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!
