I used to play Black & White. In the temple there was a room marked for future content .... I never did find out what the future content was, I think they stopped developing the game before they got that far.Nope. In fact, there's only ever been more sectors locked than what we started with. Meanwhile, all "New Content" has just been popping up overnight in already-explored regions... which is a bit naff.
Really doesn't make any sense if those are closed off for "future content". Cone Sector, Col <###> Sectors around Barnard's Loop, all unlocked at launch... now locked.
It's just crazy... like, HIP 22460, was just another system, then it got a permit lock, thargoid structure and overlook, the megaship at the crux of a bunch of still- unresolved mysteries. Then there's the thargoid probe pointing to col-70- whatever, and the thargoid link triangulating off the same system and featuring the system's structure in the unknown signal spectrograms... or the main guardian ruin cluster abruptly ending at regor Sector... or the cone sector being locked as a hub of thargoid activity... and that's without going anywhere near things of historical interest like Polaris.I used to play Black & White. In the temple there was a room marked for future content .... I never did find out what the future content was, I think they stopped developing the game before they got that far.
Remember that well.It's just crazy... like, HIP 22460, was just another system, then it got a permit lock, thargoid structure and overlook, the megaship at the crux of a bunch of still- unresolved mysteries.....
"If you hide stuff in known locations then people know where to look. Which sucks from a gameplay perspective."....it's STILL the first thing I check after every update since what? 2, 3, 4 years ago now.....
If FD didnt repeatedly punch these people in the face, a lot more MIGHT care.I get the feeling fdev went with the thought "better lock an area for future use, bound to come in handy" at the start, then when they started looking at adding stuff realised it wouldn't work - and that the number of people who would even notice would be small. I think there are probably less than 10 who notice when all the bio signals move around on planets / systems at major releases, for instance, and only a few more than that care about NSPs appearing and disappearing.
I'm going to go out on a limb here, and really despise all this nebula-centric stuff FD have been doing. I don't have much more to it than that. Everybody will cite a bunch of stuff like "this is why life would thrive in a nebula/lore stuff/whatever", but all it does is encourage this notion that the key to exploring is just get to the nebula as fast as possible and ignore the vast swaths in between.I initially agreed with Jmanis that they should be using the locked areas for new stuff, and I think that was fdev's original plan, but now think they realised that it won't work.
1) The Thargoids have now appeared in 4 different nebulae - Pleiades, California, Witch Head and Coalsack. If fdev had carried on using permit locks what would have happened?
a) If they used locked nebulae they would have run out of locations
b) If they used locked sectors they would be running out - and the locations are just boring starfields, not nebulae
c) If they used selected systems from a permit locked area they end up with all new stuff being right against the remaining locked systems - so people who have issues navigating would be constantly complaining
2) The Guardians have appeared in multiple tranches too - Ruins, then the smaller Structures, finally larger Structures and Beacons.
a) Structures appear all the way out from the core out past the bubble - and near nebulae. So again fdev would have run out of locked nebulae.
b) If you used different regions for each reveal then the types of structure / ruins would have been implausibly segregated - it makes more sense that they're all close by (apart from the initial reveal when previously empty systems now have finds)
3) Other organics. These are spread around the galaxy. I don't think anyone is seriously saying they should be only in locations that were previously locked
4) What I like to call 'the HIP 22460 issue', as illustrated by goodoc
"If you hide stuff in known locations then people know where to look. Which sucks from a gameplay perspective."
5) ... and finally if you only add new stuff in locked areas you will run out of areas, so you'll end up adding things in explored areas anyway, so why not do it now?
I get the feeling fdev went with the thought "better lock an area for future use, bound to come in handy" at the start, then when they started looking at adding stuff realised it wouldn't work - and that the number of people who would even notice would be small. I think there are probably less than 10 who notice when all the bio signals move around on planets / systems at major releases, for instance, and only a few more than that care about NSPs appearing and disappearing.
We may get some areas unlocks as Arf alluded, but I doubt there will be more there than a couple of barnacles and a bored Thargoid checking your parking ticket![]()
Buy ArxConsidering it's such a small fraction of systems that are locked off, it doesn't really matter much at all. Personally, I like a little mystery. FD have hinted multiple times that there still are mysteries in the game that people haven't yet found.
It was exactly that probe pointing to the COL 70 Sector and this latest Halloween event that had me wondering if they might have hinted at something being unlocked and I might have missed it. I mean they certainly don't have to unlock EVERY locked system. Even one or two "out-of-the-way" areas might be interesting.It's just crazy... like, HIP 22460, was just another system, then it got a permit lock, thargoid structure and overlook, the megaship at the crux of a bunch of still- unresolved mysteries. Then there's the thargoid probe pointing to col-70- whatever, and the thargoid link triangulating off the same system and featuring the system's structure in the unknown signal spectrograms... or the main guardian ruin cluster abruptly ending at regor Sector... or the cone sector being locked as a hub of thargoid activity... and that's without going anywhere near things of historical interest like Polaris.
Agree completely with your post. Regarding this particular aspect, though, although I still agree, I think that it also has a bit to do with the plotter being relatively unable to "plot around" combined with the false impression of new players that if the plotter says "impossible", then it means that there isn't a way to get there in the current ship. Too much confidence in the plotter, in short.they're easy to navigate around, though some do seem to struggle with navigation that isn't just a straight line.
OOOH! Don't be saying that, with the NERF hammer a'swinginNo need anymore... I get enough playing the game.![]()