DBOBE and 'the grind'

The problem is that somewhere between Elite (1984) and Elite Dangerous 2.1 (2016) something was forgotten.

In 1984 there was no grind because all rewards (i.e. rank, and credits with which to buy ship upgrades) were achieved by doing the things you bought the game to do anyway. It wasn't grind, it was rewarded gameplay.

That's very strong claim. In such big games there's always something you *don't* want to do. I am trying to figure out how that's game fault.

By 2016 somehow the concept had changed so that the most valuable rewards were achievable only by doing activities that had nothing to do with what most customers bought the game to do (like waiting for HGE USS to spawn, or doing inane repetitive missions, or driving a buggy in circles). No alternatives.

It is a *choice*. Nothing to do with being most valuable. You obviously want everything to be achieved via combat. FD thinks otherwise. FD thinks ED is more than combat. You disagree.

Gameplay becomes 'grind' when it's a meaningless artificial sub-routine, not part of the player's preferred main gameplay. Contrary to the wisdom shown in 1984, that's not rewarding us for playing the main game. It's rewarding us for not playing the main game.

Fact it is not part of player's 'preffered' main gameplay doesn't mean it is meaningless artificial sub-routine. It is how you treat it in your mind. Games are bigger and more detailed these days. Devs don't want players just to railroad on specific part of the game and being rewarded at same level as players who tries to be as diverse as they can be. There is no MAIN game. It is all the game.

Fact ED is bigger than Elite...well it is. But you can still do just combat and achieve great things.
 
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Some people often say "grind is in the mind", but the fact is - game developers set out to intentionally create a game that is grind based, and as you pointed out developers actually discuss that in a matter of fact manner. Other Frontier developers have also discussed this on occasion. Bottom line grind is a part of the game, that is a fact, and it has intentionally been designed that way.

Opinion comes into play when discussing if that is a good or bad thing. :)

Precisely. Many people actually like grind, I have been saying it isn't inherently bad and can even be designed in ways where most even enjoy it or don't notice it. Some will always notice it and hate it, others will plug their ears and cover their eyes.
 
Precisely. Many people actually like grind, I have been saying it isn't inherently bad and can even be designed in ways where most even enjoy it or don't notice it. Some will always notice it and hate it, others will plug their ears and cover their eyes.

Some people call it grind, I call it virtual life of space commander. And in fact that's how I treat it.

Doesn't mean I like some of repetitive gameplay or don't want to improve it - as I want to improve my real life, I will seek out FD contacts and try to convey my ideas how to improve my virtual one.

Also I think word 'grind' in the end means doing something that you don't like. If you like, it is not grind for you.
 
No, but what he's saying is before engineers he could handle whatever NPC's came at him. Then with engineers the AI enemies had better modules, so to keep the relative balance of power that he had before, he also had to engineer. It's not that he reset his save or they took away his grade A modules. They took away the balance of power he had achieved and to get it back he would be forced to grind engineers.

I added another late edit to the post. I personally never really had a problem with the AI ships. They were more of a challenge, but still a manageable one for me at least.
 
Did you reset your Commander account or something? You keep all your modules, and in the case of upgrading a tier 5 FSD in the new system, it's like 8 rolls on average to max it out. Or of course just use what you already have.

Upgrading your FSD from scratch to maxed out in the new system is about 15 rolls on average, assuming you have good rep with the Engineer.

...

But yeah, before the Engineers entirely, it was a more balanced* and fair** system. I think the new changes to the Engineers will help us get back closer to that somewhat at least.

*Players can see the drawbacks for each tier of an upgrade ahead of time and there is a reasonably attainable level cap.

**A players time and effort isn't needlessly wasted through no fault of their own on RNG based results, which could have lead to worse modules than what they started with.


...

I never had an issue with the AI ships after Engineers using non-Engineered ships myself. The lowest they ever got me down to was 51% hull on my multi-role combat/exploration Vulture.

I'm trying to kill (well, dying too) thargoids without a single engineer roll, not even the FSD, and having lots of fun.
 
Some people call it grind, I call it virtual life of space commander. And in fact that's how I treat it.

Doesn't mean I like some of repetitive gameplay or don't want to improve it - as I want to improve my real life, I will seek out FD contacts and try to convey my ideas how to improve my virtual one.

Also I think word 'grind' in the end means doing something that you don't like. If you like, it is not grind for you.

I would say that you are wrong. I enjoy grind when the design is engaging, when the mechanics all work together and make a coherent experience, or if thats just the gist of the game (Diablo, Monster Hunter, etc.) I think that the way you see grind is why we can never understand each other. You regard it as not liking the game or not liking work. Its not what I am saying when I say something is a grind.

We also don't agree with the overall view of the game. You see it as a life simulator and I will always view it as a game and expect it to feel like one. I play games to get away from life, not to live out another version of it.

I always say that I like the game, love it even, just not enough to ignore the obvious. I also say that it is coming along, they are doing great things, and I believe they can do a lot to alleviate these issues. This will never be a perfect game and will never engage everyone that tries to play it, but making it feel less of a grind really isn't a big feat. Changes to engineers have already made many happy and hopeful while also maintainig that its meant to take a bit of time.

The point isn't that there is work its simply how the work feels and how rewarding it feels. If it feels tedious and feels clunky, its just going to feel bad overall.
 
I'm trying to kill (well, dying too) thargoids without a single engineer roll, not even the FSD, and having lots of fun.

Yeah, I can see them offering a nice challenge for those who want it. :)

I personally play as more of a neutral Commander in the game and mostly go along minding my own business, as it were.
 
Not to be misunderstood: i am not personally for or against 'the grind', i just find it very interesting when it is mentioned matter-of-factly in relation to game design.

This is due to it being clear that the current approach is very much Closed System design, spending considerable time and effort to trying to mitigate Open System behaviours, through task base process.

For comparison Chess is a closed system. The whole point of chess is to out think your opponent, within the confines of that system. Limited number of pieces, each with their own special moves, with a limited number of moves possible. A lot of moves in terms of permutations when starting a game, yes...which dwindle as the game goes on. The aim is to control that decline, ending up in a wining position.

Now imagine going to play a second game of chess, to find that some of the pieces move differently, there is now a grey team and the board is different. This is what happens every time a nerf or a buff is made arbitrarily in ED.

It's still kind of chess, but it's something similar to "Chess". It's just no one found out until the pieces were laid out. This is not an evolution, it's just an uncontrolled closed system, which are not okay. You have to re-evaluate the techniques through which the Closed System is controlled if you do things this way, which FD do not. If the BGS for example does not behave as expected, they just change the database table entries that make it run arbitrarily, without really thinking about the ramifications.

Most Human vs Human (unless you're in school or jail) or Unrestricted PvE Environments are not a closed systems, they are examples of an Open System. ED especially demonstrates this in Open Mode, as you introduce human behaviours. However, even Solo Mode should be treated as a Closed to Open System transition as the single player is not only acting within the wider environment, but it is the same environment that powers Open.

An open system by contrast adapts in line with internal and external factors, it is adaptive without the need for arbitrary intervention to make it run at the base level and should evolve over time off its own back (emergent ordered behaviour if you want to search for stuff). Stuff which acts upon and affects the system in place will not "break" the system if it is designed well, control factors sort themselves out and just need to be identified and monitored as evolution takes place, not intervened upon. A myriad of other game factors should be considered robust enough to run unhindered and without the need to balance anything.

And it's not just you, it's several thousand other Commanders all doing different things, some activities completely unrestricted (no rules), all for different reasons....one would hope.

Add to that, with a true ability to "blaze your own trail", "play your own way" etc...ED would become a collection of Open Systems, all acting upon one another in sometimes random and unforeseen ways. A Cybernetic System which brings with it a whole T-9 full of other issues. Or if I wanted to labour the point, a whole Squadron of the stuff.

Trying to manage it like a game of chess, as FD seem to do....is a dichotomy that is responsible for 95% of everything "debated" on these boards, and the approach will simply at some point...have to change.

Some people often say "grind is in the mind", but the fact is - game developers set out to intentionally create a game that is grind based, and as you pointed out developers actually discuss that in a matter of fact manner. Other Frontier developers have also discussed this on occasion. Bottom line grind is a part of the game, that is a fact, and it has intentionally been designed that way.

Opinion comes into play when discussing if that is a good or bad thing. :)

Until whether it is a good or a bad thing is decided by FD themselves, and they start either designing either for a Closed or Open system, not both...The Grind will essentially continue to be all the task based nonsense, that gets put in to mitigate the open system evolution and returns it to an uncontrolled closed system. So yes, addressing this at a high level might get the game to look something like it should by the end of Beyond, although will the expectation that if continuing with a Closed System approach, we will just get more Grind as other features are added.

If choosing an Open System design approach, many other things will have to be redone to bring the system capability of the ED Universe in line (the thing that maybe is proving to be the issue at HQ due to resources and know how), making it a lot of fun for everyone concerned.

If it's designed properly.
 
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Some people often say "grind is in the mind", but the fact is - game developers set out to intentionally create a game that is grind based, and as you pointed out developers actually discuss that in a matter of fact manner. Other Frontier developers have also discussed this on occasion. Bottom line grind is a part of the game, that is a fact, and it has intentionally been designed that way.

Opinion comes into play when discussing if that is a good or bad thing. :)

yes indeed, although its bad game design when the user base think its a grind though, its a great design when you don't realise your grinding.
 
You can turn 'the grind' to your advantage if someone does it for you.

Take the discovery of planetary features, for example: brain trees, fumaroles, volcanic vents, Thargoid 'bases.' These are all discovered by people with incredible capacities for grind, who see it as part of discovery. (They are right of course, discovery seldom occurs in real life by someone happening upon something by mistake - they are usually committed to a search process, which takes enormous amounts of preparation and time.)

Unfortunately, we have to use sources external to the game to fully benefit from their grind !
 
Didn't d'Bobe 'n' The Grind play at Woodstock? I'm sure I have an 8-track of them somewhere.

Heh, kind of reminds me of this for some reason...

[video=youtube_share;xBG6IaSQCpU]https://youtu.be/xBG6IaSQCpU[/video]

Would be an interesting bit of fan-fic to entertain.
 
Some people often say "grind is in the mind", but the fact is - game developers set out to intentionally create a game that is grind based, and as you pointed out developers actually discuss that in a matter of fact manner. Other Frontier developers have also discussed this on occasion. Bottom line grind is a part of the game, that is a fact, and it has intentionally been designed that way.

Opinion comes into play when discussing if that is a good or bad thing. :)

Credit where it's due, this is a very honest assessment.
 
Did you reset your Commander account or something? You keep all your modules, and in the case of upgrading a tier 5 FSD in the new system, it's like 8 rolls on average to max it out. Or of course just use what you already have.

Upgrading your FSD from scratch to maxed out in the new system is about 15 rolls on average, assuming you have good rep with the Engineer.

...

But yeah, before the Engineers entirely, it was a more balanced* and fair** system. I think the new changes to the Engineers will help us get back closer to that somewhat at least.

*Players can see the drawbacks for each tier of an upgrade ahead of time and there is a reasonably attainable level cap.

**A players time and effort isn't needlessly wasted through no fault of their own on RNG based results, which could have lead to worse modules than what they started with.


...

I never had an issue with the AI ships after Engineers using non-Engineered ships myself. The lowest they ever got me down to was 51% hull on my multi-role combat/exploration Vulture.

Really! A multi role Vulture. Now I've seen it all!
 
I don't know that you'd get much satisfaction from the game by racing to the perceived end-game content. I play the game as a survivalist/adventurer/explorer and get more satisfaction picking up the bits I want as I go. In general, I would like to see more meat on the bone of gameplay, but I hope this will come with future game content and expansion updates.

I get along well in my mostly non-Engineered small ships in general, but then I'm not particularly into the PVP meta. I don't have much need for credits at this point and playing as an independent pilot, I avoid the rank grinds. I'm mostly just enjoying the "end-game" in my own way in ways I find compelling. People can potentially do this in something like a decently outfitted Cobra Mk. III and get along well enough, so in this sense, a lot of the grind is optional and can be done at your leisure between everything else while playing the game.

To me no one has completed the game until they visit every system! Now that's "End Game".
 
You obviously want everything to be achieved via combat. FD thinks otherwise. FD thinks ED is more than combat. You disagree.

Fact it is not part of player's 'preffered' main gameplay doesn't mean it is meaningless artificial sub-routine.

Far from it, I liked the fact that the Engineer unlocks caused me to venture outside the bubble and to try mining, for example.

I would have been happy with any method of mat gathering that involved intelligently, or at least tolerably, progressing down any particular career path. I would have been happy to go to Sag A, for example, if at the end of it a certain material (random example: Pharmaceutical Isolators) would be permanently unlocked, or at least provided in large quantities.

In contrast Pharmaceutical Isolators are unlocked via waiting for HGE USS to spawn. I stand by my description of that as a 'meaningless sub-routine'.

This isn't 'more than' combat, it's less than combat. It's less than anything.

Whilst I applaud Frontier's decision to give us a way to circumvent that and the many other similar sub-routines (via the Materials Trader) it has to be said that it would have been better to provide a gameplay route in the first place.
 
It much depends on your definition of grind, doesn't it? I think technically everything I've done in this game was a grind, because it boiled down to "do (x) amount of (y) to get (z)" But I didn't feel it, because I never did all of (x) for any given (z) in one shot. I moved around from place to place doing one activity after another, and eventually things started unlock around me. It felt like a natural fit with my RP narrative progression, so it never felt like *grind*, even though it technically was.

But then, I also had realistic expectations for how fast and in what domains I would progress as a character, that just so happened to align with what I think was the intended scope of the gameplay as designed.
 
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