Grind - can we solve the problem?

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.
 
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No, because you, and your expectations, are the problem.



The broader player base wants Halo in Space. Pass thanks.

That's your opinion. Many people have another view - that many aspects of the game are pathetically and needlessly boring, and could be improved without a lot of effort.

3 stars and "mixed" reviews on Steam says it all.
 
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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.

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.
 
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I don' think this problem can be solved, to be honest.

We the players can't alleviate the grind in Elite, only Frontier can. It is an issue which could be addressed, but it has to be done at the feature design level.

For example, take the new tech brokers. To unlock all of their items you need to perform the Guardian Orb event a few dozen times. It's extremely repetitive, uninteresting, and mundane. A better way to design this would have been to have eight different Guardian blueprints, and every ruins can only grant you one type. Now to unlock one tech broker item could require three blueprints, another item would require three other blueprints, and so on, with a few blueprints overlapping items but not a lot. Now instead of doing the orb event 24 times at one ruin, you instead need to travel between eight or more different ruins but only perform the orb event at each one or two times. Now not only are you performing the orb event fewer times overall, but the tasks are broken up with a lot of other gameplay in the form of flying the ship, traveling to other star systems, locating other Guardian ruins, and so on. It's still a grind but a much more varied and engaging one, MUCH more.

It's all about game design and how mechanics are created. Grind itself isn't a bad thing, as long as you break up the grinding with other tasks and keep it varied. Currently Elite fails at this in many regards.
 
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 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.
 
No.

This is the game Frontier want. That's all that matters to Frontier; that it's doing what is intended. Repeatedly. Many, many (many) times. Good to chat.
 
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Can 'grind' be eliminated from the game, short answer is no, long answer is NNNNNOOOOOOOO

In my humble opinion it is because there is not definite explanation of what grind is. To one person, the mere thought of SC is defined grind, to someone else it is a vital and enjoyable aspect of the game. Some players enjoy hooning around a planet looking for rocks, others will consider it just north of a root canal with a cross-eyed dentist.

Can something be done to mitigate the overall sense of grind in the game: of course it can. A better mechanism for finding USS (as mentioned above, scanners etc.), no more silly 'scan this thing 24 times to get one item in return' type of missions. Better missions, especially the chained follow-up missions based on the players mission history. I seem to always yet an assassination mission as a followup, but I have never once taken an assassination mission - it doesn't make sense! Make the universe more dangerous, even in Solo. For example, a High Sec system should be a very safe place if you abide by the law, insta-death if you don't. And work that down to Anarchy where anything goes and everyone is open game.

The other problem is that Elite is totally open ended with no real reward. As a player progresses up they are awarded more credits to buy better or more ships. The player even gets to call themselves different titles as they progress through the Pilot Federation and Fed/Emp ranks - but they don't mean anything except access to a few things that every player can get if they play long enough. But for so many players who have been raised on lineal games with instant rewards for every minor action, the way Elite plays is totally alien - they just don't know what they are playing for. So anything they are doing for, in their mind, no reward is automatically considered GRIND.
 
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.

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 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.

It doesn't have to be 100% procedural. They could easily lay military campaigns with actual objectives to contest and flash calls for action (for example) over the top and it would be scaleable and repeatable (low time investment) and add a lot of interest.

I think they eventually will, because the demand is clearly there. If you look back it is clearly the non-procedural content that has generated the most interest, for example the unknown probe mystery.

The terrible attraction of RNG, if course, is that its cheap.
 
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.

I was thinking more like the scanning system in Eve online's scanning system.
 
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.

Well, pretty much what this guy said..

But aside from that OP; how many games can you name where you can do pretty much whatever you want with the limited real life time you -and many of us- have available?

And I am trying to be constructive here. You can do anything you want in this game without engineers aside from full-blown pvp.
I really don't get your point to be honest.

I'm not saying there's not a lot to be improved mind you, like a bubble that feels more alive, or a realistic economy, for exemple. But again, there are very few games I know were you can go straight out and do whatever the hell you feel like. This is it.
 
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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.

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.
 
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.
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.
It is a problem, that could be mitigated, but certainly won't be if we pretend it's not even a problem at all.

This sums it up quite well.
There is no immersion in power up 6 towers, shoot down a few sentinels, scan the last one, get one fragment, log off, repeat.
I've done it 12 times already, need 10 more. Not really something I'm excited to do, just want to unlock those weapons in case I decide that I want to go 'Goid hunting.
Repeating the same pattern for 22 times is not really immersive. Especially not if it involves a log off/log in.

Same thing with Skimmer massacre missions. Kill what's there, log off, log in, repeat. Not very immersive.
 
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?
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.

That's why I posted a suggestion for "Elite Arcade", for the players who just want to turn ED into another PvP shoot'em up.
 
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.
Sad thing is to many that would be an increase in grind, what they want is the mat drop or whatever.
The usual suspects would see all that extra game play as wasting their time in getting x, y and z to engineer/unlock/whatever their uberpvp-ship (for exapmple).
Basically I don't think it is possible for FDEV to win.
 
1. Some players grind
2. Some players don't.
3. Some players grind and enjoy it.
4. Some players grind and hate it.

Bad luck if you belong to the 4th category. Question arises, why are you doing it anyway, though?
 
People can't help themselves. Even if there were a plethora of different ways to get something, loads of variation, great and deep gameplay, people will still grind out the easiest and fastest method to get something and then complain about the grind after they have done so.

There is nothing that can be done for these people.
 
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We players can't solve the grind, we are not the developers. And the developers don't want to, because, in the end, when you're done with the grind, there's nothing more to do, there is no game. So to keep us players playing, the developers need to constantly throw new carrots at us to chase after. Exclude the few special snowflakes that just enjoy to be. There was a time where FD had to see that most players had assembled their fleets and lost interest. Cue in engineers. Now those fleets were large invalidated and had to be engineered. But eventually that was achieved, the fleets fully engineered. Cue in the engineer revamp. This is to date the worst grind ever. Upgrading a whole fleet to 3.0 engineering standards is spirit breakingly terrible for the stupendous amounts of material required. I already fear the next thing FD come up with that nudges us to revamp our fleets yet a fourth time.
 
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.


This.

Imagine if they increase the availability of the mats tenfold, hundredfold. HG USS popping up all the time and in there you'll find 50 grade 5's. We'll all be maxing out our fleets in a couple of days - and then what? "Give us content, space legs..." etc etc. This way at least we have something to do.
 
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