If someone wants to see things as they were, they should be able to fire up a (largely static) single player version of the game and do as the please with it. Places like Dav's Hope should have been erased by CMDR traffic long ago. If I've heard of it, and it's some combination of vaguely acessable and less than well guarded, it should be thoroughly trashed by the time I can get my CMDR to it.
Do you really think that that should be ok in an online multiplayer game? I completely see where you're coming from but there has to be a balance between this absolute reality vs denying general experiences to players. It's why I suggested that if Frontier were to go down the route of Davs Hope / Guardian sites be a once and done scenario, they have to have that progression tracked via your playable character. However, I also posed the question as to how Frontier should deal with the very likely scenario that someone who's visited a Guardian Site accompanies someone who hasn't.
There are other issues in regards to spawning thousands and thousands of Guardian sites from a narrative perspective, if they're everywhere how come it took so long to find them? Someone might say that that is a greater consistency problem, along with expecting players to literally hit thousands of systems to try to find the one that hasn't been raided already.
Speaking of Dav's Hope, with material traders in the game now, I don't know that it is a necessary loop to do anymore.
Undermining player impact on the persistent multiplayer setting by erasing the bulk of those changes with the closure of an instance and the resulting lack of persistence is one of the game's greatest flaws, IMO.
Your phrasing reads to me like you're suggesting that this is just a Frontier / Elite Dangerous problem. What we're talking about here is far from unique to Frontier or Elite. That's not to say it makes it perfectly fine or that we're not specifically focusing on how to make Elite better in regards to the overall issue, but it's concurrently important that it be viewed in the greater focus as many classic/currently popular games do effectively the same thing.
Persistence, to the extent that if an area was not resupplied in game, via the same mechanisms that govern our CMDR's interactions with it, that it would never be resupplied, would be ideal. Falling that some simulated and plausible resupply rate would be acceptable.
I would suggest it's far from ideal from a game standpoint and letting everyone reasonably enjoy what's to offer. Though that isn't to say that having a limited source of any given material couldn't be a good reward for a special event or something either.
I would lean into the simulated/plausible resupply more, but it may really be missing the point overall too. Some people like farming materials, others do not, the balance of which probably falls more towards those who do not, so maybe the better answer is not make it one playstyle vs another but find a way to give the one who farms a way to supply those who do not wish to. The reward for the farmer are the credits/trades attained by their farming and the reward for the others is the convenience of not having to farm uniquely available materials.
A large number of sites is not at all implausible for a galaxy spanning civilization. Pickings becoming more scarce as time goes on is also eminently plausible.
This is true, and why I've suggested multiple times that there be massive junkyards in space and on planetary surfaces where there would be enough that relogging isn't necessary
What's ridiculous about the current system, even more so than the (from an in-game character's perspective) absurdly miraculous regeneration of sites, is that these original materials still need to be collected at all. How many samples of anything do you need to destructively test before you figure out how it works, assuming you've already learned enough to incorporate it into and mass produce hybrid technologies?
Again, I think it's taking the simulation aspect of the game too far. It really sounds like what you're suggesting here is some PES type situation that Star Citizen is currently struggling at implementing with them already having to walk it back to a large degree. There are many hand wave moments in all games, Star Citizen included, we have to suspend our disbelief to a degree to be able to engage with anything that relates to science/fantasy fiction as a whole genre, let alone a video game. I love Lord of the Rings, it's one of my favourite books of all time, but it's full of things that could be described as ridiculous if one wanted to do so. Does that make LOTR bad or the critic
pendantic unimaginative? We all know what territory we're getting into when beginning to read LOTR, and it's the same for video games.
I would also suggest that the only true way for this to be logically consistent is to have character perma-death. How many people would want that to be implemented though?
That isn't to say that more persistence couldn't be a good thing, just not to the degree that you're suggesting, or that CIG are/were suggesting.
Guardian materials should be as worthless to 3308 Elite arms manufacturers as a 1940s-era American fission device is to the 21st century DPRK. They already know how to build them, they don't need the original...the fissile material might still have commodity value, but that doesn't need to come from anywhere in particular.
I disagree, I would suggest a better analogy would meteoric iron in the bronze age. The Guardians/Thargoids have tech that is far more advanced with materials that it's entirely plausible for 3308 tech to not be able to replicate, or be prohibitively complicated to produce, making sourcing prefabricated materials the best path to acquire such resources. Otherwise the suggestion would be Star Trek-like replicators, which is itself a very handwave solution in that series, like the teleport technology that is the basis for it.
However, when it comes to data/plans etc.. it could be argued that one use or multiple copies of the same data being a thing is redundant, and from the 'realistic' perspective, that could be true, though for the kind of data that is useful based on its contents that could vary from settlement to settlement, or that each scan provides a unique analytic that is encapsulated in a file is perfectly consistent. For the plans that really are just instructions to make stuff, I guess maybe they can viewed as acquiring a license to construct akin to the license you purchased to play the game.
One's perspective can easily used to help suspend belief to add immersion or constantly pick holes to ruin immersion. A varying dose of a suspension of belief is critical to bring to any work of fiction to life and Elite isn't Eastenders.