I hate exobiologist because... (with suggestion)

I hate exobiologist because you have to skip things you find on surface if you have a partial sample of something else in your cannister, or you have to purge and lose what you have. Since we can't even bookmark surface locations this is quite annoying.

What it makes expecially disturbing is that the sampling tool DOES HAVE a replaceable cannister, which you remove everytime you complete a sample or purge a partial sample (this in alpha was disturbing me much more than the QTE click event).

To my knowledge we don't have the ability to add spare cannisters to the suit, not even through engineering.

I really suggest to allow us to have additional cannisters, at least through suit upgrades, and you could use the tool mode switch to popup a menu to choice which cannister we want to mount (where you can also show us WHAT we currently have in the cannister).

PS: even up to three cannisters would be quite an improvement

PPS: TLDR: graphic description:

OdysseyMeme2.png
 
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Im not into exobiologist stuff, but i feel your pain. I started a topic about suggesting to rework the suit/weapons to be more module based, just like the ships we currently have. Then you would visit engineers to tweak those further.

I think this would solve a lot of problems, even the one that is bothering you with the lack of spare cannisters.
 

This what I have come up with. I agree on the cannister thing. I could be avoided my changing the scanning process or just adding canisters. Also the entire process is a giant time sink so I hope they can rework it to make it more fun, but not so tedious.

I was thinking that instead of a time sink to run from one point to some distant point to get samples; we just have 3 aspects to sample we can draw from one node.

So, the first sample is molecular / structural composition (what is it made of), the second is functional activity (how it sustains life), then genetic cuz science... Instead of a minigame to match rings we get the first sample from the initial scan of the biology, the second sample we turn a ring to line it up then lock (manually), and then third we tune the wiggly lines and lock. We aren't required to do all of them but the rewards grow if we do, and if we do it 2 more times to the same species (no distance required but different "node") to unlock say 3 other "hidden traits" that offer a sizable bonus. Maybe some RNG to reveal the bonus stuff.

The canister Idea is great. I made that suggestion and got shot down. But if the sampling process is changed enough it wouldn't be necessary. Though still cool and maybe I am missing something that would make it appropriate.

Finally I would nix the name Bio Scanner and call it Multi-scanner. Allow it take material, atmospheric, and liquid samples (geysers for now). That way it isn't a one trick pony. Also if I could I would have the player change the sensor tip per type of things sampled. So one for bio, mats, atmo, and liquids. Maybe add structural for alien sites.
 
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Agree, it's a bit frustrating coming across a place with 3 different new bios, and having to leave 2 behind in order to go search elsewhere for 2 more samples for the first one.

If we can't have additional canisters, it would be nice to be able to set a bookmark / waypoint on our current location in order to be able to return to it later.
 

This what I have come up with. I agree on the cannister thing. I could be avoided my changing the scanning process or just adding canisters. Also the entire process is a giant time sink so I hope they can rework it to make it more fun, but not so tedious.

I was thinking that instead of a time sink to run from one point to some distant point to get samples; we just have 3 aspects to sample we can draw from one node.

So, the first sample is molecular / structural composition (what is it made of), the second is functional activity (how it sustains life), then genetic cuz science... Instead of a minigame to match rings we get the first sample from the initial scan of the biology, the second sample we turn a ring to line it up then lock (manually), and then third we tune the wiggly lines and lock. We aren't required to do all of them but the rewards grow if we do, and if we do it 2 more times to the same species (no distance required but different "node") to unlock say 3 other "hidden traits" that offer a sizable bonus. Maybe some RNG to reveal the bonus stuff.

The canister Idea is great. I made that suggestion and got shot down. But if the sampling process is changed enough it wouldn't be necessary. Though still cool and maybe I am missing something that would make it appropriate.

Finally I would nix the name Bio Scanner and call it Multi-scanner. Allow it take material, atmospheric, and liquid samples (geysers for now). That way it isn't a one trick pony. Also if I could I would have the player change the sensor tip per type of things sampled. So one for bio, mats, atmo, and liquids. Maybe add structural for alien sites.
I feel your suggestions, but i think they won't change their game loop based of you going on a trip on the surface scanning if you are far enough to get another sample, this would throw the entire design out of the window... which wouldn't be bad, but i really don't think will happen, so we can only hope they accept to mitigate it (at least with the obvious things like that fraking cannister).
But yeah, i'd like if they add more things to sample other than plants!
 
However i don't think that having to look for three spots around the planet is that bad (and doing otherwise would need a lot more variations), if they remove (or limit) the extra annoyance to have to backtrack your steps (when you obiously could do otherwise)
 
Agree very much, we should be able to keep a collection of unfinished samples. The current system is wasting time a lot, especially since things don't grow as close together anymore as they did in alpha, where you could complete one sample at one spot.
yeah, in the alpha it was slightly mitigated by that, but it still felt an issue
 
I feel your suggestions, but i think they won't change their game loop based of you going on a trip on the surface scanning if you are far enough to get another sample, this would throw the entire design out of the window... which wouldn't be bad, but i really don't think will happen, so we can only hope they accept to mitigate it (at least with the obvious things like that fraking cannister).
But yeah, i'd like if they add more things to sample other than plants!
Yeah, I don't think they would change that much about the current scheme. Though I wouldn't mind traveling around if it was for "Bonus Data". The issue is visual diversity.

Say the player scans some Red Grass. They then go through the process I suggest and get the "Standard Data Set". Then later in their travels they find the same Grass (Same Planet), but it is Blue or has Flowers. It has the same easily recognizable Base Visuals but is also clearly different. When the player points the scanner at it, the biology has the same name displayed on the HUD, includes text that says the player scanned it, and what "Level" of data the player has stored. Then the player can scans it, and they can get bonus data.

Since we are generally driving around and flying around planets for whatever reasons, it would make sense to have the player travel for "Bonus Stuff". Then expand that out to minerals, gases, liquids, and certain structures (alien & ancient).
 
Yeah, I don't think they would change that much about the current scheme. Though I wouldn't mind traveling around if it was for "Bonus Data". The issue is visual diversity.

Say the player scans some Red Grass. They then go through the process I suggest and get the "Standard Data Set". Then later in their travels they find the same Grass (Same Planet), but it is Blue or has Flowers. It has the same easily recognizable Base Visuals but is also clearly different. When the player points the scanner at it, the biology has the same name displayed on the HUD, includes text that says the player scanned it, and what "Level" of data the player has stored. Then the player can scans it, and they can get bonus data.

Since we are generally driving around and flying around planets for whatever reasons, it would make sense to have the player travel for "Bonus Stuff". Then expand that out to minerals, gases, liquids, and certain structures (alien & ancient).
Yeah, that'd be great!
 
Engineering your Artemis suit should maybe give you enough of those little capsules to collect samples from 3 or 4 different plants because you rarely find more than that in a single location. Then you could swap between them to complete the samples. At the moment I can grab a sample, drive past 2 different plants to get to the next location, and again to the third. Then I grab the next sample plant and drive back the same way where I remember seeing the plants, then when I get to the ship I take my third plant sample and start the next type, then drive the same path to get the next two samples, that does seem silly. Having it work like this really means I skip most of the planets with bio on and only sample a few from my specific target systems in my current project.

I mean it's almost designed to discourage plant sampling because plants are the same all over the galaxy and it takes so long to sample, we can tell that from the codex so unless there are surprises out there what's the point of sampling once you have the set from the local region? Really I didn't have a full set from each region before the codex, mainly because I never used the EDSM codex to hunt plant locations I suppose, I like to rely on finding them myself.

I once I get Elite Exo that may be the end of my sampling and I will just use the ship or SRV composition scanner to put them into the codex.
 
Engineering your Artemis suit should maybe give you enough of those little capsules to collect samples from 3 or 4 different plants because you rarely find more than that in a single location. Then you could swap between them to complete the samples. At the moment I can grab a sample, drive past 2 different plants to get to the next location, and again to the third. Then I grab the next sample plant and drive back the same way where I remember seeing the plants, then when I get to the ship I take my third plant sample and start the next type, then drive the same path to get the next two samples, that does seem silly. Having it work like this really means I skip most of the planets with bio on and only sample a few from my specific target systems in my current project.

I mean it's almost designed to discourage plant sampling because plants are the same all over the galaxy and it takes so long to sample, we can tell that from the codex so unless there are surprises out there what's the point of sampling once you have the set from the local region? Really I didn't have a full set from each region before the codex, mainly because I never used the EDSM codex to hunt plant locations I suppose, I like to rely on finding them myself.

I once I get Elite Exo that may be the end of my sampling and I will just use the ship or SRV composition scanner to put them into the codex.
ED doesn't provide compelling game play. I don't think the Exo game play scheme was built to discourage players from using it, but simply to prolong the process. Much of ED is built that way, and it only changes when there is a huge uproar about it.

It would be nice to be able to do a lot more in ED and you'd think that would encourage FD to do so, but it seems they are content with doing the bare minimum game play wise. Giving the SRV and Suits the same module scheme as ships would have made sense. It's obvious that with each update, less and less thought and effort is put into the game part of ED. Tech wise it is really cool, and most gamers seem just want pretty pictures and "buzz word" features. Or at least the "gamers" that are being listened too.
 
ED doesn't provide compelling game play. I don't think the Exo game play scheme was built to discourage players from using it, but simply to prolong the process. Much of ED is built that way, and it only changes when there is a huge uproar about it.

It would be nice to be able to do a lot more in ED and you'd think that would encourage FD to do so, but it seems they are content with doing the bare minimum game play wise. Giving the SRV and Suits the same module scheme as ships would have made sense. It's obvious that with each update, less and less thought and effort is put into the game part of ED. Tech wise it is really cool, and most gamers seem just want pretty pictures and "buzz word" features. Or at least the "gamers" that are being listened too.
Indeed
 
I hate exobiologist because you have to skip things you find on surface if you have a partial sample of something else in your cannister, or you have to purge and lose what you have. Since we can't even bookmark surface locations this is quite annoying.

What it makes expecially disturbing is that the sampling tool DOES HAVE a replaceable cannister, which you remove everytime you complete a sample or purge a partial sample (this in alpha was disturbing me much more than the QTE click event).

To my knowledge we don't have the ability to add spare cannisters to the suit, not even through engineering.

I really suggest to allow us to have additional cannisters, at least through suit upgrades, and you could use the tool mode switch to popup a menu to choice which cannister we want to mount (where you can also show us WHAT we currently have in the cannister).

PS: even up to three cannisters would be quite an improvement
It should simply work like the refinery bins
 
I find the only advantage to actually sampling is the reward, you can just scan one plant with your composition scanner to get them into the codex so you don't need to sample to do that. If you sample 3 of one type you get a monetary reward, but the way it works at the moment it's not worth it. For instance I spent most of the last week traveling and scanning bio's, when I returned to a station to get my reward I got 6m for the bio samples, and 10m for turning in exploration data. The plants I used my composition scanner on I still got the codex reward.

If I hadn't sampled plants, which took me a lot of time for each planet I landed on I could have explored 3 times the number of systems and maybe made 30m+ in the UC. Flying over the surface and scanning with the ships composition scanner takes a few minutes only per body, sampling the plants may take me an hour or more depending on how hard they are to find. I might be tempted to have a better look around a planet if I knew there were surprises to be found, but at the moment it appears to be all the same.

I am currently working on a project that may need me to visit a thousand specific systems, sampling plants as I go adds nothing and slows me down so it looks like I will be just using the composition scanner at the moment.
 
I’m happy with the mechanics but kind of wish for more variety. And higher payout. Pay definitely needs buffing. By 3x the payout, at least.
 
I’m happy with the mechanics but kind of wish for more variety. And higher payout. Pay definitely needs buffing. By 3x the payout, at least.
Still turned in only a few samples, but i had the impression the payoff was quite low too
 
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