Too often, the players who are complaining that the game is boring and grindy are the ones who are deliberately choosing the most boring and grindy gameplay because it's the latest exploit.
No, because you, and your expectations, are the problem.
The broader player base wants Halo in Space. Pass thanks.
Too often, the players who are complaining that the game is boring and grindy are the ones who are deliberately choosing the most boring and grindy gameplay because it's the latest exploit.
I don' think this problem can be solved, to be honest.
They're complaining about 'grind' because the activities are tedious, rather than fun.
Fun mechanics = no grinding complaints. Boring mechanics, your forums look like this one.
This is not a problem that denial can solve. It will not stop until it is addressed.
The way to eliminate (or at lest reduce) the grind is to make the related activities fun and engaging. I wouldn't mind USS hunting if it involved actual hunting. Some sort of mechanic where you actively scan the system, weed out false positives, triangulate the location of signals, figure out (roughly) what's in them before flying there, etc. You know, like actually playing a game instead of just mindlessly flying and waiting for the game to give you what you're looking for. In general, making the various tasks have active elements, some amount of challenge, and involve skills that you can hone would make them feel a lot less like a grind, and a lot more like playing a fun game element and also happening to get what you're looking for as a bonus.
The problem here is that Elite is incompatible with that idea. It is a game that basically consists of flying the ship through space, shooting stuff, hauling stuff and looking at stuff. So it all boils down to the question of whether you enjoy doing those four things (=fun gameplay) or not (=grind)
I really don't see any way of making flying through space more fun for people who don't enjoy flying through space. Do you?
There have been countless threads about this, but until people come with concrete ideas, simply stating that "mechanics are boring" (however it may be true) doesn't solve anything.
You mean like the wave scanner on the SRV?
Might point out that rock prospecting is pretty dull stuff. I rather cruise the USS dice roll myself, even though the wave scanner is brilliantly implemented, except we can't hear it well.
the game is the same if you play for 5 hours a week, or 5 hours a night. if it was setup to please the folk who play for 5 hours a week, the 5 hour a night folk would get bored pretty quickly.
TL;DR: you can please some of the folk some of the time, blah blah, blah.
So I've observed a decent portion of this forum is taken up with people complaining about the relentless grind. So what's the solution? Since engineers was introduced it feels the community of this game is polarised between people who like the grind (or at least defend it) and those who don't. I personally don't object to a bit of grind but I do really feel it's just too much in ED now. If I was 16 and could spend 5 hours a night flying around waiting for USS to spawn I would do that, but I'm 33 with a family and a job so can only spare a few hours each week. I want to be able to enjoy the game. Where I think (and It's just my opinion) FDev have made a big error is thinking engineers would be an optional process for players. In reality it has become a necessity to endure before you can do what you really want to.
Anyway, we all know there are differing opinions but in the aim of being reconciliary is there a solution that would suit all of us? Please don't one side tell the other it's their fault for not understanding the game and to stop playing. At the end of the day It's a product and FDev are a business. To tell paying customers it's their fault they aren't happy so they should go away is a suicidal business approach. If FDev change the product after I've paid for it and it materially alters it I'm legally entitled to a refund. Let's not encourage that kind of situation.
So - ideas to make the game more engaging to the broader player base? Let's keep it constructive if we can please.
Cheers.
I know what you mean, but people don't complain about the grind so much when it comes to The Witcher, Dark Souls, or even flippin Minecraft.. There is an objective understanding of what grind is, from a game designers point of view, and this game has heaps of it. Objectively.
It is a problem, that could be mitigated, but certainly won't be if we pretend it's not even a problem at all.https://www.gamasutra.com/blogs/Bric...g_in_Games.php
A Design Definition of Grinding
For a game designer, grinding can be defined as a part of the game that has both:
Incredibly strong Long Term Incentive to keep the player going forward
Base Mechanics and Punishment and Reward Systems that have already been mastered by the player
In a grind, the player wants to keep going. This is probably because they have already put a substantial amount of effort into the game, and they would like to see it through to the end. If a player has been planting veggies in FarmVille for weeks, and they are very close to being able to afford the barn, then they will be compelled to continue in order to make their previous effort worthwhile. This is an incredibly strong Long Term Incentive; a reward that will come to them in the future in exchange for action in the present.
But a powerful Long Term Incentive on its own doesn’t make it a grind. In addition the player must be performing the same actions over and over, actions that they have already mastered. Walking down a short hallway and opening a single door to find your friend isn’t a grind. Walking down the hallway for 30 minutes and then opening no less than 10 doors is a grind, because you will have already masted the activity long before you complete the challenge.
The new guardian blue prints are a great example of this. Took me about 5 or so hours to kit out the ship, get over there, collect enough mats, work out the puzzle and get a blue print. It was fun, challenging, atmospheric. But they can't stop there, this is elite. I have to do it another 7 times, for one weapon. Hours tacked on, that were not challenging, interesting.. or even atmospheric anymore. Just repetitive, walking down a hall way, repeatedly opening doors, to finally unlock the goal.
Yes, instant travel anywhere in the game with no hyperspace tunnel, no supercruise, no gliding down to planet surfaces, and no "loading screens". That would make them happy (until they start complaining about the menu grind) and would make me miserable.The problem here is that Elite is incompatible with that idea. It is a game that basically consists of flying the ship through space, shooting stuff, hauling stuff and looking at stuff. So it all boils down to the question of whether you enjoy doing those four things (=fun gameplay) or not (=grind)
I really don't see any way of making flying through space more fun for people who don't enjoy flying through space. Do you?
Sad thing is to many that would be an increase in grind, what they want is the mat drop or whatever.The way to eliminate (or at lest reduce) the grind is to make the related activities fun and engaging. I wouldn't mind USS hunting if it involved actual hunting. Some sort of mechanic where you actively scan the system, weed out false positives, triangulate the location of signals, figure out (roughly) what's in them before flying there, etc. You know, like actually playing a game instead of just mindlessly flying and waiting for the game to give you what you're looking for. In general, making the various tasks have active elements, some amount of challenge, and involve skills that you can hone would make them feel a lot less like a grind, and a lot more like playing a fun game element and also happening to get what you're looking for as a bonus.
The so called "solution" is that grind is the only gameplay you have in this game. There´s nothing to do after the "grind". And that´s why I don´t call it grind.