Having read the first half page, I think I'll bow out... Unless anyone thinks there's a better flavour of crisps than the mighty cheese and onion.
Otherwise I think I'll steer clear.
Can I get a vote for frazzles?
Having read the first half page, I think I'll bow out... Unless anyone thinks there's a better flavour of crisps than the mighty cheese and onion.
Otherwise I think I'll steer clear.
I agree the missions could be more engaging and I would love the follow on missions to have a.bit more flavour and feel linked to the previous one . Full on mass effect level story is not going to happen but I like to think there is a halfway house from what we have and full narration where.over time more and more mission templates could be added in to expand what we have.
ED:O I am really hoping will do something with the missions.
Ultimately anyone who really does not enjoy the "journey" now I doubt will ever enjoy it and they will for ever demand for the journey to be made shorter to get to what ever end game they want (often PvP capable vessels).
But for those who DO enjoy what we have BUT just see the potential for more I think ED:O could deliver.
Fingers.crossed.
Pickled onion Monster Munch are acceptable.Can I get a vote for frazzles?
Yes for both.Pickled onion Monster Munch are acceptable.
Pickled onion Monster Munch are acceptable.
Yes for both.![]()
The point is the game design understands that you do not care about the game experience, you care about the thing at the end of the tunnel, and you are going to burn x minutes looking at ARX ads.
It's probably not fair that this is a "sinister" design, but it is certainly not designed to be "fun".
They tasted like a mix of beef and smoky baconBack in the day there was the hedgehog flavour crisps. Honestly I can't remember the taste of them
In ED material traders fulfill a similar role helping you reduce your grind significantly if you wish. You do the things you enjoy more (or that feel less grindy), get mats out of that and then trade them for the ones you need.Other games usually give these chores a Marketplace. So ppl that like to grind can do it and earn a few credits selling, while those who dont like the grind can earn them through w/e way they make money with and buy them.
I wonder when the game from that trailer will be actually playable.
He is talking about player to player transfer. A thing a game about trading and simulation lacks for no reason at all. This is actually the one thing i would have thought is most mandatory to implement in such a game.In ED material traders fulfill a similar role helping you reduce your grind significantly if you wish. You do the things you enjoy more (or that feel less grindy), get mats out of that and then trade them for the ones you need.
He is talking about player to player transfer.
Actually i do not think the ingame market does a very good job at it. It basically devolves to farming the highest material, which coincidently is what i did in the OP, then trading it down instead of a naturally stocking up on all the materials at the same time while playing the game in the "regular" way.
So the current marketplace just boils it down to a single focused grind instead of a spread out activity sheet where you basically ignore 80%. This is not a good way to handle a core mechanic.
There is no difference in essence with player markets when it comes to the actual item trade though. The material traders do exactly what other player markets do, except that the currency required are mats themselves instead of "gold".
Player markets allow players to focus on the activities they like the most, of feel less grindy for them, and with the gold achieved there they trade for the materials they need in player markets. In Elite the system is exactly the same except instead of "gold" you amass other mats and use those as a currency to trade. No more no less.
Now, by all means feel free to still think that player markets or material traders are not enough or do not do a very good job at reducing the grind for you, but those are some of the tried and tested methods the industry has been using for eons to help alleviate the grind feeling in games.
Read my edit above.
This is simply not the case. You can not focus on the stuff that you like while ignoring the pieces that you do not like. You still need to do everything. But from everything just the most advanced.
You need to mine shards, trade down.
You need to scan HGE, trade down.
You need to scan Jameson, trade down.
You need to scan Wakes, trade down. (This one is the most lose though, since you can just scan random ships and amass data)
The market is not eliminating one of those things. It is just reducing it to be efficient. Efficient is still a chore when you do not like a particular activity. There are after all three types of different markets.
Back in the day there was the hedgehog flavour crisps
Why has no-one mentioned Marmite crisps yet?They tasted like a mix of beef and smoky bacon
I trade all materials in all directions - particularly Manufactured - as I collect so many whilst playing... I get the impression that trader exchange rates are to improve in Odyssey from one of the streams..Actually i do not think the ingame market does a very good job at it. It basically devolves to farming the highest materia
I do not think we are discussing here a solution for completely eliminating the grind feeling. That is probably not very realistic in games that are precisely based in time progression such as Elite. And in such games there will always be certain activities that someone does not like. But in that regard material traders do in fact a very significant job in allowing you to focus in areas that are more fun for you or at least in reducing significantly the time you need to spend in the areas you like the least.
What remains after that then is just the personal perception of grind and fun. But the tools Elite has at your disposal to minimise that grind are available like in many other time progression based games.