My detailed feedback after a week out

I do personally think that when designing this new scanner, FD didn't actually know what explorers think makes a system interesting, and worth doing over and over without getting bored of it.

Right now, all it shows you is the planet types and what they're worth in credits. That's not it, i have six hundred million, it's the Stellar Forge that makes exploring fun to run through.

One very good example is orbital configurations, which are not shown in the FSS at all. If i wanted to specifically look for a moon orbiting extremely close to a gas giant, that's not possible in the new FSS without scanning the entire system, but i can do that just fine in the system map.

Another one is that just displaying "type of planet" is way too simplistic.
There is a huge difference between the very common icy dwarf planets, and those gargantuan ice worlds you sometimes find, but in the new scanner they would look the exact same, and i would very likely miss it because they aren't worth anything in CREDITS.

I am, on the average, positive to the new scanner, but a lot of the critique here is very valid and should be taken seriously.
It might have had a bug testing beta, but it is absolutely in need of revision.
 
And I can't buckyball. I'm unable to get past the feeling that THIS system might be the one with the shiny I've been hunting. And so I'm forced to fire up the FFSS and resolve at least some of the bodies. FOMO, I guess. And therein lies my biggest problem in the new mechanics.

This is me too. I'm finding myself full scanning every system I jump into now with the FSS because I just want to see if I'll find something interesting. It's very difficult for me to NOT full scan every system I jump into. I can't buckyball either.

It might have had a bug testing beta, but it is absolutely in need of revision.


I still believe that explorers got the short end of the stick development wise from Frontier. We didn't have a true feedback forum, we didn't have any back and forth communication early on in development. What we got was a many month delayed announcement thread, which by that time in the dev cycle was far too late to make any major changes or considerations. More communication and cooperation during the early dev phases might have helped to create a new system with a lot more general appeal.
 
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This is me too. I'm finding myself full scanning every system I jump into now with the FSS because I just want to see if I'll find something interesting. It's very difficult for me to NOT full scan every system I jump into. I can't buckyball either.



I still believe that explorers got the short end of the stick development wise from Frontier. We didn't have a true feedback forum, we didn't have any back and forth communication early on in development. What we got was a many month delayed announcement thread, which by that time in the dev cycle was far too late to make any major changes or considerations. More communication and cooperation during the early dev phases might have helped to create a new system with a lot more general appeal.

i still can't believe we had no FFF, although that said it made no difference to the QoL stuff for miners, limpetGate and hardpoint overload, all highlighted in FFF & ignored.

ED could be so much better thats the biggest frustration, a year of QoL where they introduced just as much new frustrations as they solved old ones :(
 
First off, it looks like a bit of clarification might be needed about what I meant with this part:
"Now, don't get me wrong, exploration before didn't require much in the way of skills either, and was rather tedious too: the crucial difference is that it didn't require my attention much, and since even if I found nothing interesting, I always progressed towards my goals at a decent pace, it didn't make me feel like I was wasting my time."

That should have been "the crucial difference is that while still tedious, it didn't require my attention much." (I'll edit this in, but didn't want to make a stealth edit.) Put another way: it was still pretty bad, but at least it wasn't as annoying. I do enjoy it if an activity captures my attention naturally, like core mining does - but the FSS doesn't. It forces more of my attention, on a tedious task. I don't really want to pay attention to point-and-clicking just to discover the information we used to have before.
If you enjoy the mini-game, that's good for you. Personally, I don't. Diff'rent strokes for diff'rent folks - there isn't much to discuss on that.

So, moving on...

A bit more about the biological POIs. Having read the thread about the (lack of) new content, I decided to fire up my alt account that's still out there, check the region I was in, and see what organics have been discovered there. Turns out there are anemones around class B stars. So, time to target one! The very first such system that I checked had them already. So I guess I was either very lucky on this, or Frontier decided to "game" the system a bit, and seeded stuff to very specific places. Which also would explain just why we haven't been finding more Guardian and Thargoid stuff: they have their - rather tiny - defined areas, and we have no more clues about where more such areas might be. If there even are any. But if I wanted to look for biological POIs, I could follow in the footsteps of those who have found some already.
However, having seen the anemones up close... They are pretty, and the glow can be nice, but well, that was it. Seen them once, seen them all. They could make for some good background scenery to spice up some nice views - but said nice views are procedurally generated. The galaxy is the meat, the POIs can be a bit of spice on top of that.

Another interesting piece of news. Using methodical scanning, someone has found a new Thargoid surface base that was unknown so far... in the Pleiades. So technically, you can find new alien stuff out there, so long as they are in the already well-defined areas. I guess new ones simply aren't ready yet. (No rumours, after all.) Same goes for Guardian stuff, I imagine. It's still odd that none of the far-flung Guardian mini-bubbles have structures nor beacons. As for human POIs? Near the two bubbles.


In any case then, there's a lack of new content. The FSS interface is noticeably rushed, and of poor quality: Jimbeau made some excellent points there, and well, I could go on about the errors it has, but I'd rather not have to pop a handful of chill pills ;) However, by and large, Frontier's interface guys do some pretty good work over time. (I mean, compare the interfaces we have now to what we used to have around the beginnings of the game. Or well, this isn't to knock on the latest game in the X series, but what struck me first there was "wow, I've gotten used to Elite having much better interfaces".) That's time that they didn't seem to have now. Mengy summed this up nicely. I believe that most of the work had gone into the backends for the Codex, then the DSS because that one's concept was easier to do, and the FSS was rushed together because they had to make a Q4 deadline. I suppose that delaying the entire exploration update wasn't an option.

Honestly, given the quality, and the lack of content so far, the new exploration tools feel like an Early Access version to me. In a released game. Sure, there are plenty of people who love to play EA stuff and are willing to put up with any and all flaws - that's just another matter of personal opinion, really. It was a bold move by Frontier, I'll give them that: the question is, how long will they stay in Early Access? (Or, to put it another way: when's the next major exploration update?) Perhaps it's also Early Access because we still can't land on many planets and look for stuff there.

One more point I wanted to make, prompted by Matt's "[...] I've had more fun in Excel trying to work out the new payouts for exploring than I have done actually exploring." There is one rather big benefit to me to people using the FSS to scan complete systems, and also it auto-scanning all stars in a system: far more crowdsourced data on bodies. I've had fun analysing what we had in the past already, and found out some stuff that I hope was useful to others as well. Even if I don't enjoy looking for stuff now, I'll still enjoy having much more data to work with. There are some questions I'll certainly revisit, like how it seemed that ELWs are more frequent outside the core, but ringed ELWs are better inside it, or ammonia worlds, and so on. Although it's more likely that instead of these, I'll be able to look at system make-ups instead. For example, I have been annoyed at peoples' tendencies to not even scan the main star in a system where they stopped to scan something, let alone other stars: no chance of this happening anymore.
Or, to sum it up another way: while the exploration game worsened for me, the meta-game has improved.


Oh, and one last bit, from AndrewCrisp's post: "[...] unless they're rich enough to afford a second account for their non-exploration wants." and "Again, some people deal with this by having more than one account; but I gather that the cost is almost the same as buying the game itself, and not all of us can afford to drop that kind of money more than once."
The game and Horizons go on sale fairly often, and on rather good ones too. It's even on a -75% sale right now, with both the game and Horizons costing five British pounds each. You can also get the Deluxe edition that comes with both plus a handful of paintjobs for ten. Of course, the matter of time investment still remains the same: however, if you want a decent ship kitted out for exploration, you can get that done quickly now. Some time ago, it took me five (or six?) hours to go from the starter Sidewinder to a DBX all kitted out and engineered to the maximum of what Ms. Farseer offers. Meanwhile, kitting out for combat, trading, mining etc does take longer.
So yeah, money-wise it costs the same as buying the game, and when the next expansion comes, you'll have to buy it as well (if it's good, that is!): but for secondary accounts, one can be patient and eventually get it on sale for much less than it would normally cost at release.
 
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I do personally think that when designing this new scanner, FD didn't actually know what explorers think makes a system interesting, and worth doing over and over without getting bored of it.

Dunno, I spent lord knows how many years reading people bemoaning the honk and scan and wanting something more in depth and involving with new tools and processes to find things. During all that time I never once read someone saying "Don't replace the honk, it will be missed".

If anything I'd say explorers didn't really know what they wanted, or at least they didn't want what they thought they did.
 
During all that time I never once read someone saying "Don't replace the honk, it will be missed".

Well, there kind of was during one of the Horizons betas, where there was a bug meaning that after the ADS honk, all bodies just showed as black spheres. There was a lot of commotion from people thinking that this was intended and would make it into the live build.
 
Dunno, I spent lord knows how many years reading people bemoaning the honk and scan and wanting something more in depth and involving with new tools and processes to find things. During all that time I never once read someone saying "Don't replace the honk, it will be missed".

In the ADS mega-thread from a couple of years ago there were numerous people saying exactly that (I know, I was one of them).
Unfortunately Sandro (I think) stated in that thread that he wanted to remove the honk, and that's ultimately what happened.
 
Well, there kind of was during one of the Horizons betas, where there was a bug meaning that after the ADS honk, all bodies just showed as black spheres. There was a lot of commotion from people thinking that this was intended and would make it into the live build.


you forget that people have the memory of a fish around here :(
 
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Well, there kind of was during one of the Horizons betas, where there was a bug meaning that after the ADS honk, all bodies just showed as black spheres. There was a lot of commotion from people thinking that this was intended and would make it into the live build.

That was the Beta. I was talking about the 3 years and countless posts before then.
 
In the ADS mega-thread from a couple of years ago there were numerous people saying exactly that (I know, I was one of them).
Unfortunately Sandro (I think) stated in that thread that he wanted to remove the honk, and that's ultimately what happened.

Ok, so in one thread some people didn't want it. Fair enough. But that's by no means representative of the hundreds of threads over all the time we've waited for an update to exploration. I'm not getting at anyone, just pointing out that the jump and honk was widely derided and had I been designing a new system I'd have probably gone down the same route.

That said, I'd be happy to see it return in some form, although as per my previous post it should perhaps be judged when we can land or fly into more planets than just ice and rock.
 
Dunno, I spent lord knows how many years reading people bemoaning the honk and scan and wanting something more in depth and involving with new tools and processes to find things. During all that time I never once read someone saying "Don't replace the honk, it will be missed".

If anything I'd say explorers didn't really know what they wanted, or at least they didn't want what they thought they did.

If some people are saying 'Bring back the honk', it's probably because they never envisaged it would be removed and be replaced by a mechanism that has also removed all the quick and visual identifying benefits of the said honk (strange layouts etc).
I'd say Explorers knew what they wanted, know what they don't want, and still think they know what they want.

I don't think the FSS is that far removed from it either. Myself, I can live with it to an extent. If they changed certain aspects, it could morph into something. It's just despite all discussion beforehand and during Beta, what has been implemented is not ideal, certainly favours the bubble and close proximity exploring (short termist) as opposed to the 'back of beyond' gone for weeks and weeks fraternity.
 
Agree 100% with the OP. The phrase "exploration has become more tedious, not less" pretty much sums it up.

The only possible way I would subject myself to doing the point at circles minigame over and over would be if the POIs would become much more interesting and justified the added layer of mindless boredom by themselves. But for that they would have to become more abundant but most importantly much more diverse. And they're neither.
 
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I don't mind the FSS so much. The extra few seconds to throttle back, check for ELW's and possible multiples of WW/AW's and then jump on. I can handle that.

You know you don't have to wait for the ship to throttle down to a standstill before entering the FSS? You can hit your throttle to zero button and open the DSS straight away.
 
If some people are saying 'Bring back the honk', it's probably because they never envisaged it would be removed and be replaced by a mechanism that has also removed all the quick and visual identifying benefits of the said honk (strange layouts etc).
I'd say Explorers knew what they wanted, know what they don't want, and still think they know what they want.

I don't think the FSS is that far removed from it either. Myself, I can live with it to an extent. If they changed certain aspects, it could morph into something. It's just despite all discussion beforehand and during Beta, what has been implemented is not ideal, certainly favours the bubble and close proximity exploring (short termist) as opposed to the 'back of beyond' gone for weeks and weeks fraternity.

Yeah, I'd go along with much of that.

Edit: well some explorers. It's fair to say for many this new system in proving enjoyable.
 
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Only one way to find out :)

If you have a go and have second thoughts, you can always turn back. If you don't have a go and have second thoughts, you either have to buckyball to catch up, or you'll regret not having gone.

On the other hand, if he decides to come back, buckyballing will be much worse than before, because he will see nothing but the main star for hundreds or thousands of jumps, depending on how further he got.

Buckyballing somewhere far never was a problem for me, as I would frequently notice something cool on the sysmap and off I went to check it out. That's not possible now, and travelling is now just a jump-scoop marathon.
 
@ Kenneth McGrew: funny you should mention mining. I tried core mining out just now, having heard of a gold rush, and honestly, searching for those fissured asteroids was more fun than searching for stuff via the FSS is.

Of course, flying your ship in an asteroid field looking for stuff is infinitely more engaging than pointing circles in a 2D board game, even if you don't like mining.
 
I don't think the FSS is that far removed from it either. Myself, I can live with it to an extent. If they changed certain aspects, it could morph into something. It's just despite all discussion beforehand and during Beta, what has been implemented is not ideal, certainly favours the bubble and close proximity exploring (short termist) as opposed to the 'back of beyond' gone for weeks and weeks fraternity.

Plenty of us who have issue with the current implementation of it are fine with the FSS in principle. that principle being that we only need to use it when we choose to, rather than needing to fully scan every system of a dozen planets in plain concentric orbits around a star, just to find out there's nothing we'd have stopped to look at in the old system. The black body sysmap from the old build ages back was a problem at the time, because the only way to discover what the planets were was to physically fly to them, meaning the kind of explorers who are looking for things like ELWs were screwed and had to fly to every planet. The new FSS system's ability to scan everything without moving, and filter out the specific planet types you are looking for, has resolved any issues those explorers may have had with it before, so reimplementing it now for systems outside the bubble doesn't seem like much of a stretch to ask.
 
Ok, so in one thread some people didn't want it. Fair enough. But that's by no means representative of the hundreds of threads over all the time we've waited for an update to exploration. I'm not getting at anyone, just pointing out that the jump and honk was widely derided and had I been designing a new system I'd have probably gone down the same route.

That said, I'd be happy to see it return in some form, although as per my previous post it should perhaps be judged when we can land or fly into more planets than just ice and rock.

Well you did say 'never once', so I just wanted to point out that I said it waaaay more than once :)
Plus, in any thread I've seen where somebody has suggested losing the ADS, I've pointed out the impact.
 
Of course, flying your ship in an asteroid field looking for stuff is infinitely more engaging than pointing circles in a 2D board game, even if you don't like mining.
Which leads to the question: what from the lessons learned there could be used to better exploration?

There is one issue that I rarely see raised, but I think is just as fundamental: interstellar travel in Elite is boring. Point at star, press jump, do absolutely nothing but look around or alt-tab out*, then arrive. If we could actually fly our ship through witch-space, much like we can through a ring (of asteroids), avoiding obstacles and looking for something, that in my opinion would be much better. There's plenty of potential and room for improvement in traversing the galaxy, yet all that has ever happened was that we got ever and ever increasing jump ranges. And for times when you want to survey an area of systems, you could still use the good old FSD jumps.



*: hyperdictions were done quite well because starting from when one starts, and once you get hit by the pulse, it turns the "do absolutely nothing" against you, to ramp up the tension.
 
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