Installer Steam
Logg inn
|
språk
简体中文 (forenklet kinesisk)
繁體中文 (tradisjonell kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tsjekkisk)
Dansk (dansk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spania)
Español – Latinoamérica (spansk – Latin-Amerika)
Ελληνικά (gresk)
Français (fransk)
Italiano (italiensk)
Bahasa Indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (nederlandsk)
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasil)
Română (rumensk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (vietnamesisk)
Українська (ukrainsk)
Rapporter et problem med oversettelse
But you still have to dedicate enough time to the game to earn a carrier, and I'm willing to bet that the people who spend more time in the game are also the most likely to spend on ARX for their accounts.
If ED is still going in 20 years time almost all current carriers will have disappeared (although my main has 35 years of upkeep). But they can get around that by increasing the amount of weekly upkeep.
But in 35 years time they will still be paying data storage for the (approximately) 5 million people who have bought the game so far, vs the 10k or so fleet carriers out there.
As to Arx, I would be surprised to see a significant positive correlation between carrier ownership and purchase of Arx. In any case an absent player is not buying Arx, but that carrier is still taking up memory....
I'll be honest with you, I think this is total crap bordering on lies.
The amount of storage and memory needed for this would be minuscule compared with basically any other function in the game right now. Would it be "more"? Yeah, of course, but not *nearly* as game breaking as you're making it out to be. The universe is already massive and there's already fleet carriers everywhere taking up this space but the game is still fine. It's basically again just more excuses for not having a very basic functionality in the game.
To your other points, yes of course this can be exploited. Anything and everything can be exploited, but that's no excuse to not have it in the game at all. A simple example of a solution would be to put a limit on the amount of goods held in an individual station at a time, or event a limit on *any* station at one time. I'm sure if the devs put their heads together they could come up with something more elegant though.
Fair enough, but there are many customisations for carriers, from the traffic controller voice to skins to engine and landing pad colours. Even the entire design (victory class, etc).
The price usually puts ship skins and paints to shame.
You only have to visit a few player carriers to see the amount they must have spent.
Were you there for the livestream where they finally announced that bookmarks would be expanded from 180 per commander to 200, and then they said 'and that's final'?
If storage cost wasn't an issue, why not give everyone 10,000 bookmarks? Why a meagre 20 extra after all those years?
Also, why can we only have 200 modules? Why not 5000?
Why only space for 40 ships on our carriers?
Did you know AWS charge 10 cents per 1000 requests for data on their most basic plan?
Let me see, an estimated 30,000 concurrent players (recent estimated peak across 3 PC stores, not to mention consoles) playing for a couple of hours a day, retrieving market data, mission data, bookmarks, star systems, etc. 5000 data requests each player per session doesn't seem too high, not if you examine the network logs and journal files for a session. 50 cents times 30k players is $15,000 per day which is an awful lot of ARX sales.
Let's say it's only 1/3 that, or 5k per day. It still runs to two million bucks per year, and if I could shave 200k off that and hire 3 more programmers by restricting player bookmarks from 250 to 200 you can bet I would do it.
This reasoning makes zero when you look at all the other data they already store. Ships, materials, exploration data, codex entries, engineer stuff, factions standings, powerplay info, I could go on. ALL data that is stored forever. Some cargo would be a drop in the bucket,.
Frankly, that's all their problem to figure out, assuming any of that is accurate in any way of course. Find a way to make the data, calls, information more efficient, fewer calls, fewer requests, branch out where data is hosted from. There's plenty of different options and solutions, they just have to actually work toward them and commit.
At the end of the day a pittance of storage in stations is STILL only a fraction of all the other information surrounding commanders.
Assuming that's true, do you think they won't let us have cargo storage because they're just mean and hate the playerbase?
More so because of some lazyness and ♥♥♥♥♥♥ up priorities imo. There's plenty of quality of life features missing in this game, from storage here to how broken VR seems to be to how difficult it is to get an actual physical (human) crew member in your ship. I know they don't hate their playerbase because honestly the games the best it's ever been, there's just some really glaring issues that have persisted for a long time and this is one of them.
The natural assumption when you make this sort of game is that yes of course you have to be able to store stuff in stations; back when they were first making the game, they decided that making it so that you couldn't store cargo would produce interesting challenges, and also build up this feeling of what a CMDR is, the itinerant spacefarer, at home in every star system but never with one in particular.
And I would stand by the argument that it makes Elite Dangerous more unique and interesting game than the hundred other space sims where being able to store cargo in stations is just a given.
The thing is, though, that they decided to let you store ships. Ok, sure. Honestly I'm really not sure the game could work, at least not well, without that. And once you are storing outfitted ships, storing modules just makes sense- because otherwise people would be buying sidewinders just to stick things on them. But once they'd done that the not storing cargo decision looked a little shakier, and was always going to be harder to justify.
And then they came along and caved and added fleet carriers, betraying that original vision- but only with the fleet carriers. So now the whole thing just looks hypocritical and silly, and they can't really go back and make the original argument any more because of all the hundreds of hoarders in their fancy arx-buckets that they don't want to piss off.
I don't really think the not storing cargo thing would be what made or broke the game if they'd gone the other way; but I do think this is a little bit like fast travel- not having it is annoying, but strangely enough including it means having less of a game. I think we only notice it when it bothers us, and not the way it helps to build up the atmosphere of what makes the game special the rest of the time. But, on the other hand, I'm really not certain this was the right game to make this particular bold choice for, and I think there's a good chance that they could have made things work- and work better- if having storage be a thing was the assumption from the very beginning.
If they were to add it outside of fleet carriers, with the game as it is now, I think they'd need to balance the capacity somehow. Maybe make it a shared cap with module storage. Something where it's a convenience for switching ships but can't be used effectively for market manipulation.
Yes, particularly by the OP who asked a question and has argued with everyone who has tried to answer it.
Here's the simple answer: Players cannot store personal cargo at public stations because it's not part of the game. Period. If you want to know why, when or if that'll ever become a feature, there are several ways to ask FDev directly. Steam Discussions is not one of them. Period.
Kinda breaks the whole reason they didn't want cargo storage in stations to begin with, in my opinion. Mind you, I never liked the idea of FCs to begin with and think the game is objectively worse with them than it was before they were introduced.