Isn't that simply a case of "If you don't like it, don't use it"?
This.
Isn't that simply a case of "If you don't like it, don't use it"?
I have always argued that persistent increases in FSD range, for example from engineers, are a QoL improvement for fully combat fitted low range vessels, not so much an improvement for explorers.But there's no problem in adding QoL improvements... the problem is not adding regions, environments, content, or gameplay that counterbalance the rewards nor challenge the player.
It's true there's no added risk, but at least Jumponium comes at the cost of materials. There's the effort vs reward balance. Plus it's a limited resource, so not a constant effect. In sparse regions it has added a gameplay element where I have been plotting available routes depending on the materials I brought.Jumponium is a prime example - its a great addition but its all reward and no risk. If there was a risk of a misjump in the opposite direction or a chance of some tangible damage to your FSD when using an injection, then it could have been a great risk v reward gameplay mechanic. Neutron jumpinging is probably the only one FD put any actual thought into imho.
Isn't it the 20KLY route planner much more responsible for this than the increased jump ranges? Granted, the two in concert would be multiplicative but it seems the 20KLY route planner made it 20 times easier to navigate that distance. It has 20 times the distance to check for a successful route. If you can't make it it's because you can't make it, not because you couldn't find the bridge. Seems the inflated FSD ranges are only slightly responsible and only increase what you can access.
A large chunk of potential exploration gameplay has been lost, and there are still complaints - it seems a very poor trade.
For people who don't like long distance traveling, who don't want to put in the effort, then all I can suggest is - don't! There is nothing forcing anyone to travel long distances. Shorter trips are always an option.
[...] the core of this disagreement can't be solved with code because it isn't a technical problem, it's a perceptual problem.
When I perform a hyperspace jump in ED it's enough to convince me, in that moment, that I've just ripped a hole in spacetime and sent thousands of tonnes of hardware multiple light-years across the galaxy. Even though I know what the code is doing underneath, loading assets and setting up instances. Even though I know the distances are just numbers on a screen. Even though I know it's going to take me ten minutes of real time to get the ship to where I want it in the game. The illusion that I choose to buy into is enough to overcome those things. The simulation that isn't a simulation works, and the choices imposed by the range limitations make sense in the fantasy world FD have created for me to play in. Even though I know.
Other players see nothing but loading screens and wasted time, and would happily sacrifice any of the things that make the simulation work for players like me in order to minimise or even eliminate them. They just want their ship to be where they need it ASAP, with a minimum of barriers.
[...]
A single set of rules that would keep all of those players happy at the same time is impossible, even if the code could support it.
I was recently watching last weeks livestream and there was mention of a buff to the Asp Explorer.
While I personally don't think any buffs are necessary for that particular ship, I really hope to not see any further FSD range increases at the high end of the jump range.
I'll double down on that by saying that if I could have a wish, it would be that engineered FSD range increase blueprints had never been added to the game.
I hadn't realised this until a post from MadDogMurdock crystallised an unconscious thought of mine that increased FSD ranges had trivialised navigation in the galaxy.
At the time I had just been out to Beagle Point. My exploration Anaconda is far from FSD-optimised - it has a 50.37Ly unladen range. This is not that much more than pre-engineers optimised ranges of about 42Ly and a long way from the mid-60s that optimised builds now get. Nevertheless, those extra 8Ly made all the difference when crossing The Abyss.
Previously, explorers had spent days or weeks exploring the outer arm of the galaxy, trying to find the best way to the Beagle Point area from the galactic core. Several such routes were discovered and mapped to much acclaim.
The problem is that my 50Ly jump range allowed me to just automatically plot a course across the arm with a single click. What had previously taken days or weeks, just took seconds.
While these increased jump ranges are great for *travelling*, they have pretty much completely eliminated *navigation* from the game. It turns out that the old ~42Ly range was the upper limit that kept the gaps between the galactic arms as gaps. Now they're gone forever, and I feel that a large part of the effort that has gone into creating the superb stellar forge model of our galaxy has been wasted.
Even after all these buffs, there are still people complaining that their FSD ranges are too short!
A large chunk of potential exploration gameplay has been lost, and there are still complaints - it seems a very poor trade.
For people who don't like long distance travelling, who don't want to put in the effort, then all I can suggest is - don't! There is nothing forcing anyone to travel long distances. Shorter trips are always an option.
There are players who would like to travel long distances, with the knowledge that there is a certain minimum of effort required to get there. Each update to Elite seems bent on reducing that effort more and more, devaluing the efforts of those who had gone before, and I like to see that stop.
Isn't that simply a case of "If you don't like it, don't use it"?
Isn't it the 20KLY route planner much more responsible for this than the increased jump ranges? Granted, the two in concert would be multiplicative but it seems the 20KLY route planner made it 20 times easier to navigate that distance. It has 20 times the distance to check for a successful route. If you can't make it it's because you can't make it, not because you couldn't find the bridge. Seems the inflated FSD ranges are only slightly responsible and only increase what you can access.
My go-to response, from another thread:
Bottom line, nobody is "wrong" on hyperspace implementation or ranges. But nobody is exclusively "right" either, which renders futile any argument aimed at getting another person to change their position. All any one person can do is attempt to explain their own. Hyperspace mechanics, the size of the galaxy, and all that attends them are among the most subjective things in the game, and something FD will never be able to fully balance without leaving one or more groups of players feeling sidelined. They simply can't please everyone, because the game they've created has too large a scope and too many ways to play it, and jump range is one of the few things where all those Venn circles intersect.
My go-to response, from another thread:
Bottom line, nobody is "wrong" on hyperspace implementation or ranges. But nobody is exclusively "right" either, which renders futile any argument aimed at getting another person to change their position. All any one person can do is attempt to explain their own. Hyperspace mechanics, the size of the galaxy, and all that attends them are among the most subjective things in the game, and something FD will never be able to fully balance without leaving one or more groups of players feeling sidelined. They simply can't please everyone, because the game they've created has too large a scope and too many ways to play it, and jump range is one of the few things where all those Venn circles intersect.
Isn't it the 20KLY route planner much more responsible for this than the increased jump ranges? Granted, the two in concert would be multiplicative but it seems the 20KLY route planner made it 20 times easier to navigate that distance. It has 20 times the distance to check for a successful route. If you can't make it it's because you can't make it, not because you couldn't find the bridge. Seems the inflated FSD ranges are only slightly responsible and only increase what you can access.