Hutton Orbital. It has been reported quite widely.Have you nailed down a sure method of finding those Anacondas or is that still subject to 'pull the lever' too?
Hutton Orbital. It has been reported quite widely.Have you nailed down a sure method of finding those Anacondas or is that still subject to 'pull the lever' too?
What you posted makes no sense. I don't buy any video game for it to NOT be fun.
Business can't generally stay in the game business if their games AREN'T fun.
I guess you are on board no matter what.
What you posted makes no sense. I don't buy any video game for it to NOT be fun. (for you)
Business can't generally stay in the game business if their games AREN'T fun. (for you)
I guess you are on board no matter what.
I challenge that assumption.
I would never likely go into a USS at all if I wasn't specifically looking for mats. If there were a reason to go into USS besides mats, maybe that argument would hold water.
i still have a shimer of hope that its just a placeholder that whole USS mechanic..
The USS themselves are not the problem, it's the spawning mechanism that sucks. If you enter a system, using your discovery scanner should spawn a random set of USS that you can investigate. Based on their nature they can decay over time and using your scanner could spawn a new set of USS. Some types of USS could still be emergent but the majority is at a set position. Of course the spawned USS should rely on the system state and type. Sometimes the USS you are looking for isn't there but you could just try looking for it in another system. I think that would be a huge improvements and would actually be doable without redesigning the entire game.
There are some potential pitfalls with that approach:
Do the USS's persist?
If they don't, people will just mode swap until they get the high grade emissions, visit that USS and mode swap again.
Since they'd be part of the instance, then in Open you'll have multiple players seeing the same USSs, which leads to issues with griefers camping in or near HGEs, or you end up with a race to get to them before other people.
I'm not sure this would really work any better than a random spawn.
Yes, hunting for HGE USSes is a terrible, tedious, awful, spiteful, nasty piece of gameplay. Nobody is going to argue with that.
First thing I would do is remove mode swapping anyway. You can only swap modes when you restart the game. Or add a timer.
As said above, USS should decay over time and if two CMDRs really meet at the same USS I think that's a great thing.
I really hate it when high wakes disappear when I'm half way through scanning the. I can imagine decaying USSs to be just as irritating.
I think the mode-swap timer idea has potential though - regardless of what happens with USS spawns.
If only it wasn't mandatory.
Oh. Wait...
No kidding, not stopping at USS when 'playing the game'. Hauling psgrs that bail when hull gets scratched, timed missions, or just hauling cargo, means I'm not stopping for lousy USSssss.I challenge that assumption.
I would never likely go into a USS at all if I wasn't specifically looking for mats. If there were a reason to go into USS besides mats, maybe that argument would hold water.
First, I do agree that finding materials (and actually collecting them) needs improvements.
However:
If I look at other games it's not that different. If you are looking for a specific rare item in Diablo 2 you can spend an entire lifespan. In Skyrim you find plenty of leather but getting a Daedric Heart is quite difficult. If you don't refer to 3rd party information it can take hundreds of hours. However Skyrim also spawns loot and enemies based on your level, and while I don't like that approach for a RPG it might be the best solution for a game like ED. Make the first rare materials hard to find but increase the spawns once someone already engineered half his fleet.
I've participated in doing this many many times across both the Xbox and PS4 as it has become a necessary part of engineering and sourcing the rare materials, but when I factor in that the game can be very random, sometimes never spawning the USS that you seek, or the specific materials you're after, you then ask yourself what alternative actives are available. Then it occurs to you that the mission board is equally tedious and random and the traders have a 6/1 ration on G5's. So if I want to max G5 engineer something I could be looking at needing 10+ mats and data per grade 5 completion.
Personally I just want to see FD either sort out the trader ratios or at least incorporate more enjoyable alternatives to obtaining the stuff you need in the game. More consistency with missions and a broader choice of rewards would also be appreciated because when I think about how devoted to this game I am and the sheer amount of time invested, it suddenly makes me wonder how on Earth the players who have much less time to play this can even remotely immerse themselves in it if they find themselves needing to waste the little time they have drifting aimlessly about to source a material!
Sure, have a grind of a game. Throw in some times sinks, FD, if you insist... Just add more enjoyment to the activities involved, and if not... Reduce the trader ratios. Lol.
Erm, it isn't, is it? That's what you have material traders for. Or did I misunderstand the sarcasm?
Just always pick materials when you get offered mission rewards, hop in a moonbuggy once every two weeks (enjoy the sights), and do a bit of mining now and then. If you also carry some collection limpets when you go hunting, it goes even faster. You'll have all the materials you need. It's how I engineered 10+ ships (and counting). Sometimes I do want some specific materials, but keeping state, allegiance, economy, and pop size in mind seems to help quite a bit.
If only it wasn't mandatory.
Oh. Wait...