Does anyone else find this annoying?

Deleted member 115407

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An RNG mission generator that generates unfun experiences isn't a problem with the player not gaming the game on its quirky mission generation seeds. It is a design problem. 20 minutes of do nothing before game play is bad design. No objective person is going to say this is good design.

And this
 
I can pretty much guarantee that if I take an assassination mission in a binary system then the mission USS will always spawn at the furthest or second furthest planet orbiting the second sun, often several hundred thousand ls away.

As such I avoid taking assassination missions in binary systems, especially big ones.

Not sure if it's designed like that on purpose or whether it's an unintended consequence of something else impacting the mission system, either way it's a bit rubbish and should be sorted out.

However I have little faith that this issue or any of the broken/bugged missions will be looked at or fixed in the short term and I'm beginning to doubt if they will ever be looked at...which is actually quite sad.
 
I'm playing a game - if I want to go to the loo, make a cuppa and make out with the misso and engage with the kids, I turn the PC OFF!
You're playing an online space simulation - one that takes the vast distances between stars and planets into account.
It's totally up to you if you want to play it or not; but I for one would be bloody annoyed if all possible points of arrival in the game were a quick walk away - it cheapens the experience. I mean cripes - the farthest possible distance one can travel (that we know about) in-system is 6.8M Ls (or 86 minutes) away. Now - if you don't want to fly to Hutton, that's fine - no free Anaconda for you. But complaining if you have to fly a measly 10-15 minutes?
Sorry - that's your issue. In terms of travel time, I like the game just as it is.
 
You're playing an online space simulation - one that takes the vast distances between stars and planets into account.
It's totally up to you if you want to play it or not; but I for one would be bloody annoyed if all possible points of arrival in the game were a quick walk away - it cheapens the experience. I mean cripes - the farthest possible distance one can travel (that we know about) in-system is 6.8M Ls (or 86 minutes) away. Now - if you don't want to fly to Hutton, that's fine - no free Anaconda for you. But complaining if you have to fly a measly 10-15 minutes?
Sorry - that's your issue. In terms of travel time, I like the game just as it is.
I guess the proof is in the pudding - how many rng uss missions that take 15-20 minutes to complete do YOU actually complete?

If some one as passionate as yourself about your immersion does not take and complete these missions regularly, then this mission design actually serves no one. It's a really really big unrealized realistic expression of procgenrngness that would disappear with no one really noticing.
 
You're playing an online space simulation - one that takes the vast distances between stars and planets into account.
It's totally up to you if you want to play it or not; but I for one would be bloody annoyed if all possible points of arrival in the game were a quick walk away - it cheapens the experience. I mean cripes - the farthest possible distance one can travel (that we know about) in-system is 6.8M Ls (or 86 minutes) away. Now - if you don't want to fly to Hutton, that's fine - no free Anaconda for you. But complaining if you have to fly a measly 10-15 minutes?
Sorry - that's your issue. In terms of travel time, I like the game just as it is.
I won't speak on behalf of the OP, but for me the issue isn't that it takes so long to get to the mission USS... it's that there's zero way to check what you're signing up for before you're past the point of no return for any mission which has a procedurally generated target[1], rather than a fixed one.

If for some reason doing such a mission is necessary (and on numerous occasions, it is), I'll make a plan to do it. But you can't do that for missions with procedurally generated targets; it is literally impossible to tell whether it's going to be 50Ls or 500,000Ls away. You can guess a range based on the distances of bodies in the system from jump-in, but that's night on useless if it's that large a range.

And again; all missions with known targets/destinations scale with that distance or effort.
  • Courier, Delivery and Passenger missions scale reward based on distance needed to travel.
  • Massacre missions scale with number of targets.

The reward does not scale, for a mission with a procedurally generated target location (massacre missions included) based on the distance to the target. Since other aspects of the game factor that in, this is a substantial oversight.

Again, I wouldn't claim anyone wants every single mission to be a 2 minute walk down the park... rather they just want to know how far it's going to take them so they can make an informed decision before taking a mission.

Assassinations, Salvage, Planetary Scan missions, the mission-proivder gives you the target body/region on-entry into the system. There's no reason that couldn't be provided up-front instead so you can make a sensible choice.

[1] Missions which list the in-system distance to the target are: Courier, Delivery, Passenger, and some (mostly pirate) surface target missions.
 
You're playing an online space simulation - one that takes the vast distances between stars and planets into account.
It's totally up to you if you want to play it or not; but I for one would be bloody annoyed if all possible points of arrival in the game were a quick walk away - it cheapens the experience. I mean cripes - the farthest possible distance one can travel (that we know about) in-system is 6.8M Ls (or 86 minutes) away. Now - if you don't want to fly to Hutton, that's fine - no free Anaconda for you. But complaining if you have to fly a measly 10-15 minutes?
Sorry - that's your issue. In terms of travel time, I like the game just as it is.
For me the Simulator is just part of my gameplay so distance matters. The other part is Roleplaying. So I have a story going on in my Mind. Like hidden stations maybe cloak planet or asteroid base. It depends on what the System has. Not knowing everything about a mission enhances my Roleplaying. And like others said complaining about distance when you have options to combat it.

Question what the big deal of losing a little rep once in a while? Having a 100% guarantee gain on every mission that you take. That really sounds like bad game design to me. Who wants to play a game if you know you will always win?

+1 on your post NorthemDevo
 
You're playing an online space simulation - one that takes the vast distances between stars and planets into account.
It's totally up to you if you want to play it or not; but I for one would be bloody annoyed if all possible points of arrival in the game were a quick walk away - it cheapens the experience. I mean cripes - the farthest possible distance one can travel (that we know about) in-system is 6.8M Ls (or 86 minutes) away. Now - if you don't want to fly to Hutton, that's fine - no free Anaconda for you. But complaining if you have to fly a measly 10-15 minutes?
Sorry - that's your issue. In terms of travel time, I like the game just as it is.
Yes, that might just be MY issue, but that issue is shared with others, who don't want to wait 10-15 minutes doing all.
I'd gladly pay $4.99 to be able to do microjumps and skip 100k ls per tick. As a solo only player, i CBA to wait. I don't expect instant gratification - I trade, i fight, I explore. But waiting or just repetitive grinding (long distance travel for example) just kills the game. Why else do you think have I given up on this game?
I got myself a LEP, because I thought this game has potential. And it sure as hell has heaps of it. Then you see it squandered with "takeing the vast distances between stars and planets into account". Space simulator, yes. But I don't want a waiting simulator.
 
I guess the proof is in the pudding - how many rng uss missions that take 15-20 minutes to complete do YOU actually complete?

If some one as passionate as yourself about your immersion does not take and complete these missions regularly, then this mission design actually serves no one. It's a really really big unrealized realistic expression of procgenrngness that would disappear with no one really noticing.
Each to their own, I guess - I've done three since getting home from work 2 hours ago. 15 minutes is NOTHING. (hell; try 3 hours in a Jetranger sometime.) For that matter, try a 6-week trip exploring the galaxy - and that's reasonable. Some guys have been out there for bloody months.
If that's not your thing, then fine. Find ways to play that give quick results.
If I can offer a suggestion; I'd say find yourself an Extraction Zone (high) and fight there - lots of action in a short amount of time. Just don't blame the game for your desires to not 'wait' 15 whole minutes. You're closing off at least 75% of the game for yourself. You don't want to fly well...that's what ED is; and the thing holding you back is your belief that having to 'wait' is somehow wrong. Like I said - your choice. Don't blame the game for it.
 
Each to their own, I guess - I've done three since getting home from work 2 hours ago. 15 minutes is NOTHING. (hell; try 3 hours in a Jetranger sometime.) For that matter, try a 6-week trip exploring the galaxy - and that's reasonable. Some guys have been out there for bloody months.
If that's not your thing, then fine. Find ways to play that give quick results.
If I can offer a suggestion; I'd say find yourself an Extraction Zone (high) and fight there - lots of action in a short amount of time. Just don't blame the game for your desires to not 'wait' 15 whole minutes. You're closing off at least 75% of the game for yourself. You don't want to fly well...that's what ED is; and the thing holding you back is your belief that having to 'wait' is somehow wrong. Like I said - your choice. Don't blame the game for it.
Exploring for weeks and monthis is not staring at an SC screen. I agree that multiple week explore trips are completely reasonable.

Flying a helicopter is vastly more demanding than sitting and staring at space dust. Weird comparison. I just drove hundreds of miles across North Dakota farmland. That was vastly more demanding and interesting that 15 minute trips in SC, and I would hands down take those drives over sitting and doing nothing in SC.

Sitting and staring on long sc trips is not demanding game play for anyone.

If you did (3) 15 minute long SC trips in the last 2 hours of game play, I'm going to call bovine poo poo. I would believe 3 rng uss missions, but 3 sit and stare for 15 minutes sc missions? Really? Not buying it. You have to have better things to do with your time.
 
Exploring for weeks and monthis is not staring at an SC screen. I agree that multiple week explore trips are completely reasonable.

Flying a helicopter is vastly more demanding than sitting and staring at space dust. Weird comparison. I just drove hundreds of miles across North Dakota farmland. That was vastly more demanding and interesting that 15 minute trips in SC, and I would hands down take those drives over sitting and doing nothing in SC.

Sitting and staring on long sc trips is not demanding game play for anyone.

If you did (3) 15 minute long SC trips in the last 2 hours of game play, I'm going to call bovine poo poo. I would believe 3 rng uss missions, but 3 sit and stare for 15 minutes sc missions? Really? Not buying it. You have to have better things to do with your time.
Shrug - once again, up to you; other people do in fact actually enjoy flying the ship. You don't have to actually stare at the screen during the transit. Plan your next leg, research/prep your missions, synth reloads, whatever. Even staying in the game and not standing up you don't have to just sit there.
 
Entirely up to you, I suppose.
I personally open the map and study it.
For 10 mins?

That’s gets old pretty quick, especially after a couple of long journeys...

Come on - we need more ideas. Apparently this game has plenty to keep you entertained during long SuperCruise journeys. What are they?
 
For 10 mins?

That’s gets old pretty quick, especially after a couple of long journeys...

Come on - we need more ideas. Apparently this game has plenty to keep you entertained during long SuperCruise journeys. What are they?
I play my game. You play yours. If you can't see how ridiculous this line of questioning is, it's not my problem.
 
Question I have for you all. Why are you all trying to make Elite Dangerous which is a space Simulator type game into a terrible Arcade game?
 
I play my game. You play yours. If you can't see how ridiculous this line of questioning is, it's not my problem.
But it is our problem.

The fact that you’ve run out of ideas already shows how little there really is to do in SuperCruise. On long journeys, you don’t even have to steer - it’s not exactly ‘flying’ is it?

Look - my questions are semi-facetious, but with a serious point. If the game is going to randomly ask us to travel long distances, it’s not unreasonable for us to ask that the game to be designed in such a way that we actually have stuff to do on those long journeys.
 
Question I have for you all. Why are you all trying to make Elite Dangerous which is a space Simulator type game into a terrible Arcade game?
You’re the only one who (repeatedly) insists it would be a ‘terrible arcade game’.

No one with any real intelligence thinks that a ‘terrible arcade game’ would be the result of making SuperCruise more engaging.
 
You’re the only one who (repeatedly) insists it would be a ‘terrible arcade game’.

No one with any real intelligence thinks that a ‘terrible arcade game’ would be the result of making SuperCruise more engaging.
Maybe the problem is not the game. But you? I see a Arcade game as not needing to use any intelligence to play. That not what Elite Dangerous is about.
 
Maybe the problem is not the game. But you? I see a Arcade game as not needing to use any intelligence to play. That not what Elite Dangerous is about.
Well frankly... there's nothing intelligent about taking a mission without any way to know how far[1] it's going to send you in the target system beforehand.

There's also nothing intelligent about a system which factors distance into the reward for some missions, but not others.

[1] Except for courier, delivery and passenger missions. Because these present that information, you can make intelligent decisions.
 
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