Another thing came to my mind about the topic of how the FSS was rushed, and also, the entire exploration update (Codex and all) was rushed as well: if you look back upon it, pretty much everyone was telling Frontier that it's alright if it's delayed, it would be much better than if it were rushed, we've waited long and we can wait more for a proper update. Just please don't pump it out before it's polished and complete.
If memory serves, even the DW2 organisers released some statement like this. But then, of course there was no "community" open letter from streamers and whatnot - maybe that's what would have been needed?
Anyway, Frontier did the exact thing that pretty much everyone implored them not to.
Now, another thing that comes to mind from some of the replies. Let's not forget that
the FSS wasn't meant to be a scanner built into all ships. Even as Frontier removed choice from explorers, you would have still had to choose to fit it as an optional internal module. Here's how it went:
1. Beta 1 was released, Frontier converted the Basic / Intermediate / Advanced Discovery Scanner modules to a Discovery Scanner module, saying that it's needed to have one to use the FSS
2. Multiple players do a bug report that you can use the FSS without having the module fitted
3. Next beta update: Frontier removes the Discovery Scanner module entirely, thereby "fixing" the bug
Another interesting "fix" was the DSS. It originally had mass (the same as the old module had), but its power consumption was accidentally higher than the old module's. Not by a lot, but some. In a very few edge cases, this meant that min-maxed explorer ships now had to power it off or couldn't keep going, and a couple of people complained that despite the stated intention that explorers shouldn't have to return to inhabited space to fit the new tools, they'll have to go back to fit a larger power plant, thereby also losing jump range.
Frontier solved this not by setting the power requirement back to what it was, but instead, they went the extra mile to set the power consumption to zero... and then went even further to set the module mass to zero.
You can see the remnant of this in the Engineering recipe for the DSS. It still lists "increased mass" as a downside, despite having zero mass.
Ironically enough, this broke Frontier's stated principle that Engineering mods shouldn't be straight-up upgrades. Of course, a few other mods already broke this after Engineering 2.0, but there, at least you had some opportunity cost: with the DSS, you have none, as the number of recipes you can choose from is one.
(If it still had mass though, you'd have to choose between having the larger probe radius but a higher mass, or the stock radius with the lower mass. The difference wouldn't have been big though: the maximum you could go was 1.3T -> 2.6T.)
What's done is done though, and now, neither could be reverted without causing lots of valid complaints.
This discussion keeps recursing into great depths. That's probably more of of a compliment to the participants..
Agreed. I just can't bare to go another round of "its a minigame", "no its not."
Honestly, I don't think it was bad. Pirin had an excellent point as to
why it's not a minigame, but a time sink instead. You're the only one who argues that it's neither, and I don't think you managed to convince anyone.
Still, thank you for no longer saying that the ADS was an abomination and all. That helps with keeping the discussion moderate.
but when all I could do in the game is explore systems, and 90% exploring a system is done by holding a button for five seconds, leaving behind nothing but a grind for credits (which I don't need, thanks to credit reward hyper-inflation) and "explored by" tags (which I don't care about), then ennui would inevitably set in.
The thing is, the FSS isn't much more either. What you just wrote is still valid, except "exploring a system is done by holding a button for five seconds and then looking through the system map" (FTFY) it's "exploring a system is done by holding a button for five seconds and then playing a time sink". You enjoy the time sink so far, but when you only play two-three hours per week, it certainly helps to stay that way. You are gifted with not just some good imagination, but also the ability to convince yourself that what you came up with is true ("Wide Field Witchspace Anomaly Detector" and all), which is also something that would help extend the novelty even longer. The majority of players aren't like this, however. As they explore more and more, they like the time sink less and less - but the shower of data from it is still pretty popular, which helps with putting up with it.
Sooner or later, people either "graduate" from exploring because they enjoy using the FSS or because they enjoy making screenshots to explore because of other reasons, especially when they find that their reason(s) for exploring also ellicit positive feedback from other players, or well, they stop exploring. The majority of players seem to do that, and little wonder. The majority of players also stop playing PowerPlay, trading, CQC, and so on. Of course, the problem is that the FSS didn't help with player retention.
I think the best low-effort thing that Frontier could do right now (low-effort meaning not adding heaps of more content, reworking and adding new mechanics, and so on) would be to do a built-in version of Elite Observatory, and tie it in with community exploration. Have it feed to the Codex, so everyone can see the rare finds. Seeing other people appreciate and visit your finds is rewarding, after all.
(It would either need a way to instantly tag things or to not have the Codex insta-tag it though, since there are already people scanning the Codex to nab tags before the discoverer turns their data in.)
Of course, what they should do first would be to fix all the Codex bugs.