The new exploration system

Well. If this is all they have added, I think No26 in EDSM will be available too. Looks like this epic exploration update will give me the perfect opportunity to see what the life in the Bubble is like. I might even start enjoying shooting things.

No, its not "all they added".
 
I'm not enjoying the novelty of it, even.
I knew I might struggle to see the benefits of the new scanning system over my beloved - yes, beloved - honk. But I thought I might enjoy the probe thing. But I don't, much.

I especially just don't get why a scanned body stays in its blue wireframe state even when you're using the external camera. It should look like a planet, not a graphic.
 
Overall I'm really liking the new exploration mechanics. It really makes me feel like a new discovery was a discovery; I had to work for it a little, and seeing the zoomed-in view of the planet and all the details about it really hammers that home for me. It feels a bit cumbersome right now, but I hope it'll become more natural as I get more used to it.

I especially just don't get why a scanned body stays in its blue wireframe state even when you're using the external camera. It should look like a planet, not a graphic.

You'll have to assign a key to toggle cockpit modes between "Analysis" and "Combat" modes. That took me a while yesterday to figure out! I was about to report it as a bug, but seeing that nobody else had posted it made me double-check. Turns out it's a feature.
 
Fortunately I did not have the connection issues others had, so I was able to spend a few hours in the beta last night.

My beta snapshot had me starting planetside where I had spent over 50 hours unsuccessfully trying to find the volcanism on the planet Cmdr Orvidius was circumnavigating. I spent about ten minutes messing setting up the new bindings, and got a pretty satisfying result. Naturally, the first thing I tried was using the new system to find the volcanism, and I was able to find it in a matter of minutes

Setting aside the expected learning curve, I found the experience so far to be different for sure, but not all that bad. Within half an hour, and maybe a dozen systems, the process started to feel natural and muscle memory started to build. There are aspects of my exploration routine that will have to change, but I tended to vary things anyway with different missions goals for myself, though I don't usually do things that rely almost entirely on sheer number of systems visited. I can see myself easily falling towards the completionist category in the future. I am still able to use the galaxy map exactly the same way I did before, and the majority of my exploration adventures have been based in the gal-map.

I am still trying to organize my thoughts on this, and will be spending a lot more time using it over the coming days, but my initial hot take over limited use is positive.
 
You'll have to assign a key to toggle cockpit modes between "Analysis" and "Combat" modes. That took me a while yesterday to figure out! I was about to report it as a bug, but seeing that nobody else had posted it made me double-check. Turns out it's a feature.
Ah, thank you!
 
I feel like it’s a mostly done deal.

I'm pretty sure it is, at least for now.

FD do look at metrics, and I think if they find that players aren't engaging with exploration as much as they'd hoped they might change it sometime in the future as they have with engineering. I do think their main goals with this update are (1) to make it possible and easier to find things that they will put out there, (2) reduce the need to spend long passive time in SC and passive scans and replace that with active game-play, both of which this update facilitates.

Whether they are concerned with players just exploring for the sake of uncovering the galaxy remains to be seen. But if they do want that and it doesn't happen, then I guess they might revisit it at some point.

The main issue it seems to me is whether the game-play is compelling enough to compensate for players having to (as I have said before) scan a body / system to find out whether it is of interest rather than scan a body because it is of interest.
 
Fortunately I did not have the connection issues others had, so I was able to spend a few hours in the beta last night.

My beta snapshot had me starting planetside where I had spent over 50 hours unsuccessfully trying to find the volcanism on the planet Cmdr Orvidius was circumnavigating. I spent about ten minutes messing setting up the new bindings, and got a pretty satisfying result. Naturally, the first thing I tried was using the new system to find the volcanism, and I was able to find it in a matter of minutes

Setting aside the expected learning curve, I found the experience so far to be different for sure, but not all that bad. Within half an hour, and maybe a dozen systems, the process started to feel natural and muscle memory started to build. There are aspects of my exploration routine that will have to change, but I tended to vary things anyway with different missions goals for myself, though I don't usually do things that rely almost entirely on sheer number of systems visited. I can see myself easily falling towards the completionist category in the future. I am still able to use the galaxy map exactly the same way I did before, and the majority of my exploration adventures have been based in the gal-map.

I am still trying to organize my thoughts on this, and will be spending a lot more time using it over the coming days, but my initial hot take over limited use is positive.

Some interesting points here, particularly powerful are the comments on finding the volcanism much more easily than relying on the MKI Eyeball modules we've had to use previously. Probably going to get ignored on this thread due to all the hate, but significant nonetheless.

Personally, I think the success of this feature is ultimately going to be determined by which players and how many of them that the new mechanics brings into the exploration fold, as opposed to a handful of old guard who refuse to let the game grow.
 
Personally, I think the success of this feature is ultimately going to be determined by which players and how many of them that the new mechanics brings into the exploration fold, as opposed to a handful of old guard who refuse to let the game grow.
Well, quite. It's clear the idea is to get more people exploring who perhaps haven't done it before. In any revolution there are casualties. Unfortunately the group I belong to is unlikely to remain unscathed, if at all. I'll certainly be looking at trying to change my style but whether it'll grab me enough to keep going like the old system did remains to be seen.
 
My concern with the new system is that it's quite complex to learn for a newcomer.

Most of us using the beta are quite experienced with keybindings, mouse controls etc., and juggling several screenshots of information.
I reckon that a new Commander will find the learning curve too much.

I'd argue for 2 versions of scanner (different modules) - one is the "simple" version which shows just stars, planets and gas giants - but less detail than present - and low credit rewards.
The other is what we have in the beta (with amendments as suggested).

Maybe force the player to hand in exploration data before changing modules to simplify calculations.
 
Personally, I think the success of this feature is ultimately going to be determined by which players and how many of them that the new mechanics brings into the exploration fold
Oh, it's going to bring in a lot of players, no doubt about that. Novelty is great for gaming. The real question is, how many will still explore a few months later?
 
Oh, it's going to bring in a lot of players, no doubt about that. Novelty is great for gaming. The real question is, how many will still explore a few months later?

I quit exploring because the current system was so vapid, and the new system at least has me interested in trying my hand at it again.
 
Trouble is that (a) I don't want to spend 10 minutes (or even 5) scanning just to get the system layout and (b) by heck it is BORING. Now, of course, people complain that honk & magic ADS is boring too. And, they are right. But it is - to me - a "good" sort of boring. One where I can be doing something else at the same time. With the FSS you have to give it your full attention to do it reasonably quickly.

I'm going to give it a bit longer, but so far after 50 systems today I really can't see the point. Without huge changes, I fully expect to be retiring my CMDR for good. If I want a game that requires my full attention then there are countless better ones out there.

Honestly, I went back and picked up NMS again today and the new update to that's holding my interest way more than ED's new exploration system could.

Maybe they need to have a system map at the start that just has placeholder objects if you haven't scanned them, so at least you'd know where everything is relative to eachother?

Yeah, this would be ideal. Then we'd only need to scan the one or two objects which show a sign of potentially being interesting every 50 systems or so.

i cant see myself scanning system after system to be fair, im trying to avoid beta now as its already wearing thin, i am genuinely looking forward to mining though, but you know hindsight... they had focused feedback to develop ideas, some good ones at that - exploration didn't, just a single thread where great ideas were buried fast

exploration may still exist for me i just cant find it appealing at the minute

i dont know, this may also be the point where i hang my boots up

Sorry to hear that, there's a lot of us feeling the same way.

Honestly I feel like a compromise is still the best way forward. The FSS is fantastic for detail scanning a system, it's been designed beautifully for that. But you shouldn't have to detail scan an entire system just to decide if you want to detail scan the entire system!!!!

In my opinion there needs to be a layer of quick info in between the honk and the FSS, and yes the best way to do that is to still have the honk provide the sys map. It doesn't need to be the full data map we get today, but simply a visual summary of how the system looks which allows a snap "should I stay or should I go" decision. I really feel like the honked sys map and new FSS could sit alongside each other just dandy without ruining anything in the new 3.3 mechanics.

Indeed, we've been saying this to death though, and here we are.

has it killed DW2 in its current format for some CMDRs aswell? i dont feel i can do it

It may have for me, and after I'd just jumped all the way back to the bubble to pick up a Guardian FSD booster for my Cutter, too...

Frontier kept delaying the exploration reveal, then cancelled the feedback forum, and waited until very close to beta to tell us what was going on. I don’t think they wanted our help in designing the new mechanics, and what we got was from a designers point of view but not an in game Elite Dangerous explorer’s POV.

Yeah, it feels like a right kick in the... flight suit zipper.

I'd argue for 2 versions of scanner (different modules) - one is the "simple" version which shows just stars, planets and gas giants - but less detail than present - and low credit rewards.
The other is what we have in the beta (with amendments as suggested).

Maybe force the player to hand in exploration data before changing modules to simplify calculations.

With some rather minor changes the new system could be much more versatile and inclusive to many more explorer styles without ruining the new stuff, but Frontier doesn’t seem to want to meet part way.

I think a lot of exploration vets won’t stick around after 3.3, because honestly the system wasn’t designed with the four year vets in mind. It’s more for the wanderers and credit chasers, the explorers who spend lots of time in each system. Traveling exploration got left by the wayside in the design room. A lot of us will adapt and change how we play the game, but many won’t. 3.3 is just too big a departure and an entirely different way of exploring.

It doesn’t need to be like this.

Truer words...

The new system isn't sensible, it isn't engaging, it isn't entertaining, it's just busywork pretending to be gameplay. It is, in a word, bad. If this is how it's going to be, my Cmdr will be hanging up his boots, too.

I think my biggest problems are two changes in direction. First, from launch till Q4, the motto was "Here's a whole galaxy for you to explore!" - now, in this new dark age of exploration (where many earlier kinds of finds will go dark), it'll be "Here are things we placed all over the whole galaxy for y'all to find!"

Second, things in exploration have shifted too much from "fly your ship" to "operate the FSS and DSS turrets" for my liking. The DSS isn't very bad, but the FSS is just too clunky, even after rebinding controls on my HOTAS. There are design problems with it though, and I don't think we'll see them changed during the beta.
Oh, and how "travel far and explore" changed to "travel far or explore".

As things are, from the very first reveal thread onward, it seems most everything was a done deal. Little wonder there was no focused feedback section. Unfortunately, the FSS stands out from the rest of the update, as it appears to me like it was hastily cobbled together in the last stretch.

Oh, and yeah, as Kenneth mentioned, I'll probably pull out of DW2 too. I'll wait until the update goes live to decide on that, but if I had to decide today, I would.

Yeah, it really feels like it was bashed together in a sort of "What can we make that's similar to the planetary surface scanning?" mindset as everything else approached being finished, and they'd not started on this yet.

The main issue it seems to me is whether the game-play is compelling enough to compensate for players having to (as I have said before) scan a body / system to find out whether it is of interest rather than scan a body because it is of interest.

Still the #1 issue.
 
I am not doing beta - can someone comment whether they have added any new POIs or anything else to justify the newly introduced time sink, please?

That was my hope too. That at least the POIs would be suficient in abundance, interest and most especially variety to make up for having to eat this turd sandwich...

Already did 1500ly on my way back to the bubble (was around 3Kly out on ther beta save), been using this thing after every jump to see if it at least becomes bearable with time and I don't have to toss aside this game (as having a real(ish) galaxy to explore was my primary motivation for playing it), and so far only seen the same old same old geysers, fumaroles, occasional lava spounts... Last planet with POIs I went down had over 20 geological POIs, but were all fumaroles. But the majority of planets still do not have a single POI.

So far, I feel like a neverending chore plus a pile of convoluted new controls/modes were added "just because" in exchange for absolutely nothing. Although it's possible that the fabled "new POIs" aren't yet in the game to avoid spoilers. Or not, I guess we'll know in a few weeks.

Another thing I just realized, is that after zooming in and out several hundreds of times (which would quickly turn into dozens of thousands of times If I had the will to keep doing this), I'm not even paying attention to what planets I'm finding anymore, I just take a quick look at the top right to see if "locations" changes to "none" and zoom out and onto the next, sometimes even before the planet finished turning from blobs into its actual form. Could have passed Raxxla or a planet with 80% of the rarest material and not even noticed...

Honestly I find it somewhat disconcerting that the devs cannot envision anything else to do while exploring space, the final frontier, the ultimate adventure that defies the limits of the imagination, other than pointing at planets to make a map.
 
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I'd call it a curate's egg, good in parts.

The biggest problem I have are that there are too many separate modes, all with separate key bindings. Not only this, but some of the modes don't have the bindings available that you'd expect.

Case in point, tuning. You can bind it to an analogue slider or on your joystick but it can't work in an absolute mode where the position of the slider/ determines the position on the dial. Instead it's operates the speed at which the dial moves, faster/slower, backwards or forwards. It feels as if the development team working upon this were thinking about game controller joysticks, possibly this was all they used.

With the probe system. I can use the mouse to steer the probe target but have to use the joystick button to fire the probe and there's no binding I can see to change this.

It just doesn't feel as if there was a holistic approach to the whole interface system. It seems as if multiple teams worked on the different parts but no-one stood back and thought about the thing as a progressive workflow.
 
Would any CMDRs be so kind to share your new key-bindings that you've found to provide an efficient/ergonomic way to handle all the new exploration inputs?
 
When I've found some I'll be able to help.

At the moment for the detailed surface scanning I'm having to aim with the mouse and fire with the joystick button as I can't see a way of binding it to the mouse button.
 
When I've found some I'll be able to help.

At the moment for the detailed surface scanning I'm having to aim with the mouse and fire with the joystick button as I can't see a way of binding it to the mouse button.
Bind mouse button as the second command for "fire primary weapon"?
 
Anyone else found that their bindings (mine are X56 HOTAS) have changed? Plus they have changed in the current non-BETA version also? :mad:
 
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