Engineers When will there be a reason to play with your friends?

There is never a reason to team up. I would think that this is presumably an important feature to have in an MMO game. Because my friends and I have stopped playing quite a while back hoping that this new update would have the needed game play updates.

I would like to see things like quest sharing. Or quests meant for multi player. You know more/harder enemies. Variation on quests such as defend an outpost. Escort a ship. Give us a reason for me to play as wing man for my friends tourist ship. Reward players for finding other people in the game that share their goals. Such a pirate group. Or traders sticking together because of saftly in numbers.

Tools to help players stick together. Such as formation flying. Jump as a team. A way to get to my friend quickly so that it does not take 2 hours to get to him when I only have an hour to play that night.

Weapons or utilities to encourage different roles within a team. Repair limpet drones. A beam to help speed up friendly shield recharge. A button to lock onto an enemy firing on a specific friendly. Sharing prospector limpet drone data so one can scout while the others running mining ships. Highlight an asteroid so friendlies can easily find the rewarding deposited. Sharing money so I can pay my friend for hes time.

This game is a slightly above average single player sandbox that claims to be an MMO. With no reasons to ever play with other players. You can play in single player mode and never really feel that you are missing anything.

I really hope this will change soon.

Cheers





I have decided to add to this. To better illustrate my point I think I would need to give examples on how I would change the game. How focusing on fun and team play would make this game more MMO like. All the while avoiding the game turning into an arcady shooter.

I will focus on trade for this example. How fleshing out the trade mechanics and giving benefits to trading in groups.


Jump drive

Firstly I would change the jump mechanics. I would reduce the 10 second jump worm whole animation to 1 second. Pointlessly waiting is pointless. When playing by yourself all other jump mechanics will stay unchanged. How ever once there is someone in your team and you all jump as a wing formation you will get an extended jump range. There could be some contrived story reason for this. More jump generators in the same worm whole something something. A stand in formula to give an idea of what I am thinking to calculating jump range might go something like this.

The AVErage jump range of the Total Ships(TS) plus 25% of the AVErage jump range per ship in formation. Put simply.

Ave + ((Ave * .25) * TS) = New jump range.

So if you have 2 players in a team with an average jump range of 10LY then the new jump range will be 15LY. 4 players with an average of 10LY the new jump range will be 20LY.

This single change to the game will immediately make it more beneficial to play as a team. This singe thing by itself will give most players a reason to leave the single player mode. But this example is meant to focus on traders.


Pirates.

There should always be a down side of jumping in formation. For the potential pirates running around in a system your team and you should be like a flare going off. So many jump engines in formation will make you easier to find, easier to scan and easier to interdict.

When interdiction happens every player in formation will need to fight the tide together. If so much as one player decides to AFK the rest of the team will stand no chance in avoiding being pulled out of jump.


Pirate countermeasures.

A new utility mount for the potential trader is the distress beacon. This single use drone can be launched alerting anyone in the system who cares to listen of the troubles you and your team are facing. If you are in a system with a good deal of police. It wont take long for someone to come to your aid. If you are in a system where there are alot of pirates those who show up might not be there to help you. After all. It alerts anyone who cares to listen.

Alternately this could make a good game mechanic for the aspiring bounty hunter. Launch one of these in a pirate area and let the bounties find you.


Trade and taxes

Since there is now more profit to be made by those who team up thanx to less travel time. To counter this a Tax mechanic should be added to the game.

The average trader cares little for the political goings on in the galaxy. All they care about is the money per hour they can make. Find a lucrative trade route on a website. That is half the game play done. What if the average trader needed to consider tax or port fees?

In total the most you could be taxed will be 30% of anything you sell. So if you can only make 29% profit per item sold you will me making a loss.

The power that the port belongs to that you want to trade with will determine 15% of the tax you will pay. By behaving yourself in their systems you will be able to increase your trade rank with them even if you dont belong to that faction. You will reduce the tax by 10% once maxed out. If you want to reduce that even more you will need to join that faction and get in good standing with them. Maxing both if these things will result in that 15% being reduced to zero.

The other 15% will be docking and handling fees. This will be a per station effect that has nothing to do with faction. By being a good trader you can increase your rank with them. They like you they will give you discounts. Maybe knock of 5% over time. With goods that the station desperately needs the fees will always be waved.

These two mechanics added should mean the average trader will need to know alot more about what is going on out there in space to really turn a profit. Also there is profit in making and keeping friends.


Trade route trail blazer.

If you are the first person to make a particularly profitable trade you will be given the option to sell the data. The same like planet data. This data can then be bought by any other player. When doing so the original seller will make 50% of the money from the sale of the data. The data price will be equal to trading 100 units of the items that would be sold on the route.

The repurchased data will show the profit per unit. The distance between the two stations. The factions related to the trade. Also the age of the find. Typical a good trade route will change after 48 hours. So buying trade data that is 1 day old will not be worth much. Once bought the rest of the data will be handed over.

This should open a new type of game play. An alternative way to make money from trading.


Profit sharing.

If you have a friend that you want to bring along for defense or just because he has an awesome jump drive. You should be able to agree on a payment. After all why should he go without? If the agreement is struck. So long as he is in your wing he will make a percentage of any profit from anything you sell. After taxes of course.



There are more things I would like to add but you get the idea. Thanx for your time.
 
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I'd love a 'survival' type mission like on GTAV.

"We've just received intel that Planetary Base Alpha is under threat, a recently intercepted transmission shows an attack is planned for 19:05. Defend at all costs"

I then team up with 3 mates and battle a few waves of attacking pirates for a massive payout, lovely!

Also, we already have healing beams. [up]

It would be cool if you could team up for passenger/cargo missions. So me and a friend can both sign up to the same passenger/cargo run, one of us in a T9/Beluga and the other in a Corvette/Anaconda running fire support, we both get half the payout, but as long as the cargo makes it, the fire support still gets their share of the payout even if their ship pays the ultimate sacrifice.
 
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Ya I read about those beams. Never tried them. Seems to me like kind of like have a bullet with no gun. You have the beam but no real reason to get them because of the lack of multiplayer.

But you nailed it. Yes. will go down here at this time. Be there! O ya. It will be tough so bring friends. That would make a great quest variation. :)
 
Weapons or utilities to encourage different roles within a team. Repair limpet drones. A beam to help speed up friendly shield recharge. A button to lock onto an enemy firing on a specific friendly. Sharing prospector limpet drone data so one can scout while the others running mining ships. Highlight an asteroid so friendlies can easily find the rewarding deposited.

I thought the Regenerate special effect allows someone to regenerate another's shields. And we can already share prospector limpet drones. By targeting someone's prospector, you can see the data and can mine the asteroid. Mining with friends is always more profitable because those with prospector drones can spot good asteroids that everyone can mine, even if they don't have prospector limpet controllers.
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There are many other reasons to fly with your friends. While it is possible to take out a convoy on your own, it is nearly impossible. Last night, my friend and I took out an elite convoy of 4 Vultures, 1 Python, and 1 Anaconda along with the Anaconda's fighters. Even in my modified Corvette, I don't think I would have survived if I had been flying alone.
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Similarly, in a CZ last night, my friend and I stuck together, him in his Corvette and me in my Vulture so that we were able to protect each other. He focused on the big ships while I swatted the Eagle, Viper, Cobra, and Vulture gnats that attacked him. By doing so, I lasted a LONG time in my Vulture before having to exit due to shield loss. I wouldn't have lasted anywhere near as long if I had been flying a Vulture alone in that CZ.
 
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"I thought the Regenerate special effect allows someone to regenerate another's shields. And we can already share prospector limpet drones. By targeting someone's prospector, you can see the data and can mine the asteroid. Mining with friends is always more profitable because those with prospector drones can spot good asteroids that everyone can mine, even if they don't have prospector limpet controllers."

Player A mines. Player B finds profitable targets. Everything you said is technically right but is missing my point.

But when in a group you should have an communication (by marking) advantage over you having the same game play as simply coming across any random player or NPC. Meaning you can see NPC`s limpet drones. So what you have described gives no advantage to players teaming up. So there is no point of teaming up. Even after all that. How can player B get any of the profit?

"There are many other reasons to fly with your friends. While it is possible to take out a convoy on your own, it is nearly impossible. Last night, my friend and I took out an elite convoy of 4 Vultures, 1 Python, and 1 Anaconda along with the Anaconda's fighters. Even in my modified Corvette, I don't think I would have survived if I had been flying alone. "

Again you are technically correct but missing my point.

Why cant we have quests like this? Why cant there be some industrial secrets being carried by a convey where you and a few of your buddies need to intercept? A real reason to team up. To do something that could have a larger influence and gain for me and my faction. Not do it just because we randomly stumbled into one. Even after taking them down you walk away in roughly the same state as what you walked in. Very little to no gain. The current state of game play you could very easily ignore it and stay in offline single player. Again. No real reason to team up.

To your last point. The CZ is literally the single solitary aspect to the game where teaming up to a small degree makes scenes. But even then we are talking about the most minimally amount of work one could ever put into a multiplayer experience and still call it multiplayer. A open area of nothing where a bunch of bots are fighting and you pick a side. Take that scenario and apply that to ANY other game and you will be justified in calling it uninspired at best. Down right lazy at worse.

I know this game can be so very much more. In my mind they are focusing on the wrong areas they should be developing. Focus on making the fun find you. So you and you friends can play for an hour and feel awesome when logging off. But if you and your friends needs to make their own fun after traveling for 2 hours to meet up. So you can kind of sort of playing the game in ways it was not intended to try and make builds work. Then never be rewarded for doing so. I have no doubt there will be a small community there this will be great. More power to that community. But then this game will never have any mass appeal and will be crushed when star citizen comes out. Not because I think star citizen will be the be all and end all of space sims. But because they seem to from the ground up fleshing out all the roles one can play. There will be ways your friends can play with you and help you from day one. Literally everything in elite can be boiled down to some variation of fetch and carry. With the one exception of CZ. Which I think is just lazy.
 
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verminstar

Banned
Ye said it yerself...its nothing more than an above average single player game trying to make the claim its an MMO. One can very easily play nothing but solo mode and not miss the multiplayer aspect at all...not reallymissing very much if truth be told...missing the rebuy screen perhaps?

Anyway...other game do mp way better...space sim wise, yer sorta stuck with ED with no decent alternatives out yet. Thats status quo wont last forever though...patience...paly this as a single player until they either sort themselves out or something better comes along.

Those who think of this as an MMO are more disappointed than those who see it as a single player game because one aspect simply does not deliver what it promises while the other doesnt make any promises ans is what it is...guess which players are happy and which are not ^^
 
activities for wings:

- convoy attacks. they show up as USS, a threat 4 convoy needs more than one player, if you want to pirate successfully.

- base assaults. especially those, where you need a data scan to reveal an assassination target. one in srv, one in fighter, one in a tanky ship...

- elite assinations or piracy missions. great for a wing.

- wing mining. have a huge ship with collectors and refinery, and a wing of small ships scouting high value asteroids.

- HAZ RES mining. a miner and escorts.

__

group activities: back a minor faction. everybody at his own pace.

___

you have to look a bit for those, but they are a lot of fun. dedictaed wing missions is something i really would like to see!
 
You seem to be missing my point good sir.

- convoy attacks. they show up as USS, a threat 4 convoy needs more than one player, if you want to pirate successfully.
- random encounter. no meaningful game play attached. Simple resource pinata. Lazy game play mechanic.

- base assaults. especially those, where you need a data scan to reveal an assassination target. one in srv, one in fighter, one in a tanky ship...
- Player 2 wont be part of the quest and wont get any rewards for doing so. Not multiplayer intended. No reason to team up.

- elite assinations or piracy missions. great for a wing.
- See above.

- wing mining. have a huge ship with collectors and refinery, and a wing of small ships scouting high value asteroids.
- No group advantage given through game mechanics. Relaying on something that would work just as well on NPC`s limpets. No way to share resulting profits.

- HAZ RES mining. a miner and escorts.
- No reward for doing so. No reason to do it.
 
You seem to be missing my point good sir.

- convoy attacks. they show up as USS, a threat 4 convoy needs more than one player, if you want to pirate successfully.
- random encounter. no meaningful game play attached. Simple resource pinata. Lazy game play mechanic.

- base assaults. especially those, where you need a data scan to reveal an assassination target. one in srv, one in fighter, one in a tanky ship...
- Player 2 wont be part of the quest and wont get any rewards for doing so. Not multiplayer intended. No reason to team up.

- elite assinations or piracy missions. great for a wing.
- See above.

- wing mining. have a huge ship with collectors and refinery, and a wing of small ships scouting high value asteroids.
- No group advantage given through game mechanics. Relaying on something that would work just as well on NPC`s limpets. No way to share resulting profits.

- HAZ RES mining. a miner and escorts.
- No reward for doing so. No reason to do it.

- trade vouchers for wings
- bounty sharing etc.

but yes, if you are looking for REWARDS, you are right, you'll be always better off playing solo for CR/h - i was thinking you were looking to have fun with a group of friends.
 
but yes, if you are looking for REWARDS, you are right, you'll be always better off playing solo for CR/h - i was thinking you were looking to have fun with a group of friends.

Ya it is silly to think that the other 3 people in my team would ever want to upgrade their ships while playing in a team. You know. Because fun.
 
Mining is the only job, that pays off the bigger your wing is.

BH will cut your profits in half every time a new guy joins the wing...
 
Ya it is silly to think that the other 3 people in my team would ever want to upgrade their ships while playing in a team. You know. Because fun.

you can work together on upgrading your ships. what comes around goes around. i have several times winged up with explorers to get them their chemical manipulators (before those could be collected from combat aftermath). if a new player needs a hand in bounty hunting, i wing up, and let him the killing shot.... during BGS manipulation we often wing up, because trade vouchers bring additional influence to our minor faction etc.

but as said: there are no direct rewards for wing activities beating cr/h-solo-farming & i personally would like to see wing missions.

i was just pointing out, that there activities you can do together for fun. if you don't want that, it's fine for me.
 
Mining is the only job, that pays off the bigger your wing is.

BH will cut your profits in half every time a new guy joins the wing...

There in lays the problem. If there where game play mechanics added to the game to make being in a larger team more effective. Then there is a real reason to get a group as big as possible. But if some players need to loose in order for others in the team to win ever so slightly more. Then there is a flaw in the over all design.
 
To mine in group, to bounty hunt in group, to pirate in group… for WHAT? For credits. This is the shallowest thing in ED. There is nothing achievable neither in group nor in solo different than credits.
 
Evil billionaire players should be able to construct monster ships/bases that factions produce multiplayer missions to destroy....

We will solve the money collection issue, produce lots of fun for both evil player and righteous multiplayer lynchmob and solve the missing world of warcraft style quest sharing style.

But all this require planets planets planets. The evil player want to take control of stuff=planets, and that is done by 'monstering'. Factions could be monstering too, but we want players to have that option with all their hundreds of billions of cr.
 
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you can work together on upgrading your ships. what comes around goes around. i have several times winged up with explorers to get them their chemical manipulators (before those could be collected from combat aftermath). if a new player needs a hand in bounty hunting, i wing up, and let him the killing shot.... during BGS manipulation we often wing up, because trade vouchers bring additional influence to our minor faction etc.

but as said: there are no direct rewards for wing activities beating cr/h-solo-farming & i personally would like to see wing missions.

i was just pointing out, that there activities you can do together for fun. if you don't want that, it's fine for me.

One of the things that I found amazing in Giuldwars 2 was that you where always happy to see a large group of people show up to where you were questing. The game was designed from the ground up that everyone that contributes gets rewarded. Every quest in the game was designed around the idea that random people could show up and the quest becomes more awesome. When that happens the quest becomes harder. As a result the game is never dull and you where always glad to see random people. Brilliant game play design.

By stark contrast there is elite dangerous. Where some people have to give up their time and constantly risk huge financial loses through ship destruction to help someone else. Where simply getting to a that friend could mean your entire evening spent. There are no activities where at no point the game design would allow a team of players to all win. Someone has to loose something (time/money) in order for someone else to win. Even then the win is only slightly better. Even in conflict zones healing a friend with the beam will not give you a reward when he kills a ship. These are anti multiplayer mechanics. There is no reason to ever leave simgle player mode.
 
What FDevs need to understand is that ED is a multiplayer game. There is no *one man, one ship and whole galaxy to explore* as much as now is not 1984 but 2016. The player base is changed, its taste is changed. Seeing how the game grows up during last two years, I’m realizing that it is developed as a single player game and the development team is stick to this guideline.
 
There is no reason to ever leave simgle player mode.

yes, and assume, that is very much by design. you know, all modes equal, you can play in any mode you want, experience the whole game in any modes etc...

that guildwards design looks neat. on the contrary in ED you have the problem of ship spawns depending on rank and shiptypes, which leads to the strange effect, that i can't help a newbie to battle harmless AspE, only he can "help" me to fight deadly anacondas... at least, if i don't fly an eagle on that occasion (which i mainly do).
 
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