75% off

>75% off
Worth it? Is there a co-op element to this game?

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please respond

$8 for the base game is a steal honestly, even with its awful grind
also yeah you can co-op in it but its half-assed in some areas, specifically multi-crew being buggy and awful in terms of making money but the wing system (where you fly with your friends and not share the same ship) is okay for the most part

Wide as an ocean, deep as a puddle. People saying it's a space truck simulator aren't lying.

Explain more, you can share the same ship?

yeah, assuming the ship you're flying can support it usually just by having a second seat in the actual cockpit itself but theres a list in-game that tells you which ships support it, though some ships are better suited to multi-crew than others, particularly big ships are better with it since you can't really do much in the co-pilot seat of a fighter or small freighter
i can't remember what you can do exactly in multi-crew since i never use it, but i think you can use any turret mounted weapon on the ship, and give the host ship a bit of extra power in either systems for stronger shields & faster shield recharge, engines for better turning and speed, or weapons to shoot for longer without needing a recharge mid-fight assuming you're using lasers or something power intensive
i think you can also use counter measures like chaff or something with multi-crew but i can't remember since no one uses it

It's very slow paced, quite fun but ultimately boils down to busy-work for the most of the time. Grinding is an integral part of it.

Yes, you can play coop, you can share a ship, but it's really just either one controlling turrets while the other flies, or one controlling the big ship while the other one takes over a small deployable fighter to fight along. Or one controls the ship while the other controls the rover.
It's not bad, but it's not amazing due to how inherently repetetive the quests and missions in this game tend to be 99% of the time.

There really isn't that much to do in this game. It's an insanely beautiful and well crafted world, and if you don't mind the repetition you can find fun in it for maybe 80-120 hours, but inevitably, you will ALWAYS end up in a situation where you'll suddenly start facing the feeling of "why bother".

>i think you can also use counter measures like chaff or something with multi-crew but i can't remember since no one uses it
You can pass control of any individual weapon system to your second player, or if your ship has a fighter bay, you can deploy the fighter. You can also deploy them in the Rover if you are near a planetary surface. That is really it.
I think it's a lot more fun to just have both players fly their own ships and work as two wingmans than to multicrew. Multicrew makes only sense if you are doing some more complicated shit like piracy, some forms of mining, some of the more complex surface missions, or super-high-risk hauling.

I don't know why people complain about the "grind". Your starter ship is one of the best ships in the game and the only thing you're doing by getting more expensive ships is getting more space at the cost of combat efficiency. Yes a yacht is expensive and takes a long time to grind, but it's also useless and has no innate value. Grinding for 2% stat upgrades via engineers is also not significant.

Have you actually played the game anywhere near the last two or three years?
Have you in fact played it at ALL?

Clueless retard take

How is it without a joystick though?

i've spent nearly 2k hours without a joystick and its been mostly fine
i say mostly because im not 100% accurate when it comes to aiming with fixed weapons yet though thats probably me just being a shitter

for 8$ yeah. Does it come with the expansion because if it does then that's a steal. The game itself is ok. There's really not a lot to do but if you like space trucking then you will have fun. Pvp is great if you can find people and the game really shines with VR. Also, sound design is really fucking good.

It's a space trucker which turned me off at first, but I end up putting nearly 200 hours into it over the course of a year because it's really immersive and requires little attention so I could come home from work and play it for an hour or so while I watched stuff on my second monitor.
I ended up buying a flight stick for it for like $30 and it really just felt like I was doing my dream job that I'll never get to experience in this lifetime.
I mainly quit because late game really forces you to grind to get upgrades or take risk and move valuable cargo then get fucked by pirates and pay a shit ton of money on getting your ship back and I'm not interested in the combat or mining aspect.

pretty much this. The game is nice to come back around and play a little bit. I like just hanging out at the space station and listening to the traffic while I work on stuff and cruising around asteroid fields etc

Was double hotspot mining nerfed?

I actually enjoy the space truck simulator part the most, if you have two monitors to check other stuff or just listen to the radio or a podcast while making deliveries and then chilling for a bit at the stations is peak comfy

It's pretty good if you don't mind aimless sandboxes. Flight mechanics feel great for the most part, apart from corvette size ships handling like a really slow fighter rather than being properly different. WW2 in space flight mechanics feel really off on something the size of a ship

The easiest way to actually grind money is exploration. And as luck would have it, I personally don't find it tedious, in fact I find it quite relaxing in a zen like fashion. It's definitely no adrenaline rush, but turning the game on every day to scan a couple of systems is quite easy, and the payouts are absolutely riddiculous.

Just get the X games, those are do not rely on a server to play them.

i don't think so, just the demand for mined materials is nerfed as far as i can tell

That's true, I did make a lot of money from doing that. There's a part of me that really want to come back to it, but I might wait because I'm considering getting a VR headset soon. I really do wish the ship cosmetics could be bought in-game even if it was stupidly expensive because they cost way too much real world money for how subtle most of it is.

Quintessential "4837hrs played NOT RECOMMENDED" game.
Love playing for a few weeks every 2 or 3 months, just leave it whenever you're starting to burn out and pick it back up if you get the itch again, or they release a content patch.
There's a content patch coming up in a few months, and a huge expansion planned for the end of the year but that might get delayed.

Especially recommended if you have a VR set and/or a flight stick, quite possibly the best VR game around.

>no engineers shit
>made trip to Colonia
>thought I would fucking want to kill myself out of boredom
>almost did
>deep core mining for a week
>millions of space pesos
>time to fly back
>but wait...
>fagitarius aa is only a few thousand ly away
>make the trip over the course of a week
>get to the place
>stupid af
>now time to fly back to the big gay bubble
>696969696969696969 quadrillion ly away
>still 15k ly out
>haven't logged on since november
feels pretty fucking good

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You do get some in-game cash for just playing, I did make just enough to buy a skin for a ship I like, and never felt like I really need to spend any money on the cash shop.
What made me eventually give up on the game is just the feeling that I don't really feel like there is enough to actually spend the money on. I had a LOT of fun with it for some 80+ hours, but now I'm waiting for the next major update.

I know it's a game I will keep coming back to every time a bigger update comes in, but it's not something I play regularly between those updates.
And no, the fleet carries are not the kind of update I'm waiting for. More planets you can land on might be though.

Everything in this post is wrong.
The grind isn't as bad as it used to be in plenty of aspects by the way, might even be enjoyable in a way, but it's definitively still there.

speaking of elite dangerous, are the carriers going to happen at all or did froentier scrap it at this point?

i hope they didn't scrap it. Imagine going a few hundred ly out from populated space to deep core mine for a few weeks. my hands are rubbing just thinking about all those void opals.

Literally just confirmed them not even a week ago, scheduled to be released in into beta on April 7th for PC, and full release should happen in May 1st, if I'm not mistaken. Which should finally wrap up season 2.

>my hands are rubbing just thinking about all those void opals.
Nerfed! ;)

Raxxla

I know this is stupid, but the main thing I want is the ability to get up and walk around the interior with some customization options and maybe something to micromanage to get a break from deliveries. I just want it for something to spend in-game money on that isn't ships and upgrades and it would help immersion a little not always being strapped into a chair.
Also, I agree. The carriers are stupidly expensive and won't change the game much from what it already is and at the very least, it would be cool to have procedural generated planets like in Space Engine.

Space Legs, moving around your ship - even if it's a small part of it, and more planets with surface that you can visit. That is what I really, really want myself for now.
Ideally also just more anomalies. Commets, huge gaysers, weirder alien life forms, lava fields, oceans, proper volcanos, that kind of stuff.

In far future, I would like to own property. Build my own base - on surface or in orbit. I don't need it to be particularly functional or big. Just the option of having an officie you can walk around a watch the landscape outside, and not for the price of 1000+ hours of grinding.
Give me a greater sense of actual presence in the world. Give me a reason to pay bigger attention to the world. To really seek an interesting planets or vistas because you know: I could actually call one of them my home.

I think space-legs will be the big thing in season 3. And I think they they strongly implied Iceplanets should now be also landable, but frankly, of all the planet types, those are literally the least interesting to explore, both visually and pay-out-wise. I want to explore those mineral rich worlds already.

A sidewinder is only useful as a throwawy ship when youre doing risky shit. Every other ship is better suited to it role.

That's pretty much everything I want. It's a shame their updates take so long because they have the skeleton for what could be the best immersive space sim if they stopped dragging their feet. I guess the team is pretty barebones which is why everything moves so slowly.

They take so long not only because it's a fairly small-ish studio, but also because Braben is mental. And I don't mean it in particularly bad way, in fact I do respect him and his approach, but he is really a crazy sod. And I can quite easily see how the way he goes around designing and implementing his ideas result in the process being far more time-consuming than they really should.
It also does not happen the studio is consistently working on implementing elements both in short and long-term horizons. Work is being done on prototyping landable Terra's as we speak. But dividing the team between immediate and long-term goals further just dillutes the work pool and everything slows down i nthe process.

When you put it that way, that's definitely a crazy way to design a game, but I respect that they seem to make sure to get it right the first time in contrast to something like Star Citizen. I know the game's been out for 6 years, but at the very least, I hope these updates will be completed within the next few years before all interest dies out.

Well, the one big, MAJOR difference between Braben and the SC guy (forgot his name, honestly) is that Braben is, and always was, an insanely system-oriented person. I guess this harkons to the fact that Braben started as a programer, the first two Elite games were one-man-made.
This sometimes works for the game, and sometimes against it. The biggest advantage: Braben does not promise anything that he has no idea how to implement, he does not sell pretty screenshots and epic moments: he thinks in systems, he considers all the steps necessary for implementation of anything ahead of time, instead of just focusing on result.
The problem is that everything takes long time to implement, and also, Braben is super-worried about his systems being tampered with. Which is why Elite is not - and probably won't any time soon - go the way of Eve. He has everything so interconnected in his head that giving players greater agency threatens to throw everything into disarray.
Finally, it often means that the systems themselves are often bigger focus than player perspective and experience.
If you start looking into the political and economic models of Elite, you'll find they are fucking IMPRESSIVE. There is a massive amount of depth to the simulation, way, way more than I ever expected.

Except it's... irrelevant to the player, really. Because 99.999% of the time, you just zone that shit out, merely quickly glancing at list of missions available.

This is what system-focused design leads to, for better and worst.

I have respect for him for being systematic even if it probably irritates most the community and causes development to take years upon years. I've noticed the political elements, but truth be told, I mostly ignored it thinking it was there for the sake of world-building. When you explain it like this though, it gives me hope that the game won't be abandoned until it's "complete" or they at least get done what they're current priorities are.
Hopefully once these larger updates are introduced, it will bring a strong community and they'll be able to continue this game's development for years to come. Now I'm imagining what it would be like if it was given Star Citizens funding at this point.

yes, a sidewinder with at max 20ly jump range is just as good, if not better for exploration (or anything requiring getting fucking anywhere in less than an hour with jumps taking a minimum of 1min per) as an engineered anaconda with 85ly range.

They have a ten-years long roadmap ahead of them. The ultimate goal of the game is, to paraphrase Braben, to allow the player to land on a terrestrial planet, pick up a rifle, and go hunt some local animals. That is how far the mechanics are considered, the stage that Braben for some reason imagines as the ideal place where he can get the game.

But again: they are taking their sweet time, and they had made some adjustments to their philosophy. Greater player userbase involvement being in particular seems to be the biggest change they are making.

I like it, but the dry spells between updates are way too long for me to keep consistent interest in the game.

No for the love of god it's not.
They didn't even implement space legs, IT'S BEEN 5 FUCKING YEARS

Krait phantom masterrace here
Fuck Anaconda, DBX and ASPX fags

I have about 300 hours in it. Ide say if you like euro truck simulator you might like this. If you do get it though you basically need horizons or whatever. Its honestly a game that deserves a mixed rating. Youll know if you like it or not after about 2 hours.

Phantom is just a straight up minor upgrade on AspEx that also looks better. Nice if you can spare the cash, but by no means a deal breaker. I'm using it as my priority ship as well, but I will always think fondly of my AspEx, just because of everything I went through to it before I moved on to Phantom.

I should add the thing that perhaps bothers me the most is how unbalanced money making is in this game. Theres like a hundred ways to make money but at any one time theres maybe 3 MAX viable ways to make money. Im not sure anything right now even remotly comes close to deep core mining.

Instead of going back, try getting to the Great Annihilator, it's quite near Sagitarius A.

What's so fucking cool about the Great Annihilator is that it's a black hole INSIDE a black hole.
I really recommend you taking a trip there before going back to the bubble

There's also a system inside the bubble called Taygeta, with a station called Titan's daughter.
It's the most beautiful shit I've ever seen

they add conflict zones on planets yet?
I just really want to relive star fox 64 with better controls.
hell I would come back for conflict zones near anything: a half dead carrier, a station, a rich area of some rings that if you were crazy enough you could mine and get rich off of. anything other than blank space.

Yeah there are

well fuck, gotta figure out what to delete to make room for a re-install

reporting in, currently hge hunting

whats your stables like guys?
i have a krait mk2 for combat, currently building avette too, anaconda for laser mining (my tolerance is about 1 hour of it, and the conda can have 15 limpets and enough cargo to fill in about that time, with the added bonus of range and maneuverability so i dot want to kill myself as bad), python for deep coring, an another conda for long range trips (mainly for engi unlocking), a DBX for data farming (suiciding to make it back to station faster. i keep being retarded and wasting millions of exploration data though), my starter winder for nostalgia, and ofc the phantom for raw/manufactured mat farming, engi unlock busyworking, and guardian unlocking

Dear god, the mat grind is atrocious though

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>co-op element
Sort of. Everything in the game you can do with a buddy. They can even ride along your ship if your ship can have an extra hand.

Why is the scale so fucked with the ships?
Is it because of the giant cockpit? Or because there is no space legs to truly sense the scale of the ship?

Elite 3 > Elite 2 > Oolite > Elite 1 > Elite 4

It's because they fucked up and made the spaceport docks tiny and had to downsize the big ships compared to previous games.

My understanding is in VR you get a proper sense of scale but in a projected 2D view we only have relative sizes for scale and because they oversized the cockpits and bridges due to design decisions about the first person view are perception of scale is thrown way off. The interior layouts are ridiculous when you look at it from an external camera. All the chairs are like 15 feet away from the dash and the canopy/windscreen/whatever is enormous. From the outside it's just this tiny little chair sitting in the middle of an enormously oversized cockpit/bridge.

Hopefully space legs will fix this, because it's honestly a must of they want us to be able to walk inside the ships.
For example, ship like the anaconda would need a complete remake in order to accommodate space legs

I would love to walk around my clipper or orca.

Does it have proper space physics or is it just planes in space? How painful is my experience going to be without a joystick?

Or space legs might be the end. Apparently the leaks are space legs are coming at the end of the year and shit like FPS gameplay but coming along with it is micro-transactions for non-cosmetic shit.

Both. There's an in-universe mechanic called "flight assist" where the space craft will automatically use thrusters for you to give an arcadey style feel to space flight or you can turn it off and deal with the laws of physics manually. To some extent, at least. There's still things like artificial speed caps for gameplay reasons. Generally speaking, there's not really any reason to ever turn off flight assist except during combat where it gives a significant advantage against low tier AI and other players who don't know how to play that way.

It's okay playing without a joystick because mouse controls are basically just a virtual joystick anyway but to really have great controls you need more than just one joystick, you need either a dual stick setup or a hotas set up. Something that let's you control all of 6 degrees of freedom simultaneously.

5 BILLION

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