Look for HGEs![]()
The problem for me is that generally, I'm not looking for HGEs, I'm looking forward to delivering the damn 752 tons of biowaste, get my 3 million and reflect on my life choices.
Look for HGEs![]()
You are kidding right? Sit and do nothing for 20 minutes is good game design? You're just messing with me right?Good game design doesn't mean you can do everything quickly. Quite the opposite, in fact.
The problem is that silly mission design. What the game is doing, is take the size of the system and place (almost) always the USS at 3/4 of system radius.
I check always how big is the destination system before i take the mission.
Why don't you start using some common sense instead of complaining. And use Distance + Credit = is it worth the trouble. If not then Discard.You are kidding right? Sit and do nothing for 20 minutes is good game design? You're just messing with me right?
You are kidding right? Sit and do nothing for 20 minutes is good game design? You're just messing with me right?
I think part of the problem is that rewards scale for:Why don't you start using some common sense instead of complaining. And use Distance + Credit = is it worth the trouble. If not then Discard.
I guess you are also fine with racing games letting you wait for 30 minutes for the tow truck to arrive , if you crashed on the far side of the Nordschleife.Having to fly a spaceship in a game about flying spaceships seems like pretty good design to me.
Is there anyone with a cheap excuse?
..oh, found one.
I guess you are also fine with racing games letting you wait for 30 minutes for the tow truck to arrive , if you crashed on the far side of the Nordschleife.
However, since in the base concept ED's game world is above everything else - at least it used to be -, it is logical that some USS appear far away from the system entry point. A problem is, when the flight to said USS is not entertaining. But then you could argue, space isn't always entertaining. If you ask me, it is a tough call between the simulation and game aspect. Though supercruise feels kind of empty nonetheless.
Is there anyone with a cheap excuse?
..oh, found one.
I guess you are also fine with racing games letting you wait for 30 minutes for the tow truck to arrive , if you crashed on the far side of the Nordschleife.
Why don’t you start using some common sense and read the OP. He didn’t know the distance until after he accepted the mission.Why don't you start using some common sense instead of complaining. And use Distance + Credit = is it worth the trouble. If not then Discard.
Parking isn't driving, so you analogy doesn't work.
If you DO want to use a racing game as an analogy, then asking for in-system teleports is like asking to skip to the end of the straight at Monza because driving in a straight line is boring.
It is either way waiting for something happening in the game. Though, the straight in Monza is barely comparable to any SC destination from the jump point in ED. At least on straight in racing games, the pilot has something to do even when there are no competitors around: Check various sensor readings from the car and also maybe relax for a bit.I understand the frustration, I just think people should be prepared to accept that they will not do some things, or that easy & hard are not defined only by twitch skill.
The driving analogy would be that there are really long straights on some circuits, not how long the delay is if you crash. The rebuy screen is as quick in ED as recovery from a crash is in a racing game.
Sorry, but what's the issue?
Get up; visit the Little Pilot's Room, make a cuppa, have some toast. Kiss the wife, remember the kids' names, whatever.
20 minutes is nothing in real flying.
How dare space be big!
This game requires common sense even in the middle of a mission. Even If the user does not know the distance he she might have to travel. They have to look at Distance + Credits and dose that time and Effort worth the Credit. If not, then Discard.Why don’t you start using some common sense and read the OP. He didn’t know the distance until after he accepted the mission.
Your formula is useless in that case.
It is either way waiting for something happening in the game. Though, the straight in Monza is barely comparable to any SC destination from the jump point in ED. At least on straight in racing games, the pilot has something to do even when there are no competitors around: Check various sensor readings from the car and also maybe relax for a bit.
Again I think the game would be better of if at minimum the reward was adjusted accordingly, even better if the game provided something interesting during those travels. Yes, Galnet audio is a good start, but it is not like you could play something in the background anyway.
Well, This is where the concept of common sense gameplay comes in. If you are complaining about Distance and you are not using features to avoid it. Which equal lack of Common Sense. Even if you have to discard in the middle of a mission. It like the Combat missions I like to take. If the NPC too hard. I can Discard the combat mission. Or when I accept a Large trade mission of 6000 Cargo, and I find It will take 30 trips I have the option to discard that mission. You can do the same thing With a mission that you found the distance is 300,000 LS.My favorite gameplay is the kind that encourages me to literally stop playing the game for so long I can leave the room, get something to eat, use the bathroom, do some minor chores or otherwise just not play the game. Such amazing design choice so pervasively implemented.
How can a user look at Distance + Credits to calculate effort if they don't know the distance?This game requires common sense even in the middle of a mission. Even If the user does not know the distance he she might have to travel. They have to look at Distance + Credits and dose that time and Effort worth the Credit. If not, then Discard.
There is a lack of common sense in this thread from someone in particular:Well, This is where the concept of common sense gameplay comes in. If you are complaining about Distance and you are not using features to avoid it. Which equal lack of Common Sense. Even if you have to discard in the middle of a mission. It like the Combat missions I like to take. If the NPC too hard. I can Discard the combat mission. Or when I accept a Large trade mission of 6000 Cargo, and I find It will take 30 trips I have the option to discard that mission. You can do the same thing With a mission that you found the distance is 300,000 LS.
How hard is it to look at the location. It only a few jumps away.How can a user look at Distance + Credits to calculate effort if they don't know the distance?
Thing Is. It doesn't matter if they don't know it or not — it what they do when they get there. Then decide if the distance is worth the Credit. Just like the Combat or mission, some people also complain about. If it too hard or if it too Long. DISCARD serves a purpose. If you think everyone should have an I win situation you are dead wrong.The OP already said he did not know the distance until he accepted the mission. What feature could he have used to avoid it?
So are you saying If every type of task is too hard and it negatively affects his status with the minor faction. Should the game be dumb down? What I mean by Hard could mean. Combat missions. Long-distance missions. Or 6000 tons Trade missions. Each has its pros and cons. Distance Time consumed or combat.Why should a user be forced to abandon a mission (negatively affecting his status with the minor faction) due to bad game design?
No nanite2000 you failed to understand using common sense is part of the gameplay, not lack of Common sense that why I don't play other games. If it too long and you are short on time. We have other mission to suit your needs. Discard is just part of the gameplay. Negative Rep is also part of the game. Yet you don't want these feature in the game.You fail to understand the concept of 'hard' (i.e. difficult). As we have repeatedly said elsewhere, long distance missions are not 'hard'. They are just time consuming and boring. This is different to them being 'too hard'.
Are you equating the experience on a race track to straight line SC? You're not right? That would be a pretty soft comparison by any measure.Parking isn't driving, so you analogy doesn't work.
If you DO want to use a racing game as an analogy, then asking for in-system teleports is like asking to skip to the end of the straight at Monza because driving in a straight line is boring.