Low quality bait.
No one complains when an Anarchy faction/system brings on new IF Contacts. It's a matter of trade offs. Certain conditions have consequences. I really don't see a problem.
They want you to have a personal narrative/journey...
I want to put them through USMC Basic Training. See: Full Metal Jacket.![]()
Personally I don't see why Material Traders aren't in every station. I feel Frontier made a few missteps here, they scattered them around, and then made it so that the galaxy map only reveals them in systems you've visited. All this does is force us to use Inara. That's it. Nobody is flying around randomly docking at stations hoping to get lucky. Nobody. We try the galaxy map first, see if anything happens to be close. If nothing pops up, we immediately alt tab and look it up online. This system as been the oddest implementation of a time sink I've seen so far, and Elite has some strange ones.
Personally I don't see why Material Traders aren't in every station. I feel Frontier made a few missteps here, they scattered them around, and then made it so that the galaxy map only reveals them in systems you've visited. All this does is force us to use Inara. That's it. Nobody is flying around randomly docking at stations hoping to get lucky. Nobody. We try the galaxy map first, see if anything happens to be close. If nothing pops up, we immediately alt tab and look it up online. This system as been the oddest implementation of a time sink I've seen so far, and Elite has some strange ones.
Frontier seems to be under the persistent delusion that most people are happy to play that way: just fly around randomly, and be pleasantly surprised when you happen across something useful. That was one of their major flawed assumptions with their initial design for engineers, too. I don't get why they keep getting surprised by the same thing. Players enjoy player agency. We enjoy knowing what we want, and what we need to do to get it. Hell, a lot of elite is figuring out the ship you want, then working towards getting it. Why do the devs seem convinced we actually just want to roll dice, and just... I guess be amused at whatever said dice just give us?
You just described pretty well exactly how I play![]()
Relying on random outcomes to serve as game play is not good design. I know there's a segment of the community that loves to putt around and pretend stuff, but can't we all agree that having some player agency is better?
Isnt a Anarchy goverment a oxymoron?
I'm in favour of player agency, but my dissent for hyperbole overruled.
While we aren't rolling physical dice, consider how when the engineers first came out, there was even less in-game information on where to find a given material. The only info there was the flavor text description of the item, which often gave you no hint, or hinted completely incorrectly. The devs apparently thought this was fine. Just wander around in random systems, in random states, dropping in random types of USSs (which spawned randomly- shipping lanes etc. weren't a thing yet), until you happen to both get the right combination, and it randomly spawns the right material from it's internal random spawn table.
...which we then took to an engineer, got a random (with huge ranges) result from the blueprint, and had a random chance of also getting an experimental effect. Favors didn't exist yet. This is what was initially released. FDev spent considerable time designing and building this, presumably thinking it was all great up until the released it and saw the player base's reaction.