There are. Guardian modules are equal to G4 upgrade.Speaking of pre engineered suits available in stations. Why are there no pre engineered ships or modules in some stations just like that... That would be brilliant.
There are. Guardian modules are equal to G4 upgrade.Speaking of pre engineered suits available in stations. Why are there no pre engineered ships or modules in some stations just like that... That would be brilliant.
Well ... I agree in that part, that once I got what I need, I keep getting materials with storage limit without real use of it.I was unlucky enough to have scanned a few hundred ships and only got the datamined wake once. The game architecture is completely broken and there's no discussion around it.
What's the hypothesis, since FDev have said variations in the blue mean nothing but a reflection of the underlying terrain?It's a learning experience for us all, Over the last couple of days I've been doing exobiology and have a hypothesis regarding the different shades of blue on the map as a result, this has improved how quickly I can locate different species after landing.
My own observations have been the shade of blue isn't due to terrain. Overlapping zones for different species' in the same area are often different shades of blue. My hopothesis is it's the cyan tone with the best probability, but other species in the same area can sometimes "overwrite" the first species lowering the probability of finding it.What's the hypothesis, since FDev have said variations in the blue mean nothing but a reflection of the underlying terrain?
What's the hypothesis, since FDev have said variations in the blue mean nothing but a reflection of the underlying terrain?
If it were just a reflection of the terrain the shade would be the same for every species.My own observations have been the shade of blue isn't due to terrain. Overlapping zones for different species' in the same area are often different shades of blue. My hopothesis is it's the cyan tone with the best probability, but other species in the same area can sometimes "overwrite" the first species lowering the probability of finding it.
For example:
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I don't give a crap if other players don't consider crystal shard sites to be "natural gameplay".If you're doing Crystal Shards runs, you're already expressly NOT doing things the 'natural/organic' way suggested by various posters in this thread. Nobody playing the game naturally would ever be given an ingame reason to go those locations or look on the surface of those planets.
Are you seriously doubting that a reasonably experienced and established player can't purchase and equip a combat Corvette, G5 engineer, and recover resources in a normal gameplay week? With access to knowledge, skills, and equipment this really is not a big chore.Even if we assume you're correct here, first up, cheers for having so much spare time, because that week would be intense. But probably you meant a week of gameplay, not a week-week. Anyway, some of us have life, too, bro. I can only play occasionally.
It is still one trip to crystal shard sites to recover used-up mats. Whether your bins are 80% full or 40% full it really doesn't matter. When surrounded in a forest of mats, you just collect them.This is also presuming you have just 1 specific outfitting job in mind for your Corvette - if you're talking actual Engineering investment for one, where you're experimenting with Prismatics, reinforced shield gen setup vs thermal, and any number of different kinds of weapon arrangements (and resulting tweaks to optional internals), you're talking about a much higher investment of time & materials.
It's definitely possible with HGE relogging and efficient farming of other resources, but doing it efficiently means it becomes just a game-knowledge based activity with no surprises. That type of thing can be fun if it's a quick trick you employ to do something faster, but not for a sustained activity.Are you seriously doubting that a reasonably experienced and established player can't purchase and equip a combat Corvette, G5 engineer, and recover resources in a normal gameplay week? With access to knowledge, skills, and equipment this really is not a big chore.
You've never investigated some of those "XYZ emissions" signals you see all around inhabited space? Not much of an explorer...
No, it's not. Download Odyssey Material Helper—it gives you very specific hints where to find what you need. Eg, for Core Dynamics Composites it has to be a Federal system with high population and in the state of "None"; Biotech Conductors are mission rewards etc. It's no different from eg searching for materials you need for crafting in Skyrim—you don't just find ebony in any old mine.the current system is broken.
You know how in better games you raid dungeons or kill bosses to get loot or high end crafting materials instead of killing the same mobs over and over again or on the non-combat side find and memorize the locations of resource nodes and plot an efficient route to check all of them quickly turning it into a traversal challenge or in some games you set up bases with logistic chains to do the boring stuff for you...I cannot see how the materials gathering aspect of engineering is broken, as it seems pretty simple to me (and I struggle to find solutions to puzzles or assess gameplay to understand it, I rely on others).
Better games? That is opinion and not fact. And, no, I do not know, as I do not play games that involve raiding dungeons and/or killing bosses. My type of game is strategy, like Hearts of Iron 3, or the Total War series.You know how in better games you raid dungeons or kill bosses to get loot or high end crafting materials
The high-level 'Condas and Pythons that come after you during missions drop grade 4 and 5 materials. As do high level assassination targets and high level ships in Haz RES-s. I estimate that about 90% of my manufactured materials are collected from the wreckages of my enemies, and I have a large surplus from simply doing what I've become to like the most in the game.You know how in better games you raid dungeons or kill bosses to get loot or high end crafting materials
I do like flying my ships around in supercruise. Makes me feel as an actual pilot flying an actual spaceship. I wouldn't have it any other way.It boils down to traveling from place to place in an immersive way to pick up the stuff (if you know where the stuff is which new players don't really).
Most mission stuff the majority of the time is probably still spent traveling and the mission-stalker condas have like a 10-25% chance to spawn per mission for me. It's highly random, sometimes I get up to 3-4 per a set of ~10 missions, sometimes it's nothing and they require special triggers to activate which you might not hit unless you know about them.The high-level 'Condas and Pythons that come after you during missions drop grade 4 and 5 materials. As do high level assassination targets and high level ships in Haz RES-s. I estimate that about 90% of my manufactured materials are collected from the wreckages of my enemies, and I have a large surplus from simply doing what I've become to like the most in the game.
Elite actually has parts of that in Odyssey content with memorizing settlement layouts and knowing where the data ports can spawn and where they spawn on specific bases if you visit them multiple times.As for the knowledge part, as a new player in Skyrim I had no freaking idea where to find various ores or what the bazillion different alchemical ingrediences do. And the only help in-game were occasional alchemy recipes you could find laying around.
Morrowind had very limited fast travel options—you had to walk/run between POI-s, often having only vague clues as to where to go due to lack of quest markers (I never did find that witch some Nord directed me to go and find giving very limited directions...). It took a lot of time travelling between dungeons to find the "good stuff" while only having dumb cliff racer mobs with their worthless drops on the way. Yet the game is praised for being "hardcore" like this, while Skyrim was derided back in the day for being too dumbed down with its quest markers and fast travel.steps to get there are obvious but actually solving it includes minutes of walking from one end of the room to the oth
Pre engineered gear was surely the right step. Why did they have to make it a random fomo first come first serve limited offer though? A deep hate for players accessing game content?One of the common complaints with Odyssey means this isn't true - at least not for Elite Dangerous.
It'd be entirely possible for Frontier to set up a route where ships, modules and engineering are free which was accessible from the start of the game. No Mans Sky has a creative mode which works that way, Kerbal likewise, X4 has ways to do the same thing. Anything short of that is always going to be too slow for someone (I don't know if that's what you want or if you just want something faster than now when it comes to outfitting/engineering/rank progression)
In Odyssey, things aren't quite there but are a lot closer than in the rest of Elite Dangerous
- you can buy pre-upgraded gear to G3 for an essentially trivial credit value (your first decent exobio world will pay for all of it for the rest of the game)
- G3 gear is sufficient for all Odyssey content (G5+mods makes it easier, definitely)
It's not quite creative mode but you could (with help from the "where's the pre-upgraded gear this week?" thread) spend about an hour of setup and have all the equipment you'll need for the rest of the game.
And so a very common complaint with Odyssey is that there isn't any point to doing the activities in it, because all you get from them is things to upgrade your suits and you don't need a suit upgrade (either at all, or after you've upgraded a fairly small set of items) because to get the things to upgrade the suits you already have to be able to do the activities.
Gradually acquiring things to progress a character is a way that lots of people like to play games - but doesn't work if everything is free from the start. So NMS has various Survival modes, Kerbal has a range of difficulty settings for Career mode, X4 you can set a range of difficulties and starting conditions, etc. And you probably start over with a new character once you've got to the "top of the hill" because climbing it is the point. You can always start a Creative Mode game if you want to mess around with lots of the high-level stuff.
Elite Dangerous has the problem that it needs to pick a single ruleset for everyone [1], so it's far too fast for the "it should take at least 1000 hours to get an Anaconda" players, and far too slow for the "I just want to fly a ship and shoot things without spending 1000 hours on setup" players [2] and any change they make in any direction will probably annoy as many people as it makes happy at this point.
[1] Okay, sure, in an ideal world there would be a singleplayer offline version which you could set to "Creative Mode" or "Excessively Tough Mode" or whatever you wanted in-between. That's even less likely than further engineering balance adjustments.
[2] Who might even be the same players on different days. There are plenty of games I play in "survival" mode and find even that gets to the "you're invincible" stage too quickly, and others where being slowed down waiting for the next bit of resources to come in just gets annoying and 95% of my play is spent building things in the post-scarcity phase.
Elite has the worst of both worlds here and more - you have markers to the USS you need with uneventful, sometimes long travel times and the stuff you need might even randomly or semi-randomly not spawn there.Yet the game is praised for being "hardcore" like this, while Skyrim was derided back in the day for being too dumbed down with its quest markers and fast travel.
I haven't gotten around to playing myst yet, but my bad example was inspired by a video I saw on Obduction. I think for the older Myst games it might be a case of novelty (in other aspects than puzzles like lore and graphics) and only having to do it once with each failed step potentially providing new information during the trials and errors that lets it get away with such things. Even if it's a god damn non-euclidian maze in one of those games you can make solid eventual progress by mapping it out and most bad oldschool adventure/FMV games only have 1-3 of those per game In Elite it's just floating to the nav marker.Myst also had puzzles that forced you to run around back and forth on the map doing pretty much brute force trial-and-error, yet is praised as the pinnacle of puzzle games.
Once you get away from the main gravity wells the travel times are very short, a minute or two (unless you have to cross the whole system, in which case it's a few minutes more), if you do it manually and aim for the barely-5-seconds ETA. I don't find it tedious or uneventful, but much like driving in racing games—trying to get to the "finish line" against the clock as fast as possible. Takes a bit of skill of setting your throttle just right, keeping the ship on target and finding the optimal path away from the gravity wells that is not too long. Quite zen, if you ask me. Only way to make it better would be diversifying FSD-s and ships to have varying supercruise speeds and accelerations.USS you need with uneventful, sometimes long travel times and the stuff you need might even randomly or semi-randomly not spawn there.