Grind - can we solve the problem?

I agree with you here regarding purpose and reasons. For me that is one of the core components that is missing from the game. Even simple mechclanics won't feel unrewarding if you felt like there was a purpose behind it. Not that I don't want more complex interactions though. But they can only be done through the BGS making it more visual orientated (and I don't mean bar graphs).

Bingo.

Holy god that's two people agreed with in one day. I must be ill. :D
 
Anyone who qualifies for victim status, suffers or feels pain as a result of the way they play a video game (not harassment by other players, that's different) needs to take a long break or uninstall. It's pretty much proof positive of doing the optional entertainment thing wrong.

Stigbob, frontier introduced a system that rewarded pulling a lever, by offering a broken secondary. The more you pull the lever, the better the chance of wining the 'secondary' lottery; creating huge disparities in ship and module potential in the process. Pretending this is somehow only the fault of commanders, or that they are weak willed or 'just playing victim' or some such, isn't sensible. Frontier did this on purpose. And then defended it.

Frontier made a an error of judgment. It was well intentioned. And they did a lot of work. But they made a mistake in the approach; and it created a very toxic situation. It took a lot of effort for them to recognise this. A huge amount of damage was done by that system. Fobbing it off as some sort of mentally deficient commander issue, is just, well I don't even know where to start. So I won't.

I respect your point of view; I do not remotely agree with the summation, or have any interest in the hill you might be trying to take, however.

I'm simply glad the developer saw some sense finally, and removed the hook (secondaries) and the gambling wheel, and brought in the more consistent system that arguably was all anybody ever really wanted in the first place.
 
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Bingo.

Holy god that's two people agreed with in one day. I must be ill. :D

Make it three.

Better context for action should be a priority for the devs. It alleviate a lot of problems with simple gameplay loops/missions.

Hell, the witcher 3 managed to make fetch quests interesting and immersive just with good naratives/context for action.
 
Stigbob, frontier introduced a system that rewarded pulling a lever, by offering a broken secondary. The more you pull the lever, the better the chance of wining the 'secondary' lottery. Pretending this is somehow only the fault of commanders, isn't sensible. Frontier made a mistake. It was well intentioned. And they did a lot of work. But they made a mistake; and it created a very toxic situation.

It took a lot of effort for them to recognise this. A huge amount of damage was done by that system. You can take all the moral high-ground you want, m8. I don't really care. I won't be joining you on that hill.

I'm simply glad the developer saw some sense finally, and removed the hook (secondaries) and the gambling wheel, and brought in the more consistent system.

It's not a moral high ground thing, it's recognition that games work by providing a reward a kill, space-money, mats, permit, more rep whatever. If you over focus on one specific type of payout to the exclusion of all other things it's going to get old fast, even if you really enjoy doing that one thing. The payout itself will frequently be random, you can't control it but you can stack the odds in your favour as much as you can by going to the right type of system and having good rep with the locals. But the sheer number of times you do it is purely a personal choice, the odds always remain the same but any frustration you feel grows if you keep on at it. Without the dreaded RNG the whole game would be a lot more boring, FDEV have effectively limited engineer spanking by making that part of the game less exciting.

I think with the secondary's it was an inadvertent hook they didn't realize existed, similar to the random pet colours thing in Warframe where they found people were pounding money into it for no real reason other than it being a slot machine which some people just can't resist. Not so much a mistake as not anticipating a strange choice most people would never make.

Some people have poured their life savings into lottery tickets or one armed bandits, the cure for that isn't a gambling ban (admittedly that bits moral high ground).
 
It has probably already been said, but replacing the RNG of waiting for the right USS to come up would go a long way to improving things. A little mini game would be vastly preferable to sitting in supercruise for ages.
 
It's not a moral high ground thing, it's recognition that games work by providing a reward a kill, space-money, mats, permit, more rep whatever.

Sure; this doesn't require a lever that offers massive, game breaking advantage potential, the more you pull it, though. It never did. There are many ways the developer can achieve this, without pulling the roulette wheel out, and offering massive tactical advantage as the 'winning' number - all you have to do, is pull the lever. This wasn't accidental, mind. Need I remind you, those secondaries still exist in modules for as long as players retain them, and that could potentially be indefinitely.

That really doesn't have much to do with RNG or mechanics, per-se. It's a developer direction one. That's on Frontier, no less than the player. Trying to make this purely a player issue, I can't agree with; because ultimately we don't set the direction of the game, or what can be done. I think most people in the thread here aren't actually fundimentally against RNG and what not; just how extreme the developer can become. We just have to live with it, make the best of it, offer feedback in the hope of an improvement - or leave.

I personally think Frontier are trying very hard and have every chance of actually improving a lot of mechanics. But they have embraced repetition and RNG, to an almost unhealthy level and the resulting chaos as they start reworking it, is going to be a bit brutal imho. It's going to be a long (long) road for the developer. And the players, by extension.

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It has probably already been said, but replacing the RNG of waiting for the right USS to come up would go a long way to improving things. A little mini game would be vastly preferable to sitting in supercruise for ages.

This +1. Or also making SS persistent and spawning 5-7 of them when entering SC.

But a search mechanic that tied with the new exploration mechanics would indeed be a neat improvement. Then just make SS like HGEs part of missions.

Boom, problem solved : several SS from the get go in SC means finding something interesting is easier, persistent allow you to check one then an other one. If some are hidden and a search mechanics is in place it can also slow for "secrets/ hints" SS used as entry points for missions/ loot staches/ lore / elite puzzles.

SS like HGEs used as locations for missions means no RNG waiting timer, instead pick the mission and locate the hidden SS (for example) recover advanced medicines from a medical ship's wreck along with PIs and maybe toss in some surprise looters sometimes for good measure.

Voila ! Material collection integrated in the missions and BGS. RNJesus crap is gone, replaced by a search via scan mechanic.

Damn. That would be neat.
 
It has probably already been said, but replacing the RNG of waiting for the right USS to come up would go a long way to improving things. A little mini game would be vastly preferable to sitting in supercruise for ages.

When I'm after specific USS's I take a fighty ship with a bit of cargo space get into right type of system then just start dropping into any signal sources that appear. I play a mini game of claiming bounties scooping other mats/data/escape pods, and the frequent instance changes reset the RNG and I seem to get what I'm after faster. It's also fun.

Don't stare at the screen in supercruise waiting for just the one thing.
 
Let's take your "logic" even further. If you're playing a first person shooter, and you keep repeatedly shooting bad guys for hours, it's bound to get boring. Therefore the only sensible thing for the devs of this game to do is make shooting bad guys as un-enjoyable as possible to save players from themselves.

My first question would be: Why the frack am I sitting here repeatedly shooting bad guys anyway? lol

If an open world game sees players, in one tiny tiny corner doing nothing but shooting the same npc over and over and over and over..... then there's a design error there somewhere. Likely that one NPC has a 0.0001% higher drop rate on xyz than anything else maybe.. then as a developer I'd probably equal the drop rate across the board to prevent wasting the open world experience.

That's just me though... maybe it's a pretty corner [heart]
 
So, your answer to grind is to just simply not engage in the aspects of the game that require it. Which is fine, but if that was everyone's answer to the problem, then FDEV has just spent a whole lot of time implementing features that no one wants to use. Therefore, isn't the better answer to change the features so that people DO actually enjoy engaging with it? And if that's the better answer, then isn't what you're doing counterproductive - implying that people should just stop complaining?

No my answer to grind is approach it in a way that is fun and isn't at all grindy.

I'm not implying that people should stop complaining I'm openly saying that people should whinge less and alter their approach, because what they are doing obviously isn't working for them. Hence all the whinging.

It seems that you don't like the grind either, or you wouldn't be avoiding it. So why are your panties in a bunch when people complain about it? You could just say "I don't like it either, but I just avoid it." But no, you gotta tell everyone they're being dumb for wanting to engage with these aspect of the game but wanting them to be less grindy. How about you do you and let everyone else say what they want to say without your arrogant, condescending attacks?

No I don't like grind, that's why I find alternative approaches to exactly the same things.

Getting personal won't alter the fact you insist on doing things you don't like then whine that you don't like doing the thing you insist on doing. Your fault your problem.
 
When I'm after specific USS's I take a fighty ship with a bit of cargo space get into right type of system then just start dropping into any signal sources that appear. I play a mini game of claiming bounties scooping other mats/data/escape pods, and the frequent instance changes reset the RNG and I seem to get what I'm after faster. It's also fun.

Don't stare at the screen in supercruise waiting for just the one thing.

I agree with you. But having a better system with some semi-persistant USS's that have descriptive names, when you drop in on them you get a mission with good rewards and so on so they actually have some kind of purpose instead of just some ships sitting around for no reason waiting for your ship to arrive, and then throw in a few random ones as well for a bit of variety would be a much better and hopefully more fun.
 
I agree with you. But having a better system with some semi-persistant USS's that have descriptive names, when you drop in on them you get a mission with good rewards and so on so they actually have some kind of purpose instead of just some ships sitting around for no reason waiting for your ship to arrive, and then throw in a few random ones as well for a bit of variety would be a much better and hopefully more fun.

Sounds like fun, the more the merrier.

A possible issue with persistent/semi-persistent USS's would be Dav's Hope syndrome where people just sit there logging in and out and turn it into just another boring grind for themselves.
 
For sanity sake put the traders and shipyards at the engineers.
Allow more pinned blueprints, explorer build and combatbuild.
On menu give better info on engineers, like Inara, list all the modules and grades the engineer covers
 
Sure; this doesn't require a lever that offers massive, game breaking advantage potential, the more you pull it, though. It never did. There are many ways the developer can achieve this, without pulling the roulette wheel out, and offering massive tactical advantage as the 'winning' number - all you have to do, is pull the lever. This wasn't accidental, mind. Need I remind you, those secondaries still exist in modules for as long as players retain them, and that could potentially be indefinitely.

I'm slowly getting rid of legacy mods even with amazing secondary's, under the new system the primaries are usually so much better it's a worthwhile trade. For example my low heat sturdy railguns now generate a little more heat than they used to but the weight penalty is something like half as much and they both have the same reload speed. So it's an overall upgrade, I can also switch the experimentals at will which is a huge improvement.

That really doesn't have much to do with RNG or mechanics, per-se. It's a developer direction one. That's on Frontier, no less than the player. Trying to make this purely a player issue, I can't agree with; because ultimately we don't set the direction of the game, or what can be done. I think most people in the thread here aren't actually fundimentally against RNG and what not; just how extreme the developer can become. We just have to live with it, make the best of it, offer feedback in the hope of an improvement - or leave.

Glass half full, or half empty mines usually full. Or in the words of Bill Baily "is it used in a sacrificial context".

I personally think Frontier are trying very hard and have every chance of actually improving a lot of mechanics. But they have embraced repetition and RNG, to an almost unhealthy level and the resulting chaos as they start reworking it, is going to be a bit brutal imho. It's going to be a long (long) road for the developer. And the players, by extension.

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I tend to buy games for what they are after a bit of research and a demo wherever possible, rather than what they might become. I find it makes for happy gaming. Any improvements are just a bonus, never a vital must have.
 
When a game is funded by a kick starter, the devs kinda need people to buy-in based on what will be. When people do that, they get frustrated when they feel that what they helped fund is not delivered as described.
 
When a game is funded by a kick starter, the devs kinda need people to buy-in based on what will be. When people do that, they get frustrated when they feel that what they helped fund is not delivered as described.

Kickstarters are a gamble, I've been very lucky with the few I've backed and probably even luckier with the ones I avoided.

With ED I backed at gamma as soon as I logged out of the flyable demo.
 
Sounds like fun, the more the merrier.

A possible issue with persistent/semi-persistent USS's would be Dav's Hope syndrome where people just sit there logging in and out and turn it into just another boring grind for themselves.

If they were semi-persistant, once you have done the mission or whatever is needed to be done, then the USS disapears, so there could be no logging in and out to get stuff as the stuff would come from a mission. Once the mission is finished with the USS is gone.
 
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If they were semi-persistant. Once you have done the mission or whatever is needed to be done, then the USS disapears, so there could be no logging in and out to get stuff as the stuff would come from a mission. Once the mission is finished with the USS is gone.

That's how Eve's USS equivalent works, and I had a lot of fun with it. Scanning stuff down and interacting with it was probably my favorite activity in the game... Which makes Elite's USS system all the more frustrating.
 
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Jex =TE=

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However, none of that changes the fact that many of the mechanics of actually playing the game are designed to be drawn out, time consuming, repetitive grinds. It’s a common theme with the development of Elite Dangerous, to the point of being overbearing. Some people might not mind that and may even enjoy the mindless aspect of it, but many people do not. The very fact that so many people watch Netflix while playing Elite should be all the proof anyone needs that something is missing in Elite’s game mechanics design.

And it should be pointed out that non of these mechancis needed to be like this at all. PowerPlay could have been so much different - that is the definition of grindy. You could say "if you don't like it, don't play it" which would be a stupid thing to say - rather, make it an actual game.

Are there even a simple "escort ship from A to B" yet or any missions where you defend a space station?

None of the game mechanics had to be this way at all - FDev made them this way and they can be changed and revamped.

Also, think for a moment as to WHY after 4 years there's still no exploration content. Are FDev that unimaginative they can't think of anything to put in a 400 billion galaxy - it's almost a crime that given they made the game and touted the huge galaxy and then put nothing inside it. That doesn't even make sense to anyone with a hint of imagination.
 
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