Gathering materials in an SRV?

May I suggest launch Horizons! Why? Odyssey adds a lot more scenery and surface textures but also more hills, ditches, bumps and rocks to get in the way. I went to the Bug Killer site at HIP 16613 1 A in Odyssey to gather Ruthenium, Tellurium and Antimony. Actually with raw material traders I didn't need a lot of them. Still the surface was miserable getting around to the three cargo racks and even had issues landing a Dolphin close. Some of the wreckage was buried deeper.

So parked there putting my Scarab back into the hangar I exited the game and launched Horizons. EDH put my Dolphin flying some kilometers directly above the site so I pointed it straight down and landed. Much better. I'm guessing when I landed in EDO I was at a higher terrain elevation maybe per a hill. When I went to EDH removing the hill the software decided that I hadn't landed yet. Oh well.

The point is if you are trying to amass raw materials for whatever needed and sometimes it can be a grind then do it in Horizons taking less time to get around in your SRV. I also think driving a Scarab in Horizons is easier than Odyssey but maybe it is me so used to it for many years in Horizons.

Next up is Jameson's Crash Site to gather Adaptive Encryptors Capture to trade. Maybe I'll go in Open mode. I also made this Dolphin build to gather materials especially in HGEs in the Empire and Federation also gathering Thargoid corrosive items. Your build may vary. Maybe I'll see you there. So for the Bug Killer here is a picture. Enjoy.

Regards

BGD.jpg
 
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The game design is so bad for the materials prospecting loop, that Crystal Forest and Bug Killer and Jameson Cobra are developer approved work arounds.

I play quite a few PVP survival crafting games, and the design loops are universally around gathering lower level mats which are then used to build refining stations that yield higher quality mats. These higher quality mats are in turn used in crafting gear, or more efficient higher volume crafting stations. Rare mats are drops from bosses or tough to access (guarded) locations, or require several refinement processes to distill the necessary items for the final craft / station construction.

These trees can be optimized, but it requires strategy, time management, and skillful game play along the way.

ED Mat gathering / crafting is low skill, heavy on travel time gates, and each mat has the look and feel of a cell in a spreadsheet.

I sincerely hope in the next iteration of this game, should there be one, that the devs actually play a few other games out there and learn about the dangerous /challenging game play experience that can be had in survival crafting games - and mine a little from those experiences.
 
Whilst out farming on foot data n mats. I found myself on planetside quite often.
Stood to reason having completed my "mission" I jumped back in the srv and rather than head straight back to my ship I'd have a scoot about... 9 times out of 10 nothing except a single raw node or so....but on some occasions I hit the motherlode... high end nodes in volcanic areas with plumes of steam coming from vents I scan too.
20 mins later I've grabbed dozens of em and there's nowt left so back to ship.
Guess this is how they wanted it to go. But it's not targeted mats just whatevers there.
Crystal forest my goto for raws
Organic gameplay should be far more rewardable than relogs. Damn shame frontier @
 
I just took my new alt out to the crystal forests, not sure what all the EDO complaints were about. I've found plenty to harvest all over the moons. There isn't a specific POI to visit, and one might need to spend a minute or two searching, but after I realized that they spawn in more rugged terrain it was easy work.

Brain trees can also be an excellent source of materials.

My only complaint would be about targeting and collecting the mats. Either I'm stupid and don't understand how to target what I want or the mechanic could do with some improvement. The bug throwing the buggy far away when you drive over some mat is quite funny though.

Getting out on foot and shooting the mats down with a plasma weapon is quite a lot of fun too.
 
My only complaint would be about targeting and collecting the mats. Either I'm stupid and don't understand how to target what I want or the mechanic could do with some improvement. The bug throwing the buggy far away when you drive over some mat is quite funny though.

Yeah, that's the only valid complaint I could see with those sites. There are certain shards that can't be shot at all and particular spots on the others that need to be in LOS to the weapon you are using, which is often a problem with an SRV due to having to drive in circles around the crystal spikes to get the shards showing the right spot. Of course there were also the underground ones when I last did the run, but they were easy to spot, being underground and all.
 
Brain trees and Thargoid bases have been my usual sources since I started Odyssey.
I used to use the geological sites in Horizons though these don't seem as well stocked in Odyssey.
 
Especially since in Odyssey if your SRV wheel goes over a fragment it vanishes (presumably into the planet).
Seems to get thrown up in to the sky rather than in to the planet (as well as throwing the SRV around for some bizarre reason). To my surprise I once encountered one of the mats where it had come down again, quite some distance away.
 
Seems to get thrown up in to the sky rather than in to the planet (as well as throwing the SRV around for some bizarre reason). To my surprise I once encountered one of the mats where it had come down again, quite some distance away.

Yeah, I suspect the hitbox for the ground resources remains after shooting and breaking it up even when it's just a tiny fragment on the ground that you can drive over, so when you drive over the remaining fragment you intersect with the hitbox and that kicks you out.

As for the mats traveling a long way, try shooting a resource on a high grav planet (talking 2g or 3g here, not under 1g), they just drop straight to the ground in a small group, so it's very much determined by gravity how far they will travel, so yes mats on low g, which most of us land on, will fly a long way because there's a predetermined force for them to be ejected and gravity changes that reaction.

I've often had to chase after mats from crystal spike on low grav bodies because if they get to far away they vanish from radar and you can't find them except by driving around, but they do remain for a certain period so if you accidentally stumble across where they went you can pick them up.
 
The game design is so bad for the materials prospecting loop, that Crystal Forest and Bug Killer and Jameson Cobra are developer approved work arounds.
IMHO devs tolerate those things. But "loops" aren't intended or designed. I think you should collect stuff slowly traveling galaxy as side effect instead being "main aim for relogs".
Once you stop bother about any mats you suddenly get all full just doing fancy stuff around. Of course, if your main activity is gank then you need some fast relog loops ....
 
The game design is so bad for the materials prospecting loop,
Is it? In Horizons it was a good reason to drive about in a SRV on surfaces, or to mine in all ring types. Of course, some may find doing so tedious, we are all different.
that Crystal Forest and Bug Killer and Jameson Cobra are developer approved work arounds.
Crystal shard sites are certainly useful, but were they a 'work around', or, just like many other POIs, waiting to be discovered? They are in very specific location types.

Jameson Cobra... Ah the old relog grind, favoured by some, but 'approved', who knows?
 
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Jameson Cobra... Ah the old relog grind, favoured by some, but 'approved', who knows?

Well it certainly seems to be accepted if not "approved". After all they did actually remove the re-spawn delays on some things so that they can be relogged (remember when you had to go from surface base to others just to scan the data points as they couldn't be re-accessed for, what was it, a week or longer). Conversely, they actually removed relogging with HGE signal sources so to exploit a HGE people nowadays task-kill and relaunch the game.

So, if they wanted to disable relogging at Jameson, Bug Killer, Dav's Hope, etc. then they certainly could - instead they leave these "resource wells" for people to utilise so as to offset the horrendous grind that was brought in with Engineers.
 
IMHO devs tolerate those things. But "loops" aren't intended or designed. I think you should collect stuff slowly traveling galaxy as side effect instead being "main aim for relogs".
Once you stop bother about any mats you suddenly get all full just doing fancy stuff around. Of course, if your main activity is gank then you need some fast relog loops ....
The crafting engineering game was a major update to the game that created material gathering loops. It represents an intentional design built around engineering ships for specific roles. It is not designed to be an incidental experience, it is designed to be a core game feature. I suppose you could spend your game life in the starter sidey, but that is not the scope of the game as it is designed.

I hope Bethesda/ Starfield learned from ED mistakes in the crafting arena.
 
In my SRV,

I haven't seen a skimmer, cargo barrel or Escape Pod once since going to Oddity. Or a beacon. Or a random crashed ship. Ever!

That's funny, they are everywhere, just drop into a distress beacon or crash site and there they are, I carried back over a hundred from a short trip last time I was out. You won't find them just wandering around on the surface though and you have to map the planet before the sites will appear, not sure why you aren't seeing them but they appear with at least the same frequency for me!
 
the crystal gardens are not a work around, I don't imagine fdev gave that any thought.
simply because as has been noted in the forums soooo many times
there are more out there, just like the others.
I know because I look for them and more and I have had success.







Grind is created by each cmdr
coders for this game must be laughing a lot when they read about cmdrs 'grind' to get things.
either you play and maybe enjoy - tends to mean there is no grind....

or you grind because you watched too may others doing things you want to do yesterday, so you grind till you get it.
tbh imo, no-one cares. self proclaimed torture is on each person that does it.
there is no 'I Won' scenario, as there is no end, no finish line.
there is no top dog.
so, any race to any line is your own.


as for the other POI's in EDO, they do exist NOW. they were not in EDO at first but they are now.
much handwavium has been done to rectify some vacuums.

seems to me that fdev is very busy fixing things.
problem that I am seeing is that they are NOT putting any of it in any document we can see.
not really a problem, other than if no-one knows they are actually fixing things, they still get all the flak for NOT fixing things......kinda dumb, taking the silent approach. It's not like we never noticed.
 
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