im not sure that wouldnt then make the ADS too expensive to warrant it. so you might end up with less stuff scanned - or rather stuff scanned at distance slowly, unless the ADS price is dropped.100x range would be good rebalance for those two.
im not sure that wouldnt then make the ADS too expensive to warrant it. so you might end up with less stuff scanned - or rather stuff scanned at distance slowly, unless the ADS price is dropped.100x range would be good rebalance for those two.
I think it's more like .... we wanted a place to party, so frontier arranged an empty barren room which now has explorers wallflowering in uncomfortable silence.
What the room needs is: filet mignon, scantly clad supermodels (of both sexes, the lady CMDRs want eye-candy too, I'm no misogynist), a fridge filled with beer, and a blues rock band playing and lots of explorers partying. Instead of replacing the room with a puddle of mud. Although the supermodels mud wrestling could provide some entertainment.
Seriously, replacing the honk with a game mechanic would have to be a game mechanic which you could do thousands of times without it becoming a chore for most CMDRs. And that is one rare beast to implement.
Your analogy is not even close to being in the same reality never mind the same universe...
There is not a single new feature that would justify removing/nerfing the current ADS mechanic.
@ Mossfoot and @ drew.
Guys...please. What's easiest for FD to implement?
FD are on topic, so stop biatching and find a compromise.
I disagree - it just adds busy work. The real interesting stuff is only got from surface scans and surface exploration.but it adds to a sense of mystery.
most systems are well within 40000? may i ask how many systems you have looked at? because my experience has been to find many many systems with secondary or tertiary, or quaternary or more stars WELL beyond 175000. i have seen a lot of systems with a secondary 200000 up to 500000 ls away - i wouldnt call them common but neither would i call them rare. if any changes are made i agree with some suggestions earlier - to let us determine the properties of belts - well more specifically to GET PAID MORE THAN NOTHING for finding metallic belts or ones with a high % of rare stuff, to point out radio sources and other POI on planets, to make mining mats on surface a little quicker by pointing up areas on planet surface with high concentrations of deposits. that kind of thing. point up anomolous signals, on planets and in semi persistent USS - and have interesting things to see in them.Are you sure about that? I can understand it, but have you forgotten that we can "SEE" that there are more planets out there after that distance. We can see their mass, and whether or not they have an atmosphere. When we are within distance, we can rehonk for the extra 100,000 ls (Or so) of clarity. As the Planets are "naturally" blurred out due to scanner range.
The purpose of this is to add a "Slightly hidden" aspect to the gameplay using pre-existing techniques. AKA, ze honk. It affects very few people, but it adds to a sense of mystery. Most systems are well within 40,000 ls of the main star after all. So... overall, I think its a very good compromise.
The aim here is to TRY and introduce a mechanic that involves some mystery. It states to the pilots that their equipment is not all powerful. Gives them a sense of humility.
However - if it is introduced, IT MUST BE REWARDED. Extra cash for travelling the distance and so and so forth.
Plus points:
A: Most people wont notice it.
B: For the Mug!
C: It smoothes the way for more "Involved" exploration later on.
D: Its easy to do for the Dev team.
Thoughts? On topic please?
The easiest thing for FD to implement is making no changes whatsoever. What many people want is more stuff to do and find, not just finding ways of making things take longer.
I'm like totally tunneling towards you. The problem is, creating addictive gameplay elements is quite hard. Not an exact science. In the past I created slot machines. Whenever a successful concept was found, we of course tried to recreate it, but that hardly ever worked. You see the same in other games and mobile apps.Cannot give rep to the same post twice.
Ha! Agreed 100%!! On all counts.
Ok, are you saying that you're so attached to this non-mechanic that you can't imagine the game functioning differently? Well, that's an honest answer and I appreciate honesty. Though I would encourage you try to imagine any new mechanic as an addition to the game, and not a removal. And as Ziggy says, anything that replaced the honk would have to be something you could do a hundred thousand times, so basically it would have to be addictive somehow.
The only addictive element of the current honk is the tiny RNG dopamine release you get after each "random" system is revealed. Of course the systems are predetermined by the stellar forge, but for any new player coming into the system they are effectively randomized potential. So the honk is basically an RNG slot machine lever in a galactic casino. This is the simplest possible form of "addictive" gameplay. So I can see a little why you may be attached, because the current dopamine drip has a very simple and quick reward. Anything that delayed the release of pleasure response from your adrenal gland could be seen as an existential threat. I get it. I really do. But try to imagine something that released your dose in a more complex and satisfying way. Like a sensual dance instead of a peck on the cheek. Or high-stakes poker, instead of the current slot machine mechanic.
If against the odds, such a feature however is implemented, I'd be all for it. But too often these attempts miss the boat and it goes stale pretty quick. And then a large part of exploration is ruined. On the other hand, if you build on a simple concept leaving the concept in tact that's in my view a safer solution. Since it's only the composition of a solar system that is revealed, I feel that further exploration based on that could bring more interesting elements. The honk would be the first part of a larger process.
So you get the ...ahem ... release of pleasure response from your adrenal gland, right ... and also a sensual dance high stakes poker.
I'm like totally tunneling towards you. The problem is, creating addictive gameplay elements is quite hard. Not an exact science. In the past I created slot machines. Whenever a successful concept was found, we of course tried to recreate it, but that hardly ever worked. You see the same in other games and mobile apps.
If against the odds, such a feature however is implemented, I'd be all for it. But too often these attempts miss the boat and it goes stale pretty quick. And then a large part of exploration is ruined. On the other hand, if you build on a simple concept leaving the concept in tact that's in my view a safer solution. Since it's only the composition of a solar system that is revealed, I feel that further exploration based on that could bring more interesting elements. The honk would be the first part of a larger process.
So you get the ...ahem ... release of pleasure response from your adrenal gland, right ... and also a sensual dance high stakes poker.
So. We do nothing. NEXT! Sorry mate - that's the quick answer. This topic is about how fundamentally flawed the Honk itself is. Gotta keep it on track. We all want that. What everyone is trying to do is make a much richer experience for the average player. What im looking to do if you can read - is not take a moment off your time, yet at the same time reward your gameplay experience for doing so.
NO TIME IS LOST FOR YOU.
See. you have to understand something here. In the current implementation of Elite... Everything is found almost instantly. NO matter what it is. These guys are trying their best... and they cant keep up.
They need their buffer zone.
What we are basically asking for is a way to not only to "Slow our progress" and make it more interesting, but to give the devs a chance to expand more.
False logic - ADS ping does not actually make "first discovery" tags plus what you are proposing would not actually change anything just introduce aggravation.In the current implementation of Elite... Everything is found almost instantly. NO matter what it is. These guys are trying their best... and they cant keep up.
Currently you don't know what type it is until you do scan it, you can try to guess the type from the thumb nail image but it is far from reliable in all cases. There are a fair few MR/HMC planets with atmospheres that could be mistaken for earth likes (or visa versa).
I have done exploration on-and-off since release, and if what you say is true (I have enough trouble with SLF audio distinction) then nerfing the ADS as some suggest would actually change nothing in regards to the cherry picking/discovery mystery aspects which some seem to claim are essentially the primary justification for the proposed nerf.How long you been exploring? I can tell an ELW from a HMC from a WW without even looking at the screen. I just need to hear the planet.
The different planets all make different sounds, and by selecting it, you can "hear" what it is. One of the few fun and skill based parts of exploration. If the whole "black planet on system map until scanned" thing had gone through, it would still have been possible to tell ELW's from all else at 500k LY.
Z...
How long you been exploring? I can tell an ELW from a HMC from a WW without even looking at the screen. I just need to hear the planet.
The different planets all make different sounds, and by selecting it, you can "hear" what it is. One of the few fun and skill based parts of exploration. If the whole "black planet on system map until scanned" thing had gone through, it would still have been possible to tell ELW's from all else at 500k LY.
Z...
I have done exploration on-and-off since release, and if what you say is true (I have enough trouble with SLF audio distinction) then nerfing the ADS as some suggest would actually change nothing in regards to the cherry picking/discovery mystery aspects which some seem to claim are essentially the primary justification for the proposed nerf.
I have done exploration on-and-off since release, and if what you say is true (I have enough trouble with SLF audio distinction) then nerfing the ADS as some suggest would actually change nothing in regards to the cherry picking/discovery mystery aspects which some seem to claim are essentially the primary justification for the proposed nerf.
Yes, unless you disable the system map sing-song because you use external music and it's jarring as hell not to, and then suddenly you can't hear it. Neither can hearing impaired (which I am not) so good work with massive assumptions. And black planets would not have improved anything as cherry picking would be worse not better.
I'm all for adding, I detest the notion of just endlessly ripping stuff out; there isn't much left to remove. Perhaps if we try adding mechanics, that might improve the experience a tad; just a thought.![]()
It is nothing to do with skill per se and besides what you are talking about actually gives the capabilities of the ADS more weight for being there and having the capabilities it has... if we can hear the distinction then a discovery scanner should be able to detect it and also detect the more subtle variations too.True - but it would make it skill based. Though, it's not needed, as ELW's are a very distinct shade of blue, different to WW once you get the hang of it. There are one or two Ammonia World variants than can be confused with HMC's, however, once you figure out what to listen for...
There is actually a whole thread on that very topic (audio) in the exploration section, I'll try and link it later.
Z...