Weapons are getting a major overhaul with the new loot system!

I agree with the vanilla = viable part, I disagree with the entitlement mentality that the only definition of viable = same progression, power and/or abilities as those that pay for expansion

And no, it's of course not WoW in space, nor is it D3, Guild Wars, EQ2, Elder Scrolls, etc etc - all of which follow a primary funding model of expansions with some limited in-game shop method to raise additional funds but not to the level most would consider pure pay to play while all software is free (e.g. the free to play model with primary funding being player driven purchases via an in game store)

So why don't you tell me what it IS then? Please name these other large online social games, whatever the flavor type - in space, dungeons, whatever - where expansions are sold as the primary means for the dev to continue to deliver that great game to the players - and yet somehow all the prior non-expansion buying players are on as "viable" as position as you specifically define it? As in they get the same "viable" power, progression, and/or abilities that set the expansion features apart? Please name these other common examples you must be thinking FD is somehow not delivering on.

If I can login, enjoy the game that was sold to me with the at-that-time features, that's viable. Whether those features I had are called levels, abilities, progression items whatever is immaterial - if I can continue to play as-is when I first bought that game or that past expansion - then that is viable.

Bottom line is you are insisting that because you choose to not pay for that expansion, you are not as viable as those that did. The core weakness here is your sense of what is viable or not. you are projecting the need to be equal AND ability to still play the prior core game - which you will viably be able to do whether you buy Horizons or not - but not equal to those in the new features delivered via Horizon.

Viable is free, equality is not. You are confusing the two.

Okay, let's put our obviously greatly different definitions of viable aside:

It's the inherent power creep I am against. I want the game to gain breadth and depth. Not an excalating ceiling how many credits you can spend on guns with ever escalating damage figures.
 
Okay, let's put our obviously greatly different definitions of viable aside:

It's the inherent power creep I am against. I want the game to gain breadth and depth. Not an excalating ceiling how many credits you can spend on guns with ever escalating damage figures.

I will 100% agree with that - the current game meta has a whole lot of horizontal coverage, but not as much depth in each vertical.

I think a lot of articles that reviewed the game, some kinda right, some a lot wrong, but the quote part imo was correct in spirit - "mile wide and inch deep"

In some ways ED might have been better off if they didn't provide such huge sandbox with less content, but less sandbox with more content - and then add more sand later. But mostly happy with current game, just wish there was more depth to the delivered areas and less focus on constantly delivering totally new verticals like PP and CQC until they develop the existing verticals of trade, mining, combat, missions, exploration (which I think Horizons to be fair is going to deliver a huge chunk on with planetary landings), etc...
 
Ooooh...

Now perhaps we can get some variations in weaponry amongst players instead of the staple game mode:

-Pulse Lasers + MultiCannons (Small to medium ships)
-Pulse Lasers + Plasma Accelerator (Large ships)
-Pulse-Lasers+Rails (Varied)
 
I'll be a happy little CMDR once I can color my lasers blue or green :)

Any other additional effects aside from the cosmetic change are welcome, so long as they don't weaken my gimballed pulse lasers.
 
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