Unpopular opinion: Odyssey should introduce personal teleporters

Where's the data to support any contention as to what "the general community" want?

This is discussion forum, where people post ideas they think are a good idea. Your never-ending "where is your scientific analysis and full data report." every time someone proposes something that deviates from what you are used to is not interesting nor does it ever lead to any new exchange of ideas. It is a tired attempt to stiffle any discussion and it is almost as boring as traveling long-distances in ED.

Well, if "we"'re going to start remove bits of the game that are not universally enjoyed, we could also look at interdiction and combat.

Same could be said of interdiction or combat itself - as not all players find either to be "interesting". ;)

That, again, is some really low-grade word twisting. I never said "universally enjoyed" or "all players". But the average player would instantly concede that the current mechanism of 'press J for 10000 times' is, to put it mildly, not very interesting to the average human brain. The idea that such a mind-boggingly dull endeavor might be skippable for those who want to, while fully allowing you to press that button as many times as your heart desires, is not as outrageous as you will pretend it is. And you don't need a PhD in Pressing J to figure that out.
 
Guess it will always be telepresence. With teleporting trucking cargo or passengers would stop making sense.

As I said, teleporting means teleporting the player. Like telepresence, but more permanent so you can just keep playing in your new area. I am not talking about teleporting ships (or teleporting to every possible location, or teleporting into deep space, or any other thing some people took my post for). :)
 
Add a 1% chance of teleporting into the centre of a sun, into space, into a wall, or just get turned inside out. Iron Man Mode death, please start a new commander.

Then I'll gladly have your teleporter.

:D S
Nah, 50% chance of being the you who appears at the destination vs being the one who gets permanently disintegrated.
 

Robert Maynard

Volunteer Moderator
This is discussion forum, where people post ideas they think are a good idea.
Indeed - and people also post on others ideas that they don't agree are good ideas.
Your never-ending "where is your scientific analysis and full data report." every time someone proposes something that deviates from what you are used to is not interesting nor does it ever lead to any new exchange of ideas. It is a tired attempt to stiffle any discussion and it is almost as boring as traveling long-distances in ED.
The "where's the data" request was in response to the contention that the change would be "Best for the general community playing the game."
That, again, is some really low-grade word twisting. I never said "universally enjoyed" or "all players". But the average player would instantly concede that the current mechanism of 'press J for 10000 times' is, to put it mildly, not very interesting to the average human brain. The idea that such a mind-boggingly dull endeavor might be skippable for those who want to, while fully allowing you to press that button as many times as your heart desires, is not as outrageous as you will pretend it is. And you don't need a PhD in Pressing J to figure that out.
One wonders why players bought a game with a play area the size of the galaxy if travelling in said galaxy is, to them, such a chore.
 
I dare say more people play Mario kart than iracing but that does not mean iracing should take features from MK.

But in both games you can change your kart/car, and in both the tweaks are instant. You don't have to wait a few days for the mechanics to order the parts, install them and test them. Because that isn't niche gameplay, it isn't elite, it isnt hardcore, it isn't interesting. ED doesnt have that either, because it would be stupid. iRacing sets itself apart with its driving model and such. All the parts that set it apart have direct gameplay consequences. Some like it, some don't. Same with ED's flight model, module damage system, power management and so forth. Far more convoluted than, say, NMS, but that is fine.

The issue with ED is that some of the 'realistic' bits are neither realistic nor lead to any sort of gameplay. There is nothing wrong with going for a less casual approach, but at any point the question should always be:"what is the intended fun here?". That fun may only appeal to a minority, that itself is not a problem. But if you go back to the DDF, what we currently have was not what anyone envisioned or wanted. Because what we currently have is daft. Tons of interesting, niche, dangerous, challenging et cetera ideas were pitched for long-distance travel. I'm all for that.

But we have none of that. And anyone who has a reasonable normal set of brains would readily concede that what we have now is not 'quintessential Elite', not what the original discssions were about, not what anyone at the time pitched as interesting or fun, not challenging, not realistic. It is just not fun in any way you look at it.
 
Even though I personally dislike the idea of teleportation very much, I wouldn't be too bothered by one of these solutions that might address the OP's point of view:

1 - Players could login to any station where they have a ship parked. So if you have a ship in Colonia you could login at Colonia, and then login in the bubble if you had a ship in the bubble. But the ships themselves remain where they are unless the played flies them or orders a transfer. In practice, this is mostly the same as the OP proposes but in slightly different wording, except the player needs to have a ship in the intended login destination, instead of just having been there once.
2 - Alternatively, jumpgates in a few colonized areas.
 
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Fast travel in ED is a sort of admission that most of the galaxy isn't very interesting and a quick way is needed to get to the parts that are interesting. It's a solution, but a better one would be to make all parts of the galaxy somewhat more interesting.

That is absolutely correct. But 'your' fix would take an amount of effort to implement I am not particularly hopeful that will ever happen. Heck, I'd be less surprised to hear that a Cobra MK V will be a unique pre-order bonus for the macOS version of Odyssey. :p
 
Even though I personally dislike the idea of teleportation very much, I wouldn't be too bothered by one of these solutions that might address the OP's point of view:

1 - Players could login to any station where they have a ship parked. So if you have a ship in Colonia you could login at Colonia, and then login in the bubble if you had a ship in the bubble. But the ships themselves remain where they are unless the played flies them or orders a transfer. In practice, this is mostly the same as the OP proposes but in slightly different wording.
2 - Alternatively, jumpgates in a few colonized areas.

Both would be fine with me, but to clarify on 1), the difference between your and my proposal (beyond being only able to go to places where you already have ships, which would be fine with me) is that the 'teleport button' would be in the main menu with your idea, and in the game for mine? If so, I'd be fine with either. :)
 
Space magic galore... no, thank you.
Instant travel and time travel both would break the causality principle.
Another one:
Quantum teleportation does not even allow information to be transported faster than light.
 
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One wonders why players bought a game with a play area the size of the galaxy if travelling in said galaxy is, to them, such a chore.
Some buy it for the franchise alone. The galaxy scale is so big that normal mortal dont even have a concept for it. I remember playing the FFE games and not really seeing the point of the large galaxy. Sometimes too big can be an issue. And looking at the ratio of content / space I'd say this is an issue for Elite. Most of the places are empty. While that can be OK (pacing is a thing in open worlds though) what really kills it is that to get to the empty places takes you enormous amounts of time. There isn't much bang for that expenditure. I've seen officials claim they "respect player time" - the game design itself contradicts this in many instances. One of them is the enormous amount of time wasted pressing the "J" key again and again.
And I'm not really complaining about the time here tbh - it's really more doing stupid repetitions for the sake of the large scale world.
 
Space magic galore... no, thank you.
Instant travel and time travel both would break the causality principle.
Another one:
Quantum teleportation does not even allow information to be transported faster than light.
Yeah, well, you might as well add time dilation then and stop playing all together.
 
Both would be fine with me, but to clarify on 1), the difference between your and my proposal (beyond being only able to go to places where you already have ships, which would be fine with me) is that the 'teleport button' would be in the main menu with your idea, and in the game for mine? If so, I'd be fine with either. :)

True, I meanwhile edited my post to try clarify a bit. The difference between my proposal and yours is that in mine you would login to a specific ship (that could be parked anywhere, even stations without shipyards), in yours would could login to anywhere you had ever been to once before. I'm saying "login", but it could also be some ingame option/button/station menu.

My "login to ship" suggestion is more restrictive than yours as the player would need to have a ship at the intended destination, but at the same time it doesn't feel so much as "cheating" (I know this is relative to each person's point of view).
 
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Robert Maynard

Volunteer Moderator
My "login to ship" suggestion is more restrictive than yours as the player would need to have a ship at the intended destination, but at the same time it doesn't feel so much as "cheating" (I know this is relative to each person's point of view).
Maybe a bit more restricted, in one way, less restricted in another - as we can store ships on Carriers - so a player jumping in to a particular ship could arrive in a system they'd never visited, even if they had to store a ship on the Carrier in the first place.
 

Robert Maynard

Volunteer Moderator
Some buy it for the franchise alone. The galaxy scale is so big that normal mortal dont even have a concept for it. I remember playing the FFE games and not really seeing the point of the large galaxy. Sometimes too big can be an issue. And looking at the ratio of content / space I'd say this is an issue for Elite. Most of the places are empty. While that can be OK (pacing is a thing in open worlds though) what really kills it is that to get to the empty places takes you enormous amounts of time. There isn't much bang for that expenditure. I've seen officials claim they "respect player time" - the game design itself contradicts this in many instances. One of them is the enormous amount of time wasted pressing the "J" key again and again.
And I'm not really complaining about the time here tbh - it's really more doing stupid repetitions for the sake of the large scale world.
A speed run from the Bubble to Colonia doesn't take very long - a player did it in 3h16m back in 2017.

Then the are Carriers - the same journey can take as little as 15 hours with the player needing to do no more than dock and undock - and doesn't need to be logged in to make the jourrney.
 
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The majority of the community think this is a terrible idea that panders to a tiny minority who obviously bought the wrong game and anyone with a brain can see that Elite is not like any other game and thats the point.

There, I win because I speak for everyone. Cor this is easy, no need to think things through or reason it out, Im just gonna do this from now on and the community wants me to, I know what they want.
 
A speed run from the Bubble to Colonia doesn't take very long - a player did it in 3h16m back in 2017.

Then the are Carriers - the same journey can take as little as 15 hours with the player needing to do no more than dock and undock.
I'm not a speed-runner and most players aren't. Nor do I want to speed up the amount of pressing "J" - that doesn't fix the problem. I rather want to reduce it to a minimum.
And I'm so far from carriers it's not even funny. I don't even have a bloody A-rated Python because the game used to be such a fricken chore when it came down to getting some credits. All the exploits and mining - came later. If I was to reinstall again - you can be 100% sure that I wouldn't spend any game time repeating some same thing for weeks over and over again. The only thing I might see working out is when someone shuttles to and back - but really: That gets old fast and likely isn't reliable means of transportation - such chores are better left to NPCs.
 
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