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

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One funny thing came into my mind. New planet tech is not tied to grind or bad dev choices or anything like that. Really good artist assets and nothing more. I am still enjoying the new planet tech so much. Oh, you can enjoy new wonderful ruin assets combined with planet tech. Just take some pictures and enjoy the view. Grindfull thoughts will soon go away and you forget the blueprints and other not so good stuff.
 
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Whilst it's only a grind if you're not having fun, doing this 20 odd times wasn't my idea of fun. Had the end result of solving a puzzle ended with a different outcome, then sure.
 
This is one of several reasons why I avoid anything to do with plot / galnet / things. FDev do not understand why this sort of gameplay is so last decade. Hell, it was old back in the 80's.

I'm pretty much the same way. I just recently went to one of the old (pre 3.0) Guardian Ruins. I had no clue what to do, so like always in these situations in ED, I looked it up online. Once I saw what Frontier expected me to do (which is incredibly tedious IMO), I said "screw that" and returned to the bubble. I did complete one scan, just to compensate for the time there and back.

Thankfully one does not need to do any of this nonsense to enjoy the game. I'll just keep hauling cargo, exploring the unknown, fighting local badguys, and watch this story unfold on the 6:30 ObsidianAnt News Broadcast.
 
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Yeah, I'm not convinced this is the best way.
Those sites are great but it seems to devalue the whole thing if you need to go through them multiple times...
I'd have to assume there are other sites you could visit to get blueprints that are undiscovered but finding them without help is likely to be tough and if you can just redo a site why wouldn't you?...

I'm not sure on the practicality but perhaps having the system know when you've unlocked a site and only allowing you to do it once could perhaps be a thing.. That would infuriate a lot of people but maybe offset that by reducing the blueprint unlock requirement or perhaps even specifically unlocking a randomly selected module/weapon.. That would be a bit more narrativey which I think is what was being driven at right? Perhaps allow people who've done it before to help others who haven't (they could help but not get the reward?)..

Anyway, tricky.
 
Like anything I think FD are missing out on letting people have a career as a supplier, literally everything in the game material/bp wise should be able to be traded on the boards, people who love the grind can sell stuff, people who hate the grind can buy stuff, as many have pointed out nearly every single component of the game is either a blatant grind or a grind trying to cloak itself. This isn't a hate on the game as I play it most nights just what I see from a personal perspective.
 
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.

Had to un-ignore you to rep you. I'm conflicted. :)
 
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 entirely, and feel like FD need to stand up in front of their players, and explain exactly what their reasoning was for this, and if it was "To... er.. help people enjoy... the new content more...." then they should probably re-think it.
 
I agree entirely, and feel like FD need to stand up in front of their players, and explain exactly what their reasoning was for this, and if it was "To... er.. help people enjoy... the new content more...." then they should probably re-think it.

It's the fabled personal narrative.
 
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.

This is what Frontier calls a "personal narrative", you are just going to have to goat gud!

EDIT: Frack MadDog, beat me to it!
 
It's a shame realy, the sites look great and are a joy to experience but after doing the puzzle up to 24 times you'll never want to go back there.
Imho FD shot themself in the foot here, beautiful constructed sites, then numb them down with incredible repetitive gameplay.

Bummer.
 
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.

that is unfortunate.... it would be better if each site had a set number of "things" and these were unique. To unlock ALL the stuff from the broker you need to return X number of unique "things".

if that means it is possible that it is impossible to get all the stuff right away because some guardian ruins are not found... so be it.
 
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