We are players not cyber worker after all, we have our own life in real world. I know construction is a big deal and me myself is a real construction engineer (about EHS) certainly know it needs a lot of human efforts and supplies, but just like real world, 'I CAN PAY SALARIES FOR MORE WORKERS WHEN I DO NOT HAVE ENOUGH PEOPLE TO FINISH THE JOB !! 'Fdev, what ever you do, do not decrease the amount of needed materials for building these stations.
It should feel like a chore because you are, after all, building a freaking space station.
I'm enjoying this with my T-9.
i think you know exactly what an incentive is.
most games would balance a reward to the effort needed to acquire the reward and the benefits the reward gives the player.
for something like this that has players fight for their sanity repeating the same game loop hundreds of times, the expectation should be that the reward is worth doing that.
maybe designed systems gives them some bonus impact in the bgs or pp mechanics, some unique behaviours.
maybe some extensive personalization options to make the system noticeably yours in style at the very least. stations that offer things not offered in pre existing bgs systems. not just paint jobs or picking and off a handful variants.
perhaps you can create local news stories for the stations in the system. that used to be a thing somewhat back in the day.
perhaps it negates carrier upkeep, if you have one. it might be worth making an outpost to never have to top up the carrier bank every couple years.
something along those lines would be some incentives.
but let's look at what incentives fdev did give this feature. where is it being advertised so players can see in the game and be drawn to participating?
right now the incentive seems to be solely around fomo and just to play with something new in the game and if you've watched external game content, you would know there is supposed to be passive income (capped) and bgs / pp consequences just by the nature of the system now be inhabited by some population size and the initial faction distribution. but even that consequence (where you start your colony mission from impacting the initial faction for the colony) isn't obvious to the player.
anyway, all of that to say the incentives of this feature are not aligned with the repetitive punishment fdev is balancing it with and the players aren't even aware of what those minor incentives even currently are if they haven't been watching live streams.
ridiculous. that's like saying the incentive of space trucking is getting to move cargo from one spreadsheet in a station to another.An incentive is something that incentivises. What incentivise depends on who is being incentivised.
I know what an incentive is for me, in this case the actual gameplay of building out a system, choosing assets and placements, etc., is a strong incentive. I claimed a large-ish system and I expect to enjoy building it out over the next couple of years in amongst other game activities. Elite is known for its exceptional scale handling, and now we have gameplay loops at a scale to match; I really like that!
the discussion that started your response was about where that was stated and how it was being sold to the player IN THE GAME.If you're talking purely about rewards in terms of in-game player assets, outside of the colonised system itself, we already were told pretty clearly that they are minimal: just credits in the bank and a credits discount on outfitting under some conditions. For a player able to undertake colonisation these are quite irrelevant, I expect.
yea, claims are cheap and this is brand new. not impressed, nor is it relevant.Since there's been a significant uptake (12,000 claims already is one number) it seems reasonable to conclude that many players don't share the expectation of some asset-based reward or added feature being required in order to embark on such a large-scale task, though it's true the numbers are likely somehwat buoyed by novelty at present - we'll have to wait and see how things pan out longer term.
All these would be decent additions, but kind of frivolous. I wouldn't mind seeing them, but I wouldn't really expect them to repay the development cost. Their absence is unlikely to be a blocker for anyone interested in the underlying gameplay I think.
I guess with passive income and discount and so on we might have something like this, but again I expect ~20M credits/wk is peanuts really for players ready to tackle populating a system.
not acceptable. like every update there is a sharp uptake of players who were consuming information and ready. but all new players coming a few weeks from now will likely not be aware and, i guess stupidly, think the game properly and intuitively describes all the relevant info.Information has been published on the web and via the livestream, the game community is good at propagating information widely, a further participation draw doesn't seem to be required in view of the large uptake.
not what i said. hauling wouldn't be more palatable by incentives that go beyond some subjective head cannon being imagined. the feature might be more clear to players if such things were explained in game (and if they existed for those that are suggestions).If you see hauling as "punishment" which would be made palatable by some cosy wallpaper or station layout option, I'd simply suggest spending your time on something you can enjoy rather than undergoing real life pain for imaginary assets in a video game.
It looks like Col 285 Sector UR-F b26-5 has just been completed, and it is within 15 LY of that.Good afternoon everyone, I would like to clarify there is some way or bug to capture systems further than 15 light years. Because as far as I can see the nearest inhabited system with a station to Col 285 Sector TW-F b26-1 is in 25 light years.
Six hours of transport, if spent on one of the "optimal" credit earning methods instead (exobio, say) could earn well over a billion credits.In the resource delivery menu (either for the colonizer ship or the structure being built), add an "Resource Order" column. Here, players can enter the amount they want to order. The cost of such an order should be 1.5 to 5 times the manual purchase price. This is fair:
- The most critical issue: the lack of alternatives for delivering construction resources manually.
Right now, you have to transport all the resources yourself. For solo players, this is pure torture. For example, I have successfully built a basic starport (a simple station). This took me around six hours of exhausting, repetitive gameplay in a Type-9. It felt like working on an assembly line in one of Henry Ford's factories in the 1920s.
The CMM fix really helped things! I'm in the final stages of building my Coriolis station, without help from anyone else though I advertised for help, nobody showed up, but that's okay.
An outpost is perfectly doable for a solo player to do as it has a comparatively low material cost. A Coriolis requires 20+ hours of hauling, with optimal placement of your fleet carrier, material availability and very low in-system travel time. Ocellus/Orbis can probably-ish be done, but might not be feasible for someone with a job/social life to do in the space of 4 weeks.
This is a Beta, after all, and I expect FDev to adjust numbers, fix bugs and add polish, for there's certainly areas where such is needed. Overall, I'd say Colonization is likely to be a success, adding another layer of depth to Elite: Dangerous.
Dear Developers, Greetings!
I have explored the content of the update enough to share my feedback. The overall concept of colonization with interconnected buildings and structures is exactly what the game needs. It is impressive! Moreover, from my point of view, it requires almost no adjustments. However, there are a few points that definitely need improvement. So:
I love the colonization mechanic itself. However, whenever I recall those six dreadful hours of monotonous labor, all my enthusiasm disappears.
- Lack of an "Elite" rank for colonization.
The new gameplay mechanic is no less significant than, say, the "Exobiologist," which has its own "Elite" rank. In fact, I would argue that system colonization is a much more impactful activity since its results are visible to all players. An "Elite Colonizer" rank is necessary.- No convenient way to track the remaining resources needed to complete construction.
Currently, to check this, you must: open the galaxy map → find the colonized system → open the planet map (if it's a surface structure) → open the structure’s info panel. And the resource list is extensive. Many different locations are visited to buy these materials, and repeating this routine every time is extremely tedious. It would be incredibly helpful to have a dedicated construction progress and resource tab on the left panel of the cockpit interface.- The most critical issue: the lack of alternatives for delivering construction resources manually.
Right now, you have to transport all the resources yourself. For solo players, this is pure torture. For example, I have successfully built a basic starport (a simple station). This took me around six hours of exhausting, repetitive gameplay in a Type-9. It felt like working on an assembly line in one of Henry Ford's factories in the 1920s.
My proposal is simple and requires minimal UI additions:
In the resource delivery menu (either for the colonizer ship or the structure being built), add an "Resource Order" column. Here, players can enter the amount they want to order. The cost of such an order should be 1.5 to 5 times the manual purchase price. This is fair:
This would instantly turn colonization into one of the crown jewels of Elite Dangerous. At the same time, it would fully implement the goods → money → goods or service → money → service principle.
- Want to make money from colonization? Transport resources manually.
- Don’t want to? Pay for convenience.
In simple terms, this would allow players with different playstyles to convert their preferred gameplay method into successful system colonization. Right now, there is no alternative—players who dislike cargo hauling are effectively locked out of this new mechanic.
I completely agree. But the main problem at this stage is the impossibility of colonizing systems in any other way than by monotonous transportation of goods personally. It is extremely strange that it is impossible to delegate these powers to NPCs in the background (the ability to order resources directly at the construction site). Let its cost be much more than they pay now when handing over resources. But at least it will be possible to convert other types of activities (mercenaries, cartography, exobiology) into colonization. You are right. The fact that colonization can only be done in one way is annoying. There are no accompanying missions. For example, it would also be nice to see the transportation of colonists from neighboring systems in the form of passenger missions. And I am also wildly annoyed by the fact that you still can’t start your own faction simply in the game by paying with credits. Only through the forum. Of course, I would prefer to carry out colonization not for some unknown faction, but for my own. But now at least it would be good to eliminate the need for many hours of monotonous transportation of goods.
And not only that.
The "general" colonization mechanics themselves are okay (just okay, there's a serious lack of player control over the system, but perhaps they've left this for Vanguards?). In any case, the current implementation of colonization-building is terrible and exclusively focuses on grinding in one way - deliver cargo 250 times, then go to the asylum.
Colonization should incorporate all gameplay mechanics - combat, turning in cartography data, biodata, trading - everything should push the construction sliders to some degree. Moreover, we need more BGS systems, for example signals exclusive only to systems in colonization mode, which would also push the construction slider (not necessarily forward, for example if you couldn't protect a trader at T7 in a danger level 4 signal - the construction slider falls down, just as an example). At current state, colonization looks again (wow, how unexpected..) like a "minimally viable product." Once again, the bones are made, but there's no meat, and the implementation looks even worse than mining before its rework. I hope that FD won't abandon another new mechanic and will really listen to feedback this time. The one can dream, i guess..
ridiculous. that's like saying the incentive of space trucking is getting to move cargo from one spreadsheet in a station to another.
it's not an incentive. incentives aren't subjective imaginary things unique to your own head cannon. you can point to them in the game and go 'this is why it's good to do that'
it's so weird how this game relies on external resources to make up for bad design or just missing information
the question you were asked was where these incentives were described to players in the game
what about all the players who take a pass on it?
all new players coming a few weeks from now will likely not be aware and, i guess stupidly, think the game properly and intuitively describes all the relevant info.
hauling the same stuff or between the same stations over and over is punishment and not good gameplay.
there could be different ways to get resources. different obstacles to overcome
50 kT of cargo on the planning sheet, but 70 kT of cargo when you actually call the colony ship, yes.20 hrs of hauling alone for Coriolis? (Is that one with ~50kT of cargo, and 12-13 K of CMMs?). Feels like I play different game today hahaha![]()
I think CMM Composites are a good example of where FDev have done a good job of reactively listening to our feedback and making a small configuration change to help.
But it is also an example of where the absolute basics of game design were not done before releasing a major feature. It was obvious on paper that in the initial configuration it was not realistically possible for a player to build even an Outpost solo; now it is, after an exceedingly obvious fix to the exceedingly obvious problem with Composites.
HOWEVER - we have a whole new gameplay which relies on finding goods in-game, not via Inara. Which means FDev absolutely needed to fix the filters on galaxy map in this release. And did not.
I think the design where capability of what you can build scales with the size of the player group doing it is a great piece of design, and I think "build an Outpost before anything else" makes a huge amount of sense, so I agree a lot of the complaining in here is quite entitled and should be ignored.
But "it's impossible to build an Outpost in a month for an average player" could have been seen coming parsecs away, and "hey everyone people will be using the economy and population filters a lot now" could be seen from a good number of light-years too. Arguably the latter is beta grade but the first one should never have made it into an alpha. It's a core loop.