What feature are you most hoping for in 2.4......and why?

I joined ED with 1.3 and I lost my hope with 1.4. Seeing the way of development during the season 2 and priority list of FDevs, I’m not going to expect something game changing to come with 2.4. If there will be something, it will come with 3.0, but again, depends of the PS4 sales, of course. If they have enough income from PS4, the season 3 will be empty just like 2.0 and all wanted game features will be saved for 4.0 sales.
 
I joined ED with 1.3 and I lost my hope with 1.4. Seeing the way of development during the season 2 and priority list of FDevs, I’m not going to expect something game changing to come with 2.4. If there will be something, it will come with 3.0, but again, depends of the PS4 sales, of course. If they have enough income from PS4, the season 3 will be empty just like 2.0 and all wanted game features will be saved for 4.0 sales.

Wow, if you think Season 2 was "empty", then I doubt you have been paying attention. In many ways, Season 1 almost doesn't exist for me, as about 80% of the content was for people who had lots of friends in the game. Season 2 has more than made up for what I percieve as the "failings" of Season 1. Not saying its perfect, though, hence my 2.4 wishlist.
 
Wow, if you think Season 2 was "empty", then I doubt you have been paying attention. In many ways, Season 1 almost doesn't exist for me, as about 80% of the content was for people who had lots of friends in the game. Season 2 has more than made up for what I percieve as the "failings" of Season 1. Not saying its perfect, though, hence my 2.4 wishlist.

Agreed. Season 2 has been far more valuable than season 1. Power play, CQC, and "ships". Lol. Wings, I've used once, and Community Goals are .... Just a massive co-op grind imho.
Season 2, for it's faults, is still way better than 1.

Except telepresence. In my opinion that's one addition that makes the game worse.
 
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If we don't get a NPC navigator in 2.4 I will start to use the 3rd party navigator if it's still available, I would even pay for it as I find the press (J) to jump incredible annoying for long distances.

It was in the DDF but we know that the DDF was a lie and just a commercial mirage.

I wish we had NPC navigators too. But some how other players don't like it because some how it affects their gameplay.
 
Greater regional variation and greater variation in risk, reward, challenge, and opportunity with respect to location, reputation, government type, security level, faction, power, superpower, etc. Right now it doesn't matter that much where you go or what's going on when you get there. You can do just about everything everywhere with the same risks and same results. What variation currently exists, is minor and mostly irrelevant. I want there to be places where I feel completely safe, and other places I'm afraid to go. Etc etc you get the idea. This is top of the list for me. RNG/procedural gen is fine but I want the RNG to be "chunky" not "smooth". The galaxy lacks texture.

Indeed. New station interiors definitely represented a good first step, but much more can be done. For 2.4 I'd be sufficiently happy with every economy type having its own station interior, assets in backwater systems (low population, poor security) looking even more obviously run down, & low sec/anarchy systems feeling genuinely dangerous.
 
My wishes:
- More landable planets (top priority for this type ♥)
- Gameplay added to the new locations brought by 2.3
- Deployable Surface mining rigs, that could be a first step towards personal settlement building.
- New SRV type
 
Indeed. New station interiors definitely represented a good first step, but much more can be done. For 2.4 I'd be sufficiently happy with every economy type having its own station interior, assets in backwater systems (low population, poor security) looking even more obviously run down, & low sec/anarchy systems feeling genuinely dangerous.

no doubt i absolutely DO want all this good stuff at some point, but to be honest me personally, i would rather they focussed on getting what we already have a bit more indepth and working logically 1st... and also put right the missing art assets which are already in the game 1st (ie ships which have had to copy and past 100% interiors from different ships <cough viper IV among others>

I have no idea what S3 will bring BUT if it involves moving around our ships in any way shape or form at all, the art guys have over 30 interiors they need to be working on as well ;)
 
I wish we had NPC navigators too. But some how other players don't like it because some how it affects their gameplay.

It should be possible to implement this in a sensible manner. It would give a reason to bring crew on exploration voyages.

Giving the helm to a crew member with orders to follow route, scoop and honk should be OK. Hit a neutron cone or get interdicted and the helm pops back to the commander.

I don't see this as a problem at all. Player can plan ahead in the galaxy map or read a book for half an hour, while the copilot does 1kly of travel.
 
no doubt i absolutely DO want all this good stuff at some point, but to be honest me personally, i would rather they focussed on getting what we already have a bit more indepth and working logically 1st... and also put right the missing art assets which are already in the game 1st (ie ships which have had to copy and past 100% interiors from different ships <cough viper IV among others>

I have no idea what S3 will bring BUT if it involves moving around our ships in any way shape or form at all, the art guys have over 30 interiors they need to be working on as well ;)

Seriously, though, a proper overhaul of C&P, coupled with a genuine sense of lawlessness in the lowest security systems, is absolutely the kind of depth that this game is craving. These kinds of systems could also be homes to hidden black market assets that can only be found by getting friendly with the anarchic factions that own them.
 
One thing that I would love to see and should not be too difficult to implement... Warehousing/storage facilities at space stations to store some of the cargo that I don't yet want to sell, dump or constantly lug around.
 
My wishes:
- More landable planets (top priority for this type ♥)
- Gameplay added to the new locations brought by 2.3
- Deployable Surface mining rigs, that could be a first step towards personal settlement building.
- New SRV type

Oh yeah, I dream of landing on planefs like that, & mining rigs. Don't really want my own settlement though.
 
Seriously, though, a proper overhaul of C&P, coupled with a genuine sense of lawlessness in the lowest security systems, is absolutely the kind of depth that this game is craving. These kinds of systems could also be homes to hidden black market assets that can only be found by getting friendly with the anarchic factions that own them.

indeed... i was chatting with a mate of mine last night in my weekly elite dangerous session and was telling him about some of the threads on here.
He is an original elite fanboy, but unlike me is not quite as obsessed with ED as i am.... But we were chatting about some of the features which to me seem like no brainers that must surely have been expected to be in 1.0 but were not.... and I explained that one of the standard responses are "this is quite good but really hard to do!" and then the push back from the community is you are not a programmer so do not know what you are talking about so shut up (paraphrase).

The thing is.. he IS a programmer! and as he said, without seeing the code it IS hard to know what is trivial and what is hard to fix... but that being said, his view was, IF the code was build "well" to begin with, a lot of stuff "should" be simple enough to do.

examples of where the devs have said "good idea but too hard" which make me scratch my head.

modifying flow rate and temp gain using a fuel scoop (engineer blue print suggestion)
putting another seat in the keelback
making sure mode swapping give back the same missionboard.
making if you take 2 missions which are in effect clones of each other (kill 2 skimmers at system X for faction Y) be additive not concurrent
making sure a ship with terrible jump range simply WONT follow you if you have a good jump range (if the game wants you to fight more then generate new foe)
having the instance populate with npcs a split second BEFORE you drop into it
missions involving escorting and protecting convoys etc.
hiring wingmates from the jobs board.

so... i would say i would like all the above as fixes in 2.4.. but as the devs have said these are big changes and really hard to do then i am not expecting them.

I DO accept the crime and punishment is hard and giving systmes different flavours.. but imo it is such a key feature that imo it needs to be done even if it is hard.
 
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2.4 will be the thargoid invasion.

Then after that:

Well, assuming it's a season with a major 3.0 feature then four extra updates I'd propose the following (I'm assuming legs ain't coming till season 4):

3.0 - atmospheres
Fly through atmospheres on gas giants, land on atmospheric planets (excluding earth likes, water world and ammonia worlds).
Also includes new vehicles for working on surfaces - Tank for base assault. Mining rig for surface mining. Big salvage rig with drones for salvaging wrecks. Speeder bike for recon and racing.

3.1 - live events
Like community goals but these happen without warning and last only a very short period of time.
Example - thargoid mothership attacking federation station - all Fed ships receive notification for assistance, big reward for taking part if defence is successful. Lasts until all thargoids are destroyed
Another example - prison break - all Cmdrs within 100ly receive notification there's been a prison break at a certain location big rewards for disabling ships and scooping escaped criminals in escape pods and returning to prison. Finishes when all prisoners either complete escape or are found.

3.2 - Explorers
The big exploration update. New stuff added in space to find and study. New scanners and probes for finding points of interest. Scoop stuff or sample rare minerals/life forms, give data to science NPC character to study in new scientific module, scientist can also give missions.

3.3 - Factions
Major update for player factions. Improvements to BGS. Can choose to be democracy with voting on leadership and activities or choose to have a dictator or ruling council. Groups can collectively buy and man via multi crew smaller capital ships such as destroyers, frigates and cruisers to defend or expand territory.

3.4 - galactic games
Introduces in main game sports arenas - gather to compete at different sports. Mostly racing and CQC.
 
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If I had to push for one feature it would be more in-depth multi-player missions, chained with a requirement for more than one role involved

e.g.
1) one player in a ship and another in the SRV are needed to access a planetary structure, or one player in a ship and another in a fighter are needed to access a orbital station, to recover intel on thargoids and get them to a rendezvous
2) a wing of atleast 2 players is required to accept more difficult and higher paying assassin missions that chain increasing in difficulty as they go
 
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  • Panther clipper : big so want to fly it
  • Large domed cities + missing economy type station interiors : variety
  • Real gameplay above planet surface : fun + envy to play
  • Real gameplay around CQC assets : fun + things to do the
  • Large scale volcanism : fumerolles looks poor actually
  • Enhanced UI input to find things above surface without flying around during 8-10 hours
  • Real change in exploration gameplay : depth and content for me activities
  • Change into military rank, combat zones : endorsement of player
  • Comets : pretty
  • Beta lyare stars, no black hole accretion disk : beautiful
  • New SRV and associated gameplay : mining, tank
  • Alliance ship : wanna play them
 
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KILLABLE ALIENS. Do you need a why?

Hmmm. Killing to many aliens may come in conflict with my plans to have human civilization reduced to scattered colonies of post apocalyptic barbarism.

We will have to debate this at the board meeting.
 
KILLABLE ALIENS. Do you need a why?

My nightmare about where the the current development ethos takes us... Aliens = Random interdictions and rebadged combat zones. ie: The penalty for two years of no real development of core gameplay mechancs and depth.
 
My nightmare about where the the current development ethos takes us... Aliens = Random interdictions and rebadged combat zones. ie: The penalty for two years of no real development of core gameplay mechancs and depth.

FD would not stoop to this.

Would they? :|
 
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