Agree with OP. I wish they could turn back the clock on this one. Discovering routes through and mapping the abyss was akin to finding a route through the mythical northwest passage. Such a shame that the game developers felt they had no choice but to appease the kids for for their continued commercial success.
So, given that a 50Ly range ship (a comfortable non-stripped-down Anaconda or DBX) should be able to do the 25,900Ly to Sgr A* in a little under 550 jumps (no neutron or synthesis boosts), you're suggesting something like a doubling of existing jump ranges?
Actually, 25,900Ly divided by 300 jumps and derated using a 95% jump efficiency comes to pretty much exactly 90Ly.
I'm very confident that *somebody* will think that's not enough.
A good deal of my objection to further increases of jump ranges is that the current three waves of jump range increases has done nothing to quieten the request for more range. So far we've had:
1. Synthesis boosts
2. Engineered boosts
3. White dwarf/Neutron boosts
And we still have people wanting more!
For me, increasing the jump range has removed aspects of exploration gameplay from what little there was to begin with, and flattened out the galaxy, for no actual benefit in regards to gameplay. The people who find travel tedious are still finding travel tedious, and people like me who like the idea of a large galaxy with navigational challenges to cross sparse parts find the galaxy getting smaller and more homogeneous.
For those people who find travel tedious, what jump range would be enough? 100Ly? 500Ly? 1000Ly? 65 jumps to Beagle Point? One jump to anywhere in the bubble?
IMO, increasing jump ranges are the single worst decision that has been made in the game. The galaxy model was a fundamental design decision from the start - to have a huge galaxy and all that has been done since is make it smaller.
To those people who find travel tedious - stop travelling so far and stop shrinking the galaxy for me! You've always got the choice to travel shorter distances, but if I want to travel to place that I *know* is at least 1800 jumps away, well, I can't do that any more! I don't have even that choice any more.
Current estimate is about 48,000 years. About 1 million new systems are logged each month at EDSM. Just a fun fact.How long do you think it would take to explore the whole galaxy in elite?
And that's how it feels to find paths to the dead end stars on the rim now. There are plenty of stars and paths out there, still waiting to be found.Agree with OP. I wish they could turn back the clock on this one. Discovering routes through and mapping the abyss was akin to finding a route through the mythical northwest passage. Such a shame that the game developers felt they had no choice but to appease the kids for their continued commercial success.
While I understand and support the disire of explorers to keep that tedious traveling to them.
Yep. This is why I love exploring on the fringes, the low star density makes exploration challenging and much more engaging to me.
On the topic of jump range creep, I do feel that after 3.0 the Anaconda's jump range potential should become a "hard limit" for ship jump ranges, meaning no other ships should ever jump measurably farther than the 3.0 Anaconda.
No one did anything to stop them doing it the old-fashioned, tedious way.
They are still completely free to keep their jump range as low as they see fit.
This is where their reasoning falls apart.
Can't agree on this one. They could choice to go with basic FSD if they want to cripple them self.... dunno why they fit a rate and engeneer it and after that complain it's to easy. But whatever.
Still I think FD could improve travel in bubble by placing jump gates at least first locations in between pp systems. After that they could look if it need to be extended to constellation wide or something.
By doing this you still dont eliminate normal traveling because there will be still systems you need to go from there.... but it will help other ships lightning the traveling without increase on the FSD range.
That's not a logical conclusion. A random system is still a random system whether you get to it via a 60 or a 6 LY jump.There is still economic FSD routing instead of max jump range.
Yeah, hardly anybody uses it. I wonder why?
Because people enjoy bigger jump range.
Sorry, but that argument is instantly refuted on multiple accounts. The most obvious one is that there are systems that need more than zero jump range (you did say "any jump range" so that has to include stupidly low ones). But more realistically there are systems that require really large ones. As an example, please provide a link to a 3rd party tool that can give a route from anywhere you choose to Lyevsky AL-P e5-0 with something less than a 69 LY range. I'll save you the effort and tell you that you cannot because it is impossible to get to that system with that range since it is 138.5 LY from the next closest one. That makes it close to being the hardest to reach system in the current build (and it is the absolute hardest to reach system that can be got to when looking down at the galaxy).The whole argument that increases in jump range have ruined exploration by eliminating the time and effort required to find a suitable route are rendered invalid by the fact that players can use third party route planners to find any route to anywhere for any jump range.
Higher jump ranges makes it quicker to get to that area and you would have to be something of a masochist to not take advantage of that opportunity.
That's not a logical conclusion. A random system is still a random system whether you get to it via a 60 or a 6 LY jump.
A key aspect of an actual explorer is that they want to explore somewhere specific. It is entirely logical that they should get to that area as efficiently as possible. Higher jump ranges makes it quicker to get to that area and you would have to be something of a masochist to not take advantage of that opportunity.
Sorry, but that argument is instantly refuted on multiple accounts. The most obvious one is that there are systems that need more than zero jump range (you did say "any jump range" so that has to include stupidly low ones). But more realistically there are systems that require really large ones. As an example, please provide a link to a 3rd party tool that can give a route from anywhere you choose to Lyevsky AL-P e5-0 with something less than a 69 LY range. I'll save you the effort and tell you that you cannot because it is impossible to get to that system with that range since it is 138.5 LY from the next closest one. That makes it close to being the hardest to reach system in the current build (and it is the absolute hardest to reach system that can be got to when looking down at the galaxy).
What explorers really want is a game where experience and effort can allow them to get further than anyone has been before. That ship has long since sailed in ED. When it comes to systems on the galactic rim, the 3.0 buff will mean that 1 extra system can be reached and several become trivially easy to get to.
To be quite frank, from the perspective of someone who tries to go further than anyone else they really might as well implement infinite jump ranges. The number of reachable systems with every jump range increase is already close enough to zero as to be not worth bothering with.
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.