Describe the minigame for me, I've never played it.
It's in the OP.
Describe the minigame for me, I've never played it.
I wish I could have what ever it is the majority of this thread are on, because sitting here sober as I am, the core changes to exploration look terrible.
As stated by the Devs, there's going to be no extra planetary information, so all they've done is stick two further time-walls in front of getting what we could already see (Initial honk, detailed surface scan) and called it content. From how I'm reading the thread, it's not really a new gameplay concept either, just a variation of the wave scanner-nose pointing found on the SRV. And they've also decided, now almost all the interesting locations in the galaxy have been reclaimed, to just allow a second wave of claiming over the first names and called that "mapping"...
Let me explain why these changes then are particularly depressing; the main frustration when flying huge distances across the galaxy is never knowing whether you've missed something special. Even now, you need to be on of E Ds Obsessives to want to sit there manually cross checking every variable on the planet's list just to see if it's beaten one of your records. But now, even finding a TYPE of planet is going to be a tedious search through all the hidden locations. Even knowing the habitable zone around each individual star class to try and narow down an ELW say is going to be a hideously boring endeavour when you can't possibly tell if one MIGHT be there now, and after scanning a hundred or more objects, finding there wasn't one and you have to do it all again in the next system.
Meanwhile if you did exploration under the current system, you've likely lodged all your discoveries with various player organisations; and I already had the miserable experience of discovering that my own posted forum names for what I'd found had been over-written in various tools because I wasn't aware of one particular mapping group. Now, there'll be another wave of explorers using the lists you contributed too to go out there and "map" your items in game too.
FDev have GOT to stop listening to the kind of MMO player that thinks grind is the same as achievement (usually because they're time rich and quality-unconcerned; just make stuff off putting and slow so they can power through it obsessively and then feel they've done something above average)... What makes the POI changes a genuine improvement is that it makes finding them both simpler and more fulfilling. The Exploration changes however go in the complete opposite direction, and that makes them slower, finicky and thus terrible.
And then you add ammunition on top of this?! Why? Just... why? Yes, to try and give more purpose to equally dull as dishwater gameplay, like SRV hunting for minerals... but you should be making the core content better; make mining more fun for miners, and improve exploration for explorers, don't make them have to break off travelling to land, and hunt for rocks just so they can do what they used to be able to do with a press of a button!
I could sit here and try to explain how it could have been done so much better; but what's the point? If we're at the feedback stage, the design work is almost certainly locked in stone now. Some variant of this terrible system is on the way. What a shame. Fortunately I've already been to Beagle, so I wasn't planning any new expeditions... and now I can see I likely would never have completed another one again with this system.
Yeah, that's the forum for you. FD can't win, ever (though tbh most of the time they shouldn't). Even when they get it right, there will be salt. If they get it very right, there'll be almost as much salt as if they get it very wrong.
tl;dr No good deed goes unpunished.
Are pages 90 and 91 on this thread blank for anyone else? Just want to check there's nothing weird going on, on my end.
Just page 91 for me.
I am someone. I care [sad]I think what really ticks you of is that no one actually cares about your playstyle.![]()
It's got nothing to do with credits.
It's about the value of the gameplay and how changing it affects our enjoyment of the game.
Can you imagine the salt if combat pilots had to play a minigame to decode a ship's IFF transponder to determine if it was wanted?
That's how it feels to some of us.
Unless something has changed over night you do have to scan a ship (IFF transponder or not) to see if its wanted.
Describe the minigame for me, I've never played it.
It's in the OP.
I am someone. I care [sad]
I am someone. I care [sad]
Ziggy Stardust, more than meets the eyeBut we only have your word for that... And how can we know that you're not a thargoid in disguise?
As far as I can tell SRV is an instance unlike SLF. SLF uses the same instance as your ship whereas SRV has it's own. That is why you are not allowed to multicrew on wheels yet. They may have to move the ship instance to a more seamless single instance with SRV to achieve that but it alone may put heavy hindrance on the servers and gameplay performance.
That is one of the problems that they are trying to figure out for all these years I reckon while working on space legs. Best course of action would've been to program the game in a seamless universe to begin with like NMS. All they would have to do would be to add props,etc on an already set up seamless universe.
Yeah, I remember... I'm not that old yet. [noob]
As far as I can tell SRV is an instance unlike SLF. SLF uses the same instance as your ship whereas SRV has it's own. That is why you are not allowed to multicrew on wheels yet. They may have to move the ship instance to a more seamless single instance with SRV to achieve that but it alone may put heavy hindrance on the servers and gameplay performance.
That is one of the problems that they are trying to figure out for all these years I reckon while working on space legs. Best course of action would've been to program the game in a seamless universe to begin with like NMS. All they would have to do would be to add props,etc on an already set up seamless universe.