Why not let players play the way they want?

Deleted member 115407

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Can mine be an Orc wizard? He's too big to fit into the ship-launched fighter but he can fly that type 10 into other ships and make the impact turn into a rainbow of pretty sparkles.

Half Orc is cool
 
I would love if it were a simulator. But I'm pretty sure that in 3304 you can just buy arsenic like you can do today. In real life you don't go mining the raw materials you need to upgrade your car's exhaust system. And I doubt we would reintroduce bartering in 3304.

I think it would be great if it did stick to being a simulator. And that's essentially what I'm advocating.

In real life, you don't have to be a gold prospector to obtain gold. You can be a doctor and earn money and convert that money into gold. I'm just suggesting that whatever role you take in the game, you should be able to convert your experience in that role into upgrades you want.

I brought this up in another thread.
Engineers should have 3 different options to pay.
1. Only mats and data
2. Some mats and data that you have the
rest credits
Or have it that you can buy the mats and
data your missing from the engineer for
credits.
3. Only credits. But at a higher cost.

Lots of other games do it this way. It works and people seem to like it.
 
There is a foundational flaw in your [rhetorical] question in that you presume that I am playing a role. At different times, I prefer to do different things in the game.

That being the case, your argument is... incorrect.

Nothing I said precludes the possibility of you taking on different roles at different times or simultaneously. I'm saying that whatever you choose to do, you should be able to progress in the game towards unlocking content and upgrades.
 
Look. Bottom line is this is a game and it's not perfect. But the original elite was the same way. There was no way you could update your ship to what they called and Iron A** by just bounty hunting or mining or piracy in the original game. It required trading as well.

I agree and that's the problem. It's 2017 not the 1980's. Game design has evolved a great deal in nearly 40 years. A lot of the problems ED has have solutions that have stood the test of time. No need to reinvent basics like MMO economies and progression.
 
Shooting rocks is an almost inconceivably bad mechanic, only surpassed by trying to pick up the pieces.

I've always explained that there are two ways to open a can of beans:

1. Can opener.
2. Stick of dynamite.

Both do the job. One is not as messy. Why no mining laser for the SRV? Wouldn't that make more sense?

Also odd that your cargo scoop is open and
1) doesn't catch on anything else under you when it's deployed,
2) somehow becomes selective about which item it grabs when you drive over multiple items.

Ever use the camera under your SRV? I don't ever see anything open. I also don't see a pair of cartoon hands (with the white 3-finger gloves) picking up this and that for you. :)
 
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I want to play as a Hunter. I need these skill upgrades earned through experience points.

Craft Arrows - Hunting Skill. ...

Tag Enemies / Tag Animals - Hunting Skill. ...

Extra Health - Survival Skill. ...

Tame Cunning Beasts - Beast Master Skill. ...

Beast Rider - Fighting Skill.
 
Theres a very simple way to fix this issue:

Make material traders useful in ways other than just trading down in single specific chains.

IF sideways trades were say 2:1 not 6:1 changing any material for any other same grade within the same type would be fine
IF trading up was say 4:1 not 6:1 bulk lower grade materials trading up would be an option (but still slower than actually getting the higher tier materials direct)
FINALLY add to this cross type sideways trades allowing for example raw materials to be traded for data (this is where a 6:1 maybe ok)

With these 3 fixes any activity gives you some materials and the traders let those be traded to get any material you need, just not as efficiently.

No need for every activity having every drop, or any activity being as good at getting any upgrade as any other, just MORE options to play a game for enjoymnt instead of being forced to do things you dont enjoy.

Just take a moment to think on that concept, a game that is made for enjoyment! wow inconceivable right...

I totally agree with this. I also don't think that every activity should have every drop. I think that the drops from every activity should be convertible to materials you want for upgrades. So, I totally agree with your suggestion.

My intent in this thread is to try and promote the basic principle that the player should be free to play the game the way they want to and still progress in terms of unlocking game content.
 
I've been thinking, and I have come to the conclusion there is only one profession for players in Elite Dangerous; Spacecraft Commander. All the rest are simply aspects of that one profession. Sometimes in a profession, you have to do things you don't really care for, but you need to do them in the greater service of the profession. For example, in real life, my profession is that of Cook. Sometimes that means I have to wipe guest tables; sometimes it means I have to wash dishes, pots, pans. But it's all in service of the profession I've chosen; that of cook. It's not just cooking and preparing food.

Sometimes a surgeon will have to act as an anesthesiologist. It's not what he normally does, but knowing how to do it is part of his training. I'm sorry, but sometimes, in any endeavor (even that of a video game) you have to perform actions that you would rather not perform.
 
Most games reward you with experience points which the player can spend on upgrades. But the player is free to gain experience by playing the game any way they want.

Don’t know which games you’ve played where experience points are used to purchase weapons and/or upgrades to weapons, but:
EvE online - gain experience over RL time to unlock upgrade skills, but have to purchase weapons and mods via credits or make them via blueprints and resource gathering
World of Warcraft - Upgrade character stats via experience. Weapons, and upgrades either found, purchased or made by gathering mats.
Guild wars 2 - same as WoW
Lord of the Rings Online - same as WoW
Star Wars The Old Republic - same as WoW
Elder Scrols Online - same as WoW

ED wants you to experience various aspects game to get upgrades all the upgrades you want. Does not mean that I personally like some of the things required to get the upgrades (like mining). But guess what, now we have the tech broker.

Also, the wake scanner was supposed to be a bounty hunter tool, to help bounty hunters to track their target. It’s pretty useless to every other profession. So why are you complaining that this part of the gameplay breaks your immersion?

My CMDR is a Night-elf, Elementalist, who wields a double balded light-saber and has learned all the Dragon-shouts.
 
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Don’t know which games you’ve played where experience points are used to purchase weapons and/or upgrades to weapons, but:
EvE online - gain experience over RL time to unlock upgrade skills, but have to purchase weapons and mods via credits or make them via blueprints and resource gathering
World of Warcraft - Upgrade character stats via experience. Weapons, and upgrades either found, purchased or made by gathering mats.
Guild wars 2 - same as WoW
Lord of the Rings Online - same as WoW
Star Wars The Old Republic - same as WoW
Elder Scrols Online - same as WoW

ED wants you to experience various aspects game to get upgrades all the upgrades you want. Does not mean that I personally like some of the things required to get the upgrades (like mining). But guess what, now we have the tech broker.

Also, the wake scanner was supposed to be a bounty hunter tool, to help bounty hunters to track their target. It’s pretty useless to every other profession. So why are you complaining that this part of the gameplay breaks your immersion?

All the games you listed prove my point. In WoW (never played WoW) you upgrade your character via experience. I'm guessing you can choose an upgrade path as you level up. I didn't mention money which is used to buy stuff but not upgrade.

To be clear, I don't want an experience system in ED. I'm fine with materials just as long as you can get everything you need by just doing whatever you enjoy doing in the game.

I was complaining because scanning wakes of big ships to upgrade my own ship doesn't really make any sense. It's kind of like going to your mechanic for an upgrade to your exhaust system and he asks you to go around collecting exhaust samples from other cars.

And shooting rocks doesn't make much sense either.

That's why shooting rocks and scanning wakes breaks my immersion.
 
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If you're a bounty hunter, you like bounty hunting. If you're a pirate, you like pirating. If you're a miner, you like mining. If you're an explorer you like exploring.

Upgrading your ship should happen naturally as a consequence of playing your role.

You should never be forced to change the way you play to achieve some specific objective.

I spent a few hours yesterday scanning wakes at a distribution center and shooting rocks looking for Arsenic on a planet. It was immersion breaking because my activity didn't fit my role (bounty hunter). Why am I scanning wakes or shooting rocks when I'm a bounty hunter?

I think we all want to be immersed in our respective roles. The activities we engage in should make sense based on our role.

Do you feel the game, as it is, allows you to remain immersed in your role? Do your actions feel convincing and believable based on your role?

I really agree with this, for example, my primary role in Elite (atleast for the little time I've been playing in my PS4 after playing it on my brother's Xbox over the December holidays) is that of an Explorer, sure I enjoy bounty hunting, but I just do it when I'm planning where to go next just to kill time, but if I want a better FSD I need to scan wakes, why would I want to scan wakes as an explorer? or get a better hull, I would need to kill other ships to get a hull reinforcement because of the materials, again I'm an explorer (albeit I'm always temped to arm myself even if the possibility of encountering someone 4kly away from the bubble is slim unless I'm going to Colonia through a popular route), I also feel I shouldn't have to change my main activity to progress as an explorer, I should be able to get the stuff I need by exploring, same if I want to be trader or a miner.
 
I actually did go exploring because the game asked me to. I would've never thought that I enjoy it but it was extremely fun and immersive. It was an awesome experience that I would've missed otherwise.

And with what OP is saying you can still do things out of your preferred way if you wanted to try new things, just that If you like bounty hunting for example you shouldn't be required to drive around looking for Arsenic but get it through bounty hunting, if you are a trader, you should get your FSD mats by trading which ironaclly it's probably the only "profession" that profits from it's own activity like OP is saying with the material rewards we have in place now for missions, a way to do this could be to integrate player economy without doing away with the game economy we have, you know If I want certain mats as a bounty hunter I could pay off a miner to get me the mats I need while he could pay me for some wake data for his FSD etc... it would make the game feel more alive in a sense, hell IRL that's called finding your niche as a freelancer, example IRL I'm an International Relations student, yet I'm also a writer, classmates pay me to do essays for them because I write better than them, just as I pay my best friend to cook lunch sometimes by helping her with her homework because I'm a better writer, she is a better cook even when I also like to cook and she also likes to write. Or how you pay your accountant to do your taxes while your boss pays you to file sales reports.

atleast that's the vibe I'm getting from OP
 
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Because we could blaze our own trail which isn't one of the core ideas of the game.

I want to play as a Hunter. I need these skill upgrades earned through experience points.

Craft Arrows - Hunting Skill. ...

Tag Enemies / Tag Animals - Hunting Skill. ...

Extra Health - Survival Skill. ...

Tame Cunning Beasts - Beast Master Skill. ...

Beast Rider - Fighting Skill.

valid for a kind of 0BC hunter way, not even valid anymore for today, even less for a 3304 AD.

Frontiers "future" simulation fails by adding medieval/fantasy MMO style of game mechanics making most poeple look like retards not finding the most simple solutions with the technology they have available in 3304.
 
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I don't have a problem with the current methods of gathering items, what I do have a problem with is the way they're implemented.

I like that the game gets me to try new things, to be fair I think that everyone should experience on different aspect the game has to offer.

The RNG game is way too strong, and while there's the big counter-argument of "it's only x rolls to max out now", the need for to grade mats has never been so high.

I've spent 6+ hrs a day for the last week, flying in space, looking for HGEs... I spent two days scanning wakes and maxed out on nearly all but what I wanted.

The only plus side is that I got so bored with flying mindlessly playing the eternal game of dice (coupled with a million little prerequisites and the literal alignment of the stars), I started back up at the gym. So yay? :D
 
For every problem put at least three different solutions, for every mystery put at least three clues.

Rpg game mastery 101. Yet FD seems to be on their way to reinvent and test all the good and terrible idea tested in gaming since 1984.

I'm more a necromancer lawyer type of guy.
 
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not sure how easy it would be to balance (so probably really hard)

but i guess if the mats needed for "piratey" upgrades came from piraty acts

if mats needed for exploration came from exploration acts

mats for improved trading from trading acts.

mats for mining improvements came from mining

and then mats for generic stuff came from multiple acts

then it would be like the OP asked, however i suppose the problem is the majority of the equipement in the game is useful for multiple play styles so the end result woudl be all mats would have to be gained from everything... and then there is the other argument that "different parts of elite have no identity it all feels the same" and homogonising the material rewards to be the same everywhere would absolutely make that 2nd argument worse.

the materials broker is FDs attempt to address this is guess.
 
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