Wikipedia says:
"Metagaming is any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game."
I'm not sure how anything I've ever done in Elite: Dangerous is transcending a prescribed ruleset. Would you please explain? Also - why does your definition differ so greatly from that in Wikipedia?
As an aside, and not specifically regarding your post, all this "meta" talk is starting to sound like a a lot of nonsense to me.
Cheers!
Well said. +1It's true, we need interesting choices other than "do I make credits tonight or just stuff around?"
Imagine trading was the slowest but safest way to make credits, but mining was fast and dangerous. It'd be a real choice which one to do. You'd weigh up whether the risk was worth the extra profit. Choices like that are fun.
Or imagine if kinetic weapons ignored shields 50% and had more ammo, but modules were armoured. We would see a mix of weapons and internal slots being used for things other than shields and lasers. Need more armour and less SCBs, in case they have canons. Fight loadouts should be a case of rock paper scissors lizard Spock, with no best option, and every loadout being weak to a certain other loadout. Then, even with a top ship you'd always be wondering when you'd meet your match. The closest we have now is the 3 armour types which are bypassed by targeting.
Maybe, down the line, if Elite ever achieves a true variety of actions for players to do, and reasons to do them, then you'll be right. As it stands right now, there is an extremely limited number of actions/environments that a player can experience. As I said in the OP, progression here is needed - the only way to experience something new is in a different ship or with different modules. To "progress," if you will. Until FD can get on track and actually put meaningful content in the game,the game will very much continue to be about progression.Problem is, there's tons of games with clear defined progress out there.
ED doesn't want to be such game. Why you really want to break one game, instead you know finding way to actually play it (instead of grinding it)?
No, in games with proper balance, min-maxers do not say these things. Even in a game like Elite where the "optimal" strategy is leagues above anything else, they don't say this. Except maybe that "the game is broken," which it is.I think the problem with Meta gamers/min-maxer/whatever is the attitude of if you aren't earning the absolute max CR/Hr then;
it isnt fun
you cannot have fun
no one else can have fun
It isnt possible to have fun
you're playing the game wrong
the game is wrong
the game is broken.
This game makes me want to commit suicide <- Your own words
.Viable for what?
It will take you weeks of work to make enough money fit out a Python or Anaconda mining, Months of exploring. Literal months is not viable for anyone with a life outside ED. Now I am not suggesting that everyone must aim for an Anaconda, but the rate at which you essentially unlock ships early game means that you will access the Cobra within basically the first 1% of play time, and there the game basically ends if you don't want to engage in meta-gaming/grinding. That is where the fundamental flaw is with Elite currently. Those that invest time into this game are punished for it.
I felt the same way as you for awhile - I was content with small ships (in the beginning, I actually wanted to play Elite like a small fighter pilot). However, after a bit, I exhausted my options with the smaller ships - and since I had tried them all (and tried almost anything in them), the only way for me to experience new content was to get a bigger ship. Now I'm in an FDL now (was in a Python earlier). I'm content with it - for now, and (like you) don't have much interest in the Anaconda. However, I'm actually running out of novel, interesting (for me) things to do..
Soopyy, I don't think I am the only player to have no real interest in getting the big ships. I just can't see the need to fly around in a Python or Anaconda, I am having too much fun flying my cheap as chips Vulture, although I do admire the big ships, they make such satisfying targets
.
Seriously though, I think too many players are fixated on the perceived need to earn enough credits to buy the big two ships - they think that is the ultimate end game and once they achieve that, they will be at the top of the food chain. Personally I would rather fight an Anaconda than a 3 Elite Cobra wing any day!
I can take a mission to shlep cargo from one place to another and make credits (advance my character)
I can take a mission to kill a number of pirates/traders/civilians and make credits (advance my character)
I can ignore the mission boards and do some trading and make credits (advance my character)
I can mine and make credits (advance my character)
I can go explore and make credits (advance my character)
I can go sit at a nav beacon or resource site and bounty hunt npcs and make credits (advance my character)
They do not all make the same amount of credits and neither should they. Why? all take different amounts of effort in terms of time and/or credits to set a ship up for so there is no logical reason for them to make the same amount of credits otherwise the spreadsheet fiends will soon work out the most efficient way that takes the least effort and we are left with one profession as FOTM.
All of the above are viable ways of making credits, just because they do not make credits as quick as you would like does not make them broken, imbalanced or not viable.
There seems to be a progression order for meta-gamers which looks something like this :
1) grind your way to the best trade ship
2) trade to buy new ships
3) trade to fund whatever activities you find fun
4) exhaust the novelty factors, move towards higher risk activities like pvp and piracy
5) get fed up with broken aspects of the game/bored in general
6) share experience on the forums and hope that someone has found a solution
7) wait for FD to fix/update the game
Problem is for me whenever I think of doing something I need to evaluate it against my current trade route. Should I spend X amount of hours earning Y amount less than I could trading?
Eventually (I hope) I will have enough credits to not have to worry about this, but my game "progression" still boils down to how many credits/ships I have.
Why does a longer jump require more fuel? Shouldn't the fuel be used to get mass in motion and stop it? Doesn't that happen once per jump, regardless of the range? I know about the nav beacon, but it's just a weird concept someone dreamed up.
Speaking of that, why can't we purchase our own beacons and place them where we want to be able to jump to? So you can trade really fast now, so what? You get two nav beacons, you can put them near your station and jump there. You can collect the beacons as well and put them elsewhere. Why not? Range limited of course, but not retardedly range limited.
No, in games with proper balance, min-maxers do not say these things. Even in a game like Elite where the "optimal" strategy is leagues above anything else, they don't say this. Except maybe that "the game is broken," which it is.
It seems like the forums think of "min-maxers" or "meta-gamers" as some sort of bogeymen of the community. I, for one, once opened up a spreadsheet to determine an optimal Clipper weapons loadout. And guess what - it was fun. And, to put a realistic spin to it, wouldn't a real-life pilot want to do some calculations to ensure that his ship is running optimally?
1. Cargp transport missions are dead imo. I've been doing them for over a month and nothing, nada... zip. On top of that the payout is wack, you'll get more if you're interdicted and win (assuming it's not the 200Cr Vulture that I keep finding).
2. Time sink, usually leads to having a bounty on your head.
3. You have to have loaded out your ship for it in advance, and you're probably not using missiles.
4. Grinding
5. Grinding
6. nerfed Grinding
I never really understood a lot of things with the game as you're pointing out. A part of me thinks that the pilots are supposed to be nomadic in some way. But it also makes the pilots almost inhuman because they do not have anywhere to call home, and the game purposely seems limiting in this aspect. But thats the surprising thing, because when something PP comes out, where each NPC has a home planet, players are then area-bound to those areas of conflict. But even so, the players have roadblocks placed through the design of the game itself which do nothing but restrict.I agree with this, however the game is built around moving and exploring the space (Bruce enson). I want to move shop to another system, and I want all my ships to move with me so I don't have to spend hours relocating everything. I want to be able to do that effortlessly. If we had 20 systems I could see it being how it is, but when you have 4 or 5 ships and you find a system where you can trade and bounty hunt and build allies, you want your stuff there with you for easy swapping out. We need a way to access our ships when we move to another system. We should be able to select a "home base" and have the ability to change that ever so often, with timers of course like leaving a pledge has a timer. You find your place, you mark it as home base, you might need to be allied with the major faction.. don't care. You then have all your ships show up in the shipyard of the station you select as your home station. That would inspire me to move all over the place and do new things.
Also, I would like for HC to be shorter. You're basically abusing time/space, why wait? Pop in and pop out. I spend too much time now in HC and turning at stars. I consider something I want to do 200LY away and I change my mind because I don't want to spend that much real time getting there. We have the concept of FTL travel, why are we so limited to distance/time? I understand instances have to load and some things are just opportunities for the loading to take place, no problem, then give us SC boosters so we can get out of gravitational pull faster, stop ramping speed so damn slowly. Use a booster cell, get to 20c right away.
Also, why do we have to throttle up to engage SC or HC? If we can go from 200m/s to 8000c like that, why does it matter where our throttle is? Shouldn't it be speed dependent once we charge the FSD? When the FSD is charged, why do we have to charge it again if we want to cancel the jump? Where did the charge go? Do we regain power we lost or is it dissipated as heat? Why doesn't the ship heat signature reflect it?
Why get permitted to places like Sol when there's nothing going on there when you arrive? Why aren't there RES sites at Saturn? The one known ringed planet we all think of and it's useless.
Why is food so cheap to buy but in such high demand in some areas? It must be at least as easy to mine metal in space as to produce fish or meat or plants.
Why is the outfitting module selection full of basically useless stuff? Limpet transfer? Who's running around out there transferring fuel? Anyone? Fuel tanks are great, but why can't we sell back the fuel we bought at the previous station when we sell the tank?
Why does a bigger ship have a longer jump range? Are drives more efficient at larger sizes on more hull mass?
Once you are up to speed in space, shouldn't all drives be equal?
Why does a longer jump require more fuel? Shouldn't the fuel be used to get mass in motion and stop it? Doesn't that happen once per jump, regardless of the range? I know about the nav beacon, but it's just a weird concept someone dreamed up.
Speaking of that, why can't we purchase our own beacons and place them where we want to be able to jump to? So you can trade really fast now, so what? You get two nav beacons, you can put them near your station and jump there. You can collect the beacons as well and put them elsewhere. Why not? Range limited of course, but not retardedly range limited.
Addressing this because i thought about it. I believe its because it takes roughly the same amount of time to jump 2LY as 20LY. So something needs to be different. Either you spend more time in Hyperspace according to the jump distance, which means more wasted real life time or you simply spend more fuel to get there faster.
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Soopyy, I don't think I am the only player to have no real interest in getting the big ships. I just can't see the need to fly around in a Python or Anaconda, I am having too much fun flying my cheap as chips Vulture, although I do admire the big ships, they make such satisfying targets
.
Seriously though, I think too many players are fixated on the perceived need to earn enough credits to buy the big two ships - they think that is the ultimate end game and once they achieve that, they will be at the top of the food chain. Personally I would rather fight an Anaconda than a 3 Elite Cobra wing any day!
But this stuff is all in-game and so not meta (by definition)Some people class "meta" as a form of 'emergent game play', which I think is one way of reading what Wikipedia is saying.
There's a video or two on YouTube of someone playing GTA V where they knock a huge ball-shaped sign off the top of a building. Then using vehicles along with game physics they get up to all sorts of mischief. This isn't necessarily directly designed by the developers, but the game allows it to occur nonetheless.
In Skyrim people would run up to the top of a mountain and spawn a thousand cabbages and create a cabbage avalanche. The developers didn't create vegetables or mountains with the idea that a player will set a thousand of them rolling down a hill. Yet the game enables that to occur nonetheless.
These are actions which transcend the pre-described rulesets of those games.
Leto is talking about another form of meta which is actions / ideas taken outside of the game, which can then affect the game itself. In this case using calculations and statictics to figure out the optimal way to play the game to achieve the maximum result for minimum input. He also uses the term min-maxing. Both terms are fine for describing this style of game play.