Could Frontier please demonstrate how to use the FSS enjoyably?

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Yup. And they have been known to be wrong on a number of times.

I know how they work and I know they are not always accurate with thier predictions.

You know, you could even survey all of the voting population and still fail to predict the outcome. Point is, statistics are not bulletproof but they aren't meant to be.
 
I’ve done more exploring since FSS. This is mainly due to the fact of POI’s. Previously I had no idea how people were finding these things (I’m a bit slow), since the FSS, this is much easier. I use no third party stuff to log any of it.

I appreciate this is one man’s take and someone out there has stopped exploring since FSS, thus cancelling my experience out in ‘the great count up’.
Don't worry, I'm exploring without using the FSS, so I'm completely messing up @marx's stats. Fortunately there are thousands of other people playing ED, so we're not statistically significant - though obviously we're both special snowflakes in our own ways :D
I use this bizarre hybrid of FSS analysis, parallax, and using it the way that supposedly the devs "intend it to be used"... which I'm highly doubtful of, because I can't think of any reason for them to put in all that extra work on the stuff I'm using, if I'm not supposed to be using it in the first place. :rolleyes:
 
You just don't want to realize that all these numbers are prone to the correct interpretations. But then I guess you're not really reading what I'm writing...

To show you're wrong, I can tell you meant to say "these numbers are prone to incorrect interpretations" which I already knew; regarding the first half of your post, I wasn't talking about interpretation, just the chance of having a correct extrapolation of the population based on the sample size.
 
Out on the rim, where I’ve been for 35 weeks, I can say definitively that stellar density, even at Y+0 stinks. It’s just short of non-existent. Yes, there is an occasional cluster at Y+/- >0 but these are exceptions, not rules.

Even travel along Y+0 can be difficult when systems are 100 LY or further apart, and I routinely have to move back from the edge to be able to jump at all.
 
Out on the rim, where I’ve been for 35 weeks, I can say definitively that stellar density, even at Y+0 stinks. It’s just short of non-existent. Yes, there is an occasional cluster at Y+/- >0 but these are exceptions, not rules.

Even travel along Y+0 can be difficult when systems are 100 LY or further apart, and I routinely have to move back from the edge to be able to jump at all.

That's what I used to do at times, it's really fun.
 
I don't use the FSS, it is more of a pain that useful, _ If you find something, you have to go there anyway, so why bother with something that doesn't actually tell much of anything about the discovery in question - just that something is there - Now, the probes are useful on new planet/moon discoveries, - Like I said, if you want something you have to go there anyway.
 
I am amazed this thread is approaching 100 pages...

Still, my own two credits (again...) on Elite's most important topic: exploration.

A great video from 2014 has been circulating from when the developers spoke of their aspirations for Elite. They knew how distant many of these aspirations were (atmospheric landings, space legs, capital ships) but what's striking is how many spoke specifically to exploration - particularly Braben himself - and its importance to Elite as an experience and simulator.

A lot of time is spent discussing walking on planetary surfaces or within the ships, experiencing natural phenomena such as nebulae and geysers, and fully immersing yourself in the vastness of the galaxy. While the last bit is often over-romanticized, the other two are fairly straightforward. No Man's Sky gets picked on for over-reliance on procedural generation. 'Everything is new and so it is also old.' Yet there's no doubt that NMS presents compelling landscapes and environments worthy of exploration. It might help to remember exploration is not an action so much as a desire: to see something for the sake of curiosity and little else.

Elite produces some incredible screenshots and explorers (real explorers) regularly commend the game for producing astounding environments from as close to Sol all the way to Beagle Point and everywhere in between. Yet exploring as a desire makes it less a gameplay mechanic and more an experience - and most gamers don't pick up a flight simulator looking for screenshots. NMS has a dedicated community, but its foundation lies more in artists and dreamers than competitors and gamers. Elite is an excellent game and the best space flight simulator on the market, bar none.

But it's not a very good exploring game. The FSS is an attempt to 'gamify' the desire to explore, and it works to some extent. There's not really much in the way of skill - one can quickly tell whether the object they are seeking is there or not without actually zooming in - but it's not as simple as NMS where the planets all orbit within unrealistic ranges and are easily identified for what they are. Then again, such a simple approach convinces players to land and see what is planetside. Comparisons between NMS and Elite quickly stretch thin because NMS isn't a space-flight game - it's a planetary explorer game that uses space as a medium for travel. Elite is nearly the polar opposite: it is a space flight game that happens to use planetary surfaces as a medium for gathering certain materials (if you want to).

I have said many times that what Exploration in Elite lacks isn't so much gameplay mechanics as it does experiences. If you've seen one geyser, you've seen them all. The Biological signals help, but they quickly run out, too. Asking developers to produce an infinite catalogue of creatures quickly replicates the NMS problem: It's all new and so it is old. Instead, Elite needs more interactive experiences in Exploration. The very best example of this is the place most folks don't consider an exploration activity anymore: aliens.

Guardian Ruins and Thargoid Sites are the only real exploration activities in Elite - they are not necessary to playing Elite but any normal player greeted with such a sight for the first time would undoubtedly want to get a closer look. This is exploration. The desire to see for the sake of curiosity. Of course one you've seen it, that desire will fade. Some people can view the Grand Canyon in the United States hundreds of times and still come back - most see it once, get a shirt and postcard, and move on. Elite does not need procedurally generated experiences or creatures. It needs handcrafted experiences, assets that take great amounts of time and effort to produce.

Time and effort FDev doesn't seem keen on investing in.

Because it will all go stale, eventually. Even a vast and vivid world like World of Warcraft became old for the majority of the playerbase in just a few years! Frontier is no Blizzard, and Elite is no Azeroth. But the point still stands. Exploration in Elite doesn't benefit (or lessen) because of features like the FSS. It just doesn't go anywhere. What's more, exploration doesn't have to be in the black - it can be in the bubble just as easily, and for many new players it is for a short time. But tourist beacons aren't experiences - they're short stories - and once you've seen the few types of stations and planetary docks, you've seen them all. It is a sad state of affairs that I was more blown away by the asteroid base I encountered on my way to a nearby Nebula than sixty or so systems I stopped in along the way combined.

Only because it was a new experience. It was still just a plain ol' station dock. The magic quickly wore off - a truly unique sight found almost exclusively in the black and it turns out to just be another station with the same services as any other station.

Exploration requires the most expensive segments of gaming: new assets. That's why so many games don't pull it off too well. NMS isn't an explorer game - not really after a few hours - it's a crafting game. Real exploration gameplay requires a multitude of new experiences. You do more exploring in a combat RPG like God of War than you do in most 'exploration' games, if you think on the real meaning of exploring. You see new sights, new stories, new experiences.

This is why exploration is the easiest gameplay idea to get hyped about...and the absolute hardest to deliver on. Those developers are genuinely excited to deliver an exploration experience, back in 2014. The FSS is solid proof that they've realized how hard delivering that vision is. It is easier to gamify exploration than actual deliver it. This doesn't make them lazy or evil or liars - it just reaffirms what exploration actually is and is not.
An interesting read and an interesting viewpoint. (y)
While I don't wholeheartedly agree, you seem to have the benefit of experiencing NMS so I take what you say about it as more or less correct, but most people I know will inevitably 'fix' the game over a pint, no matter what game it is they can always come up with ways the devs should have done this that or the other, and included another much loved but dropped feature.
 
Thanks for being honest. But you are wrong: I was the first one who brought this up but you've certainly missed that as you only seem to react to one-liners.

You possibly could have brought it up before but I didn't reply to that post so it's irrelevant and again you are wrong, I react to any post I deem worthy to reply, that includes both long and short posts.
 
I use this bizarre hybrid of FSS analysis, parallax, and using it the way that supposedly the devs "intend it to be used"... which I'm highly doubtful of, because I can't think of any reason for them to put in all that extra work on the stuff I'm using, if I'm not supposed to be using it in the first place. :rolleyes:

Well based on the livestreams, we're supposed to use it to scan the entire system without having to fly around.

I'm not sure what stuff you're talking about that isn't designed specifically to support that goal. Could you elucidate?
 
Yes, and the time that the targeting failed message hangs around (to shorter!). And maybe the slowness of the scanned body announcements. We don't have much reason yet to care for dozens of announcements of asteroid clusters found...

:D S
The funny thing there is that I always see Asteroid clusters to be undervalued, they should be seen as important data if for nothing than navigational hazards, they may also be seen as areas of mining and or even geological interest, giving more data to the system formation and historical layout, I've never really seen them as throw away data that FDev seems to have classed them as.
 
Well based on the livestreams, we're supposed to use it to scan the entire system without having to fly around.

I'm not sure what stuff you're talking about that isn't designed specifically to support that goal. Could you elucidate?
First and foremost is the chevron system.

On the waveform spectrum tuner, it'll show you what types of bodies are within the range you're tuned into, whether they have rings, and when combined with the "signals" on the waveform themselves, it's possible (though not necessarily practical) to determine their size.

On the main screen, when combined with the range you're tuned into, it'll show what types of bodies are in your field of view, whether those bodies are moons, main bodies, or part of a binary or larger system.

When you combine the chevron system with the temperature and distance readings, it's also possible to deduce whether a body is terraformable or not.

If we're supposed to just "use it to scan the entire system without flying around," none of this information is necessary for that purpose. Why encode this information into the interface when it'll be revealed by resolving the body in the first place? Encoding this information, planning these interconnnected systems, programming in the rules, and testing them requires development resources. If we're supposed to just play the "minigame", why all the extra work on stuff that should be ignored if we're using it "properly?"

Furthermore, in the livestreams I've watched, especially the introductory livestream, the development team seemed quite proud of the fact that you can deduce the properties of a body before you resolved it. I spent a lot of time going over that livestream getting ready for the beta, rewatching the hints they provided, hypothesizing about what most of the things I was most interested would look like on the FSS, other uses for the FSS besides resolving bodies, and most of my hypothesis turned out to be correct.

I think the livestreams focused on the "minigame" not because that's the way we're supposed to play it, but because the "minigame" is the most easily understood by most viewers. But just because its the easiest to understand, doesn't mean its the only way its meant to be used. It's just that the livestreams are meant for those who'll be new to using the FSS.

I didn't fall into my current exploration workflow, FSS analysis -> discovery via parallax -> "minigame," right from the start. At first I was playing the "minigame" along with everyone else. But because I had paid attention to parts of the livestreams that others ignored, or outright dismissed as "fluff," I was soon in a position to skipping over completing the "minigame" in favor of flying there directly, once I had determined that there might have been something there worth flying to. It saved a little bit of time, and more importantly it was much more fun.
 
First and foremost is the chevron system.

On the waveform spectrum tuner, it'll show you what types of bodies are within the range you're tuned into, whether they have rings, and when combined with the "signals" on the waveform themselves, it's possible (though not necessarily practical) to determine their size.

On the main screen, when combined with the range you're tuned into, it'll show what types of bodies are in your field of view, whether those bodies are moons, main bodies, or part of a binary or larger system.

When you combine the chevron system with the temperature and distance readings, it's also possible to deduce whether a body is terraformable or not.

If we're supposed to just "use it to scan the entire system without flying around," none of this information is necessary for that purpose. Why encode this information into the interface when it'll be revealed by resolving the body in the first place? Encoding this information, planning these interconnnected systems, programming in the rules, and testing them requires development resources. If we're supposed to just play the "minigame", why all the extra work on stuff that should be ignored if we're using it "properly?"

Furthermore, in the livestreams I've watched, especially the introductory livestream, the development team seemed quite proud of the fact that you can deduce the properties of a body before you resolved it. I spent a lot of time going over that livestream getting ready for the beta, rewatching the hints they provided, hypothesizing about what most of the things I was most interested would look like on the FSS, other uses for the FSS besides resolving bodies, and most of my hypothesis turned out to be correct.

I think the livestreams focused on the "minigame" not because that's the way we're supposed to play it, but because the "minigame" is the most easily understood by most viewers. But just because its the easiest to understand, doesn't mean its the only way its meant to be used. It's just that the livestreams are meant for those who'll be new to using the FSS.

I didn't fall into my current exploration workflow, FSS analysis -> discovery via parallax -> "minigame," right from the start. At first I was playing the "minigame" along with everyone else. But because I had paid attention to parts of the livestreams that others ignored, or outright dismissed as "fluff," I was soon in a position to skipping over completing the "minigame" in favor of flying there directly, once I had determined that there might have been something there worth flying to. It saved a little bit of time, and more importantly it was much more fun.

So once you've filtered to taste, you just open up the fss, dont do any panning, and tune for your blob. If its there remember the heading and go there and flash scan it?

Hmmm..... haven't tried that version. Can you prevent the fss from panning?

The navigation panel would be so much easier :) An unknown target is exactly the same thing!

Hmmmmmmmmmmm
 
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