Guardian FSD booster question

Sshhh... quiet! You don't want them to change it. Their solution will be to disable the respawning and force us to do the puzzle on 8 different sites ;)

As long as we get 8 different sites, possibly with 8 different puzzles, (as opposed to 3 copies of the same site in different locations), I'm fine with that.
 
As long as we get 8 different sites, possibly with 8 different puzzles, (as opposed to 3 copies of the same site in different locations), I'm fine with that.

Does shooting 6 pillars in any order count as a puzzle ?

Geez. FDev is terrible at quest design. Side quests of games like the Witcher or Skyrim are like a full light-year ahead of all this.
They really need to change perspective and treat the game like an open world adventure game instead of a grindy Korean MMO.

I don't know, hire a bunch of writers, competent people in quest design and maybe a GM or two. This is maddening. It's like watching
Frontier stubornly insisting in inventing the "improved" square wheels of open adventure games and insisting that dragging the cart is working
as intented while everyone else is coasting along in their riding coaches.

Snatching defeat from the jaws of victory is pretty apt here.
 
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This is the Personal Narrative FD mentioned?

I will once again raise the matter of the needless introduction of yet new specific materials and specific tasks just for an FSD related module? I see no reason why this module couldn't have just been a regular (non-Guardian) module (or utility) obtained via the already massive list of materials within the game? It just smells of needing to get as much worth out of Guardian Base assets as possible, not matter how shallow/clunky the outcome.

I have no issues with needing to go to the guardian ruins/bases to get these assets, but having to do the exact same thing 11 times or whatever it is, is not the best idea. It should have been done via a good chained mission system which ended up at the guardian ruins which gets you one of the guardian blueprints. There should be a number of these procedurally generated that are all slightly different for each guardian item and generated in the system you are at. That would be a personal narative.

I like Obsidian Ant video on orrery map missions: https://www.youtube.com/watch?v=NKeBINzlsdI

Something like this that link various gameplay elements together is what is needed.
 
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I have no issues with needing to go to the guardian ruins/bases to get these assets, but having to do the exact same thing 11 times or whatever it is, is not the best idea. It should have been done via a good chained mission system which ended up at the guardian ruins which gets you one of the guardian blueprints. There should be a number of these procedurally generated that are all slightly different for each guardian item and generated in the system you are at. That would be a personal narative.

I like Obsidian Ant video on orrery map missions: https://www.youtube.com/watch?v=NKeBINzlsdI

Something like this that link various gameplay elements together is what is needed.

Indeed. Daisy chaining sites with a rule of 3, i.e. for each visited sites, you get clues for 3 new sites where there is data you don't have, would be fantastic.

As would be having real puzzles instead of just shooting pilars and making sure that the players don't need to repeat the puzzles to access the guardian modules
but will get there organically just by completing the mission.

RPG quest design 101 stuff really. Used in most open world adventure games since like, 15 years.

I wonder if it's a problem of skill (not having the trained people to do it) or design (deliberatly choosing not to do the above because someone up there is convinced
that square wheels work best)
 
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Indeed. Daisy chaining sites with a rule of 3, i.e. for each visited sites, you get clues for 3 new sites where there is data you don't have, would be fantastic.

As would be having real puzzles instead of just shooting pilars and making sure that the players don't need to repeat the puzzles to access the guardian modules
but will get there organically just by completing the mission.

RPG quest design 101 stuff really. Used in most open world adventure games since like, 15 years.

I wonder if it's a problem of skill (not having the trained people to do it) or design (deliberatly choosing not to do the above because someone up there is convinced
that square wheels work best)

I have no idea, but it is really frustrating. The mission system is already in place with chained missions and wrinkes to generate these kind of missions/quests. Why are they not using them. I just don't get it. Maybe we will see something like this in Q4, but I am not keeping my hopes up. I thought chained missions would turn into something like that.
 
I have no idea, but it is really frustrating. The mission system is already in place with chained missions and wrinkes to generate these kind of missions/quests. Why are they not using them. I just don't get it. Maybe we will see something like this in Q4, but I am not keeping my hopes up. I though chained missions would turn into something like that.

It's maddening really. I do hope it's a code thing that need refactoring/redesign. Because if it's skill problem it won't get fixed for Q4, and if it's a high-up
designer problem, it won't get fixed ever barring scathing reviews of a flagship feature release and/or cratering sales.

For anyone who has designed quests/campaigns for RPG's it's really painfull to watch.
 
Sshhh... quiet! You don't want them to change it. Their solution will be to disable the respawning and force us to do the puzzle on 8 different sites ;)

That would be preferable imho. Add some hostile aliens on the journey between the bases, a chance to find something unexpected and you may even end up with some actual game design. ;)
 
That would be preferable imho. Add some hostile aliens on the journey between the bases, a chance to find something unexpected and you may even end up with some actual game design. ;)

I agree to be honest. It would be gameplay instead of people just logging of and on all the time.
 
To those concerned about "grinding their nuts off" (ow, btw). You only have to unlock it once and the mats aren't that bad. You get tons of guardian knick knacks while getting the blueprint fragments.

Let me get this straight, please.

I unlock it once, all this Guardian FSD boost thingy, and from that moment I can buy whichever class I want for all my ships, multiple times and all?

Like "now I'm in the know"?
 
That would be preferable imho. Add some hostile aliens on the journey between the bases, a chance to find something unexpected and you may even end up with some actual game design. ;)

Stop right here. It starts to make too much sense.

Damn. Imagine investigating guardian sites and while going to the next getting hyperdicted and then chased by thargoid marauders above the site in an ambush.
Or stumbling on a smuggler stash of ancient jewels and relics, calling the ship to haul in the cargo with the crane built in the SRV bay.

Oh wait... it was all a dream. Sorry.

I guess we'll better get used to "Just use our imagination" Eh.
 
Let me get this straight, please.

I unlock it once, all this Guardian FSD boost thingy, and from that moment I can buy whichever class I want for all my ships, multiple times and all?

Like "now I'm in the know"?

Exactly.
 
Let me get this straight, please.

I unlock it once, all this Guardian FSD boost thingy, and from that moment I can buy whichever class I want for all my ships, multiple times and all?

Like "now I'm in the know"?

Yes. Each piece of Guardian tech has an unlock requirement (what you have to give the Guardian Technology Broker), and you only have to pay that once. After a piece of tech is unlocked, it's just a credit price to buy from Outfitting, like any other module. Although the number of stations that sell them is limited...
 
The worst part is that you have to complete the guardian puzzle and it nets you either 1 weapon blueprint or a module blueprint. And I personally have to travel 1kly to get to the nearest site.

Ahhhh. You poor thing! Did you just expect them to hand this to you? The nearest site is only 780ly from Shinra - buy a shuttle dbx and pack 4 srv in there. Spend 1 day collecting these things away from your fdl and poof. You can get one.
 
You're kidding me? When will FD stop adding more and more and more modules, stats, magic side effects, weapons and upgrades and actually decide to instead just add more involved things to actually do with your ships...

Yeh choices are stupid. Please just let every ship carry every module in every situation.
 
Also, WHY ISN’T THIS A UTILITY MODULE?????? So now ships like the DBX with limited internal space are gimped as it ONCE AGAIN can’t fit all of the modules desired for deep space exploration!!!! I mean really Frontier, has anyone there even given this any thought at all from the players point of view?

Totally agree. This would be a much more interesting outfitting option for explorers if it where a utility module.
 
Totally agree. This would be a much more interesting outfitting option for explorers if it where a utility module.

It don't think it would be 'interesting' at all. It would just be a no-brainer option - just fit it and only use it if you need it.

Making it an outfitting choice means we have to consider the tradeoffs - which I personally find much more interesting.
 
It don't think it would be 'interesting' at all. It would just be a no-brainer option - just fit it and only use it if you need it.

Making it an outfitting choice means we have to consider the tradeoffs - which I personally find much more interesting.

The module clearly tries to make you choose your build carefully since it comes in 4 sizes for different ships.
 
I think the problem with making it an optional internal - and requiring a size 5 slot to gain the maximum benefit - is that, insofar as exploration ships are concerned, the biggest buff goes to the Anaconda. Which really did not need anymore buffing.

Open question - does the game really need an 83LY Anaconda? What can we do with it that we couldn't with 73LY? How many extra places can we get to? Not many I'd wager.

Alternative suggestion - make it a utility item rather than an optional internal, and furthermore limit the biggest benefit to lighter ships (cf enhanced performance thrusters). E.g. (I haven't checked ship masses so please don't shout at me):
  • Up to 100T - 10LY boost
  • Up to 150T - 8LY boost
  • Up to 200T - 6LY boost
  • Up to 250T - 4LY boost
  • Anything heavier - 2LY boost
 
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