The 3.2 patch has introduced a change to the way that basic transportation missions operate. Instead of selecting a mission and having the station computer automatically load cargo to your ship, it is now necessary, once you have accepted the delivery contract, to manually select and load the cargo.
I understand, having read threads on this, that this might be to bring the "regular" transportation missions to the same gameplay model as the multi-player, share-the-cargo type delivery missions. Whether or not this is true, it's important that someone at Frontier gets the feedback that this change is a major step backwards in game interface design. This has made the operation of the game more complex for the most basic use case, for no appreciable benefit.
I would like to ask/suggest that players who wish to play in single-player mode have a user-configurable option along the lines of "automatically load all cargo if hold space is available" and allow the player to choose whether they want to go through this extra step or not.
Earlier today I was working along a trade route, picking up and dropping off cargo as I threaded my way between stations. I was doing really well, until I realised that somewhere along the line I had accepted a mission, forgotten to collect the cargo, and now I no idea where to go back and collect it from. On the "Transaction" detail, all I had was a cryptic reference to "in a Different Kind", which meant absolutely nothing to me. In the end I had to quit the game, hit google, figure out what to do, go to eddb.io, figure out that I needed to return to Saktsak, etc, etc. A complete waste of time. OK, I have to concede that this waste of time was my fault.
But here's the thing that I believe/hope that Frontier need to think about: do they want their player to be swearing in frustration at Elite Dangerous because of a very poorly designed interface? An interface which actually allows you to make stupid errors - and then makes it so hard to correct the error that you actually have to quit the game to figure out where you need to go to undo the damage? Really?
I can't believe that anyone in their right mind would think that this is a cool piece of game design.
I completely understand that there are reasons for folding in some of the "take a cargo in bite-sized chunks" option that the multi-player team cargo missions now allows. But the issue here is not that adding the feature was a bad idea [the bite-sized chunks of a cargo mission are actually a *good* idea. The issue here is that the game has chosen to adopt a stupid default.
An extremely highly respected (Linux) developer, Eric Raymond, wrote a book called, "The Art of Unix Programming", in which he distills some amazing wisdom as a series of "rules". One of these is "the rule of least surprise" [Hint: always do the least surprising thing]. (see here: http://www.catb.org/esr/writings/taoup/html/ch01s06.html#id2878339)
What this latest patch to ED has done is move away from that model; for single-player gamers the game no longer operates in the model of "least surprise" and now the interface has become more complex and more prone to error.
Please consider a tweak to this, preferably before I forget to pick up cargo once too often and delete the game from my PC in a fit of pique.
Thank you.
I understand, having read threads on this, that this might be to bring the "regular" transportation missions to the same gameplay model as the multi-player, share-the-cargo type delivery missions. Whether or not this is true, it's important that someone at Frontier gets the feedback that this change is a major step backwards in game interface design. This has made the operation of the game more complex for the most basic use case, for no appreciable benefit.
I would like to ask/suggest that players who wish to play in single-player mode have a user-configurable option along the lines of "automatically load all cargo if hold space is available" and allow the player to choose whether they want to go through this extra step or not.
Earlier today I was working along a trade route, picking up and dropping off cargo as I threaded my way between stations. I was doing really well, until I realised that somewhere along the line I had accepted a mission, forgotten to collect the cargo, and now I no idea where to go back and collect it from. On the "Transaction" detail, all I had was a cryptic reference to "in a Different Kind", which meant absolutely nothing to me. In the end I had to quit the game, hit google, figure out what to do, go to eddb.io, figure out that I needed to return to Saktsak, etc, etc. A complete waste of time. OK, I have to concede that this waste of time was my fault.
But here's the thing that I believe/hope that Frontier need to think about: do they want their player to be swearing in frustration at Elite Dangerous because of a very poorly designed interface? An interface which actually allows you to make stupid errors - and then makes it so hard to correct the error that you actually have to quit the game to figure out where you need to go to undo the damage? Really?
I can't believe that anyone in their right mind would think that this is a cool piece of game design.
I completely understand that there are reasons for folding in some of the "take a cargo in bite-sized chunks" option that the multi-player team cargo missions now allows. But the issue here is not that adding the feature was a bad idea [the bite-sized chunks of a cargo mission are actually a *good* idea. The issue here is that the game has chosen to adopt a stupid default.
An extremely highly respected (Linux) developer, Eric Raymond, wrote a book called, "The Art of Unix Programming", in which he distills some amazing wisdom as a series of "rules". One of these is "the rule of least surprise" [Hint: always do the least surprising thing]. (see here: http://www.catb.org/esr/writings/taoup/html/ch01s06.html#id2878339)
What this latest patch to ED has done is move away from that model; for single-player gamers the game no longer operates in the model of "least surprise" and now the interface has become more complex and more prone to error.
Please consider a tweak to this, preferably before I forget to pick up cargo once too often and delete the game from my PC in a fit of pique.
Thank you.