ED gameplay it's all about -> logoff/logon

Combat logging and mode switching are crimes against humanity and crimes against space and time. Combat loggers be dammed, your cowardace is cringeworthy. Any rank a combat logger holds is hollow reward, an overexageration of their prowess.

Mode switching greed bedeviled mission stackers and engineer bullies are nothing but a disgrace to themselves. There is no honour in cheating. Morally Corrupt commanders may spawn excuses to justify their traitorous actions but we know they are nothing more than those that have sold their soul cheaply.

The only thing more evil than logging is chosing to play in the paralell universe solo yellow ego mode, devoid of humans and worthy opponents. Or that other lot that hang out together in I'm scared of open club.

Hopefully when the mighty Thargoids arrive they will shoot up the phoney players as a priority. Also it would blunten the terror of a Thargoid attack if the souless could somehow cheat their way out of it everytime.

hmmm....ummmm....okay, just as long as you aren't bitter about the game design or anything, cos, y'know.....:p
 
At the end of the day i tried to play correctly for one of my engineer materials (pharma isolators)..... i went to a 'correct' system and at the correct location.... waited in SC for a total of 3 sessions of 40m .... i found not a single high-grade USS

I did a relog repreat and had 15 of them within 20m ....
** Correction ** in another session i repeatedly relogged every 5m if i didn't get a hi-grade... they seemed to either pop up almost immediately or not at all for me **

Now i don't mind randomness of things .... but if i have a requirement to locate an item and i set out to find that item .... wasting 120m of (not) "gaming" time and all i have to show for it is a few random low-grade materials then thats not exactly funtimes!!

If i can bend the rules and make better use of my time then i am going to do so .... i hate that it is needed but frankly just lurking for USS's isn't fun to begin with and spending 2 hours of precious gametime for it (which is my upper limit on any given day at most given 12 hours at work and then spending time with kids and putting them to bed etc) then yeah ... not going to sit staring at a screen waiting for RNGeesus to smile upon me.

Its back to respect for gamers time... i know we have some that can play 20-30 hours a week ... we have some that play an hour a month .... its hard to cater/balance for all ... but wasting players time is wasting players time... its not respectful ... its not FUN and we ARE playing a game for FUN at the end of the day.
 
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Let me just back you right up, Deadspin: you act as if I attacked that poster when in fact all I did was point out that with his lack of experience he was not in a good position to comment on the poor quality of "end game" concepts. Seems like a valid observation, and certainly no disparagement...unless you're overly sensitive about perceived lack of accomplishment and feel like a nerve has been poked, which in the case of your remarks to me makes me wonder if that's not the case with you; you certainly seem to have a problem with Elite ranked pilots, going so far as to enumerate how worthless you think their accomplishments are. Of course you are entitled to your opinion, and while I think you're a bit off your rocker attacking me here, I do apologize if you feel disparaged.

I'll be going in and out of Trophy Camp in Open in a couple hours if you'd like to take the time to have further discussions on this matter:)
There is some direct relationship to the amount of time one spends doing a particular task and how well someone does a particular task. If you put the time in as a Trader to reach Elite status, then by the time you get there, you have to have learned at least something.

Likewise, by the time you've shot down enough NPC's to reach Elite status, you have likely learned at least a few things you did not when you were Harmless.

The same holds true of Exploration - you can't have scanned that much of space and not learned a few things.

So there is at least some meaning, some merit, to these.

CQC however... now we're talking a whole different creature. And while I've never actually found anyone online playing it to play against, I will suspect that by the time one reaches Elite status here, they've probably mastered more than a few things, and should have a rather solid grip on how most things work.

However.. when it comes down to stating mechanics - I don't think anyone outside of Frontier is really qualified, unless you're a programmer with access to the source code. From the outside, yes, we can make some suppositions based on what we can observe, but that does not mean we fully understand the mechanics behind something.

But on the subject of "End Game"... there really is only one End Game, and that's the day your heart stops beating and they put you in a box in the ground, or light you ablaze and shovel your ashes into an urn.

There's is no winning, no final boss to defeat, no ultimate goal that ends with the credits rolling.
You'll never see "You've Won Elite", because this isn't that sort of game.

And we do not have all of the content. Who's gotten out of their ship and walked around on an alien world? That's right, because that feature hasn't been developed yet.
And we've no idea what else lies ahead for future seasons, really. Yes, there's a roadmap and a 10-year plan and all that, but things can change.
Perhaps 7 years in some great revelation will happen, and deep in Season 9.3 we'll get some new content that hasn't even been imagined yet.

And I'm glad there's no end in sight.
 
If closing down these exploits/features is really for the better enjoyment of everyone, then there shouldn't be any downside to closing them all down and reset everyone's progress. We'll all be facing the same enjoyable slow progression with no rush and will enjoy the game more for it.

ACK!!! No!! NO!!! Hahaha...but seriously, no!
 
Let me just back you right up, Deadspin: you act as if I attacked that poster when in fact all I did was point out that with his lack of experience he was not in a good position to comment on the poor quality of "end game" concepts. Seems like a valid observation, and certainly no disparagement...unless you're overly sensitive about perceived lack of accomplishment and feel like a nerve has been poked, which in the case of your remarks to me makes me wonder if that's not the case with you; you certainly seem to have a problem with Elite ranked pilots, going so far as to enumerate how worthless you think their accomplishments are. Of course you are entitled to your opinion, and while I think you're a bit off your rocker attacking me here, I do apologize if you feel disparaged.

I'll be going in and out of Trophy Camp in Open in a couple hours if you'd like to take the time to have further discussions on this matter:)

Somewhere deep down within your flawed, child like thought process, you found reason to believe that in order for someone to be able to voice their opinion about this game, they have to have the experience necessary to wear the 'Elite' rank badges. That is what I attacked. It struck me as one of the most dim witted things I've ever read on this forum and that says a lot, given the almost one-sided echo chamber that makes up the majority of threads and replies here.

If the ranks/titles in this game actually meant something, maybe that argument would have a solid foundation to stand on. Right now all they act as is content gates and even then, that content is minimal and doesn't substantially change the way the game is played at all and is in no way a marker by which to measure ones "experience" with the game.
 
The reason why people do this is because they want to mitigate the impact on RNG on their gameplay. If you want to make progress in ED you'll eventually hit a RNG roadblock. It's not just in Engineer mod rolls:
1. There is RNG in the missions you get offered.
2. There is RNG in the POIs you are presented .
3. There is RNG in the materials drops.
4. There is RNG determining space traffic spawns.
5. RNG determines your modding outcome.

So, if you cry "Exploit!" - well, you are maybe right from a certain standpoint, but let's just face it: There's people who'd like to have their game progress in their own hands. And mission roadblocks are pretty tough to overcome - just think about mission related commodities needed for engineers.

Comparison: I play Fallout IV survival mode. Fast travel is no more in this mode. Which kind of gets annoying. However - there is a vanilla solution for that: You join the Brotherhood of Steel and do some quests to unlock the ability to call in Vertibirds for transport. No RNG required for my progress, but I still got to work for it.
 
Combat logging and mode switching are crimes against humanity and crimes against space and time. Combat loggers be dammed, your cowardace is cringeworthy. Any rank a combat logger holds is hollow reward, an overexageration of their prowess.

Mode switching greed bedeviled mission stackers and engineer bullies are nothing but a disgrace to themselves. There is no honour in cheating. Morally Corrupt commanders may spawn excuses to justify their traitorous actions but we know they are nothing more than those that have sold their soul cheaply.

The only thing more evil than logging is chosing to play in the paralell universe solo yellow ego mode, devoid of humans and worthy opponents. Or that other lot that hang out together in I'm scared of open club.

Hopefully when the mighty Thargoids arrive they will shoot up the phoney players as a priority. Also it would blunten the terror of a Thargoid attack if the souless could somehow cheat their way out of it everytime.

i think i have managed to fill my "butthurt poster bingo card " in 1 post. Amazing!... not sure if serious or just the posters sense of humour..

edit.. damn, no carebear or griefer so i am missing 2 :(

PS I not sure if you can work out the error in your logic so i will give yo a hint. Thargoids, wont be player controlled they will be NPCs...
 
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So, if you cry "Exploit!" - well, you are maybe right from a certain standpoint, but let's just face it: There's people who'd like to have their game progress in their own hands. And mission roadblocks are pretty tough to overcome - just think about mission related commodities needed for engineers.

Then they should play linear games which carter to their gameplay. This doesn't, and it was never planned or designed to. In fact, it was created *because* there is no other type of games than linear, predictable, full of least resistance paths content. There is no certain progress in this game, and if you try to force it, you are only yourself to blame. It's funny how this feeling of progression is so damn important. I understand why, but as I said there are games that carter to this sense. ED doesn't.
 
Then they should play linear games which carter to their gameplay. This doesn't, and it was never planned or designed to. In fact, it was created *because* there is no other type of games than linear, predictable, full of least resistance paths content. There is no certain progress in this game, and if you try to force it, you are only yourself to blame. It's funny how this feeling of progression is so damn important. I understand why, but as I said there are games that carter to this sense. ED doesn't.

I'm not talking about linear games - I'm taking about how RNG has a detrimental effect on player agency.
 
I'm not talking about linear games - I'm taking about how RNG has a detrimental effect on player agency.

Linear games offer this player agency you seek. This game is about using what you have and chance...making decisions in unpredictable situations (that's why it is RNG). This increase challenge and requires much bigger buy in into universe than just playing games for checkboxes. As I said, both ways are valid. This gives player agency to control their own actions, taking their own decisions - in a situation THEY DON'T CONTROL. That's where challenge hides.
 
Linear games offer this player agency you seek. This game is about using what you have and chance...making decisions in unpredictable situations (that's why it is RNG). This increase challenge and requires much bigger buy in into universe than just playing games for checkboxes. As I said, both ways are valid. This gives player agency to control their own actions, taking their own decisions - in a situation THEY DON'T CONTROL. That's where challenge hides.

Again - I'm not taking about linear games - I wouldn't call Fallout a linear game. The questline is somewhat linear, but the open world gameplay is not. And there is also RNG in Fallout for the loot drops. A player is already using "what they have at their disposal" considering this. And if you get bad loot drops, you can still go and sell it and buy the stuff you might need to get what you want to get done.

Again: I'm talking about how RNG on RNG on RNG removes control from the player.
 
The trouble with closing down exploits/features (pick the one that suits whichever side of the fence you're on) is that if you don't also remove the profits made through using them, you're enshrining a split in the player base, with part of it having enjoyed an easy ride to whichever progress the removed exploit/feature (here, pick the other word and post an angry reply).

The old Robigo made plenty of people rich, old donations had plenty of people rank up fed/imp navy cheap and fast, mode switching contributes to both money and navy ranking. The first two were removed, the third one lives for now. But in the first two cases, everyone that enjoyed them got to keep their cash and their ranks, effectively no longer being affected by the closing down of exploits/features, yet still weighting on how new players should go about achieving the same milestones, generally by putting in more effort.

Personally, I've made my money and abused board refresh enough to be within a last rank of the Fed Corvette (for funky screenshots mainly, I don't like the Conda and it seems more of the same), so the closing down of any get-rich-quick (skimmer missions+ board refreshing + reinstancing) and rank-up-fast (board switching) schemes won't affect me. But it feels a bit unfair that everyone coming after will be looking at the massive wall that is navy ranking with only the (massively overtuned past rank 8-9 imho) single mission board way to go around it.

If closing down these exploits/features is really for the better enjoyment of everyone, then there shouldn't be any downside to closing them all down and reset everyone's progress. We'll all be facing the same enjoyable slow progression with no rush and will enjoy the game more for it.

Exactly!
 
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More to the point who cares what other people do. You only let any of this affect you because you choose to.

Every time I see one of these threads attacking one aspect of the game it always has one very specific undertone in common with all the rest of the whining post. That undertone is the fact that one point of view is superior to another. Generally that point of view is the same point of view as the OP.

Most of you act as if every mechanic that doesn't fit your play style is ruining the game as a whole and somehow FDEV doesn't even know or care that its happening. Of course they know these things happen. Its easy to track down every bit of log info that occurs on a server.

It's almost as if FDEV knows how the game is going to be developed and has a fully mapped out game development cycle. Seeing how FDEV is less than half way through said cycle perhaps squashing perceived exploits by a very specific type and group of people is of a lower priority than game development. Since this issue only effects very only the tiniest portion of players because they choose to take it personally, they may have bigger fish to fry than digging through code.

If it really becomes a problem and starts to bog down the logon server, then they make take it more seriously. Until then how about you come around to the fact that in the grand scheme of things that your point of view on a perceived exploit isnt really important enough to make a post on it. You can play the game any way you like. Beyond someone griefing you specifically in the game the fact​ that nothing else anyone does actually affects you in any way.

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I'm not talking about linear games - I'm taking about how RNG has a detrimental effect on player agency.


You may be talking about linear games versus RNG, but the OP is just whining because that person is more intelligent than you are. According to the OP that is. I for one think your idea would be better served in a new Post on proposed changes.
 
I agree completely. There may be technical reasons why it would be difficult to implement but ideally the game simply wouldn't let this be a thing.


How would you do this? How would any game do this? Do you think this Sword Art Online where if you unplug you die in RL? Its not that it would be hard to technically implement. Its that FDEV has created a game that isnt 100% reliant on player interaction to continue to run. The BGS can and will run even when people are not logged into the game. If the server is up and running then the BGS is keeping the galaxy as dynamic and alive as it can.

To micromanage an entire galaxy by yourself is a game unto itself. A game in fact that has never been created to date.

The compromise is the 15 second log off in combat. You can be killed in 15 seconds or less in anything smaller than FDL class ship and above.

Again I ask you how does mission stacking affect you personally in the game? What impact does it have on you specifically? How is it hurting your game experience in any way? I doubt you can come up with anything other than your opinion.
 
Somewhere deep down within your flawed, child like thought process, you found reason to believe that in order for someone to be able to voice their opinion about this game, they have to have the experience necessary to wear the 'Elite' rank badges. That is what I attacked. It struck me as one of the most dim witted things I've ever read on this forum and that says a lot, given the almost one-sided echo chamber that makes up the majority of threads and replies here.

If the ranks/titles in this game actually meant something, maybe that argument would have a solid foundation to stand on. Right now all they act as is content gates and even then, that content is minimal and doesn't substantially change the way the game is played at all and is in no way a marker by which to measure ones "experience" with the game.

Wow Deadspin, I guess I really struck a nerve. Sorry about that, old chap. Please though, enough with the forum attacks (comments regarding my dim wittedness, misconstruing my comments, acting like you have a right to your opinion but my own is worth nothing, etc, etc) okay? I gave you a perfectly valid reason for my own comments, backed up with a "Welp, let's not talk about it, son, I'll just tell you where I'm gonna be operating out of and we can discuss further at that point if you still feel the need to keep up with your unprovoked attack of me."

Quit allowing your personal insecurities to rule your forum discourse, and remember, if you'd like to do something besides snarl at me on the forum 'ol CMDR Jarred Dumas is pretty easy to find.

Oops, almost forgot: :D. Always gotta have a smile handy.
 
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Someone just discovering the absolute lack of any persistence in the game. It's a large amount of bubbles that replenish their supplies when you leave and return. Forget about breaking immersion. It was pretty much broke when they choose the game engine. You don't have to log off and in again, just leave the bubble and return. Well I guess if you are sitting at a station the quicker thing is log off and on again. And another reason we'll probably never see any deployable items that we can leave behind. The bubble doesn't save anything and all your stuff would be lost as soon as you left the bubble.
 
I didnt read all the 11 pages, but OP you missed one :D !!

A very important one that all the 'carebears' will have a hard time telling you not to do.
When doing a skimmer missions you need to relog due the lack of enough skimmers to complet the mission.
 
I didnt read all the 11 pages, but OP you missed one :D !!

A very important one that all the 'carebears' will have a hard time telling you not to do.
When doing a skimmer missions you need to relog due the lack of enough skimmers to complet the mission.

Yeah, it was mentioned earlier. I'll ask you what I asked the other guy who mentioned it. Are you required to kill off all the skimmers at the same base/POI?? At a specific one? If they do then, that's a bug because the base should clearly be respawning them, and you should report it. If not, however, and each base/POI spawns at the most three skimmers then the "kill 12 skimmers" mission was probably intended to be read as "find 4 locations on this planet spawning skimmers and kill all 3 at each one." In the latter case relogging to reset the instance is indeed an exploit because the mission is supposed to take you long enough to find all 4 locations, not go to one and just pew/relog/pew/relog/pew/relog/pew. Just the same as relogging to refresh the mission board is an exploit because while stacking the missions is perfectly ok, you're not supposed to be able to get them that quickly.

FD in the person of Brett C has already communicated to us in this thread that the relog-to-reset thing is not playing the game as designed. Although not stated explicitly, the obvious implication of this is that if FD do decide to address it at all it will be by making it not work rather than supporting it. They certainly aren't going to do anything to address any frustration folks feel from playing that way.
 
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