Soldato
- Joined
- 21 Oct 2011
- Posts
- 22,513
- Location
- ST4
Was dubious too, as it was very hard to read and I'm pretty sure all the other emails from Frontier have been white text on a black background.

Unless I've used the wrong memory usage chart (be gentle... I'm tired) it's looking pretty good, only just peaked up to 2032mb used once, was well under 2048mb in the main, all settings at highest excepting AA stuff at 1080p, my system is a 2500k, 8GB DDR3 and an MSI GTX 760 4GB.
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Edit:
That was me launching from an engineer base, orbiting the moon, landing and taking the SRV for a little spin, up to an orbital station, docking, launching, orbiting moon again and finally landing back at the engineers base.
Was dubious too, as it was very hard to read and I'm pretty sure all the other emails from Frontier have been white text on a black background.
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Do not go near the emails as I have not had one and unless its beta testers only. DO NOT FILL IN DETAILS!!
Looks very fishy to me! Frontier usually tell you what they are doing on the forums that I follow every day I have seen nothing.
For some reason I am unable to quote!![]()
Huh? - I stated, for example, "...but others will possibly (most likely) go down. eg: More powerful thrusters at the cost of more heat."
You believe it will help PvP? We'll see... I predict increased cases of individuals turning up, with the winner having been decide hours/days before by module choice... I don't see that as a good move personally...
BTW, I understand your concerns about "current meta" wins. The game was already "suffering" in this area, and I don't see Engineers helping it. Consider at the moment just the divide between PvE and PvP builds. The issue is already in the game, and I believe Engineers will simply magnify it.
Next couple of months will be interesting... I predict buckets of frustration, and worse still, rebalance after rebalance after rebalance... All using up more valuable development time...
To be honest I can't comment on the quality of the new missions... I'll have to go and give them ago.
In reality how much beyond take X to Y or go to X and kill Y have we got? Be honest now?
In my mind we'd have something like the following:-
- 1) You get a distress call, and manage to save an NPC from destruction.
- 2) Over the following weeks, the NPC asks for your personal help with various missions.
- 3) Finally, after building up a good reputation, he asks for your help. His family are moving to a new home/world and want your personal protect of the convoy. You realise this is a big missions, with a huge payout, so ask a couple of your friends along to Wing up as part of this mission. The mission involves you protecting their convoy in normal flight between Beacon A and Beacon B.
- 4) A variation of (3) is a mission to protect a constant stream of cargo vessels between Beacon A and Beacon B. You may well be wise to do this with some wiingmen, as there may well be missions being given to CMDRs to attack that convoy too!
- 5) Missions to go to a Capital ship or platform and act as fighter protection for a time period.
- 6) Missions to utilise a stealth build ship to sneak into an asteroid field unobservered by enemy ships and to locate and scan a ship/station. (Note: Let's have CQCs line-of-sight scanner in the core game)
- 7) Let's have dead stations/platforms, where missions ask us to go and do things. eg: Collect some data/cargo.
- 8) etc etc...
Can you imagine if the time dedicated to "Wheel of Fortune" had been put into missions and community goal mechanics? Can you imagine if Powerplay then utilised this convoy protection/attack mechanic too (from no.4) etc?
Why is, after all this time, I still don't even have the mission depth and functionality offered in space sims from 20+yrs ago? Yet alone, utilising the multiplayer environment available in ED.
Quick question; did anyone else receive an email with the subject 'We Want to Celebrate Your Special Day!' from Frontier?
My load out is already vulnerable to multiple npc, anaconda's etc. The game as I play it is balanced. However this just makes it so advantageous to those with the best equipment. As for NPC's now potentially having the upper hand on anybody who has yet to upgrade their modules (that might not be their gameplay choice) how is that balanced. Not every player will want to get upgrades but if NPC and other PVP players are running virtual flying tanks, then interdiction will become more than tedious... It will make the game one sided and push people away from playing. Not to mention new players coming into the game... For those with average combat skills (like me) taking on any NPC with become a shoot and scoot.I couldn't disagree more, the fact that it renders any particular loadout vulnerable to others is exactly what the game needs in my eyes.
My load out is already vulnerable to multiple npc, anaconda's etc. The game as I play it is balanced. However this just makes it so advantageous to those with the best equipment. As for NPC's now potentially having the upper hand on anybody who has yet to upgrade their modules (that might not be their gameplay choice) how is that balanced. Not every player will want to get upgrades but if NPC and other PVP players are running virtual flying tanks, then interdiction will become more than tedious... It will make the game one sided and push people away from playing. Not to mention new players coming into the game... For those with average combat skills (like me) taking on any NPC with become a shoot and scoot.
Our opinions differ on the game and how it should move forward and for my game style this is a step backwards.
But the problem is surely more profound than that. With the new upgrades consider:-
1) You don't have any heatsinks and the NPCs/CMDRs attacking you have heat effect weapons. You overheat!
2) Next time you take loads of heatsinks due to (1), and they prove pointless so they're wasted space.
3) You ditch the heatsinks and beef up your shields instead an go with SCBs, only to find the next NPCs/CMDRs have cascade effect which takes your shields down at the first shield cell usage.
...and so it continue... more and more fights being dictated by specs rather than the combat itself... This has always been a problem with ED, but I fear crafting will increase the scale of the problem.
And this isn't even considering the inane mechanics to get these upgrades:-
1) Spend hours collecting materials...
2) Go to an Engineer and craft a module.
3) Repeat 1-2 over and over and over to increase your rank with the engineer.
4) Repeat 1-3 over and over and over finally get the sort of module upgrades you're after by playing Wheel Of Fortune.
5) And remember, you have to level up with some engineers (1-3) to earn access to other engineers so you can do 1-4 with them too...
Does that really sound like a well considered deep mechanic that will introduce interesting gameplay? Or a cheap lazy ill-considered grind fest?
Of course it's early days, but I'm getting worried...
I'd read more into it if I knew what you meant by a "loach fan"...Read what you will into that! Just my opinion...
OK... Can I ask, given people have already "worked" for a long time to get the ship they're in, "worked" for a long time to get the modules they have, and now have to spend numerous hours collecting materials they otherwise have little/no interest in, what the benefit to gameplay is, by making them now grind to earn access to the various levels of Engineer blue prints? Given of course, they've already "worked" to qualify for access to many of these engineers?I've yet to see anybody offer a alternative that wont end up in a complete mess, you make everything available to adjust and it'll just create new meta's available to anybody and everybody, you allow everybody to have access without some sort of restriction be it financial or time and you'll have everybody not only playing with the current meta but bored as well, as for saying they should be all working on missions, that just shows a complete lack of knowledge of how software development works.
Yes and no... Yes you're right, many fights are already dictated by the module choices made before. But, will making the matter even more prevalent/polarised help?I'll also point out that we are already in a situation where the outcome of PvP combat has already been decided in the majority of cases so that's a complete non argument.
Fair enough...The incoming system is far better than what is currently available, disagree all you like, you've said nothing whatsoever to change my mind and all your arguments are utterly flat, if you choose to min/max by grinding that is your choice and I'll stand by my comments previously that you're missing the point of the game and playing it wrong.
I've yet to see anybody offer a alternative that wont end up in a complete mess, you make everything available to adjust and it'll just create new meta's available to anybody and everybody, you allow everybody to have access without some sort of restriction be it financial or time and you'll have everybody not only playing with the current meta but bored as well, as for saying they should be all working on missions, that just shows a complete lack of knowledge of how software development works.
I'll also point out that we are already in a situation where the outcome of PvP combat has already been decided in the majority of cases so that's a complete non argument.
The incoming system is far better than what is currently available, disagree all you like, you've said nothing whatsoever to change my mind and all your arguments are utterly flat, if you choose to min/max by grinding that is your choice and I'll stand by my comments previously that you're missing the point of the game and playing it wrong.
I'd read more into it if I knew what you meant by a "loach fan"...
Set the updates to run today and will try teh new stuff out when I get home.
Haven't played in a while, thanks to new releases like The Division.