C'mon, this is faintly ridiculous.

Sometimes I only have an hour or two to play and a ship transfer alone can take over an hour. People complain about "noobaconda's" being everywhere and smaller ships not feeling more viable? This is one of the biggest reasons for that. Transfers take too long, traveling back to that kitted ship definitely takes too long, so I spend all my time in my biggest best ship that can do everything I need it to do wherever I go.
Wait until you visit Colonia and wish to transfer another form the bubble...
65 hours and around 130% of the value of the ship - which is why I flew my Cutter and Corvette there in the pre-FC days!
Over a billion credits to transfer a single ship makes one wince a little!
 
There is literally no gameplay benefit other than wasting the players real time (and credits) in transporting a ship. It seems like something they tested and realized there was no benefit to, but then the players asked for it.

Why do you have to wait 25 seconds to build a marine in Starcraft 2? Why is my running speed limited in Minecraft? I'm not a child, I no longer need to be taught patience, so shouldn't I be allowed to fly a Dreadnaught in EVE from the get go?
No, of course not. Because time sinks aren't (usually) used to waste the player's time, they're used to reward the savvy player who used some foresight to anticipate their needs and optimize the time spent, and also allow other events to interfere in the meantime, such that your goals might be pushed back, creating more opportunities for gameplay.
 
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Wait until you visit Colonia and wish to transfer another form the bubble...
65 hours and around 130% of the value of the ship - which is why I flew my Cutter and Corvette there in the pre-FC days!
Over a billion credits to transfer a single ship makes one wince a little!

Yeah I mean stuff like that makes a Fleet Carrier so compelling because you can keep everything in one central, movable, place. A BILLION credit for a transfer that ALSO takes a gillion hours? Just..wow, that's so prohibitive.
 
Why is my running speed limited in Minecraft? I'm not a child, I no longer need to be taught patience, so shouldn't I be allowed to fly a Dreadnaught in EVE from the get go?

I'm not a child either, I am 43 years old. And I'm very aware that spending hundreds and thousands of hours in a video game is an incredible waste of my most precious and finite resource: time. A fact often repeated to me by my wife lol.

So that time should be spent well and it should be spent having fun. We play games partly to escape reality, but some seem bent on turning them into real life simulators.

A game where one can instantly jump 60+ light years between stars, but one also must wait hours for a ship to be delivered? It just isn't internally consistent and breaks MY immersion.
 
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Yeah I mean stuff like that makes a Fleet Carrier so compelling because you can keep everything in one central, movable, place. A BILLION credit for a transfer that ALSO takes a gillion hours? Just..wow, that's so prohibitive.
Oh... The good old days...

When I moved my main account out to Colonia I used nearly 2 billion credits moving most of my fleet, the 2 biggies I had to suicide back to fly each out, it was good fun in an explorer type way to jump 30 or so LY in a big ship - but I did make good exploration data earnings on both trips.

Many larger "A" modules were not even available in Colonia then either, so had to be either shipped (130% of purchase, plus the original purchase) or flown out...

You youngsters today don't realise how easy you have it... It was uphill both ways in the snow when I first started playing 😤
(grumble... grumble.. humph!)
 
That was a whole cow! 🐄
Let me know when you are ready to unlock the Colonia engineers, I'll offer you a round trip on my FC - with a couple of days stopover to 'explore' the area - it is totally unlike the bubble!

Wow thanks, that sounds awesome! I sorta paused my engineer thing for a bit to focus on mats and unlocking Rep etc etc. But as soon as I do the 5k trip for Palin I'll be rolling them hard I think.
 
Wow thanks, that sounds awesome! I sorta paused my engineer thing for a bit to focus on mats and unlocking Rep etc etc. But as soon as I do the 5k trip for Palin I'll be rolling them hard I think.
I normally do an overnight stop at an amazing Guardian system a little over half-way there - not a module site, but plenty of scans to be had from obelisks over 2 large sites - and fun SRV'ing to be had too! (if you are so inclined, of course)

Just DM me at the time you are thinking about it, it will 'lose' 2 days of playtime each way but if you get out and do a little supercruise between FC jumps (15 minutes window following arrival) you can unlock Palin painlessly too!

ETA: remember, if you have invites for the 4 Colonia engineers (from Martuuk, The Dweller, Todd & Liz) you can get all of the classy mods too... Assuming you have combat Expert or higher, that is (y)
 
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Regarding all that credit inflation thing why we can't have game mode that multiplies all credit costs by 10 or 100 ? or decrease credits reward by same factor it's all the same.
If you want it slow go with multiplier, like fast progression go with normal (x1) multiplier. It could be game session not save game thing .. I hope.
 
people complaining about credit inflation (or the lack thereof) are really complaining about losing any gameplay motivation for continued activity - much less direction.

Credits are a form of game mechanic that creates a barrier to progression and a reward for mastering the game. In Elite Dangerous, this effectively disappears very quickly after figuring out the basics of how all of the grind mechanics work.

The solution has nothing to do with credits because the problem is not credits. The problem is in the game mechanics that reward players with credits or other currency. They're the same game loops whether the reward is big or small - whether you've been playing the game for 10 minutes or 5 years.

You can't balance a game per player skill on the back of a mechanic that is the same regardless of player skill.

The back and forth over how many credits xyz should be worth or cost is a futile (but zero cost) tug of war that fdev is more than happy to keep using to placate us players from getting all riled up and demanding actual improvements and potentially impacting their future sales.

nothing shuts up a bunch of frustrated players like free money. It's odd how such free/super easy money paths always exist in the game even after rebalances and "fixes" take so long to get put out. It's intentional. it's like a heatsink for players who would get loud about everything being a grind mechanic and a lot of time with nothing to show for it given the lack of player agency in the game.
 
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I care a lot more about frontiers tacit acceptance of clogging, their absolute trash blocking system and allowance of solo/pg to effect open, all of which essentially neuter the game world and make a mockery of acquiring skill in flight than inflation
 
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I care a lot more about frontiers tacit acceptance of clogging, their absolute trash blocking system and allowance of solo/pg to effect open, all of which essentially neuter the game world and make a mockery of acquiring skill in flight than inflation

all of which are great things to not like. But solving those things would require a complete re-coding of how the game behaves network-wise. You'd need an arbitrator server connection that watches each client's game state and decides if it is following the rules or who's client is correct when there is a discrepancy. Without that kind of arbitrator - there is no solution to most of the things you've mentioned that can't easily be circumvented still. (except the blocking system)

i think we'll just have to accept that this game is a single player (opt-in multiplayer) game with a shared game state and it has no hope of ever being what most would consider an MMO game. Not because those things aren't more important than having game play loops that aren't boring grind-level activities...but because it's embedded in the architecture of the game deeply and unlikely to ever get fixed while the "inflation" thing is not.
 
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I care a lot more about frontiers tacit acceptance of clogging, their absolute trash blocking system and allowance of solo/pg to effect open, all of which essentially neuter the game world and make a mockery of acquiring skill in flight than inflation
Clogging? All it would take is for aplayer to open galmap and follow the instruction below...
Searching the system Sabiyhan in the Galaxy Map system search leads to an immediate crash of the game on all platforms.
All legal in the game too - I wonder how many more bugged system names there might be?

Blocking works well, apparently... I wouldn't know as I've never used it...

And I agree completely, open players should have no effect on the busy workers in PG & Solo...
 
all of which are great things to not like. But solving those things would require a complete re-coding of how the game behaves network-wise. You'd need an arbitrator server connection that watches each client's game state and decides if it is following the rules or who's client is correct when there is a discrepancy. Without that kind of arbitrator - there is no solution to most of the things you've mentioned that can't easily be circumvented still. (except the blocking system)

i think we'll just have to accept that this game is a single player (opt-in multiplayer) game with a shared game state and it has no hope of ever being what most would consider an MMO game. Not because those things aren't more important than having game play loops that aren't boring grind-level activities...but because it's embedded in the architecture of the game deeply and unlikely to ever get fixed while the "inflation" thing is not.
No doubt you are correct. But by not fixing these issues they've turned me from a reliable income stream to a person who won't give them a dime. I can't be the only one who feels this way.
 

Deleted member 121570

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No doubt you are correct. But by not fixing these issues they've turned me from a reliable income stream to a person who won't give them a dime. I can't be the only one who feels this way.

Oh well.

I don't care about the clogging thing as I don't consider it to be an actual problem, regardless of perception or policy. If you're so set on seeing ship go boom, go kill an NPC instead.

Block works just great though as far as I'm concerned, and I make liberal use of it. Also, the shared universe is also just fine with me too. I'll continue to be a revenue stream, and I'm sure I can't be the only one who feels this way
 
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i think we'll just have to accept that this game is a single player (opt-in multiplayer) game with a shared game state and it has no hope of ever being what most would consider an MMO game.
...
TBH I've always thought that's what it was. I like it that way; I played an MMO for ten years but in the end got fed up the the ever-increasing complexity, focus on "gear" and the peer pressure to take part in raids rather than do my own thing.
 
TBH I've always thought that's what it was. I like it that way; I played an MMO for ten years but in the end got fed up the the ever-increasing complexity, focus on "gear" and the peer pressure to take part in raids rather than do my own thing.

the biggest difference being in an MMO, nothing forces you to take part in raids and be an influence in the game beyond the influence of random other individual players. You can literally still do your own thing. Your own thing just sometimes faces against other human players vs PVE.

A lot of the draw to having a huge environment like elite dangerous was designed to have is that there is the potential for having room for both. There isn't a limited resource where players who only want to do PVE have to deal with other humans. Yet the networking setup that FDev went with in the game basically castrates the pvp aspect of gameplay. Limiting it to what it currently is. It's a loss of gameplay opportunity and a gain of none. But yea, anyone purchasing the game since it was initially released should have been under no illusion that this was a game where effective pvp could occur. Which is disappointing because the company hasn't made the pve aspect of things that great, hasn't created an environment of content around the narrative ...basically hasn't created a means to fill the content void created by not having player generated content and driven lore within the game. This makes the game feel even more empty than it is.
 
Oh well.

I don't care about the clogging thing as I don't consider it to be an actual problem, regardless of perception or policy. If you're so set on seeing ship go boom, go kill an NPC instead.

Block works just great though as far as I'm concerned, and I make liberal use of it. Also, the shared universe is also just fine with me too. I'll continue to be a revenue stream, and I'm sure I can't be the only one who feels this way

I totally agree with the above. Except I am holding out on Odyssey to see real gameplay after it is actually released, not just Alpha gameplay.
 
the biggest difference being in an MMO, nothing forces you to take part in raids and be an influence in the game beyond the influence of random other individual players. ...
Yes, that's what I meant by peer pressure. :)
The thing where it's Wednesday, they really need you for the raid on Saturday (they're all sure to die without you), but you haven't got the right gear yet so they want you to spend the next couple of evenings getting it. They'll "help" you now and then, to make sure you haven't sloped off to watch TV or have dinner with your wife instead.
 
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