I was wrong. Relogging is officially supported game mechanic.

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).
Agreed.

Keep in mind all I said was that relog isn't necessary to complete or even do well in this CG
Disagree with the stroke part. You may be doing well, but that's because most commanders are just doing the bare minimum. They go there for like 20 minutes, relogski and deliver. You said yourself you spent a few hours each day collecting and had fun doing it - which is great, I agree having fun is the point. But really there's no competition here. The Hudson vs Winters CG shows that. Relogski was absolutely the only way to compete.

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.

This is almost perfect, but given FDev's track record, it MUST be done together or the other way around:
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, then remove the ability of all items to respawn instantly on relog.
 
Disagree with the stroke part. You may be doing well, but that's because most commanders are just doing the bare minimum. They go there for like 20 minutes, relogski and deliver.
So, hang on, you're saying that me having fun, not reloggin, is putting me ahead of those who don't have fun and relog?
 
Well I suppose that if doing this for a few hours each day is your idea of fun then go for it.
Flying to new systems, FSS scanning them, going to the planet with guardian locations (figured out what to look for in both the FSS scan and system map so I don't have to look at the body number in the list), driving around, shooting sentinels, collecting stuff. Yeah, it's fun... for a few hours :)

Might not be your cup of tea (assuming that's what you're saying/implying), but that's why I play this game: to do just that sort of thing.
[edit] CGs are just a way to focus the activities.
 
So, hang on, you're saying that me having fun, not reloggin, is putting me ahead of those who don't have fun and relog?
No. They're still having their fun by doing what they like with 95% of free time they now have on their hands because they just relogged and easily got to the top 75%. For them, it's as much as a win-win situation as for you.
 
No. They're still having their fun by doing what they like with 95% of free time they now have on their hands because they just relogged and easily got to the top 75%. For them, it's as much as a win-win situation as for you.
Well... I still have to make the delivery. For all I know, I could get hyperdicted and the thargoid probably won't take kindly to a python load of guardian artifacts :p
 
I made no such assertion.
Then why are you even replying to me?

I said
... clearing a site in your srv then moving to another is much slower than just relogging.
You said
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).

I made it pretty clear at that point that (in this instance) contributing effectively to a CG is where I get my enjoyment. Relogging is the most effective method to get goods for this CG, that's pure and simple fact. Whether you're flushing sites in SRVs or using collectors from a ship... either option is at it's most effective when you're using relogging. Therefore, if you're not relogging, then you're playing ineffectively. And therefore, I'm not enjoying the game. Relogging is also an awful mechanic, so the whole thing is terrible design.

This needs to be addressed, just like the OP is suggesting.
 
All this is, is how the game works. Relogging is clunky, but it's how things respawn in ED. Some features of ED are not very good, but I keep playing because in other ways it's awesome. It's a game; take the rough with the smooth or play something else.
 
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.

Exactly. It would make things much more interesting if they added some alternative ways of getting the artifacts, as you said, like raiding convoys or storage depots. That would require adding some depth to the gameplay loops though, which they seem unwilling to do, leaving much of it half-baked.
 
Relocg (spelled reloksch, sounds hungary'sh) = noun
intended community gameplay in Elite Dangerous
meaning: gather as much stuff as possible in the fastest and most dull gameplay possible, using the menu log to repopulate certain game elements
As a Hungarian, I'm offended. :p
But seriously - it doesn't sound anything Hungarian. I speak Hungarian.


You'll never see the CMs play any CG that involves a Logmageddon. That would be admitting defeat.
 
Elite: Relogski

Relocg (spelled reloksch, sounds hungary'sh) = noun
intended community gameplay in Elite Dangerous
meaning: gather as much stuff as possible in the fastest and most dull gameplay possible, using the menu log to repopulate certain game elements
Logoski is Polish I think. The ski mean it's a male. Ska would mean female.
Because, you know, Poland can into space ?

That's all I know about polish. Besides pirogi.
 
As a Hungarian, I'm offended. :p
But seriously - it doesn't sound anything Hungarian. I speak Hungarian.


You'll never see the CMs play any CG that involves a Logmageddon. That would be admitting defeat.
I have to apologize, that post was under the impression of that near exit in the Euros against you. Well played by the way.

And you're right, it doesn't really sound hungarian :ROFLMAO:
 
Lel.

People setting up the CG's aren't reading the forums or social media, they're just looking at the numbers the game feeds back to them. Exploitable CG's thus look hugely popular to them: Players participate longer, they achieve higher goals, and more players participate, so the features of these CG's get used in future CG's.

This is what happens when your developers are trussed up and told to do their job by the numbers, and flogged when they try to show any creative initiative.
 
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.
So, tell me how getting resources from A to B effectively to contribute to a CG can be made more interesting, if getting resources from A to B to contribute effectively to a CG is not interesting in its current iteration? Is it that it is too slow, or too repetitive, or a combination of both?
 
Lel.

People setting up the CG's aren't reading the forums or social media, they're just looking at the numbers the game feeds back to them. Exploitable CG's thus look hugely popular to them: Players participate longer, they achieve higher goals, and more players participate, so the features of these CG's get used in future CG's.

This is what happens when your developers are trussed up and told to do their job by the numbers, and flogged when they try to show any creative initiative.
This is what happens when devs don't play and test their own games.
This is when they just shrug it off and call it acceptable gameplay. (FYI: It's not!)
I can't think of any other game that says: Log off and on to refresh the loot table.
 
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