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Elite: Dangerous

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Ulminati

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Meanwhile, in Elite...

Another shot of the small outposts slated for one of the next betas:
MediumIndOutpost01.jpg


Blaze Your Own Trail - Exploration

Exploration is something many people are excited about, but we haven’t yet discussed it here. There is exploration for the sake of it, but it is also possible to make money from exploring too. There is a lot out there – which will be covered more in future newsletters – many surprising things like the many planets with neon atmospheres – things not yet seen in astronomy.

The great thing about exploration is it is many-layered; one person might be the first to visit a system – but this is an easy thing to do, and one person can visit a great many systems in a short period of time, so rapidly the ‘frontier’ of unvisited systems will quickly recede.

Visiting a system is not really exploring it except on an extremely superficial level, so our plan is, we will not count the system as explored at that point. Let’s face it, if an alien visited our solar system, staying in the immediate proximity of the sun for a few seconds while their drives recharged or cooled down, they will not see very much, and we on Earth would be unlikely to see them. If our alien explorer claimed our system to be “explored” and didn’t find Earth, they wouldn’t really be an explorer!

So, true system exploration is a bigger deal than just visiting that system. Players must scan it to determine what number and sizes of planets are present, and to get the next level of data they must travel to at least the vicinity of each body to investigate. A system will only be ‘partially explored’ until all major bodies (planets and moons within a certain distance of the central star(s)) have been scanned by someone and the data returned home. There are different levels of scanning, both passive and active, that can be done from orbit, to determine basic planet types, their chemical composition, mineral deposits, surface liquids, interesting anomalies, and even indications of the presence of indigenous life.

Active scanning is needed for any detail of value, especially if the planet has an atmosphere, using a powerful ground-penetrating radar beam and as much of the surface should be scanned as possible. The wary player should perhaps first check for other ships in the system… This is because an active scan consumes a vast amount of power – nothing even a Sidewinder’s drives can’t manage – but it is an incredibly bright beacon of emitted energy, visible across most of the stellar system they are in and easily tracked, and depending on the expertise of the player, it can take quite a while to get a full scan - easily long enough for most ships to super-cruise to the location. Even the basic scanner fitted to all ships since about the year 3000 is an incredibly sensitive instrument, and so they will find it easy to find such a player. And that player will most likely be very hot with their shields down… best hope they are friendly, and that they are not worried about being the first back with the data!

The reason to do this, to do the scanning and return the data, is the big prize. Getting such information back to a civilised planet with a data claim registration facility (most Federal or Imperial worlds with a high enough population will have one) and logging the data earns money for the explorer – more or less depending on the value of the planet and its location. Discovering a world with indigenous life is incredibly valuable, but even scanning seemingly worthless moons has value – both for completeness of maps (verifying there isn’t something there is still useful), but very rarely, something interesting may be there after all – maybe even a strange artefact. A wise explorer will buy the latest such data before leaving – to see which systems have been explored first, so as not to duplicate the efforts of others.

Perversely, The Federation and Empire do not share this data with each other – indeed they are competitive about it. Taking such information to the Federation earns the player a good reputation with them, but the parallel is true of the Empire. Unscrupulous players have taken the information to both, but woe betides the player who is discovered doing this – which can happen if both mega-powers send a research team to investigate!

Explorers began as a civilised and cooperative bunch of people. After all, travelling vast distances out into the unknown and back is quite an achievement, with many a “Dr Livingstone I presume” moment far out in the stars, but from time to time there have been cases of explorers racing each other back to log their data once they see each other – or even attacking each other when they realise both have just scanned the same systems. There is even a class of pirate that await intrepid explorers returning from afar, threatening them with destruction if they don’t hand over their data. However, unlike cargo, handing over a bit of low value data is often enough. A pirate can scan for cargo, but fortunately data does not show on a scan so they do not know how much (or how little) you really have.

Exploration is not just at huge distances. Even within human space, there is the odd undiscovered planet or asteroid belt – usually in the far, cold outer reaches of a system, where no-one has bothered looking. So get ready to get exploring!


for people with the rigs to handle it, SLI support is confirmed for beta 2. Elite Dangerous in 4k, anyone?

4k_screenshot_coriolis.jpg
 

The Fish

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I just had a look through the Elite: Dangerous forums and it was depressing to see how desired care bear mechanics are. PVE combat can get very predictable and if you can't attack other players because it's considered "griefing" this game will lose a lot of its longevity. Hopefully the anarchy systems won't be barren.
 
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SuicideBunny

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I just had a look through the Elite: Dangerous forums and it was depressing to see how desired care bear mechanics are. PVE combat can get very predictable and if you can't attack other players because it's considered "griefing" this game will lose a lot of its longevity. Hopefully the anarchy systems won't be barren.
it will never be prohibited, because piracy is meant to be a viable gameplay choice, and online is optional anyhow, so it will mostly be people who consent to the chance of being offed over and over again by other players.
funny thing is i'm mostly a carebear, but this incredible whining is getting on my nerves to the point where i want to shoot them ingame as well.
 

J_C

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I just had a look through the Elite: Dangerous forums and it was depressing to see how desired care bear mechanics are. PVE combat can get very predictable and if you can't attack other players because it's considered "griefing" this game will lose a lot of its longevity. Hopefully the anarchy systems won't be barren.
it will never be prohibited, because piracy is meant to be a viable gameplay choice, and online is optional anyhow, so it will mostly be people who consent to the chance of being offed over and over again by other players.
funny thing is i'm mostly a carebear, but this incredible whining is getting on my nerves to the point where i want to shoot them ingame as well.
I agree with the wining of carebears. There are people who don't want this MMO shit, who just want to play themselves. If both Elite and Star Citizen went to the MMO way, at least they should defend those, who don't want to play that way. Defending carebears against players who just play to kill others is the right thing to do. Just like in EVE online. There will be lots of options for pirates to kill others.
 

SuicideBunny

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I agree with the wining of carebears. There are people who don't want this MMO shit, who just want to play themselves. If both Elite and Star Citizen went to the MMO way, at least they should defend those, who don't want to play that way. Defending carebears against players who just play to kill others is the right thing to do. Just like in EVE online. There will be lots of options for pirates to kill others.
the point is elite isn't an mmo. it has completely offline singleplayer (no universe updates from server, can never play online), online singleplayer (universe updates from server, being able to switch to multiplayer whenever you want), and normal online multiplayer, and even then the online multiplayer is supposed to contain some way of controlling whom you want to see in your game and whom you don't.

so, that defending that whining makes zero sense from finished game perspective, only from beta perspective since it has enforced multiplayer, and whining about other people killing you in an early beta is just stupid.
 

shihonage

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My carebear concern in any MMO always comes from the same source - inability of casual players to survive in an environment of 13-year-olds who grind for gear 24/7 and have profound sociopathic tendencies.
 

J_C

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I agree with the wining of carebears. There are people who don't want this MMO shit, who just want to play themselves. If both Elite and Star Citizen went to the MMO way, at least they should defend those, who don't want to play that way. Defending carebears against players who just play to kill others is the right thing to do. Just like in EVE online. There will be lots of options for pirates to kill others.
the point is elite isn't an mmo. it has completely offline singleplayer (no universe updates from server, can never play online), online singleplayer (universe updates from server, being able to switch to multiplayer whenever you want), and normal online multiplayer, and even then the online multiplayer is supposed to contain some way of controlling whom you want to see in your game and whom you don't.

so, that defending that whining makes zero sense from finished game perspective, only from beta perspective since it has enforced multiplayer, and whining about other people killing you in an early beta is just stupid.
Ok, I didn't know that. If there will be an online and offline singleplayer mode, than the multiplayer should really be a free far all match. Carebears can play the singleplayer part.
 
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Ulminati

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I agree with the wining of carebears. There are people who don't want this MMO shit, who just want to play themselves. If both Elite and Star Citizen went to the MMO way, at least they should defend those, who don't want to play that way. Defending carebears against players who just play to kill others is the right thing to do. Just like in EVE online. There will be lots of options for pirates to kill others.
the point is elite isn't an mmo. it has completely offline singleplayer (no universe updates from server, can never play online), online singleplayer (universe updates from server, being able to switch to multiplayer whenever you want), and normal online multiplayer, and even then the online multiplayer is supposed to contain some way of controlling whom you want to see in your game and whom you don't.

so, that defending that whining makes zero sense from finished game perspective, only from beta perspective since it has enforced multiplayer, and whining about other people killing you in an early beta is just stupid.

You can play single player in the beta as well. Or private server multiplayer with only the people you invite. The carebaears have every option to avoid interacting with human beings that they so dread. They're just butthurt asswipes who want to force their idea of how the game should be played on everyone else.

In the beta, you can even switch between offline and online at will. I tend to switch to single player during peak hours to speed up loading times when I'm transitioning between systems. Also, single player DOES receive universe updates. At the very least, market prices in single player are adjusted by the trade in the multiplayer part during the beta.
 

SuicideBunny

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The carebaears have every option to avoid interacting with human beings that they so dread. They're just butthurt asswipes who want to force their idea of how the game should be played on everyone else.
funny thing is i'm mostly a carebear
:nocountryforshitposters:
Also, single player DOES receive universe updates. At the very least, market prices in single player are adjusted by the trade in the multiplayer part during the beta.
two singleplayer modes when it's done. the one that receives updates and let's you switch back and forth, and the one that's offline, (prolly allows you to cheat) but also doesn't allow switching to multiplayer, so it's exactly like previous elites.
anyhoo, nice they already got most of that in and working. didn't know since i stopped playing beta after having played enough to verify that it will be good.
 

whatevername

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I just had a look through the Elite: Dangerous forums and it was depressing to see how desired care bear mechanics are. PVE combat can get very predictable and if you can't attack other players because it's considered "griefing" this game will lose a lot of its longevity. Hopefully the anarchy systems won't be barren.
Ram them if you can't shoot them until ramming is nerfed.
 

Blaine

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What a retarded troll.

Let's dispense with the trolling, then, and get down to brass tacks.

What carebears typically want in a single-server online game, which is the model ED will use, is to play in the same online universe as everyone else. This universe necessarily includes PvPers. What carebears don't want is to ever be tastefully attacked by PvPers without prior consent. Often, not even a safe and protected babby ranch will satisfy them, since they want to go visit the manly areas, too. Therefore, they demand consensual PvP mechanics. In other words, carebears want the actions of other players restricted by the game mechanics in order suit their preferences.

This struggle between carebears and bemonocled 'thals has been ongoing since the early days of Ultima Online. It's actually been going on even longer than that if text MUDs are counted.
 
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What a retarded troll.

Let's dispense with the trolling, then, and get down to brass tacks.

What carebears typically want in a single-server online game, which is the model ED will use, is to play in the same online universe as everyone else. This universe necessarily includes PvPers. What carebears don't want is to ever be tastefully attacked by PvPers without prior consent. Often, not even a safe and protected babby ranch will satisfy them, since they want to go visit the manly areas, too. Therefore, they demand consensual PvP mechanics. In other words, carebears want the actions of other players restricted by the game mechanics in order suit their preferences.

This struggle between carebears and bemonocled 'thals has been ongoing since the early days of Ultima Online. It's actually been going on even longer than that if text MUDs are counted.
Eh - reputation will probably balance this out. Plus, won't most places be "instanced" in a way? As in not full blown MMO but limited to ~30 people in a playing space? That should prevent massive power build ups a la EVE and allow some safety for players.
 

Destroid

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What a retarded troll.

Let's dispense with the trolling, then, and get down to brass tacks.

What carebears typically want in a single-server online game, which is the model ED will use, is to play in the same online universe as everyone else. This universe necessarily includes PvPers. What carebears don't want is to ever be tastefully attacked by PvPers without prior consent. Often, not even a safe and protected babby ranch will satisfy them, since they want to go visit the manly areas, too. Therefore, they demand consensual PvP mechanics. In other words, carebears want the actions of other players restricted by the game mechanics in order suit their preferences.

This struggle between carebears and bemonocled 'thals has been ongoing since the early days of Ultima Online. It's actually been going on even longer than that if text MUDs are counted.

It's no so much a struggle as an inevitable Care Bearification. Ultima Online and Eve both suffered the exact same fate from very hardcore beginnings.
 

Blaine

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Plus, won't most places be "instanced" in a way? As in not full blown MMO but limited to ~30 people in a playing space? That should prevent massive power build ups a la EVE and allow some safety for players.

Yes, but your average instanced cross-section of a busy core system will still yield X number of pirates, Y number of bounty hunters, Z number of poor innocent traders, et cetera in the same instance together. This is obviously a simplification.

Most carebear woes in my experience don't stem from being horribly outnumbered, but rather from being oblivious and often terrible at PvP, or else taking risks that they're ill-equipped to asses or that simply don't pay off.

In EVE Online, the massive size of nullsec alliances isn't really a significant factor in the threat carebears face. They are a... factor, but it hasn't "created a problem" for carebears where none existed before. Little mercenary, wardec, and pirate corps (or really anyone who's learned how to play the game properly) are more than enough to keep them in the babby corral.

It's no so much a struggle as an inevitable Care Bearification. Ultima Online and Eve both suffered the exact same fate from very hardcore beginnings.

Not really. Trammel changed UO completely, since all the carebears flocked to Trammel and left PKers in Felucca. In EVE, lowsec and nullsec are still there just as they always have been and will eat oblivious carebears alive, although it's true CCP has been catering to carebears lately due to the fact that they're the bulk of the subscriber base.
 
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Blaine

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I'm going to double-post here because I have a pretty important point to make. In EVE Online, it is possible to minimize risk even as a career carebear by learning to play the game properly. For example, if a carebear learns to use the universe map properly, he can utilize filters in order to see the security rating of a system and note how many ships and escape pods have been destroyed in that system lately. If he learns to monitor local chat, set his overview up properly, and use his directional scanner, then once he's in a potentially dangerous system, he can literally keep an eye out for trouble. If he learns how to set emergency, utility, and observational bookmarks (saved points in space the ship can travel toward, essentially) properly, learns the rudiments of the grid system, and figures out how to move about efficiently and safely... at that point, he can combine his knowledge into traveling quite safely through lowsec.

It's hard to explain to someone who hasn't played EVE, plus I'm getting very rusty at this point, but the gist of it is that once you learn to travel in lowsec and what its dangers are, it's not a problem at all unless you're in a large, slow ship. If you are, then scouting ahead may be necessary or advisable, which is something else to be learned: which risks should be taken, and how to manage/minimize them. Nullsec is more complicated and potentially dangerous, but I won't get into that. Also, not every carebearing activity is always feasible in lowsec or neutral/hostile nullsec, such as mining for extended periods or running missions regularly in a big, slow battleship.

Carebears don't tend to want to be bothered learning to live with PvPers. They don't want to spend time learning to navigate lowsec safely, how to use their d-scanner at all, or how to set appropriate navigational bookmarks. They would prefer to obliviously bumble through in a huge ship on autopilot with no consequences. They typically don't want to learn much of anything that's not related to mining, missions (PvE is completely different than PvP in EVE), or possibly Incursions.

I don't think it's reasonable to demand that a challenge be removed or omitted from the game simply because you can't be bothered to learn to deal with that challenge properly and manage your risks. That risk plays a role too, making the game more challenging and exciting even for at least a small chunk of carebears who appreciate a very real sense of danger in their gameplay, even if they don't PvP themselves.
 
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I'm going to double-post here because I have a pretty important point to make. In EVE Online, it is possible to minimize risk even as a career carebear by learning to play the game properly. For example, if a carebear learns to use the universe map properly, he can utilize filters in order to see the security rating of a system and note how many ships and escape pods have been destroyed in that system lately. If he learns to monitor local chat, set his overview up properly, and use his directional scanner, then once he's in a potentially dangerous system, he can literally keep an eye out for trouble. If he learns how to set emergency, utility, and observational bookmarks (saved points in space the ship can travel toward, essentially) properly, learns the rudiments of the grid system, and figures out how to move about efficiently and safely... at that point, he can combine his knowledge into traveling quite safely through lowsec.

It's hard to explain to someone who hasn't played EVE, plus I'm getting very rusty at this point, but the gist of it is that once you learn to travel in lowsec and what its dangers are, it's not a problem at all unless you're in a large, slow ship. If you are, then scouting ahead may be necessary or advisable, which is something else to be learned: which risks should be taken, and how to manage/minimize them. Nullsec is more complicated and potentially dangerous, but I won't get into that. Also, not every carebearing activity is always feasible in lowsec or neutral/hostile nullsec, such as mining for extended periods or running missions regularly in a big, slow battleship.

Carebears don't tend to want to be bothered learning to live with PvPers. They don't want to spend time learning to navigate lowsec safely, how to use their d-scanner at all, or how to set appropriate navigational bookmarks. They would prefer to obliviously bumble through in a huge ship on autopilot with no consequences. They typically don't want to learn much of anything that's not related to mining, missions (PvE is completely different than PvP in EVE), or possibly Incursions.

I don't think it's reasonable to demand that a challenge be removed or omitted from the game simply because you can't be bothered to learn to deal with that challenge properly and manage your risks. That risk plays a role too, making the game more challenging and exciting even for at least a small chunk of carebears who appreciate a very real sense of danger in their gameplay, even if they don't PvP themselves.
I think you're misusing the term carebear. Carebear is someone that wants to be coddled. Just because someone doesn't participate in some of the "hardcore" elements of a game doesn't make them "carebears" if they enjoy/understand/prepare for the risks.

Anyway, the point is largely academic. Hopefully the bounty system will give some discouragement from griefing people in sidewinders all day, but beyond that, I don't get the impression that the devs are going to cater to those that wish to avoid all conflict. Shit, there's a single player mode already - if you don't want to deal with PvP, it's pretty fucking easy to avoid.
 

Mortmal

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We are hugely appreciative of all of you who have shown us support, either backing the game through the Alpha and Beta phases or pre-ordering the game prior to the release. Without you the game would not be at the stage it is today. This collection is our way of rewarding your support before we put out our final release.

As well as a digital download copy of the game, the pack will contain:

- An additional Eagle fighter ship docked in a secondary location
- Exclusive pack of ship paint jobs
- A day one ship decal
- A digital players guide
- A digital concept art book
- Plus additional in-game benefits and other digital goodies to be announced over the coming weeks



One additional ship, for loyal backers,free! Now thats classy unlike a certain other space game charging 300$ for a new ship.
 
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Ulminati

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More importantly - multiple ships in multiple locations confirmed! And the description of the explorer ship in todays newsletter also hinted that we'll get to scoop fuel from either stars or the atmospheres of gas giants. I am a happy camper.
 

bonescraper

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This game is 100% pure unfiltered fucking incline. Today's update brought a tear into my eye. Thanks Mr. Braben, i fucking love artbooks. Oh, and the extra Eagle is fine too :salute:
 

SuicideBunny

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That sounds pretty good. Can I still become a "loyal backer"?

lul

:(
yes, actually. you can just preorder the mercenary edition with all that stuff atm for £35.00 ($50 and €40). final game which might be without mercenary goodies will cost £39.99 ($59.99 and €49.99).
 

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