Sorry bud, this is a long discussion and things are going to get a bit mixed up here and there. But can we be clear with this point - I've not said there are things which can only be discovered via the FSS. I'm talking about probability and practicality, not absolute possibility.Thatchinho, there is nothing that cannot be discovered with either method.There are no things that only the FSS can discover.
Oh, is that right is it?If things only the FSS can discover are added:
Once it has been discovered by anyone, a player not using the FSS screen itself in the current version of the game will be able to find it without using the FSS Scanner Screen because whatever it is will have been tagged by another player.
Well luckily I've got a new Alt in the bubble, so I double checked something...
Pics or it didn't happen and all that.
I'm going straight to the correct body here, so please extrapolate this out to someone who doesn't know it's there...
1. Enter system. Get ADS style map.






But wait, I've just FSS scanned it, and what's this?!


(Genuine Spoiler below.)

Obviously some things do appear in the Codex, but where they do it's still only 1 location per region. If people rely on that, they're going to miss out on finding other locations, and on the possibility of finding Unreported things for themselves.
If they know that they're opting to miss out on things then fine. The point is that a lot of people would not have known. For a lot it would have not been a choice of that nature, and why should they have to miss out on things just because they didn't realise they'd would be missing out on things when they made their choice?In addition every player now has a built-in FSS to detect it with anyway, that they choose not to use it & miss out should be their choice to make.
Well as I said though it's not just about new stuff, it was also about all the existing stuff. The whole point I've been making has been about the disparity between the ADS mechanism as-it-was and the FSS mechanism as-it-is, and why it was never as simple as just having the Old alongside the New due to that disparity, and how people deal with change. I think I've been quite clear that I was never saying there weren't other alternatives.If the ADS-style mechanism isn't updated to allow the new things to be found this would be a conscious gameplay choice by FDev. They can simply update the whole game instead of only their preferred bit. This is not a big obstacle, and even if the decision to needlessly restrict player agency is taken once again this still does not justify removing the old stuff, which will still function to discover the core game assets.
Was it a previously undiscovered Barnacle? And do you mean you found it pre 3.3 or post 3.3?So far in the game, I have not done anything significant with the Thargoids. I've found a barnacle, killed a few scouts, that's it. I realise I need special weapons to take on a big Thargoid, if I wanted to take a pop at one I'd just fit the modules. I didn't find this out from meeting a Thargoid, I found it out by reading the module descriptions in outfitting & made a personal choice.
But with the outfitting point, you're someone who's very active on the forums. Could you honestly say that you're not at least partially informed
on that particular matter as a result? What do you think the position would be for someone who doesn't come to the forums or reddit/youtube/etc. ?
Come on now, can we please not go down the route of disregarding what I've actually been saying and claiming that my argument hinges on something completely different which isn't what I was saying, and isn't an implication of what I was saying.There are no scenarios that justify the removal of the old modules. Your argument hinges on FDev deciding that it is better for those stubborn few to not explore at all rather than to explore in a potentially limited fashion. This is a churlish stance that I do not believe FDev would take if they realised it could have been avoided.
Look, I've explained it a lot now, and despite that you still insist there's no scenario. Which is fine if it's a disagreement with what I'm actually saying, but it just seems odd when you're then citing reasons which invoke things which aren't part of what I said. There's a breakdown in communication somewhere, and honestly, I'm trying to avoid that as much as I can.
Let me try and put it another way in terms of what you said above...
If a problem could be avoided, but avoiding it would cause another problem, how would you decide what to do? And if you think the problem that would be caused is larger than the one that would be avoided, and act on that basis, is that churlish?
That all completely disregards everything about how people deal with change and how that interacts with this particular situation, and the consequences that result from that.So it boils down to this:
If it was a Design decision it failed, because the complete functionality remains in the game with an additional filter that stops it working if something isn't tagged. No code simplification, no reduction in complexity. They may as well have left the modules in & saved some time, and avoided frustrating some players.
If it was a Marketing decision it failed because no new sales will be generated by the removal of a gameplay feature, and no new sales would be lost by leaving it in. There was a cost with no benefit.
If it was an oversight it just needs to be corrected ASAP.
Whether they are added back into the game or not, there was no benefit to removing them, only a needless cost.
Disregarding that stuff is not going to help, because FD are not going to be obliged to similarly disregard it when considering their options and people's proposals. Seriously, please just consider what I'm saying here.