Mind numbingly boring hauling

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While the perceived barrier may dissuade some players from engaging in the new feature, it's hardly "prohibitive" - as evidenced by the number of systems colonised in the first two weeks, with an average of around three stations / settlements per system....
Three stations? That's about when it would become clear that this new gameplay is just hauling for the sake of hauling, with no end. Finishing my third structure is when I realized that they didn't tell us all the rules.

Let's see how many players are still colonizing in 3 months.
 

Robert Maynard

Volunteer Moderator
Three stations? That's about when it would become clear that this new gameplay is just hauling for the sake of hauling, with no end. Finishing my third structure is when I realized that they didn't tell us all the rules.

Let's see how many players are still colonizing in 3 months.
Noting that the fact that Frontier have indicated that while "we know a lot of players are in to combat", they are also aware that "there's a lot that don't engage with combat at all"; Frontier Unlocked when explaining why the Type-8 Transporter was the second new ship of 2024, and given the apparent attraction of trade CGs over the years, it is perhaps unsurprising that hauling forms the core activity in Colonisation - however it's hardly for its own sake, given that it is what progresses completion of each new station / outpost / settlement in the System Architect's grand plan.

It will indeed be interesting to see what progress the player-base makes with Colonisation over next three months - especially noting the tenacity of particular groups of players in pursuit of self-determined goals.
 
None of your suggestions apply to the problem at hand-- that the colonization game loop is tedious and boring. Even if my FC magically filled up with all the necessary mats, I'm still looking at hours of menu, loading screen, menu, loading screen, ad nauseum, to offload it.

And I didn't ask you to tell me how to personally promote my system, I'm asking you, generally speaking, how you expect that to work. There's no in-game way to promote a system build, so when you say "promote your system build" what do you mean, functionally speaking?
Gathering and transporting commodities might not be your cup of tea, but that's an opinion.
big-lebowski-stirring.gif

If you weren't prepared to do the job why did you put the claim in?
Aside from the first station there's no time limit so you can go circumnavigate the galaxy if you want.
With Op Ida I only see the colonisation ships so what comes after is less clear.
I've worked on Orbises, quad noob hammer Coriolis, Asteroid bases as well as a few Outposts early on.
We've seen starports with 2 hour supercruise or orbiting a neutron star a bazillion times a second.
Why you chose the place you did is upto you, there may be others who also find it interesting.
 
While the perceived barrier may dissuade some players from engaging in the new feature, it's hardly "prohibitive" - as evidenced by the number of systems colonised in the first two weeks, with an average of around three stations / settlements per system....
Yes, I indeed meant the perceived barrier, since you were talking about the prospect of hauling rather than hauling itself.
 
Noting that the official statistics indicate that players delivered nigh on one billion units to System Colonisation Ships in two weeks:
Yes. So 500MT/week, which is over three times the amount of the best ever 1-week trade CG, and over ten times the amount that would normally be considered a "popular" trade CG in the modern FC-and-Cutters era. No wonder that the servers overloaded at times.

And so Frontier is now being pressed from two very distinct sides by different groups of vocal players.

Group 1: colonisation is just too much tedious hauling, it needs speeding up [1] so that people can individually build a basic system without hundreds of A-B-A trips
Group 2: there are too many new systems and especially too many systems in places or formats I disapprove of, Frontier needs to slow this all right down

And there's no possible compromise, since player and group activity varies over such a huge range.


[1] And most of the suggestions in this area are very much "speed up" rather than "provide similarly time-consuming but varied methods".
 

Robert Maynard

Volunteer Moderator
Yes. So 500MT/week, which is over three times the amount of the best ever 1-week trade CG, and over ten times the amount that would normally be considered a "popular" trade CG in the modern FC-and-Cutters era. No wonder that the servers overloaded at times.
Seemingly unprecedented levels of hauling - suggestive of appeal to a not insignificant subset of the player-base.
 
Yes. So 500MT/week, which is over three times the amount of the best ever 1-week trade CG, and over ten times the amount that would normally be considered a "popular" trade CG in the modern FC-and-Cutters era. No wonder that the servers overloaded at times.

And so Frontier is now being pressed from two very distinct sides by different groups of vocal players.

Group 1: colonisation is just too much tedious hauling, it needs speeding up [1] so that people can individually build a basic system without hundreds of A-B-A trips
Group 2: there are too many new systems and especially too many systems in places or formats I disapprove of, Frontier needs to slow this all right down

And there's no possible compromise, since player and group activity varies over such a huge range.


[1] And most of the suggestions in this area are very much "speed up" rather than "provide similarly time-consuming but varied methods".
Make colonization get easier over time, but increase the bar for what counts as a "completed" system, which would allow another claim to be made. For example, building more farms than your system needs to feed the people (which is not even a metric right now, unfortunately) gives you a passive "income" in food-type requirements based on how much excess food the system makes, such that the amount required decreases by X amount per hour, but at the same time, require building 10 (or whatever) structures before allowing someone to make a new claim. Maybe bump the distance limit for claiming to appease the people who want to expand to some specific far-off point, to balance out that there will be fewer (abandoned) systems being created.
 
I don't want to have to grind Guardian sites for AX weapons, so I'll trade you all not having to do that for you not having to haul stuff to colonies! (Or, I'll just keep hauling my own stuff and not shooting Thargoids, that seems easier.)
 
Yes. So 500MT/week, which is over three times the amount of the best ever 1-week trade CG, and over ten times the amount that would normally be considered a "popular" trade CG in the modern FC-and-Cutters era. No wonder that the servers overloaded at times.

And so Frontier is now being pressed from two very distinct sides by different groups of vocal players.

Group 1: colonisation is just too much tedious hauling, it needs speeding up [1] so that people can individually build a basic system without hundreds of A-B-A trips
Group 2: there are too many new systems and especially too many systems in places or formats I disapprove of, Frontier needs to slow this all right down

And there's no possible compromise, since player and group activity varies over such a huge range.


[1] And most of the suggestions in this area are very much "speed up" rather than "provide similarly time-consuming but varied methods".
Group 3: 'I don't care about colonisation. Don't put more dev efforts into it but create something for players who are into exploration!'
 

Robert Maynard

Volunteer Moderator
Of course everyone is going to try out the shiny new thing. Do you really think that says anything about how much fun they were having?
Will they though? Noting that, from Inara stats, Powerplay 2.0 has slowly grown to about 40% participation with no massive spike followed by a reduction.
 
Will they though? Noting that, from Inara stats, Powerplay 2.0 has slowly grown to about 40% participation with no massive spike followed by a reduction.
How is PP participation measured in Inara? Merely being pledged? (fwiw I unpledged a few weeks ago because the non-hideable to-do list annoyed me and realising the hamsterwheel concept that PP ultimately is, but I don't have an Inara account so wouldn't be part of that statistic)
 

Robert Maynard

Volunteer Moderator
How is PP participation measured in Inara? Merely being pledged? (fwiw I unpledged a few weeks ago because the non-hideable to-do list annoyed me and realising the hamsterwheel concept that PP ultimately is, but I don't have an Inara account so wouldn't be part of that statistic)
I'd expect, if the player keeps letting Inara update, that unpledging would be noticed - as there is a "None" entry in the list of Powers in the Inara statistics page: https://inara.cz/elite/galaxy-statistics/
 
Will they though? Noting that, from Inara stats, Powerplay 2.0 has slowly grown to about 40% participation with no massive spike followed by a reduction.
Inara is not a first party platform, and therefore an incomplete picture, arguably with a fair amount of selection bias baked in.

Powerplay 2.0 was a refactor of Powerplay 1.0, and so it also stands to reason that people who were not interested in 1.0 would already know/assume they have no interest in the 2.0 version of it. Or, perhaps they've just removed their support for a power after trying it and finding it not to their tastes.

Numbers aren't going to mask that Colonization relies almost entirely on menu, loading screen, menu, loading screen, menu, loading screen-- for hours or days at a time. That's objectively a boring and tedious gameplay loop. The one potential source of challenge-- finding the materials-- has been nullified with colony hubs that are one-stop shops for finding the mats.

I'm frankly not sure what it is you're arguing. Are you implying that colonization is perfect as it is? That there's no need to make the gameplay loop more exciting or challenging, or otherwise less tedious and boring?
 
I'd expect, if the player keeps letting Inara update, that unpledging would be noticed - as there is a "None" entry in the list of Powers in the Inara statistics page: https://inara.cz/elite/galaxy-statistics/
Not sure if that's a good indicator whether people actively engage though - particularly because unpledging will lose you all access to modules and other perks. I stopped working for my power for a good while for the reasons I mentioned, but held off due to the consequences involved.
 

Robert Maynard

Volunteer Moderator
I'm frankly not sure what it is you're arguing. Are you implying that colonization is perfect as it is? That there's no need to make the gameplay loop more exciting or challenging, or otherwise less tedious and boring?
No such claims. Noting that unspecified "exciting and challenging" changes might make the feature quite different from the trucking driven feature that it is at the moment. Not everyone plays the game with their head on a swivel eagerly awaiting the next interdiction.
 
[...]

Numbers aren't going to mask that Colonization relies almost entirely on menu, loading screen, menu, loading screen, menu, loading screen-- for hours or days at a time. That's objectively a boring and tedious gameplay loop. The one potential source of challenge-- finding the materials-- has been nullified with colony hubs that are one-stop shops for finding the mats.
[...]
In the other thread about ship interiors, exactly this argument is being used against interiors because (some) players don't want more interaction: flying into the unknown, getting out of the seat and actually doing something. Yes, we're a bunch of very diverse players because Elite gives us so many careers but I also think / hope that FDev should have developed something with more consensus = make colonisation more attractive through different game loops. E.g: Scout a system and prepare it with a specific buoy placed where you want to start the first colony (i.e. that ring or planet or moon). Then source some materials but not too much. Become friendly with a transport company or a faction in a neighbouring system. Run a few combat or data transfer missions, followed by some on foot tasks planetside or on the unfinished station, etc. In other words: include more different game loops!
 
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