Newcomer / Intro A question to veterans who played the game since day one

How did you start playing ED without all those third party web sites/tools (INARA, edtools, eddb, coriolis etc.) when the game was just released in 2014?
How did you find where to mine, where to buy/sell commodities, where to buy modules etc.?
 
How did you start playing ED without all those third party web sites/tools (INARA, edtools, eddb, coriolis etc.) when the game was just released in 2014?
How did you find where to mine, where to buy/sell commodities, where to buy modules etc.?
Mining was pretty much a hobby. Seriously, it would pay about 10k cr/hr even in a good mining ship. In your starting Sidey you would earn a couple hundred credits. There were no limpet collectors for example, so you had to manually scoop every single bit of ore. Commodity types are based on station economy. So if you want a certain type, you'd look at the map to find that type of economy. Most money back then was in trading Rare Goods though. Modules were hit&miss, you'd just fly to the nearest big Hi Tech station and hope they'd have it, or you'd fly to an Industrial system.

Keep in mind most ships didn't exist back then, as did many modules and weapons. Engineers didn't exist either. So you basically bought the ship you wanted, A-rated it and grabbed some weapons. We didn't have any stats either, just some general 'Damage rating: A' stuff.

Things were... different. :D
 
Really!? That was a slog. Did you have to target every chunk to scoop the same way as now?
Yup. Open cargo hatch, slowly fly and pick it up. Then move on. There was no ring probing, no wave scanners, no core mining, no prospecting limpets. Just point mining laser, hope for the best and scoop.
 
Mining was pretty much a hobby. Seriously, it would pay about 10k cr/hr even in a good mining ship. In your starting Sidey you would earn a couple hundred credits. There were no limpet collectors for example, so you had to manually scoop every single bit of ore. Commodity types are based on station economy. So if you want a certain type, you'd look at the map to find that type of economy. Most money back then was in trading Rare Goods though. Modules were hit&miss, you'd just fly to the nearest big Hi Tech station and hope they'd have it, or you'd fly to an Industrial system.

Keep in mind most ships didn't exist back then, as did many modules and weapons. Engineers didn't exist either. So you basically bought the ship you wanted, A-rated it and grabbed some weapons. We didn't have any stats either, just some general 'Damage rating: A' stuff.

Things were... different. :D
Pretty much how I played back in 2016 when I started, no Engineers because Horizons wasn't available on my computer no mining as I wasn't interested and what little I did was just scoop up the bits one at a time. Mostly I hopped from system to system bounty hunting and then when I got a Cobra III flying to Community Goal systems if I heard where they were in time and joining in with those, it became a lot easier once you could sign up anywhere.
 
Pretty much how I played back in 2016 when I started, no Engineers because Horizons wasn't available on my computer no mining as I wasn't interested and what little I did was just scoop up the bits one at a time. Mostly I hopped from system to system bounty hunting and then when I got a Cobra III flying to Community Goal systems if I heard where they were in time and joining in with those, it became a lot easier once you could sign up anywhere.
Oh god, I forgot originally CGs only showed in the specific system. :D
 
The worst thing six years ago was playing "hunt the module". I seem to remember that finding 3C gimbal beams was a particular pain in the posterior. In fact we ended up using the forum to help each other find things.

I seem to remember that even six years ago (within 6 months of launch) that we had the excellent Thrudds 3rd party trading site ( elitetradingtool.co.uk ). I know there are now lots of places with trading info but none, to my mind, come close to the utility of Thrudds. I wish someone had taken it on when Cmdr Thrudd stopped.
 
When I first read this thread's title...

A question to veterans who played the game since day one


...I thought you meant the original 1984 game, but then I saw that you actually meant when ED was first released.
So if 2014 players are veterans, what would us really original 1984 players be called?
Ancients?
Old fossils?
😄
 
Oh god, I forgot originally CGs only showed in the specific system. :D
My first encounter wasn’t good, I saw some post about a thing called a CG where they wanted Coffee and to sign in when you got there along with advice to approach in Solo unless you were a combat god.
So I swapped reinforcements for cargo racks and set off in my Cobra to find coffee and then find the CG system, it took days as I had limited jump range.
I got there but when I arrived there was no sign of anywhere to sign in, I found the post That had set me off and this time followed the link which led me to the CG forum.
Which is where I found out that CGs had time limits and the one that I had been heading towards was now long over, and nobody was paying anything useful for Coffee.
 
Elite Dangerous Horizons was released on Dec 15th, 2015. Before that a lot of game play was still figuring it out in Beta. There were no support websites because we were still figuring how mining and other play styles worked. But we figured it out.

Playing this game since 1984 and in the USA having an Acorn Archimedes sent to me from the U.K. so that I could play the version with the swinging 'fuzzy dice' might consider me weird or a fanatic. April 1995 Gametek released Frontier: First Encounters to soon. The most bugged game ever released at the time. Look up how me and others supported it.

Twenty years later Braben went with Elite Dangerous. There were weird maybe fanatics like me waiting in the wings.

Regards
 
How did you find where to mine, where to buy/sell commodities, where to buy modules etc.?
actually, it isn't difficult at all to do all that in the game without any help. what would be much harder or next to impossible would be to do it in a minimaxing way: best spots, best commodity, bests sale port, etc. it would seem people find today that mining in anything but a triple hotspot is a waste of time, but that's simply not true. you can build a ship and go about your business all by yourself and make good money. maybe not as much and not as fast, but still, and maybe in a more fun way. it's up to you.

puzzles like e.g. the guardian thing were anyway meant to be crowdsourced.

the real deal is engineering, i doubt you could do that to any meaningful extent in any reasonable timeframe by yourself. figuring out all the mods that exist, which egnineers do what to what level, which mats spawn in what uss and which uss spawn where, and a huge etcetera. that's complexity by brute force, it's just a stupidly big tree of arbitrary possibilities where you have to pursue every single branch to get a clue, i doubt anyone has done any serious engineering without resorting to inara, the forum or eddb.io substantially, exploits included. then again all this pointless complication doesn't really add an iota of fun to the game beyond what was already there. before engineers you could fly, mine and shoot. after the full engineers circus you can fly, mine, and shoot. awesome improvement!

as a sidenote ... another massive help has been coriolis.io and edshipyard, simply because the outfitting interface is just miserable. but i think that was intended at first. also, first engineers did random rolls, and frontier genuinely expected that players would confine themselves to that fog of war with deliberately obscured information and do it in a casual way in a mysterious world, i guess the idea was to simulate real world complexity and diversity. of course that's incredibly naive and games simply don't work that way, online games much less so, and people just came together and reverse engineered all the missing data, derived the formulae and built tools to automate what should have been automated by the game, what isn't really interesting gameplay but just artificial chores to kill time.
 
actually, it isn't difficult at all to do all that in the game without any help. what would be much harder or next to impossible would be to do it in a minimaxing way: best spots, best commodity, bests sale port, etc. it would seem people find today that mining in anything but a triple hotspot is a waste of time, but that's simply not true. you can build a ship and go about your business all by yourself and make good money. maybe not as much and not as fast, but still, and maybe in a more fun way. it's up to you.

puzzles like e.g. the guardian thing were anyway meant to be crowdsourced.

the real deal is engineering, i doubt you could do that to any meaningful extent in any reasonable timeframe by yourself. figuring out all the mods that exist, which egnineers do what to what level, which mats spawn in what uss and which uss spawn where, and a huge etcetera. that's complexity by brute force, it's just a stupidly big tree of arbitrary possibilities where you have to pursue every single branch to get a clue, i doubt anyone has done any serious engineering without resorting to inara, the forum or eddb.io substantially, exploits included. then again all this pointless complication doesn't really add an iota of fun to the game beyond what was already there. before engineers you could fly, mine and shoot. after the full engineers circus you can fly, mine, and shoot. awesome improvement!

as a sidenote ... another massive help has been coriolis.io and edshipyard, simply because the outfitting interface is just miserable. but i think that was intended at first. also, first engineers did random rolls, and frontier genuinely expected that players would confine themselves to that fog of war with deliberately obscured information and do it in a casual way in a mysterious world, i guess the idea was to simulate real world complexity and diversity. of course that's incredibly naive and games simply don't work that way, online games much less so, and people just came together and reverse engineered all the missing data, derived the formulae and built tools to automate what should have been automated by the game, what isn't really interesting gameplay but just artificial chores to kill time.
The one exception to me is small ships with enhanced thrusters. Designing small ships for all kinds of purposes is loads of fun given the impact even one ton more or less has on the flight characteristics, and these ships are a lot more fun to fly now imho.

But yeah, no way I'd be able to do this without coriolis.
 
The one exception to me is small ships with enhanced thrusters. Designing small ships for all kinds of purposes is loads of fun given the impact even one ton more or less has on the flight characteristics, and these ships are a lot more fun to fly now imho.
indeed, i love them too, loads of fun to fly. i don't think that justifies the existence of the whole engineering apparatus, though. anyway, it's what we got and better just have fun with it. i do have several of those.

what i dread is to fully engineer e.g. my t10 with all those hardpoints and internal modules, that's going to take a while. i'll begin with it any day, now!
 
Back
Top Bottom