"A mile wide but an inch deep."

Guest193293

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Um, whether the POI is a crashed ship with canisters of tea, or a crashed ship with canisters of bio waste. . . its the same procedurally generated POI, with absolutely no exploration value whatsoever.

I mean, Christ! Do you have to know every strain of cucumber to know its just water disguised as fruit?

Honestly, I go back to my point about intellect being a contributing factor.

False, shipwrecks are static and persistent unlike POI.
 
False, shipwrecks are static and persistent unlike POI.
Not sure that's correct? Unless youre being pedantic about the term shipwreck/crashed ship. . .

And even if it is correct, the point remains valid. Its the same old junk under a different name.
 
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Staying with the nautical theme; I bought some fish and and a fish tank the other day, filled it with water and all they seem to do is, swim about :(
 
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I did linked what I wrote for a reason, everything is indicated.

From your link on POI's. . .

"Points of Interest (POIs) are encounters on the surface of planets and moons. They are not always persistent.

POI types
These are some POI types.

Ship wreckage. If any Cargo Canisters or Occupied Escape Pods survived the ship's destruction, they count as legal Salvage. A Cargo Rack containing Materials may be present too."

Nothing mentioning whether wreckages are persistent or not. So not sure what you're alluding to.
 

Guest193293

G
From your link on POI's. . .

"Points of Interest (POIs) are encounters on the surface of planets and moons. They are not always persistent.

POI types
These are some POI types.

Ship wreckage. If any Cargo Canisters or Occupied Escape Pods survived the ship's destruction, they count as legal Salvage. A Cargo Rack containing Materials may be present too."

Nothing mentioning whether wreckages are persistent or not. So not sure what you're alluding to.

My mistake, seems like it is on it's own; https://elite-dangerous.fandom.com/wiki/Shipwreck
 
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So, different to what I was talking about.

There seem to be 23 shipwrecks you are talking about. 23 in 15,779,775 discovered systems. So much to discover ;)

Yeah, but not all of those 23 are actually different. I know of at least three which are the same assets but chucked around the place a bit differently.
 

Guest193293

G
So, different to what I was talking about.

There seem to be 23 shipwrecks you are talking about. 23 in 15,779,775 discovered systems. So much to discover ;)

Curious to know what you would like in the game, theme park by any chance? seeing and solving things fast?
 
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Curious to know what you would like in the game, theme park by any chance? seeing and solving things fast?
That isn't was this discussion is about. Exploration content is very thin, that is it. I wonder what people expect from space legs regarding exploration? It will be as shallow.
 
First of all, you have to fly away from the bubble 700LY and more. Away from anything you might be interested in. Doing the puzzle at different locations, just doesn't change enough remain interesting. You will be just doing the same activity with some slight variation. Additionally you have travelling times, which are not that exciting. In the end will remain one way to gain access to those modules. You could also argue that completing the puzzle, after you figured it out, is not that much fun.
Well this is where the difference in the way things are considered and goals are framed comes in I guess.

The FSD Booster (and other Guardian equipment) aren't isolated things, they're part of a much larger suite of content and participative storyline.

That's all predicated on the discovery of the remains of a much older alien interstellar civilisation which is on a similar but every so slightly more advanced technological level than our current one.

None of that can be located in the bubble where people would just stumble across it, because if it was then it would have been stumbled across hundreds of years ago, and wouldn't be happening in game.

So everything has to be located a reasonable distance away.

Where things are, with modules being developed based on the tech of that alien civilisation, is the result of steady progress (and lots and lots of hard work by sections of the community) with that suite of content to get things to this point.

There is a lot more to it it than just the modules and weapons.

Now you might personally not be interested in any of that, but I don't think saying the unlocks involves 'flying away from anything you might be interested in' is a fair general assertion, as it specifically involves flying into the remains of that alien civilisation.

And again that's the whole thing about the nature of the goal - participating in the suite of content and getting the unlocks that way is a very different experience from what amounts to focussing entirely on one small part and disregarding the rest.



(I think what I should probably point out is the other background to it all as well. There were a whole load of things going on prior to the introduction of the Guardian module unlocks.

- an outcry at the suggestion that the original Ram Tah mission might be removed, and statements about how good it was, how more things like that were needed.

- increasing complaints about AX things being unlocked via CGs (including how it was done once and then anyone afterwards had no involvement, and there were demands for things to be much more down to individuals and personal narrative).

- complaints about the difficulty of various puzzles (the 'you shouldn't need a degree in astrophysics to play a game' type stuff.

I'm not sure if you would have seen that side of things or how well you remember it all, but I think it's key background info for this stuff.)



I know what you mean, I have described it as playing outside the indented way. But with regards to Guardian stuff, that does not apply, because you can only get them at some remote location, you are not coming across "naturally". You have to specifically get there.
I don't know, I mean I would say that going to the (relatively nearby) ruins of a alien civilisation is a reasonably natural thing for people to be doing in a space game.


Yes, for the first and maybe second time. But then it is just repetition. Edit: The mechanics are not holding up so well, when repeated.
Again though it's a very different perspective if it's being forced due to someone doing those things to get the blueprint in order to unlock the modules, vs someone who's doing the wider suite of content.

Edit: Why should a game be inconvenient in the first place? Isn't that the exact opposite people play games for? (I am aware that certain games apply inconvenience to drive gamers to pay for micro transactions - a bad design choice for customers).
It's very dependent on the nature of the game and perspective on it though isn't it. It's a game about being an independent spaceship pilot in the early 3300s. Personally I don't think a whole suite of stuff that fits in with the game should be tossed away because there's a bit of a desire from some to ignore all that stuff and get access to some things readily.

(I think that just to be clear though, personally I would have been pretty happy if rather than individual unlocks, things got unlocked as a result of massive community efforts (similar to the original solving of the Ram Tah mission, as an example), but again people were demanding more direct individual involvement and personal narrative.)

I get that, but how much time passed since Engineers were introduced and even reworked?
Point taken, but when it's a case of prioritisation, time's only going to shift something up the 'to do' list if the things above it are done in that time, and if nothing else gets added above it. I don't think either of those conditions are fulfilled in this particular case.

PGs is just a basic MP modes, doesn't add anything specifically to (DW2) exploration. Limpets granted, have some relevance, but they don't make exploration any more fun, are they? And they are not even specific to exploration. Mats can't be shared and Wings per se is a basic feature to make MP/ coop even possible. Squadrons aka bookmark sharing, again, very basic. Regarding MC I have commented in another post.
The PG means people from DW2 will be instanced together helping produce the impression of a fleet. Limpets might not be fun in themselves, but they enable rescues, and also repairs of what might otherwise be largely ruined ships, enabling the exploration to progress in the face of adversity rather than limping home. While Mats can't be handed from one cmdr's ship to another, one cmdr can mine the materials for another cmdr who doesn't have the necessary equipment, and that cmdr can collect the mats. I've not tried much with the squadron bookmark sharing, and am more than happy to take your word on it that's it's basic :) , but even basic functionality has a bit of application - setting private waypoints for a squadron for example. (I've got another application in mind as well, but haven't yet had chance to see how well it'll work in practice.) For MC, if you drop me a link to the post, I'll have a read of it (if I don't come across it in the meantime.). Anyway, without reading it, I would say that MC is limited in functionality at the moment, but still has some good uses in principle.

For MC, as an example, back when there was a big in-game event a couple of years back, a cmdr who was 30,000 or so ly away joined me for the event via MC. It worked well on one front - they were able to be part of it. It didn't work so well on another front - they couldn't actively do anything. They were effectively just a passenger, and couldn't even see the galmap when I was picking destinations, which means at those point to all intents and purposes they were just sitting in an unpiloted ship. But it showed a good foundation - if they could have been doing the navigation while I flew, vice-versa, or if the could have taken over the flying while I did the navigation, then it would have worked really really well.

In many ways, I think it's that kind of thing where MC has the most potential - if an event is taking place a far enough away that it's not practical for some players to be there in their own ships, then being crew on a ship that's there becomes a much more attractive proposition. It's different strokes for different folks when it comes to things like being crew, but speaking personally, I wouldn't join a crew if I could be involved in something in my own ship, but would definitely consider it if I couldn't be there in my own ship.

I couldn't share here without being banned. ;-P
Ooo-err! :D
 
That isn't was this discussion is about. Exploration content is very thin, that is it. I wonder what people expect from space legs regarding exploration? It will be as shallow.

Space legs needs to enter all singing and dancing. Jazz hands, glittery sequins and camp smiles to boot! It won't be any good if it's simply a case of being able to mine mats outside of your SRV. They really need the help of a tried and tested team like those who brought us Subnautica. How easily that engine could translate to a surface environment I don't know, but space legs best come with a whole truck load of opportunities, else what's the point?

And please, nobody give me that crap about blazing your own trail or make your own adventure . It needs content with it.
 
Well this is where the difference in the way things are considered and goals are framed comes in I guess.

The FSD Booster (and other Guardian equipment) aren't isolated things, they're part of a much larger suite of content and participative storyline.

That's all predicated on the discovery of the remains of a much older alien interstellar civilisation which is on a similar but every so slightly more advanced technological level than our current one.

None of that can be located in the bubble where people would just stumble across it, because if it was then it would have been stumbled across hundreds of years ago, and wouldn't be happening in game.

So everything has to be located a reasonable distance away.

Where things are, with modules being developed based on the tech of that alien civilisation, is the result of steady progress (and lots and lots of hard work by sections of the community) with that suite of content to get things to this point.

There is a lot more to it it than just the modules and weapons.

Now you might personally not be interested in any of that, but I don't think saying the unlocks involves 'flying away from anything you might be interested in' is a fair general assertion, as it specifically involves flying into the remains of that alien civilisation.

And again that's the whole thing about the nature of the goal - participating in the suite of content and getting the unlocks that way is a very different experience from what amounts to focussing entirely on one small part and disregarding the rest.
I understand the distance is necessary, but how is having to do one(!) single activity, that isn't particularly challenging nor especially good designed (in term of mechanics) repeatedly, any good? You literally can only take some screenshots and do the puzzle that is it. The game doesn't offer more.


(I think what I should probably point out is the other background to it all as well. There were a whole load of things going on prior to the introduction of the Guardian module unlocks.
- an outcry at the suggestion that the original Ram Tah mission might be removed, and statements about how good it was, how more things like that were needed.
The mission was a very good idea. Removing it was logical, due to the story progression. Would that be more fun than still having it? Since the game world is already fairly inconsistent, keeping the mission doesn't change much.

- increasing complaints about AX things being unlocked via CGs (including how it was done once and then anyone afterwards had no involvement, and there were demands for things to be much more down to individuals and personal narrative).
This probably due to the whole execution of 2.4. Those CGs were probably the lowlight.

- complaints about the difficulty of various puzzles (the 'you shouldn't need a degree in astrophysics to play a game' type stuff.
The puzzles, that were mostly solvable outside of the game, had more of an easter egg character, than an actual 'main campaign'. They were very interesting, but too little connected to the actual game mechanics. Therefore I think critique is valid in that regard.

It's very dependent on the nature of the game and perspective on it though isn't it. It's a game about being an independent spaceship pilot in the early 3300s. Personally I don't think a whole suite of stuff that fits in with the game should be tossed away because there's a bit of a desire from some to ignore all that stuff and get access to some things readily.

(I think that just to be clear though, personally I would have been pretty happy if rather than individual unlocks, things got unlocked as a result of massive community efforts (similar to the original solving of the Ram Tah mission, as an example), but again people were demanding more direct individual involvement and personal narrative.)
I get that some people are fine with repeating simple tasks and still find it fun. Well designed games avoid that, however. 'Grind' is just a simple way too keep people playing longer.

In many ways, I think it's that kind of thing where MC has the most potential - if an event is taking place a far enough away that it's not practical for some players to be there in their own ships, then being crew on a ship that's there becomes a much more attractive proposition. It's different strokes for different folks when it comes to things like being crew, but speaking personally, I wouldn't join a crew if I could be involved in something in my own ship, but would definitely consider it if I couldn't be there in my own ship.
This is MC in a nutshell.
 
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I totally disagree with people saying this game is a mile wide inch deep. All this game lacks for me is a bit of excitement. When compared to big blockbuster games like fortnight, for etc Elite has numerous activities to keep you occupied and entertained. Where I see the failings is that the galaxy is huge, which is great for explorer's but not so good for interaction with other players. The bubble was the fix for this but it's too big for the amount of players in game. Unless you go to cg hotspots or shinrahta you still rarely see actual players. It's actual live players that breath life into any game, people add the random unknown factor that you crave for in games. They add the elements of excitement. Elite just has far too many options to hide yourself away in. Live dangerous, play dangerous. Otherwise it may as well be called Elite Boredom because any single player game gets stale fast
 
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