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No, it's also people who bought the game for the multiplayer part and really got disappointed by the game.
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As the other pilot in the OP image, I'd just like to point out through all these posts...
Is it just me who thinks you get out of the game experience what you put in? If you want to play a role, or explore game mechanics, or enjoy co-operative endeavours with like minded players, the game has the tools to allow you to do that. But at the same time, if all you want is in game achievements, the quickest and easiest ways to get them tend to make them feel less like achievement and more like make work.
* Because I am a Fanboi, with a tendancy to White Knight!![]()
I wish some people differentiated between playing the game and playing in the game. If you play in the game then everything is as rich and fun as your imagination, so no complaints, end of discussion.
Now the grind is when you play the game. FDev have put in place incentives and unlocks and not by accident. As gamers we seek out these incentives and unlocks and want them in the smartest most time efficient way. It is human nature to seek out rewards as quickly as possible.
Sadly the incentives and unlocks in ED are centred around repeating one or two disproportionately rewarding actions. For trade it is find palladium or imperial slaves and run them x1,000 until your eyes bleed. For exploration it is go to a neutron star field and scan 1,000 of them. For navy it is find 10,000 charity missions. Why were the incentives structured this way when anyone can think of other things that could contribute? Things that are fun and varied rather than repetitive - this is a minor tweak yet the devs decided not to do this.
I wish some people differentiated between playing the game and playing in the game. If you play in the game then everything is as rich and fun as your imagination, so no complaints, end of discussion.
Now the grind is when you play the game. FDev have put in place incentives and unlocks and not by accident. As gamers we seek out these incentives and unlocks and want them in the smartest most time efficient way. It is human nature to seek out rewards as quickly as possible.
That's major issue with gamers these days - everything must be a target.
"Blaze your own trail" This plus the DDA for me was the possibillity to be a 100% full time explorer with very cool mechanics. The reality is that "Blaze your own trail" is do everything because the activities are so shallow that it's going to be a very short enjoyment in each one.
It IS silly. You can imagine whatever you want but you can't change the rules which govern the gameplay. You can't add more complexity because the rules are fixed, like honk to explore.
I'm happy to explain what I mean, though from your post above I'm not sure you're interested in a reasoned argument.
Take exploration. If you want to find all bodies in a system, you jump to it, press a button for a few seconds and they all appear in your System Map / Nav view. That's it. There's no challenge, no variety, no need to make any decisions or use any skills. Press a button, job done.
How could it be done differently?
- Perhaps when the "honk" fires, you get a chorus of echoes back, with different echoes for different planet types and the delay is proportional to the distance from your ship. Then you'd have to use your skill to recognise the sounds of the planets you're looking for.
- Or perhaps instead of the honk, you have a gravitational scanner that shows distortions caused by the planets. Once you find a distortion you could switch between EM spectra or switch to different sensors based on the planet type / size of the distortion.
- As it stands, outfitting for exploration means carrying an ADS and DSS. Always. It'd be more interesting if you could outfit for different roles, so fit sensors for scanning gas giants would earn you more money from those, but less from other planets. Then when scanning the system you'd be proactively searching for gas giants. The more specialised the scanner, the greater the reward for those planet types.
- Exploration/surveying missions could help a lot. "Sirius Manufacturing needs an Ammonia World with a gravity of 0.5-0.7G for optimised operating conditions", and now your exploring has a purpose. Find a rare planet like that and you get mega-rich.
Planet scanning is no better. Target planet, point your nose at it, job done. Again, no skill, no variety, no challenge.
I do like the SRV and Wave Scanner a lot. Stumble across a POI, find a good landing spot in rough terrain, deploy the Wave Scanner and use your ears and eyes to detect and identify the different types of target. The biggest problem is that there's nothing very useful to find.
If they could add something like the Wave Scanner to the ship, it would be a huge improvement. The HUD does show you your heat signature, perhaps we could have scanner that displayed the heat signatures of other ships (with each ship type having a unique signature). So instead of a "Strong Signal Source" popping up on your screen, you'd see a "Signal Source" and have to use your eyes to identify the ships in it by recognising their heat signatures.
I suggest you should have read some books on what exploration was before you did.
Is it really? I think this is where FD is misunderstood then. Mostly those are *rewards* for reaching certain stage in your efforts. They are not *incentives*. There's reason Anaconda costs that much - and it is not because FD wants you grind it to the death. Anaconda is ship which you can finally *afford* when you have 300M or more in bank. It is not goal of means.
That's major issue with gamers these days - everything must be a target.
The summer before uni I had a job working in a factory packaging food products.
I was put on a line checking bottle labelling that moved past on a carosal. We were on a tight deadline to get these bottles out otherwise we would have had to stay past 5pm which no-one wanted to do.
One day the carosal stopped near 5pm. The middle aged women I was on the line with were upset about this and continued to complain to each other. Meanwhile I had watched the engineer on previous occasions slip the belt back on the motor and I fixed the machine and everyone went home on time.
In this parable who is the grinder?
The women who carried on regardless?
The man who cared enough to sort the problem?
I think this is where the projections of a game's longevity and the attitudes (valid, not knocking it) of a type of vocal, visible hardcore gamer, come into play. Elite is on a long project plan. For many, the majority, they don't have the time (and sometimes inclination) to grind to get to Elite and an Anaconda in the space of months or even a year. These are long term game goals for people who they hope will continue with the game long term, with updates to the system mechanics to keep them interested.
That's not to say it will work, I don't know - I don't think anyone does. This sort of game mechanic is fairly new in the context Elite sits in. Whether the core game ludology can survive years without people losing interest is a question, even with ship targets and new updates - can the game itself perpetuate interest for 4-5 years? We'll find out.
But the bottomline, some gamers make it a constant target. Some do, then realise they shouldn't. I did, then realised I was happier finding a class of ship that suits me and then popping on to do whatever serves. Right now, I'm back enjoying some surface missions after I detoured on my first trip to Robigo. I'm now considering heading back to the Federation and levelling up to go look round Sol. This is really, in my opinion, how the game works best for me (and probably many others who have got caught on le Grind). See it for the long term project it is. Be less intense, step back from the battle with game ideology, and just enjoy the simulation and a casual pace. That Annoconda (or Corvette, or whatever will be there 2 years down the line) can wait, if its needed at all.