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This whole post just makes me want Frontier to hurry up and implement cave systems :O
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TBH, it doesn't really matter how the system is implemented if that's all the real change there is.
We need leader boards of records, and missions seeking out certain world's, personal narrative missions like "that HMC in system so and so you found 2 years ago, we've analysed it and it's quite unusual. Please go back and throw probes at it. Yes yes, 30kly is a long way to go, but these results look interesting"......some unique bacterial lifeform maybe. Which gets recorded and attributed to the commander.
That's how you make exploring more interesting and engaging in my opinion. By adding purpose beyond whatever self created goals you have. Let it *feel* like you are actually contributing to the galaxy knowledge. Let it then trigger CGs or further missions to collect samples and so on.
YMMV but that's the kind of thing I wanna see.
The idea that it becomes 'exploration' because...
we have to spend 5 minutes uncovering a system rather than 15 seconds is frankly laughable.
You're still going to be doing nothing more than cataloging, whatever the mechanism is, since there's nothing else to actually do with the information you expose.
This whole post just makes me want Frontier to hurry up and implement cave systems :O
From the OP. To be honest. 5 minutes is probably a great exaggeration in how quick it is, as the number of bodies in a system can run in the hundreds. And yes, it currently takes roughly 15 seconds to uncover (not explore) a system.Were do you get that we will have to spend 5 minutes or whatever? have you played the beta already? Are you now able to explore the system in 15 seconds?
It's also quite inaccurate.Today, to explore a system you have to do nothing. It seems that in the new update to explore a system you will have to do something... is a great improvement.
First things first, that post was just poking a bit of fun at your silly claim, a silly claim deserves a silly response. Second, of course it's based on subjective values. But the way you worded your claim was: "To an explorer, surely a planet is a planet.......something that is inherently very exciting to find". Doesn't sound very subjective to me. A player who isn't excited by finding rocky ball #23533 surely is not an explorer.Except that, to a botanist, no two trees are exactly alike. To a geologist, no two rocks are exactly alike. Maybe you have to be an actual scientist to understand that way of thinking? The point, though, is that all of you talking about planet "values" are basing that subjective view on planets as they are now. After all, who knows what high value information you might be missing out on-on those "barren" planets you currently dismiss-even without the ability to land on those planets (though I suspect 2019 might be the year we start seeing more planets opened up to us). So maybe time to reevaluate your valuations.
Only because the current gameplay hands it to you on a platter doesn't mean it wouldn't be a valid target for exploration with different gameplay.
This is true in isolation, but the problem is that it doesn't exist in isolation. That potential exploration target is also a key aspect in basic navigation, in finding mission and mining locations, and in the very fundamental taks of deciding what to even do with your time — where to direct your efforts (and this holds true even for explorers). As such, it cannot — indeed must not — be held hostage by some single niche activity. There are plenty of people who don't explore who'd be forced to if this was suddenly tied into an exploration mechanic, where it would just be a pointless and disjointed waste of time. Especially since it is wholly unnecessary and doesn't even address any kind of problem in the game.
There's a reason why so little is said or criticised about the new planet and surface scanning: because those only affect that niche that is already interested in doing that stuff. One of them is an effort to resolve a very specific game design problem, and the other almost even qualifies as new mechanics and new gameplay(!) There's still the issue that the latter will reintroduce the very problem the former tried to resolve but… oh well. Sooner or later you will have to actually travel to those planets, so it's debatable if it really qualifies as a problem to begin with.
We'll be revealing more details about Beyond - Chapter Four in the coming weeks and we can't wait to show you, but in the meantime, please post your feedback regarding Exploration in this thread and we'll try to respond to as many queries as we can.
This particular thread is not an area for debate between community members – it’s fine to read what others have put, but try to ensure your posts are directed at us rather than your fellow posters.
Lol; with which type of exploration interface though? NMS implemented the "torch" approach.. can get a bit annoying if you get lost in a large deep cave system and have run out of power on your terrain manipulator.
Those alternatives don't always exist though, so the reliance on the honk is still there — doubly so now that the bubble is changing shape and there are more and more things to do in the spaces between or just in going from one place to the next. And that's not even considering the significant time expenditure needed to use those alternatives. Regardless, the honk does not exist in isolation as an “explorer thing” — it touches on and has been incorporated in ton of different gameplay. As such, it should not be changed just because some unrelated part of exploration needs an update, at least not without pretty much a 1:1 replacement being slotted in to fill that shortfall — just because some explorers want slower gameplay does not mean everyone else should suffer from it too.I'd challenge the claim that everybody is being *forced* into this gameplay with the exception of (most) explorers. Standard gameplay does not rely on the "honk" - yes, it makes certain things quicker/easier, but there are alternatives. Such as scanning NavBeacons or purchasing the NavData beforehand (both of which I think enhance their respective gameplay loops; perhaps at the marginal cost of Cr-per-hour, but that is IMHO way OTT already anyway).
Well, the new probing is entirely optional - you will still get the same (in fact more) information with the proposed new scanner than you did with the old honk-and-fly-and-scan. The livestream also mentioned we'd get an indication during the scan-stage whether or not there'd be anything interesting to probe. Sure you'll still get the completionists who'll want to probe everything, but for the people chasing the shinies there -should- be enough information before embarking on a long SC journey.
This is true in isolation, but the problem is that it doesn't exist in isolation. That potential exploration target is also a key aspect in basic navigation, in finding mission and mining locations, and in the very fundamental taks of deciding what to even do with your time — where to direct your efforts (and this holds true even for explorers). As such, it cannot — indeed must not — be held hostage by some single niche activity. There are plenty of people who don't explore who'd be forced to if this was suddenly tied into an exploration mechanic, where it would just be a pointless and disjointed waste of time. Especially since it is wholly unnecessary and doesn't even address any kind of problem in the game.
There's a reason why so little is said or criticised about the new planet and surface scanning: because those only affect that niche that is already interested in doing that stuff. One of them is an effort to resolve a very specific game design problem, and the other almost even qualifies as new mechanics and new gameplay(!) There's still the issue that the latter will reintroduce the very problem the former tried to resolve but… oh well. Sooner or later you will have to actually travel to those planets, so it's debatable if it really qualifies as a problem to begin with.
Nope. Try again. This time, see if you can add an argument.So, you are not an explorer and you are angry because you don't want to do the explorer stuff to find your mission locations.
Nope. Try again. This time, see if you can add an argument.
Your “argument” relines on the incorrect premise in the first sentence, and further introduces additional incorrect premises just to make sure it's even less relevant. As such, it's not really applicable to either me or anything I said, and the rest I already addressed before you even made your post, but you somehow felt that wasn't what you wanted to go after, instead choosing this strawman approach.My argument was below that paragraph, you just need to keep reading.
Your “argument” relines on the incorrect premise in the first sentence.
As such, it's not really applicable to either me or anything I said, and the rest I already addressed before you even made your post, but you somehow felt that wasn't what you wanted to go after, instead choosing this strawman approach.
This is true in isolation, but the problem is that it doesn't exist in isolation. That potential exploration target is also a key aspect in basic navigation, in finding mission and mining locations, and in the very fundamental taks of deciding what to even do with your time — where to direct your efforts (and this holds true even for explorers). As such, it cannot — indeed must not — be held hostage by some single niche activity. There are plenty of people who don't explore who'd be forced to if this was suddenly tied into an exploration mechanic, where it would just be a pointless and disjointed waste of time. Especially since it is wholly unnecessary and doesn't even address any kind of problem in the game.
you just need to propose for a module that , while in supercruise and with a press of a button, links to the navigation beacon and gives you all the information you need.
No it doesn't. My argument is independent of you being an explorer or not, it's only related to what you said in your post.
…and to missions, mining, exploration itself, and indeed any activity (that being all of them) where you choose to direct your attention and effort. You conveniently skipped over the majority of that paragraph just to desperately cling on to your false premise and build your strawman from that.In this paragraph you link the exploration problem to navigation.
…which was never the suggestion, so you're not actually addressing or offering an argument that ties in with what I'm saying. In other words, it's a strawman, not an actual argument.So I tell you that if the problem is that link, instead of removing the new exploration
False premise; strawman; ad hominem, and just a generally idiotic statement irrespective of how smiley you want to be about it.Wow, I see why you hate exploration
“a module that […] links to the navigation beacon and gives you all the information you need.” — does not solve the problem, per previous explanations.
…and to missions, mining, exploration itself, and indeed any activity (that being all of them) where you choose to direct your attention and effort. You conveniently skipped over the majority of that paragraph just to desperately cling on to your false premise and build your strawman from that.
…which was never the suggestion, so you're not actually addressing or offering an argument that ties in with what I'm saying. In other words, it's a strawman, not an actual argument.
Actually the smiley was to point that I know that this sentence was a false premise, a strawman, an ad hominen and just a generally idiotic statement. Now that we agreed that we can just ignore this "joke", please clarify what you were suggesting and where did you explain something, because in the last messages you just played with words without providing any answer.<<...Wow, I see why you hate exploration...>>
False premise; strawman; ad hominem, and just a generally idiotic statement irrespective of how smiley you want to be about it.