In game travel - the critical flaw?

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Of course fun is subjective. It's interesting that the entertainment you describe involves skill though. The issue I'm critiquing doesn't. I wonder if there's a connection ;)

All games involve skill. Just because some games involve a bit less than others doesn't mean that skills of some kind aren't required. I don't recommend you play the elitist card with me.

It's a game. The rules are mutable.

Um, no, not really. My point was, when you change the rules, you change the game. In simple terms, it's not the same game anymore. People who play the game for what it is aren't going to be interested in it becoming something they didn't sign up for.

You don't find it ironic that the players that are probably least inclined to long-form transit are given the longest transit times within the bubble?

It doesn't matter if I think it's ironic. All that matters is the rules. It's ironic that a magic user in D&D is forced to stand still and chant incantations with no armour on, completely vulnerable, in order to cast spells to defeat his enemies. Doesn't mean the rule isn't there for a reason, reasons normally conducive to balance. Not just balance, though, but that's how things are in reality, too. The F/A-18 is a multirole fighter, which means it can do a range of ground attack missions as well as air-to-air. However, the mission it can do on any given sortie depends entirely on the weapons you mount to it. An F/A-18 loaded for SEAD is going to have a set of whopping great AGM-88 HARM missiles mounted to it, some incredibly heavy ordnance that weighs the plane down and makes it less maneuverable as a result, and while they still slap some Sidewinders on the wingtips for self defence, getting into a dogfight with that load is a bad idea. The plane is a great dogfighter, but not with that load, because you've sacrificed your dogfighting capacity in exchange for very capable anti-SAM surface attack capacity. Whether or not it's ironic that one of the best dogfighters on the planet has been reduced to all the moves of a whale to slug that ordnance is entirely beside the point.

I agree that exploration range trade-offs should persist. Which is why I'm suggesting solutions that preserve that aspect.

But you already have solutions. You can decide to sacrifice a little bit of jump range for some weaponry. You can do engineering. The tools are already available to you. What you want is, quite simply, more. And my counterpoint would be you haven't qualified any such change in terms of game balance, only what you personally want. And I don't care what you personally want.

Ultimately the negative outcome of '20 jumps to reach a shop that may not have what you want in stock' still needs addressing, because it is awful gameplay. I'd go as far as to parrot the OP and say 'objectively' awful gameplay ;)

I went to the local store today to buy broccoli for my pet cockatiel. She loves the stuff. And you know what? They were out of stock. How was I to know? Should I have called ahead? I ended up having to drive into town to get it instead. Not convenient, not even slightly. But that touch of reality adds immersion to Elite. If everything was easy to find on demand, as it pretty much is with EDDB (with the exception of it being crowdsourced and not perfectly up to date), then there'd be no discovery. The point of why it works now is you're meant to go out looking for these things, and record them and/or remember: "hey, that port always had the weapons I wanted, I'll go back there." That's how Elite has been since its very inception.


Nope I'm staying mate, because the game advertised itself to, and seeks to support, many playstyles, including my own. And I'll keep pitching win-win ideas that address poor gameplay experiences within the game for my playstyle, while also bearing other gameplay styles in mind. Even though many time-to-reward / explo players such as yourself never return the favour. Here's my latest :)

No, the game advertises, 'blaze your own trail'. It still has a set of rules within which you're supposed to adapt a playstyle. I'm sorry, but you don't change games to adapt to players. It's up to the player to adapt to the game. That's the point of a game to begin with. It presents a set of rules, lays out the challenge to which those rules apply, and you're meant to rise to that challenge within the rules, perhaps bending them where you can if you're capable of thinking outside the box.

And no, I don't believe time should be rewarded at all. Exploration is completely risk free as it is, and I'm of the opinion that it needs to be more dangerous. I'm an avid support of balancing reward with risk, not time. Time should have absolutely no bearing on reward. Most people think their time is valuable, and most people spend that 'valuable time' playing video games. The fact is, if you've got time to waste playing video games, then it's not valuable at all. Not even remotely.

A Skilled 'Wormhole' Jump To Previously Visited Nav Beacons Would Improve The Game [DISCUSS]

If Elite is going to have wormholes, then they are going to be more realistic. First of all, they're going to be dangerously unstable, with mass limits and the potential to collapse whilst you're in transit. Let's make the game actually dangerous again? Cuz right now, there isn't a failstate in sight. Secondly, they're going to go somewhere random, and you'll have no idea where when you enter, only to make that discovery on the other side. Maybe they'd go to inhabited systems, maybe they wouldn't. Maybe, it'll collapse behind you, leaving you stranded in a system on the very fringes of the galaxy with nowhere to jump to. Maybe, just maybe, in order to balance the extreme risk, they'll occasionally go to small satellite galaxies near the Milky Way, and everything discovered there gets a 10x premium bonus for the extragalactic status. Then you'd have to find another wormhole, and hope it gets you home, so you can get paid. Now THAT'S exploration.

Maybe, just maybe, scientists will learn how to stabilise such wormholes allowing stargates to be built on them... but now you have EVE Online, and frankly, if I wanted to play EVE Online, I'd be playing EVE Online.

This is Elite. I'm playing Elite because it's Elite. I play it because it DOESN'T have fast travel. I play it because it feels like I'm an explorer in the galaxy, albeit one with next to none of the actual risk inherent to exploring one. I'd be okay with a few wormholes here and there that went somewhere random, but going specifically to nav beacons? Your request amounts to nothing more than 'pls gib ezmode travel!' And the answer is going to be no, FDEV will never do it, because they'll never do fast travel. It's never going to happen. This conversation has already happened, back in 2015, along with all the autopilot conversations, an d every time this and those come up on the forums, it's pretty much the same conversation again, except because FDEV are sick of having it, I guess they just don't bother anymore. But they've given their answers. Back in 2015. The answer is no. You will never have fast travel.
 
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The resistance to critiques here, let alone potential change, is genuinely bizarre.
Why this

It isn't really. What is bizarre is why people find it strange that not all ships / fits should be able to do all things equally. Small, nippy fighters don't have large operating ranges in real-life modern military so need staging, multiple refuel sessions or mobile operations bases (carriers) for distant operations. So if one applies the reasoning you apply to form a "critique" of travel in Elite, you would want to be able to operate intercontinental sorties in a F15.

Jump-range creep is to blame I suppose. Way back in the mists of time we had very restricted jump ranges in our ships. Before engineers nobody in their right mind would fly say a Viper from one side of the bubble to another to take part in a BH CG. Now with engineers, guardian boosters, jumponium and jet cone boosts you can fly just about anything across the bubble in short order. Never mind the ship transfer that negates even that.
 
I am criticising some of the mechanics of the game, yes. Not sure why this is an issue in and of itself, or why you're taking it so personally.

The ship-transfer costs are ludicrously prohibitive. Yes.

Traditionally credit sinks give you something more in return than just the ability to attend an in-game event in one gaming session.

¯\(ツ)



I'm fine with 'a few jumps'. 20+ jumps is where it gets irritating.

I'm fine with earning credits to purchase things of worth. Bare access to core gameplay priced at an extreme premium is what I am criticising.

Ham-strung bubble transit for combat craft is a terrible penalty, and totally fit for critique as well. Not the inability to explore, the inability to access game events without going through a litany of tedious 'non-game-event' motions. I am criticising that. Yes.

And offering potential changes which could address all of the above, without negatively impacting other play styles.

The resistance to critiques here, let alone potential change, is genuinely bizarre.
It's not about whether or not you impact 'play styles', it's about how you impact the rules. That's all there is to it. Fast travel is inconsistent with the rules of Elite. It's not happening. Don't like doing 20 jumps? Get a longer range ship, and transport the shorter one. Costs are 'prohibitive'? Start earning more than 1 credit a day and you won't have that problem. Transfer costs are actually incredibly cheap for anyone that actually does any measure of credit earning, I'm sorry, and the idea that they're 'ludicrously prohibitive' is nothing but hyperbole.

This isn't resistance to 'criticism', by the way, it's an outright dismissal of criticism. One thing I agree on: being able to send ships ahead of you. That's reasonable, and internally consistent with Elite's rules. But fast travel? It's like asking for the Starship Enterprise as a personal ship in SWTOR, or ordering a cheeseburger at Taco Bell.

Playstyle doesn't define the rules. It's the other way around. Rules define playstyles. You develop your own playstyle based on those rules. If you play cricket, you don't ask them to change the rules by making the wickets wider than the batter just because you can't hit them, or because it's tedious and frustrating. You adapt and develop a style that helps you get better at hitting the wickets as they are. Because if you did ask for the wickets to be made wider, so you could hit them, you'd be laughed out of the sport.
 
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I'll admit I stopped reading by about page 3 because it was just a bunch of bickering, but I will give my opinion on the travel in this game:

I like hyperspace (including the animation) and I don't mind that it's just a loading screen in disguise. It scratches the itch given by many years of sci-fi media tropes regarding what interstellar travel might look like.

What I do not like is how long the countdown to see the loading screen takes. The countdown to jump from normal space should remain how it is so that player interaction isn't affected, but the countdown to jump from supercruise could stand to be dramatically reduced (take it down to like 5 seconds).
 
The point of why it works now is you're meant to go out looking for these things, and record them and/or remember: "hey, that port always had the weapons I wanted, I'll go back there." That's how Elite has been since its very inception.

Not really.

In the original Elite, outfitting was based on the system tech level. The outfitting available at each tech level was documented in the manual, and the tech level of a system was visible remotely (though search and routing was primitive due to computer limitations). Tech level was linear - tech level 8 had everything available at tech level 7, plus some extras. Tech level 11+ systems stocked everything and were still generally fairly common ...
(And anyway, there wasn't very much to buy in the first place. Once you'd been playing a little while you'd have a fully-equipped ship - with the exception of the rarely-used Galactic Hyperdrive an average TL 7 system could fully restock all consumables)

In FE2/FFE outfitting worked on basically the same lines. Tech level wasn't directly visible any more, but was relatively easy to guess from the system's population and proximity to superpower capitals. Again, tech level was basically a linear scale - the only exception being a couple of obscure very high-tech items which were available only at either TL14 or TL15.

In Elite Dangerous, that's all basically gone
- outfitting is primarily determined by a combination of a hidden tech level value, the government running the station, and some procedural skew on that. The pattern is complex and has not been decoded [1]. Tech level values for most systems appear to have some relation to population and economy, but it's not clear exactly what and there are no guarantees.
- outfitting is not linear: a system might stock an internal in sizes 1, 2, 3, 7 and 8 ... but not 4, 5 or 6.
- outfitting is not linear: a system might stock a B- and C-rated component, but not the D- or E- rated components of the same size
- outfitting is not static: a station in Investment has more and better outfitting options than one in other states, with Boom giving a lesser improvement.
- unlike Elite/FE2/FFE, you can't see outfitting options which can't be placed on your current ship. They appear in the journal, but you can't view them in-game.
- outfitting is procedural: the addition of a new item in a release can cause others to disappear from stock as it takes their place.

This means that beyond some basic guidelines - "just get Trade/Exploration Elite this afternoon and use Jameson Memorial" or "pick a high-tech system and hope you get lucky" or "use EDDB" - you can't easily predict where the items you want will be, even by keeping notes of what you've seen before, because having X is no guarantee of having Y - or even having X next week, in some cases.

I'm not saying this is wrong - it's a much more interesting design than "there are 16 fixed tech levels" - but if it wasn't for Jameson Memorial and EDDB, it would be a much greater source of frustration that it's so opaque.



[1] The existence of a moderately comprehensive database in EDDB, plus the three universal-outfitting stations, means that there's no incentive to try to decode it other than curiosity. I might get round to it someday.
 
The resistance to critiques here, let alone potential change, is genuinely bizarre.

TBH, the fact that you see this as "bizarre" simply serves to demonstrate a lack of understanding on your part.

You're acting kind of like a cannibal turning up in Britain and declaring that it's "bizarre" that people here don't kill and eat each other.

You want to be able to transfer combat ships around quickly, easily and cheaply.
It's not hard to understand why a lot of people might, upon reflection, not want that.

If I'm doing a CG in my jumpaconda, out in Colonia, I have good reason to not want you to be able to fly your battle-cutter out there in 10 minutes (or whatever).

There's nothing "bizarre" about that reasoning.
It's simply me not being in favour of ships that have specific advantages not having the commensurate disadvantages removed.
 
Travelling in the game was clearly broken from the start - why should any game player be forced to endure hundreds of pointless and repetitive button presses and loading screens to get from one location in a game to another - this is ludicrous in the extreme - will it ever be fixed? Or is this forever to be the game's critical legacy...?
I feel that actually having to travel and care about that is an important aspect of Elite.

You can do most of what you want to do where ever you are but there are things you'll want or need to travel for - if you can just pop anywhere without incident having a whole galaxy out there becomes a bit pointless.

That doesn't mean having certain convenience functions isn't a bad idea but reducing traveling to a triviality would change the game markedly.

As a related aside I'm out on Distant Worlds 2 at the moment - the distance and times it takes to get out that far is part of the fun and challenge, there is something a little daunting about being out that far. I'm sure for seasoned explorer this is rather less true or if you have a ton of play time perhaps you don't care but for a somewhat more casual player like me it means something. If I could just nip back to the bubble and be back out there without much trouble it would rather lessen the whole thing.
 
.......- you can't easily predict where the items you want will be, even by keeping notes of what you've seen before, because having X is no guarantee of having Y - or even having X next week, in some cases.

I'm not saying this is wrong - it's a much more interesting design than "there are 16 fixed tech levels" - but if it wasn't for Jameson Memorial and EDDB, it would be a much greater source of frustration that it's so opaque.
......

Oh the heady days of the "Hunt the Module" minigame ... :ROFLMAO:
 
This isn't resistance to 'criticism', by the way, it's an outright dismissal of criticism.

This much we can agree on.


It isn't really. What is bizarre is why people find it strange that not all ships / fits should be able to do all things equally. Small, nippy fighters don't have large operating ranges in real-life modern military so need staging, multiple refuel sessions or mobile operations bases (carriers) for distant operations. So if one applies the reasoning you apply to form a "critique" of travel in Elite, you would want to be able to operate intercontinental sorties in a F15.

Jump-range creep is to blame I suppose. Way back in the mists of time we had very restricted jump ranges in our ships. Before engineers nobody in their right mind would fly say a Viper from one side of the bubble to another to take part in a BH CG. Now with engineers, guardian boosters, jumponium and jet cone boosts you can fly just about anything across the bubble in short order. Never mind the ship transfer that negates even that.

Again, I'm not pitching ship equality, nor the removal of the key downsides that heavier combat ships encounter (curtailed jump range, lugubrious SC mobility, clunky combat mobility etc).

If anything I extend those aspects to the wormhole scenario, with such ships being harder to steer down the wormhole, and ergo more likely to experience a expensive or fatal mishaps.

I am merely suggesting that, as a gameplay experience, curtailing the ability of heavy combat ships to move within the game world this heavily is deeply unfun. No other game I've ever encountered slows the map transit of a 'tank' role this heavily for a first-person experience. Mobility in a combat environment? Sure. Ability to get to the sites of activity? N'uh. Only in the heaviest of heavy sims.

There comes a point where real-world considerations (the flight range of heavy aircraft etc), and any structural benefits there are to aping them, have to be balanced against game design objectives. (Skillful challenge being one, which is very much endorsed by Elite. Just not in this particular game loop...)
 
TBH, the fact that you see this as "bizarre" simply serves to demonstrate a lack of understanding on your part.

You're acting kind of like a cannibal turning up in Britain and declaring that it's "bizarre" that people here don't kill and eat each other.

You want to be able to transfer combat ships around quickly, easily and cheaply.
It's not hard to understand why a lot of people might, upon reflection, not want that.

If I'm doing a CG in my jumpaconda, out in Colonia, I have good reason to not want you to be able to fly your battle-cutter out there in 10 minutes (or whatever).

There's nothing "bizarre" about that reasoning.
It's simply me not being in favour of ships that have specific advantages not having the commensurate disadvantages removed.

Yes I figured that's one reason guys like yourself are really objecting, but it's nice to hear it stated :D

But it's still daft here (and indeed bizarre), because nothing I'm pitching really makes that more likely. My pitch is primarily about bubble transit.

So you're insisting my prefered play style remains aggravatingly annoying in practice for... well, no good reason apparently.

(Please feel free to make up some other reasons now about lore or game design ;))
 
This much we can agree on.

Whether you agree the earth is a globe or not is irrelevant. That's why flat-earther's are wrong. It's not like I didn't explain why I dismissed your criticism. I explained very concisely, with no small effort in making sure my meaning and argument was clear. If you disagree with that, that's your prerogative. But you haven't challenged anything I've said just by announcing that you 'disagree' with it.

...curtailing the ability of heavy combat ships to move within the game world this heavily is deeply unfun.

Irrelevant. Getting blown up is unfun. Should we make ships invincible? And besides that, moving heavy combat ships is INTENDED to be harder to do than the light ones. Working as intended.

No other game I've ever encountered....

Also irrelevant. And also, good, because Elite isn't 'other games', it's Elite. If you want other games, then go play other games, don't try to shoehorn them in to something else.

There comes a point where real-world considerations (the flight range of heavy aircraft etc), and any structural benefits there are to aping them, have to be balanced against game design objectives. (Skillful challenge being one, which is very much endorsed by Elite. Just not in this particular game loop...)

What you've proposed is just another minigame, and you've proposed it as a 'fix' for something that you haven't sufficiently qualified as broken. Additionally, you apparently have no idea how wormholes actually work. (and by actually, I mean theoretically). Familiarise yourself with the actual scientific theories regarding wormholes, come back, and reread what I wrote about how they should work mechanically, and you'll see why mine work, and yours don't. Wormholes aren't something that just stick around in the same place. By their very nature, they would be unstable, popping in and out of existence not unlike subatomic particles.

Elite is trying to represent an hypothetical future, and maintain as much realism as possible. Do you think supercruise was invented out of a vacuum? No, it wasn't. It's a modified Alcubierre system. Sure, it makes mistakes here and there, and there are balancing considerations because, at the end of the day, it is a game, but I don't think wormholes are going to make an appearance in the game because it's all far too theoretical and unconfirmed. And stargates? The mass relays in Mass Effect are far more realistic.

The game's design objective, though, is to emulate a hypothetical future in which humans have expanded into a space-faring civilisation, giving as much weight to reality as possible. Do you know why we have spinning stations? Because the developers refuse to use artificial gravity because it's not a realistic technology. And if they're not going to implement artificial gravity, then they're not going to implement stargates, and they're probably not going to do wormholes either.

It's all about rules, Golgot. Not fun, not playstyle, no one cares about your fun or your playstyle except you. If people go for your ideas, it's because their interest is self-interest. My self-interest is in my own experience, and this game's rules make my experience excellent. It could be better, because frankly, it's far too dumbed-down as is. Dumb it down any further, and I might as well go play with Duplo blocks. They would probably be even more intellectually stimulating.
 
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If anything I extend those aspects to the wormhole scenario, with such ships being harder to steer down the wormhole, and ergo more likely to experience a expensive or fatal mishaps.
........

I repeat: Wormholes have been argued to death and repeatedly stated that they will not be introduced to the game. Your massaging of the wormhole proposal is still reliant upon the game being adjusted to allow these.
 
Yes I figured that's one reason guys like yourself are really objecting, but it's nice to hear it stated :D

But it's still daft here (and indeed bizarre), because nothing I'm pitching really makes that more likely. My pitch is primarily about bubble transit.

So you're insisting my prefered play style remains aggravatingly annoying in practice for... well, no good reason apparently.

(Please feel free to make up some other reasons now about lore or game design ;))

Your personal playstyle is only as annoying as you make it. Adapt, or whine, I don't care. But repeat after me:

We don't change the rules for the players.

The players have to change for the rules.

It really is that simple. Oh noes, you don't get to play the game EXACTLY as you would like? Well, neither do hackers and cheaters. Again, it's all about the rules. Figure them out, adapt to them, and be the master of your own experience.

While we're on the topic of your personally preferred playstyle, why in the nine hells should I give one seventeenth of a coitus? Do you care about my playstyle, which I've carefully crafted according to the rules of the game? Which I would have to recraft to the new rules that you want so that the game is slightly less annoying for you? No, of course you don't. So now, you're insisting that my preferred playstyle goes out the window so you can get yours?

This is why it's about the rules, and not playstyles. Because no one cares about yours, and no one cares about mine. We all care about our own, and that's all we need to care about.
 
I'm out, gonna go play some Borderlands 2 before bed. But I'll leave with one final thought.

This is a game about flying in space, and here we have people asking to cut out huge chunks of the flying in space.

You're playing the wrong game. If it's less flying in space you want, then there are other games that can accommodate you. Move along, because this one clearly isn't for you.
 
Irrelevant. Getting blown up is unfun. Should we make ships invincible? And besides that, moving heavy combat ships is INTENDED to be harder to do than the light ones. Working as intended.

Relevant: In the combat scenario you have multiple layers of agency, from loadout to engagement choice to combat execution.



Additionally, you apparently have no idea how wormholes actually work. (and by actually, I mean theoretically)....

Hello, this is a computer game where travel at multiples of c.

There is always a balance between gameplay and realism, even in pseudo-sims.

It's all about rules, Golgot. Not fun, not playstyle, no one cares about your fun or your playstyle except you. If people go for your ideas, it's because their interest is self-interest. My self-interest is in my own experience, and this game's rules make my experience excellent.

You are self-interested, I agree.

The irony is that I respect the differing desires and playstyles of others, hence the balancing within the ideas that I pitch.

You do not return the favour. I am used to this from the more defensive advocates of the time-to-reward / explo / low-stimulus communities.

Can you explain how the above wormhole pitch would negatively impact your playstyles? Beyond the sheer horror of it not being rigidly scientific.

That would at least approach constructive interaction. As opposed to these wooly diatribes about rules being rules.
 
Your personal playstyle is only as annoying as you make it. Adapt, or whine, I don't care. But repeat after me:

We don't change the rules for the players.

The players have to change for the rules.

Elite is an evolving game. Its rules will change. Maybe it's not for you? ;)
 
I repeat: Wormholes have been argued to death and repeatedly stated that they will not be introduced to the game. Your massaging of the wormhole proposal is still reliant upon the game being adjusted to allow these.

I've heard tell of a Braben quote ruling them out but have yet to find it. If you can link me to it I'd appreciate it.
 
I've heard tell of a Braben quote ruling them out but have yet to find it. If you can link me to it I'd appreciate it.

I don't have the specific video to hand but no doubt someone here (or in your suggestions thread) will link you to him saying that he doesn't want to see the galaxy shrunk too much. If I come across it ( I do have other things to do) I'll post it here or there.
 
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