I was wrong. Relogging is officially supported game mechanic.

I didn’t think it was that silly. I feel like the game is full of missed opportunities and half implemented features using repetitive gaming loops without any real depth to them, hence “shallow”.

You may feel differently about it and that’s OK.👌

No need to get bent out of shape about it.
No, you said that relogging is as deep as it gets. Which is silly. If you don't want such obvious nonsense to be called out, don't mention it on a public forum and leave the 'wy u so mad bro?!?!' stuff to 4chan while you are at it.

Whether there are 'missed opportunities' is a whole other discussion. Then again, I cannot think of any game that didn't have "missed opportunities" or "unfulfilled potential". Maybe that is what separates dev studios from dream factories. Feel free to prove the industry wrong though by releasing your masterpiece without missed potential and opportunities. :)
 
I do not agree that relogging is required. I have over 110 artifacts in my hold (still collecting, a few hours each day) and I have neither relogged nor revisted a site (I have used a site list, though to find them). That puts me squarely in the top 50% range for Salvation, or top 10 for Aegis (hah!), and Salvation is already 37% to completion (with Aegis at 2%), according to Inara.

With the Salvation average at 117 (150208/1277), and my numbers, that means it's quite possible (though admittedly unlikely) that no one relogged. Now, they might need to relog to hit the goal early (and thus guarantee Aegis' loss). However, with an average of 15 artifacts per site, 120 sites, and 117 participants, that's 280k artifacts (70%) without any relogging, though visiting all 120+ sites... (minimum of about 2h just for high-wake). That said, if 4000 people participated, that would mean only 100 artifacts per person. Demonstrably doable without relog :).

[edit] Just checked my cargo on Inara: I have 117 artifacts...

[edit2] 5400 participants for the scanner CG, so 4000 for Salvation is not out of the question.
 
Last edited:
The whole issue of relogging is that there aren't ready sources of the things you relog for on a routine basis which active gameplay can find.

That is, clearing a site in your srv then moving to another is much slower than just relogging.

If i could scout out one-off USS or surface poi^ with 20+ of whatever widget was needed for the cg, or if i could interdict haulers carrying hundreds of tonnes of the gear, then that would be great. Static sites like the ruins should be low volume, low rate sources of the goods. But there should be much rarer, procedurally generated one- off sources of up to hundreds of tonnes (preferably with complex access needs) which should overall, result in higher rates than relog methods.

That's the real way to solve relog gameplay, but FD have never done that for goid/ guardian stuff...

@OP, last time i saw devs do this, they basically fly out, recap the story so far in that trip land, explore a site, talk about stuff while clearing a site, call it a day after 1hr. Not really reflective of the lived experience.
 
Last edited:
Oh, also, for those using Odyssey and haven't yet found it: SRV cargo transfer is now in the most obvious place: the transfer button in the inventory panel (rhp) (yes, according to my friend, it was FC-only in horizons, but...)
 
Sure it's slower, but so what? That's what games are for: spending time doing something you enjoy (and I enjoy driving and flying).
Yep. You nailed it in one.

For me, contributing effectively to the CG is my source of enjoyment. If relogging (which is an awful mechanic) is faster than other methods to get relevant goods or materials, then that activity is both poorly designed and not enjoyable.

FD seem diametrically opposed to the idea of using some of the great mechanics and experiences they've baked into the game to actually have rewarding outcomes. The whole "the journey is the reward" only works when it's not the same journey for the umpteenth time.
 
Yep. You nailed it in one.

For me, contributing effectively to the CG is my source of enjoyment. If relogging (which is an awful mechanic) is faster than other methods to get relevant goods or materials, then that activity is both poorly designed and not enjoyable.

FD seem diametrically opposed to the idea of using some of the great mechanics and experiences they've baked into the game to actually have rewarding outcomes. The whole "the journey is the reward" only works when it's not the same journey for the umpteenth time.

This is the thing, the "oooh but it's all a journey of the mind" arguments are simply letters to FD that say "we will put up with you cooking something to 80%, putting it out there anyway and then never coming back to it because the vast majority of the game don't touch it".

ED hasn't and won't change because it's playerbase hasn't and won't change its attitude.

A fair argument to that is that "well, I like the game play" and I think that's fair, to each their own; you can pick that apart but I won't, I gave up on that on these forums a few years ago.
 
Yep. You nailed it in one.

For me, contributing effectively to the CG is my source of enjoyment. If relogging (which is an awful mechanic) is faster than other methods to get relevant goods or materials, then that activity is both poorly designed and not enjoyable.

FD seem diametrically opposed to the idea of using some of the great mechanics and experiences they've baked into the game to actually have rewarding outcomes. The whole "the journey is the reward" only works when it's not the same journey for the umpteenth time.
Keep in mind all I said was that relog isn't necessary to complete or even do well in this CG, and that I have collected a decent amount without relogging or revisiting any sites. I made no value judgements.

You do you.
 
The whole issue of relogging is that there aren't ready sources of the things you relog for on a routine basis.

If i could scout out one-off USS or surface poi^ with 20+ of whatever widget was needed for the cg, or if i could interdict haulers carrying hundreds of tonnes of the gear, then that would be great. Static sites like the ruins should be low volume, low rate sources of the goods. But there should be much rarer, procedurally generated one- off sources of up to hundreds of tonnes (preferably with complex access needs) which should overall, result in higher rates than relog methods.

That's the real way to solve relog gameplay, but FD have never done that for goid/ guardian stuff...
Increasing amounts but not removing the relog ability would just mean bring a wing or more of cutters and fill up as much as pos with whats there then relog and fill the rest.

The ability of items to respawn on relog needs removing completely from the game, imo.
It was the best thing they did with bio and geo sites, that it took a week or longer for the items to respawn.
Remove the ability of all items to respawn instantly on relog and then spend some time adding updates/fixes to the amounts needed and created for engineers, CGs, weapons, modules and Items or whatever else needs balancing around the fact you can no longer re-log for the items.

I dont want the gameplay(Grind) to be harder or longer, I just think removing the re-log will add to the feel of the game and also force Fdev to rethink the grind mechanics they have created around the fact players relog for items.
 
The ability of items to respawn on relog needs removing completely from the game, imo.

Honestly they either need to drop it OR go all in and just make it even easier to do, make it an option without logging out because for "logging out" to be an actual official gameplay aid is just.. well I can't find the words really..
 
The issue is that re-logging isn't necessarily officially supported but because it's there and the easy way out, people use it. Speaking as one who has used relogging, btw.
And it is also used, because the games' solution or intended way to play is about as uninteresting.
 
Keep in mind all I said was that relog isn't necessary to complete or even do well in this CG, and that I have collected a decent amount without relogging or revisiting any sites. I made no value judgements.

You do you.
I question the accuracy of your statement. If you're trying to assert there's a way to collect goods faster than
  • find low g world
  • launch collectors
  • relog or re instance the same site
  • epeat from step 2

... then you're provably wrong.

Replacing relog or reinstance with "fly to another site" or "fly to another site in a different system", which should be the most effective mechanic, simply further decreases your rate.
 
Increasing amounts but not removing the relog ability would just mean bring a wing or more of cutters and fill up as much as pos with whats there then relog and fill the rest.
Not sure what you mean there... I'm reading this as either:
  • it would require an instance of with thousands of widgets to outdo relog gameplay; or
  • you can relog at the site.

The first can be addressed if some sites offer excessive goods via relogging. The latter shouldn't be a thing; USS are non persistent. If a wing needs to do that to a temporary site out... that's fine? But given the game tech doesn't allow thousands of cans in space, that's not really a feasible scenario I'd have thought.
 
Not sure what you mean there... I'm reading this as either:
  • it would require an instance of with thousands of widgets to outdo relog gameplay; or
  • you can relog at the site.

The first can be addressed if some sites offer excessive goods via relogging. The latter shouldn't be a thing; USS are non persistent. If a wing needs to do that to a temporary site out... that's fine? But given the game tech doesn't allow thousands of cans in space, that's not really a feasible scenario I'd have thought.
It was the first.
If you can still re-log to respawn the items unless you make it more than the highest cargo capacity will ever be then people will relog to fill that cargo cap.
Because its easier than finding a new source.

Also dont forget there are perm POIs that have items that would be worth vast amounts if the amount spawned was > than the highest cargo capacity.
For example some perm POIs offer military Intelligence at ~60k a ton in the loot drop.

I just feel that removing the respawn on re-log is a better option than increasing the amount created and not removing the respawn :)
 
There is a joke in there....
Relogski and Nomanski go into a bar. "Two beers!" said Relogski. "Sorry." said the barman "Only water today, the printer is out of ink."
Well, maybe not.
To me it makes more sense if the barman says "sorry I only have one last beer".
Normansky get it and Relogski relogs to get its own ;)
 
I relogged my butt off in horizons to powerlevel stuff.
Hated it and hate it now it destroys immersion.
So.
I. Just sack a base once hand in mission get another mission and sack another base viking stylee.
I take all the salvage missions and if whilst completing dozens of these crash sites etc, I find a lovely one with 3 containers some locked boxes and a burnt out srv and skimmer...then l might relog it a few times.
On the whole I just go from one to another.
I'm not gonner grind oddity.
But those sites described above are a mats bonanza hehe.
Also you get to land and experience some nice views.
Another tip is when selecting missions use the all factions tab and filter to Mats only rewards. And have one faction omitted. It's their bases your gonner sack.
Make sure the assets in your system your working are not the faction you've deselected, or you'll find yourself hostile quick enough hehe
 
Last edited:
Funny time :)

Me : There is a really rare Item called an "Earth Relic" (Historical artefacts originating from the ancient periods of Earth. These items vary considerably in nature and hold great value to collectors.) they can be found in only one specific USS in the whole galaxy, and only a few will spawn at the special location ! For years I hav......

Some Numpty : I have 24,000 of them, Muhahahaha Relogski ya n00b !
 
Gotta relog..only now its less so seen as there's so much out there.
Just remember also to mix it a little. Different kinds of bases drop different data etc.
Thats what I like about oddity. Choice!
 
Back
Top Bottom