it is a major change nor complicated. It just takes a system security level and system state instead of a player rank when generating a NPC, if we take just a very simple and straightforward approach.
 
I'm not sure that it needs to be even that detailed. If I go sailing in the Far East I am likely to be attacked by pirates just because I'm there and they are pirates. They didn't make that decision based on any thing else. I'm a target and fair game as far as they are concerned. Now I also know this so I would go prepared and respond accordingly. That's probably all that is required. Location. It could be complicated by the armaments I have or cargo, but not my rank. Whether or not they fight or run should be based on my response.

Trouble is, this is a major change and complicated.

Remarkably, a lot of it is in already, and has been for a while. This was what I found when testing interdiction probabilities in early 2015...

NPC Interdictions - Hard facts and Statistics!


For me, it's primarily an issue of visibility. FD already have Galaxy Map filtering on everything else (literally - everything) under the System Map... except for Security Level!

All we need to get the ball rolling is something like this...

Example_3_b_2016_zpswxhiq8ut.jpg
 
I'm not sure that it needs to be even that detailed. If I go sailing in the Far East I am likely to be attacked by pirates just because I'm there and they are pirates. They didn't make that decision based on any thing else. I'm a target and fair game as far as they are concerned. Now I also know this so I would go prepared and respond accordingly. That's probably all that is required. Location.
Indeed, for the first iteration of this change then yes, location location location :) They would have to ensure that rewards scaled with location too though, or else there would be no incentive to go anywhere dangerous.

Take an Elite transport mission? You bet it will send you some place dangerous.
Take an Elite assassination mission? You bet it will send you some place dangerous

And so on :) In the end though this should be dynamic and tied to the BGS. I mean at the moment I go into a system in a war state, and I only really know it is in war if I look at the status or see a war zone somewhere. Other than that it has precious little effect on my experience.

Edit: To be honest it is shocking that this isn't implemented already. I don't think any successful game scales opponents based on your rank? Imagine if Fallout 4 did it, suddenly the whole place would be crawling with high level opponents just because you have levelled up.
 
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I'm not sure that it needs to be even that detailed. If I go sailing in the Far East I am likely to be attacked by pirates just because I'm there and they are pirates. They didn't make that decision based on any thing else. I'm a target and fair game as far as they are concerned. Now I also know this so I would go prepared and respond accordingly. That's probably all that is required. Location. It could be complicated by the armaments I have or cargo, but not my rank. Whether or not they fight or run should be based on my response.

Trouble is, this is a major change and complicated.

They could simply tailor the rank and aggressivity of NPC vs the player based on the state of the system.
Then make the authorithy intervene quickly in a high-sec system and never in a anarchy system.

If I've a millions credits cargo, I'll try to avoid jump in dangerous system.

The problem remain with the "scripted" NPC that attack you no matter what.
 
Fix not being able to dock at some stations in the Arbuda system

What about the same issue with Naraka (Arbuda was also called Naraka before that issue was addressed in 2.1) as this system has the issues as Arbuda.
You managed to change the name but not fix the issues with either in the 2.1 update. And my fellow Cmdr has consistently told you about this but nothing seems to happen.
 
So you drop back to rank 3 and then have to grind back up to 5? That sounds grindy. Maybe make it cost more materials to force an effect in advance?
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I know what you mean, I also don't think what we get now is -perfect-. But give it a thought, which is better: you grind the materials for a grade 5 update, don't get what you want, rinse and repeat for many times? Or you get what you want, and then have to start working on your reputation again for the next upgrade?
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For me the second part is the plan. Since I consider material collection to be extremely tedious, I built a lot of reputation by selling exploration data, trading stuff at the outpost or delivering bounty vouchers. Keeping up with that and "only" (*cough*) collecting the materials for one upgrade at least for me is more fun than being forced to gather the material for dozens of grade 5 upgrades which get thrown away.
 
Do you really think that only having to craft one module is a good enough compromise for getting a specific special effect on a weapon?

do you think needing to re-craft 3 level 3 and 3 level 4 based on an unpopular and clumsy mechanic is acceptable?

if so why? Are you really saying that what we have now is the very best way of doing things?
 
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Exactly. Tbh I'm not convinced we should even be able to pick our special effects. To me it throws the whole thing out of whack.
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Whilst the new implementation may not be perfect I must admit i am not seeing your logic here. imo it does not throw it out of wack it makes it more realistic.

sure i get a bit of RNG based on the luck of the integrity of your components, but to me any RNG based around the actual side effect boosts is madness. if anything there should be no random effect chance at all, but there should be the ability to add a module onto your weapon (god which then makes it like blooming magic runes!!) but some form of planned augmentation which we can get constructed makes more sense than a wheel of fortune based around a totally random boost imo.

what we have now in the new patch is a bare minimum compromise imo.
 
Eh, they should've stuck to their guns about special effects being special. No one should be getting them on demand. If you craft 100 times just to get a particular effect that's your issue, not the game's.
 

Michael Brookes

Game Director
Fix not being able to dock at some stations in the Arbuda system

What about the same issue with Naraka (Arbuda was also called Naraka before that issue was addressed in 2.1) as this system has the issues as Arbuda.
You managed to change the name but not fix the issues with either in the 2.1 update. And my fellow Cmdr has consistently told you about this but nothing seems to happen.

The bugs that have come through for this system should be fixed. The ones in Naraka were phantoms of those in Arbuda. If there's still an issue then raise a bug and we'll take another look.

Michael
 
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I know what you mean, I also don't think what we get now is -perfect-. But give it a thought, which is better: you grind the materials for a grade 5 update, don't get what you want, rinse and repeat for many times? Or you get what you want, and then have to start working on your reputation again for the next upgrade?
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For me the second part is the plan. Since I consider material collection to be extremely tedious, I built a lot of reputation by selling exploration data, trading stuff at the outpost or delivering bounty vouchers. Keeping up with that and "only" (*cough*) collecting the materials for one upgrade at least for me is more fun than being forced to gather the material for dozens of grade 5 upgrades which get thrown away.

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.
 
Whilst the new implementation may not be perfect I must admit i am not seeing your logic here. imo it does not throw it out of wack it makes it more realistic.

sure i get a bit of RNG based on the luck of the integrity of your components, but to me any RNG based around the actual side effect boosts is madness. if anything there should be no random effect chance at all, but there should be the ability to add a module onto your weapon (god which then makes it like blooming magic runes!!) but some form of planned augmentation which we can get constructed makes more sense than a wheel of fortune based around a totally random boost imo.

what we have now in the new patch is a bare minimum compromise imo.

I agree, RNG makes sense in some way here, but leaving it at the end can ruin whole experience, as you are gonna loose all your progress.

So if there would be a way to grind engineer rep in other ways and then at some points or after some missions you will receive a message

"I've manage to get THIS SPECIAL EFFECT for your weapons, if you want to get it lease deliver me this and this ... "


nice patch by the way :)
 
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