Frontier WANTS people to have the fun, not the grind!

The grind is NOT required to have good ships. Here're my thoughts while I cruise to Smeaton Orbital for the next 40 minutes...

THIS picture makes literally no sense:

[IMGUR]gXliE[/IMGUR]

Those Tourists could have purchased a ship for a third of this price ("Yeah! But who's going to fly it, kid? You?")

The Devs put these shortcuts into the game so folks could make the jump from understanding the basics to getting enough cash to buy the ships they want, pronto. Yeah, they're not Engineered, or unlocked by rank, or using PowerPlay modules, but an A-Rated Python is still fun. And these shortcuts get you one in about 5 hours playtime.

That's all. Have a great weekend.

Plan your day, do concurrent activities like pay attention to the wife and/or kids for 40 minutes. Easy peasy.


To me this just reeks of broken conclusion making.

What it seems to be better indicating is a feeling that whilst someone doesn't want to even be playing the game, preferring to be doing almost anything else but play the game, there is still a feeling that there has to be some kind of credit earning taking place to be able to reach a desired point to start enjoy finally playing the actual game.

In which case, to cater to such individuals the more practical course of action would be more down the route of introducing passive credit earning mechanics into the game so people who feel 'shortcuts' like these are some solution to a personal problem they're having can instead set up some activity and then just log off and go 'plan their day, focus on a single activity like pay attention to the wife and/or kids for 40 minutes', then come back and find they have their credits.


Or... alternatively, it could just be recognised that the very nature of suggesting such shortcuts to earn whilst you don't really want to be playing because you don't feel you're at a point you can enjoy playing the game yet, either indicates someone has for some reason locked themselves down in a game they frankly don't really enjoy (perhaps because they feel they have no alternative?). Or if the problem is decided to not be a personal one that maybe there is a significant gaps with the current state of the game that needs to be better fleshed out to make sure there are a wide range of avenues to enjoy doing activities in ships other than the 'hard designed best at task' option, that at the end of the day do little more than reduce the time spent doing the activity they're designed to be the best option for.
 
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What is this "grind" people keep talking about? Elite doesn't require you to do anything, period. Any grind people are encountering is 100% self imposed.

You're right. A lot of people are convinced that whole point of game is "have the best stuff" when it isn't. They complain when their playstyle goes against the intention of the game (which is to find something you enjoy doing and do it) and it results in an unsatisfying play session.

When presented with a vast quantity of things to do, players have been conditioned to expect that they're "supposed" to do *absolutely everything,* elite all the elites and have dominant components and do all the power play and have all the ships. That's not what ED is. And trying to do everything is a massive, massive grindfest.

Basically half the problem is people not playing as intended and not being satisfied with anything less than an ideal ship. And mistaking needing to grind endlessly to get now what you're supposed to get after months of freebooting, wandering and making profit here and there, to mean "the game is all about the grind." Well yes it is -- when you decide that what you really WANT to do is something that requires massive grind to achieve.
 
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Would be nice though if we had interesting, Engaging game interaction to partake of while cruising...

Except that any busywork while cruising would become far too much busywork during short cruises.

An audio channel that functioned like a CB might be fun, but would probably be abused. Beyond that, maybe Galnet Audio or Radio Sidewinder?
 
In which case, to cater to such individuals the more practical course of action would be more down the route of introducing passive credit earning mechanics into the game so people who feel 'shortcuts' like these are some solution to a personal problem they're having can instead set up some activity and then just log off and go 'plan their day, focus on a single activity like pay attention to the wife and/or kids for 40 minutes', then come back and find they have their credits.

Or... alternatively, it could just be recognised that the very nature of suggesting such shortcuts to earn whilst you don't really want to be playing because you don't feel you're at a point you can enjoy playing the game yet, either indicates someone has for some reason locked themselves down in a game they frankly don't really enjoy (perhaps because they feel they have no alternative?). Or if the problem is decided to not be a personal one that maybe there is a significant gaps with the current state of the game that needs to be better fleshed out to make sure there are a wide range of avenues to enjoy doing activities in ships other than the 'hard designed best at task' option, that at the end of the day do little more than reduce the time spent doing the activity they're designed to be the best option for.

Or alternatively again... rather than introduce passive or inactive earning into an already unbalanced game, simply give players the option of starting with X amount of credits. Frontier could monetise this, by selling "startup packages" on top of the basic game - so if you want (say) a billion credits to start with, you buy an one-time-use add-on pack for £20, which you can only use for a new Commander save.
 
Or alternatively again... rather than introduce passive or inactive earning into an already unbalanced game, simply give players the option of starting with X amount of credits. Frontier could monetise this, by selling "startup packages" on top of the basic game - so if you want (say) a billion credits to start with, you buy an one-time-use add-on pack for £20, which you can only use for a new Commander save.

NO, no pay-to-win in this game, EVER!!!
 
Or alternatively again... rather than introduce passive or inactive earning into an already unbalanced game, simply give players the option of starting with X amount of credits. Frontier could monetise this, by selling "startup packages" on top of the basic game - so if you want (say) a billion credits to start with, you buy an one-time-use add-on pack for £20, which you can only use for a new Commander save.

I'm reasonably confident that this meets the generally accepted definition of 'pay2win'.


Ahhh. It appears I was correct...

NO, no pay-to-win in this game, EVER!!!
 

Deleted member 115407

D
What is this "grind" people keep talking about? Elite doesn't require you to do anything, period. Any grind people are encountering is 100% self imposed.

Concur, with you and the OP.

One problem we encounter when discussing issues like this is that all folks taking advantage of the money making venture are lumped into the same bucket. It's common for threads complaining about these missions to make statements like "People are missing out on the game, people aren't having to work for their ships, blah blah blah".

Well, with some stupid number of hours, like 14+ weeks, in game, I just want to fly spaceships. If I get the bug to build a new FGS or Python or Orca or whatever else, and I can go run a few passenger missions to do so without going below my preferred cash on-hand, then that's what I'm going to do.

It's a spaceship game with lots of spaceships, and people want to fly those spaceships.
 
Or alternatively again... rather than introduce passive or inactive earning into an already unbalanced game, simply give players the option of starting with X amount of credits. Frontier could monetise this, by selling "startup packages" on top of the basic game - so if you want (say) a billion credits to start with, you buy an one-time-use add-on pack for £20, which you can only use for a new Commander save.

But if there is a felt need for such a thing, again this reflects back on what I was saying in my post. If the problem isn't a personal one such as locking yourself in a game your don't enjoy for whatever reason, then it indicates that parts of the game require fleshing out to make doing activities in a wider spectrum of ships enjoyable for as much of the playerbase as possible.

At the moment I would say we have an environment where there is 1 ship ideally suited for each activity, with the definition of ideally suited in this case being it cuts down on the time (or effort) required to complete an activity... it doesn't necessarily make the activity more enjoyable, it just streamlines the experience so you can quickly move on to doing something vaguely similar again.

Before you get to the point of owning such a ship, you're on the progression ladder of doing tasks equally as (un)enjoyable of an experience as it would be in the later ships... you're just doing it for longer each time before you complete your current activity and again move on to something vaguely similar.



The focus to me at least, would seem clearly pointing toward the experience of the activities themselves and perhaps re-examining the design Frontier have established where more expensive ships are designed around their role to reduce gameplay activity duration rather than making the activities themselves more engaging/enjoyable.


Credits, won't fix the problem. For me they're just the quick fix path for individuals not so much looking for an more enjoyable experience in their chosen game activity, but more just want to feel they're chugging away in a productive time efficient manner and aren't feeling bored quite as much.
 
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Agreed.

What do you "win" again? :S

NO player economy = NO difference to ANY other player how much money you personally have.

It's not P2W.

Fair point.

Funny how immense amounts of TIME (time, NOT effort) rewarding a player with stuff is fine...while money that actually supports the game...isn't.
 

verminstar

Banned
Making good coin is reasonable, but making lots fer as little effort/time as possible? Perish the thought!

I mean, Ive lied, cheated, conned, stole, robbed and generally seen certain laws as rough guidelines through most of my life, and oh boy what a ride it was...I still get flashbacks of memory from the 90s when fewer people cared and knew how to party at 3 in the mornin [yesnod]

Why anyone would think ppl would wanna have fun in a game...I dunno what sorta game you guys think yer playing...tsk...kids these days, no sense of humour ^
 
Is the LTT 9360 Smeaton run better than the Haiden Searfross run?

I'm asking for my XBox One commander?
Quantis Trap, my main account commander, cares not for these money grubbing missions. He's a Tripple Elite holier than thou and above all that. My Xbox One commander is a money grubber for sure! :D
 
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What is this "grind" people keep talking about? Elite doesn't require you to do anything, period. Any grind people are encountering is 100% self imposed.

Oh, that old line again... Yea, you're right, the choice is mine, Ship(s) X fully loaded in 8 months or 2 weeks? I wonder. Folks need to realize that grind doesn't just refer to an action but also the cumulative effort/time involved in acquiring things. The act of grinding is something I do choose to do, but the cumulative effort/time involved (part of the overall grind) is developer imposed. It doesn't need to take months to get something, but it sure might if you don't set your mind to 'get it now'. Why? Because the developer wants it to be that way outside of gold mines. Gold mines like this are all that can be used to minimize both the act of grinding and the time/effort. Guess who put that in? Guess who can also make the game thrilling enough that people won't feel like there's a grind?

Does it need to require 50 Bromelite just to unlock an Engineer (for weapons that don't even involve being a miner) followed by the material gathering to level that Engineer to Grade 5? Do all the materials need to be RNG based drops? Do the rolls need to be RNG based, which then increases the time further? Do I then also need to repeat this very process for most modules to have my ship fully upgraded? If that's what I want, yes, I need to. Do I need to upgrade my ship? No, I don't, but I don't need to play the game either. So in order for things I want to take place, I must jump through the developer imposed hoops to get there. So to say it's 100% self imposed is either wrong or disingenuous, take your pick.
 
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How dare Frontier make ED even somewhat as grindy as life! The nerve! :D Games are all supposed to be instant gratification!
 
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How dare Frontier make ED even somewhat as grindy as life! The nerve! :D Games are all supposed to be instant gratification!

Nah, not instant. Though some may want it instant, others would like it just to be interesting enough to not feel as grindy as life can feel. The longer something takes to acquire, the more interesting the journey needs to be, for a video game, in my opinion. Of course, I'm sure if we had an upgrade system like Black Desert Online people would still say 'grind is in the mind'. I mean, could it just be that you enjoy the grind instead of it being some self imposed, made up handicap to enjoyment? I suppose not, right? Right.
 
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