Am I missing something or is this ED in a nutshell?

Oh right. So it turns out everyone has their limit. Imagine that.

Now scale that across the entire player base, and maybe those eleven million times you just shrugged, and said it was all just fine, might have wildly missed the point? Of course not. I mean it’s not a grind and it’s all just simples.

Best of luck with the endless grind immersive gameplay. Just think of the sense of accomplishment.

I’m sorry, but this is the game now. Endlessly lurching from extreme to extreme and it’s absolutely ordinary. It’s really, really ordinary. Frontier is now just shooting from the hip; and Beyond was supposed to sort this out. Not make it worse.

cruel ;)

the difference is that you may have a heap of ships, and may upgrade all of them for multiple purposes, and it involves several activities, so it's sort of open ended and can be argued (pulling at straws, but still) that ... it's gameplay.

this is just a mission, a single objective of "content", for which you have to repeat the same puzzle all over more than 20 times, and it seems pretty much assumed that instance flipping is expected. it doesn't get more blatant than that, so not even sleutl can turn a blind eye.

the actual puzzle is just haul items from here to there in pairs given an arbitrary meaningless order you have to figure out by trial and error, or looking it up here because someone did. i've seen toddler toys more sophisticated than that.

that's why i don't have sleutl's problem. cba, not even once.

Frontier. What is going on?

same as ever, just with more silly. goats call it progress!
 
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sarcasm

OP, noboby is forcing you to do these activities right?
Blaze your own trail, the game doesn't hold your hand.

It sounds like you want these rewards yesterday without putting any effort in.

/sarcasm
 
sarcasm

OP, noboby is forcing you to do these activities right?
Blaze your own trail, the game doesn't hold your hand.

It sounds like you want these rewards yesterday without putting any effort in.

/sarcasm

Well, actually that's true. Also almost a quote of one of my earlier posts, without the sarcasm that is. :D
I guess the idea is, that you don't get all the stuff by tomorrow, and hopping from one Guardian site to the next and doing stuff will get you lots of stuff eventually. That's actually what I am doing at the moment, just that I don't even need the weapons. :D

I have to agree though that more ways to get the blueprints would have made more sense, especially because we only have a limited number of Guardian Structure types. It's a repetitive loop with always the same outcome and can't be done on the fly while doing other stuff like gathering material.
I am pretty sure we'll see more Guardian stuff with further updates and hopefully also more ways to gather the blueprints.
 
They really expect us to get all those things at the guardian sites through mode hopping and doing the same thing again and again. I hope people that allways stated the "play your own way and the mats will come to you" can now shut their mouths. I dont really know whos logic is more idiotic at this point and it makes me sick :p

7478d08bc0bda884e821ab8bdd2916d7abd078d1760b7af2de7622858f7e746f.jpg
 
I went to two of the three Guardian ruins mentioned by galnet. Cool, I can now find stuff just using in-game info! Both look great, one reminds me of Machu Pichu, pretty pic stuff. Me=happy. There is some stuff to do, some risk, and it works without bugs. Well done FD! Then I notice I get one specific data thingy after completing the mini-puzzle. Not three, just one. And I need 22 to unlock the three modules that require them. Then I need four more of the other thingy at the other base. Am I correct that FD puts in two cool locations, adds a unique 'quest', finally adds all needed info in-game, and then messes up by expecting me to do this 24 more times?

If so, could some community manager who reads this please tell Sandro et al. that 'now do this n-number of times' is not good game design? I for one am not going to do that. It turns what started as a cool experience into a chore. 'now do it 24 more times' doesn't add to the fun. It diminishes it.

I will be doing it the one time. I don't need the modules.
 
They really expect us to get all those things at the guardian sites through mode hopping and doing the same thing again and again. I hope people that allways stated the "play your own way and the mats will come to you" can now shut their mouths. I dont really know whos logic is more idiotic at this point and it makes me sick :p

http://s2.quickmeme.com/img/74/7478d08bc0bda884e821ab8bdd2916d7abd078d1760b7af2de7622858f7e746f.jpg

If you read the thread you'll realise that lots of the people who usually say "play your own way and the mats will come to you" actually agree with the criticism this time.
 
It's personal narrative. If you don't like it go do some community goals. :D Jokes aside. I am doing guardian guest only for the money and lore. Glad this popped out so I am not bothered with blueprints.
 
So you want an I win button? You grinders who just want everything given to them practically overnight really get my goat! Take some advice, pal; quit grinding and just let it come to you organically.

Problem is, with the afromentioned Guardian missions in the OP there's no way to do it organically, It's just a grind, doing X n number of times to get Y is not good game design, in fact is atrocious and puts players away from doing the content, few will think "Yeah I accomplished X after long hard work", most will just say "Screw this, I'm going to do something else", If the puzzles were hella complicated and let's say to get your blueprints you have to complete let's say 3 very difficult puzzles on each ruin and when I mean difficult I mean difficult as hell, Water temple when you where 10 and playing Ocarina of Time level of Difficult, Darkwater Midir and Nameless King combined level of difficult, then most would have a sense of accomplishment.

I agree with you, in ED you can grind or you can do things organically, take rank for example, you can make Data deliveries ad infinitum between 2 systems to get the Corvette or Cutter, or you can just make your way around the bubble doing missions for different factions and try to influence the BGS into doing stuff like making a system have a famine and put another faction in power, you'll get your Vette and Cutter that way also.

With Guardian stuff there's no such opportunity, it's just mindless grind, the sad thing is these missions (and most story content) had a lot of potential, but someone on the dev team said "That's cool and all but you know what would be cooler? let's have players do 1 thing like automatons to get the reward", hell the missions could've been the first time we had "Bosses" on ED for example hear me out, here's how I would structure them, this comes from both an ED player and a gamer in general:

1- You get to the ruin, land your ship, and by some reason (let's call it Guardian technology disruption) your ship is now grounded until you complete the first puzzle, this get's you a special item that upgrades your ship's firmware to be compatible with guardian tech.
2- Now you get trapped and separated from your ship by some ruin mechanic for example, the ruin itself shifting and trapping your ship on a guardian "hangar", you need to solve another Contra level difficulty puzzle, now with some enemies, Skimmers, turrets, some new form of Guardian ground vehicles (this can be adapted into the general game, let's say SRVs start chasing you after you hack into a High sec settlement), solve the Puzzle and get to your ship, you now get a firmware update and the blueprint to use whatever module the ruin in question is supposed to give you access to
3-After you get to your ship the ruin "Comes alive" and you have to fight some sort of big Guardian Construct on par with a Medusa in some ruins, some deploy let's say 5 with Guardian ships if you started the ruin alone and 10 if you went with someone (the number would multiply by 5 for each player in your wing) equivalent to 1 to 2 levels of hability above your combat rank, if you are Elite, you add 2 A rated Anaconda level ships per player, other ruins swarm you bazillion of ship launched fighter type things, if you defeat the ruin's "boss" you get the materials required to build the modules you came to get and pay a metric ton of credits

There, now you have a fun and challenging "level" that would make you feel like you accomplished something, this missions wouldn't be for anyone but for the bravest most balls to the walls players out there, something the whole community would look forward to, to be among those brave or stupid enough to do a Guardian Ruin, hell I just gave you REAL endgame content, and something that would feel like advancing the ED storyline forward, something that would make players feel like they truly did something extraordinary, truly deserving of calling themselves an ELITE pilot

this system could be implemented with many mission or events, like let's say an upcoming update says "Thargoids in the bubble nowhere but Colonia and the black is safe now" implementing events like full scale invasions, 5 Medusas, 3 Basilisks, 3 Cyclops and 10 scouts trying to blow an Starport to kingdom come, make this community goals, if the CG fails then bye bye no more starport in the system, it get utterly destroyed and the ruins stay there forever as a reminder of the collective failure, for this to be a succesful mechanic of course if some of the more grindy bits of the game were tweaked, missions paying more, "Story" and "Sidestory" like missions giving you rewards to be able to combat these threats etc...

I bet by left nut something this could breathe much needed new life into the game, but until FDev realizes F2P like grind isn't good game design we cannot get nice things
 
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One of this games problems, seems to be that the gated stuff isn't actually that good.

I spent ages working towards the Corvette. Not as good as the Anaconda.
Some PowerPlay modules. Crap.
Cutter... Not interested.

Lol

The Engineers rewards are good, but you put more effort in than you get out.

Now the guardians stuff, is apparently even more so. Lol

That said, I might need to visit them anyway. I love exploring the sites. Probably won't bother with the umpteen million scan dohdahs though. I never finished ram tahs, last mission.
 
I went to two of the three Guardian ruins mentioned by galnet. Cool, I can now find stuff just using in-game info! Both look great, one reminds me of Machu Pichu, pretty pic stuff. Me=happy. There is some stuff to do, some risk, and it works without bugs. Well done FD! Then I notice I get one specific data thingy after completing the mini-puzzle. Not three, just one. And I need 22 to unlock the three modules that require them. Then I need four more of the other thingy at the other base. Am I correct that FD puts in two cool locations, adds a unique 'quest', finally adds all needed info in-game, and then messes up by expecting me to do this 24 more times?

If so, could some community manager who reads this please tell Sandro et al. that 'now do this n-number of times' is not good game design? I for one am not going to do that. It turns what started as a cool experience into a chore. 'now do it 24 more times' doesn't add to the fun. It diminishes it.

I agree. I won't do that 24 times either.
I have not been to the new Guardian ruins, but I intend to, because they look cool.
There is no chance in hell I will repeat the same thing over and over.
 
Problem with all these new quests is that they are so quickly completed that the only way they can lengthen the mission is to force us to do it multiple times. Like said in here many times. It would have been ok with 24 totally different sites in cool locations. Lot's of different puzzles and methods to get what's needed. But that takes time and effort. Or much harder resistance at the sites. I can already see OA's video:"Guardian site revisited after a year". Maybe it's better then.
 
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This would be akin to have the witcher ask you for 8x superior ursine armour blueprints for crafting and asking you to complete the same dungeon 8 times.

What the hell FD ? If design does not know how to do design a modern open world adventure game, hire someone who does along with a good writer/director.

Either they are clueless and put of their depth or they missed like 10yr of adventure games.

It should have been one site per blueprint, with different layouts, enemies and puzzles. One blueprint per "dungeons" and not a random one. One blueprint to craft the module.

Bad pacing, bad quests design and poor QC are making FD fall flat on their face every single time. It a damn shame for all the other good stuff they produced.

I really look forward to do it exactly once. The sites appear to be good stuff really. Too bad for the folks who designed the new modules I guess.
 
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Welcome to Warfr.... aehm... Elite ;)

Problem is: do they have the funds and people to produce 25 different guardian sites? :rolleyes:

They already have a few different versions. They could have simply have each one give you one special data thingy, and have each tech only require one. If they needed to 'balance' it (which makes little sense here) they could just add or up a requirement for something you can get via missions. That way you do the ruin, than just play the game, than get the toy.

What we have now is just clunky.
 
Exactly what I was thinking!!

I went to one Guardian Structure that gives out the weapons blueprint.
Did the puzzle which was fun and shot the sentinels, also fun.
Then I looked in my inventory, one blueprint............
I need twelve for both weapons........
I have to repeat this twelve times ?

Packed my bags and headed home.

I've done one grind in the three years that I play this game, my Cutter rank, never again.
This is so not creative.
Sure the Guardian Structures are nicely made but what were they thinking.
"Here are some nice weapons, to obtain them solve this puzzle, now do this same puzzle twelve times."

Nope not interested.

If there only were 12 different ruins with different puzzles where one leads to another, but nope, repeat the exact same, because reasons. And there are still people saying ther eis no grind. It is absolute grind to repeat the same non challanging thing just for the sake of repetition. This is not how well desined progression or entertaining works.

I have a message for all the carebears complaining about this.

Goat gud!



goat gud? yeha I guess getting a goat like stupid mind is needed to do these mentally unchallanging tasks. so you better say: "git goat!"
 
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