ED game mechanics that are now pointless :(

Lorry toll, car toll.

You're talking about toll roads, not filling up with petrol. At least, I've never heard of that in the UK if you aren't talking about toll roads...

Toll bridges charging one rate for private vehicles under 3.5 tons,. one rate for fare carrying vehicles under 3.5 tons, and a different rate for vehicles over 3.5 tons

Access to the bridge is the same thing

Saw the other response saying the same thing first. You're comparing apples and oranges.

Tolls are higher for lorries because they cause more wear and tear on the road/bridge. Completely different scenario.
 
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You're talking about toll roads, not filling up with petrol. At least, I've never heard of that in the UK if you aren't talking about toll roads...



Saw the other response saying the same thing first. You're comparing apples and oranges.

Tolls are higher for lorries because they cause more wear and tear on the road/bridge. Completely different scenario.

You wanted an example of two vehicles being charged different prices for the same thing.
Not sure how tolls are any different.
 
Even Silent Running is mostly pointless now. When i smuggle in my Annie as soon as i hear "Scan Detected" i just pop a heatsink. Breaks the scan for 30 or so seconds. Don't even need to rig for silent.

During beta (maybe even in gamma, not sure), you really had an edge by going cold, flying toward the slot from 7.5km and going FA OFF. The momentum alone would make you pass the coppers undetected. This was very hardcore, very Han Solo, very leet and quiet frankly not that hard to achieve so even me could do it.

Then it became useless : security would never spot you unless you made a (very stupid) mistake. Man, I miss that :(
 
You wanted an example of two vehicles being charged different prices for the same thing.
Not sure how tolls are any different.

No, I wanted an example of different types of vehicle being charged a different price for the same fuel (though yes, I said thing - I presumed people would realise that I was talking about the subject we were discussing :rolleyes:). Taking a car over a bridge and a lorry over the bridge are not the same thing anyway - one creates more wear and tear.
 
That's such a stupid argument, have you any idea how much maintenance goes in to military and civilian flight equipment?

Even in WWII engines were completely rebuilt if the pilot used WEP in a sortie...

Yes, I am aware of the punitive running costs of aircraft, but that doesn't mean they should find their way into a video game about flying spaceships. If the game was called NASA: Space Program Management Simulation, fair enough, but it's not.
 
On wear and tear and repairs, well, it can get pretty expensive already with ship integrity costs on cutters, condas and vettes, i've paid out more than 100,000 many times just for making a few dozen jumps (and that's with no other damage).
Repair all does not restore ships intergrity by the by, have you to manually select advanced maintentce then Intergrity.
To be honest, I didn't even know/remember that ship "integrity" existed as something that needed to be repaired separately. I just checked my Vulture, and it's integrity is at 96% (and paint at 93%!). Now maybe I did happen to notice this was not 100% at sometime in the past, and then forgot I repaired it (*), and yes I don't engage in combat much at the moment, but still Integrity doesn't seem to drop enough to be a concern.

(* or maybe a bug caused it to get repaired, like how Repair All sometimes used to repair your paint as well, even thought it was not supposed to.)
 
Sounds nice but: This game is for some reason unable to tell which commodities and modules it sells. ... (* Yes I can display the system economy on the galaxy map if I'm looking for some tea. Still no guarantee that it will actually have some. Same goes for high tech stations, that may or may not have what I'm looking for)
On the Galaxy Map, the lines indicating the flow to/from of Commodities seems useless to me. So many times I've flown to a system where those lines indicate a Commodity can be sourced, and never found it available.
If you are doing this for a CG, then the most likely explanation is that other players have depleted the station's stocks! (But I haven't tried trading outside of CGs anytime recently, so you might still be right?)

And I may be wrong on this, but back in my early days I remember specifically that thermal weapons were best for shields, and kinetic weapons best for hull.
I thought this was still the case??? But I don't do combat much, so maybe it changed & didn't notice?!? Or maybe you mean in PvP (which I don't do)?

But for a good while now, it seems like multi-cannons are the "only" choice outside of having one other weapon with a special bonus effect.
Really? My ship is fitted with a large Beam Laser & a large Cannon. The BL seems to work well against NPCs, but I had been wondering if the Cannon was doing it's job now, maybe I should try a MC again.

The Cannon build will one-shot insta-kill fully shielded small ships to the point that it's absurd.
Do you mean Cannon or Multi-Cannon? In any case, any *large* weapon will pown smaller ships, due to how ED calculates damage.
 
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I don't think being charged more money for mundane things or having to spend more time in a menu to repair our ships are mechanics that I would want in the game. I see your point I think there is more a problem with being able to make millions of credits in a matter of hours. To a lot of players credits in general are meaningless because there are so many ways be to get super rich really quick. Even if you charged people more money for things it wouldn't change the way people play the game, but would just slightly inconvenience those who haven't done any big money schemes. And even then I don't think that is a game mechanic, I just think it's a blatant inconvenience.

I do agree partly on silent running though in that I wish it had more uses. But it does have an audible effect when you turn it on and is a different mechanic than "going cold." Its an effective and fool proof way to sneak into stations, and it is also useful for sneaking out of stations to try and sneak by any potential griefers. Pretty much all the times I've used it it's for escaping attackers and sneaking into stations. Aside from that you need a tough and cool running ship to be able to use it effectively in combat.

I just finished reading Premonition and one thing (of many!) that I want from that book is the kill switch that luko has in his Cobra. It would be so cool to be able to shut off all systems with the flick of a switch as opposed to flicking about fifteen switches until everything is off.
 
Yes, I am aware of the punitive running costs of aircraft, but that doesn't mean they should find their way into a video game about flying spaceships. If the game was called NASA: Space Program Management Simulation, fair enough, but it's not.

Makes much more sense than a silly analogy of buying a car regarding operating costs.
 
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+Rep. Agree with you OP, but every time I've mentioned berthing costs, or increased fuel and wear-and-tear costs, or heck, lack of wear-and-tear-related module and ship depreciation costs, on, or off these forums, someone always says "God! I play games to be entertained! And to shoot things! I don't want tax simulator 2018!". :rolleyes: What's even worse is that someone now appears to be me, I'm so used to us not being able to have "nice"/non-combat-related/"immersive" things.

*Edit* on closer inspection of the thread I see DefiledDragon did get in there before me with the "It's not a NASA simulator" argument. <Sigh>

*Edit 2* Lol - just looked. I've spent less on fuel, and ammo in the past 2 years, than I've made just today in-game. If you include rebuys and fines, one week's play covers those.
 
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I have to agree with the OP.
Especially with fuel costs. They're currently such an insignificant amount.
They should be something that traders have to consider in part of the equation on trade runs. Plus the costs should vary greatly based on the type of economy. So you can have the occasional "holy cow! how much for fuel???" reaction, then actually make use of the 10% refill, and head elsewhere for the full refill.
Heck, you could even make it a way to make money. Fit a ship with a bunch of extra fuel tanks and a fuel scoop, and then sell it back to that high-demand tourism economy. :)

Unfortunately, since these changes were the result of public outcry, I feel it's unlikely they'll change back.
But who knows... maybe FD will surprise us with some of the 2.5 core updates.
 
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Yes, I am aware of the punitive running costs of aircraft, but that doesn't mean they should find their way into a video game about flying spaceships. If the game was called NASA: Space Program Management Simulation, fair enough, but it's not.
IMHO gameplay trumps realism (and David Braben claims to agree). If a change will benefit gameplay, then you can think of any ad-hoc explanation you want. And Elite Dangerous is already chock full of such explanations.
 
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To a lot of players credits in general are meaningless because there are so many ways be to get super rich really quick. Even if you charged people more money for things it wouldn't change the way people play the game, but would just slightly inconvenience those who haven't done any big money schemes.
FWIW, despite asking for these extra costs, I have specifically avoided most "get rich quick" schemes, either because they are abusing game mechanics (sometimes so much that FDev classify them as cheating) or because they still require a lot of "grinding" (and I have zero interest in any kind of grinding, even if the credits are fairly good).

And even then I don't think that is a game mechanic, I just think it's a blatant inconvenience.
You are entitled to your opinion :) . You probably do not like survival games like "The Long Dark" I guess? (Which is one of my most favourite games ever. I'd be quite happy for ED to become a struggle for financial survival, somewhat like The Long Dark is a struggle for physical survival...)
 
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I've spent less on fuel, and ammo in the past 2 years, than I've made just today in-game. If you include rebuys and fines, one week's play covers those.

Got 84k on fuel costs.
I reset my account sometime during may.
Half a billion in assets.
Go figure.
 
I don't think FDev could put it back to how it used to be, because that was way too harsh for most players (and would make it impossible to watch YouTube while SuperCruising, lol)... but I do think they could make it a LITTLE MORE tricky.

Super Cruise times are very controversial, but one way to avoid a player backlash would be to make it so that the *typical* times in Super Cruise are unchanged, but careful piloting could reduce the times from what they currently are. Surely no one could complain about that?


It would certainly be nice to see slightly more volatility. They really ought make these tweaks at every point release, and so they can see if it starts to cause problems for players. Incremental adjustments, rather than big all-or-nothing changes.

That is how supercruise used to work. It wasn't harsh unless you're measuring your game in pure cr/hr or you're one of those players that thinks moving a spaceship in a spaceship-moving game is a waste of time somehow. There was a topography to a system, and good routing DID reduce your approach times; or you could just arrow to the location and not realize you're taking waay longer than a smart approach. Now it's totally irrelevant to system travel except for destination-zone gravity braking.
 
OP I haven't been around as long as many of you so I came in after the changes. But while I find your comments interesting, I would be more interested in FDevs comments to them. Player demands aside, there had to be a good reason for the changes.

You see the problem or challenge in any game mechanics is to make it interesting while not making it too hard to play. At least for some like myself I guess. I've more unfinished games on my shelves mostly because, "I" am not good enough to beat a BOSS character. Of course those are single player and are certainly not ED.

The point I'm trying to get at is the difficulty that game developers must go through to find "game balance". I would guess that it isn't easy. I mean if they make it to real or difficult they drive away many. Where as they make it too easy they also risk loosing players also. Looking through the forums you see suggestions and demands for game changes by the tons. We only hope that the FDevs at least read them.

But we have to realize and understand that most will never be acted upon. Not because they do not consider many of them to have merit. But simply because they have to try for balance. I realize most my comment has nothing to do with nurfing things so I hope you'll forgive me if I'm too far off base here.

Chief
 
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Makes much more sense than a silly analogy of buying a car regarding operating costs.

And your point is?

IMHO gameplay trumps realism (and David Braben claims to agree). If a change will benefit gameplay, then you can think of any ad-hoc explanation you want. And Elite Dangerous is already chock full of such explanations.

I agree, but only if it's good gameplay. I just don't see what adding, or increasing these costs would bring to the game at this point other than giving new players a harder journey than the established millionaires who are all arguing in favour.
 
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