Agreed, but by point still stands, as ED most times only provides one way to do complete goals.
I don't know, that seems to me to be highly linked to how specific a goal someone is choosing for themselves. I'd also suggest that some things are very much an artefact of asking how to do things in, say, the quickest way, and then treating that as the only way. Take this, for example:
With regards to Guardians it makes you do the same task a number of times. Yes, you could change the site, but that will only change the background, the task will be the same.
If you were actually doing the Guardian stuff, that's going to take you to a variety of sites. The first site you find the pylon puzzle, you work the puzzle out there. You might even try it a couple more times to see what happens. Then you'll move on to another site. When you reach another one with pylons, you might do it again - the layouts probably going to be different so it's probably going to happen pretty naturally as you explore the site. And so on as you go to more sites. And there you go, the sense of having to repeat the puzzle isn't there as it's happened naturally, and you've picked up a load of mats while you've been doing it.
If people choose to instead not do the stuff in the more natural manner, and instead find ways to focus purely on getting mats as quickly as possible, there's got to be an acceptance that there's some consequences to that approach, one of which is that it might all feel forced (because it is being forced). Another consequence of that approach is that it is voluntarily disregarding a load of content, and content which arguably adds quite a bit of depth to the game, which ties back to the subject of the thread. Now if people take the responsibility for that and acknowledge that they are cutting themselves out of stuff then fine. If they cut themselves out of a load of stuff and then go on about the game lacking content or the game lacking depth, then that's a different matter. (Just to be clear, I'm talking in general terms here and not aiming that at anyone in particular.)
Diving deeper into the Guardian ruins mechanics, who can say with a straight face, that doing the "puzzle" is the most fun, they ever had? Combat it the SRV is just awkward, especially against "force shell" missiles. You know, designers of ego shooters went away from "screen flinching", which is basically the same effect.
I can say that doing the site(s) was fun. Going somewhere at that point completely new, very atmospheric, exploring the site, finding a load of new structures not seen at the Ancient Ruins, encountering some actual activity and resistance to intrusion, working out how to deal with those defences, discovering the pylons, working out that how to activate them, figuring out the last part with the relic, and activating the orb, and seeing some real activity in the sites whereas the Ancient Ruins were inactive. Yeah, it was pretty great actually!
So yeah, when it comes to the puzzle, in that context it was fun. It was also good to see the range of puzzles in the Guardian content fleshed out with something that could readily be worked out by most people on their own. (Everything prior to that either wasn't (and still isn't solved) or was only solved via huge community effort - there was nothing which could have been done by someone just on their own.)
Again, the exact nature of the goal and the approach taken has a considerable impact on how things seem.
You want to upgrade two shield boosters, one to G5 res augmented, the other one G5 HD. What mats to you need? I know the game provides that information, but doesn't it seem unnecessarily obscure?
Not really to me to be honest. Personally I expect to be playing as an independent pilot in the early 3300s, and I don't particularly expect the early 3300s to be orientated around allowing me to get and upgrade ships easily and conveniently. Now that's not to say that I wouldn't like to see it being made a bit more convenient, I hasten to add. If Inara wasn't around I would do what I've done in the past (and am doing to a certain extent with a new alt account) - make notes of what's needed, take screenshots, or take photos of it. And yes it would be good to have a way to record and check what mats are needed in game rather than out of game.
The rest of my view on it then has two angles:
- If ED was a finished game, then yes, I would think it's very daft that there's no in-game facility to make a record of what mats are needed for engineering (once you've unlocked the engineer and they've told you).
- As ED is game that we're playing while it's being developed, then it comes down to prioritisation, and as I can use the approaches I mentioned above or use Inara, I would say that there's a lot of other things which are more important and I'd rather they concentrated on those other things.
I was more onto the multiplayer part, due to the mentioning of DWE 2.
Fair enough. In that case there's the PGs. Fuel and Repair limpets. Wings (for joint travel and materials gathering if someone's lacking equipment). Squadrons (& squadron bookmarks). Multicrew (to join players out in the black, and for players out in the black to join things elsewhere).
That's off the top of my head while writing. Was there something else that you had in mind?