That's most games for common things. Especially resource gathering. That said the initial unlocks could have been a lot better than doing random things you may or may not have already been doing till you hit an arbitrary number of actions.By "gameplay" you mean completely unrelated low skill time sinks?
Hard to say because any idea I can come up with requires some overhaul of how interdiction works aside from making cooldown of an FSD significantly longer if you activated an interdictor.You mean you don't like a challenge where winning is worse than not taking the challenge?
What can I do to encourage you to remove your spam filter?
Most games don't let beginners collect endgame materials. The materials are gated behind gameplay of increasing difficulty.That's most games for common things. Especially resource gathering. That said the initial unlocks could have been a lot better than doing random things you may or may not have already been doing till you hit an arbitrary number of actions.
So problem is that any peasant can get materials instead just über elite edgelords....Most games don't let beginners collect endgame materials. The materials are gated behind gameplay of increasing difficulty.
Many consider the lack of "gear check" gating a good thing here. May be irreconcilable despite the also much bemoaned ease of getting credits for new players. Personally I think the freedom to take on content at choice is an asset of sandbox design, but I'm not sure how you balance that with the prevailing philosophy that the game needs to be just as open in an adder as it is is a cutter.Most games don't let beginners collect endgame materials. The materials are gated behind gameplay of increasing difficulty.
Seems less than fair as an interpretation as I see it. Gear usually mitigates excess difficulty from advanced content creating a ladder rather than holding people down.So problem is that any peasant can get materials instead just über elite edgelords....
A "gear check" for types of activities shouldn't exit. But, there should be a gear check for harder types of those activities.Many consider the lack of "gear check" gating a good thing here. May be irreconcilable despite the also much bemoaned ease of getting credits for new players. Personally I think the freedom to take on content at choice is an asset of sandbox design, but I'm not sure how you balance that with the prevailing philosophy that the game needs to be just as open in a cobra as it is is a cutter.
No, the problem is that implementing a system where you have a rising level of difficulty is impossible in a system where there are no methods to meter power.So problem is that any peasant can get materials instead just über elite edgelords....
In order for that to work there would have to be a real differentiation in content between obtaining certain types of resources. But mining is mining and the most gear gated form of mining is still very accessible early on.A "gear check" for types of activities shouldn't exit. But, there should be a gear check for harder types of those activities.
Some might characterise playing the game that way - for others it's just playing the game with the added benefit of unlocking stuff.By "gameplay" you mean completely unrelated low skill time sinks?
People think lots of thingsSome might characterise playing the game that way - for others it's just playing the game with the added benefit of unlocking stuff.
Indeed.People think lots of things
That some can't accept the nature of the game we all bought and seek to change it to suit their personal preference with little regard for those who would be adversely affected.What do you think and why?
I doubt it - but then that's not what we have. The challenge posed by the game is the same for all players - we all play in the same galaxy - and Frontier consider all players when setting that challenge, noting that it will not be enough for some - but also noting that excessive challenge is likely to make more players leave the game rather than lack of challenge, especially in a game where players can choose to engage in PvP with the challenge that that poses.Do you think that all players would be interested in cookie clicker level gameplay? Do you even think the majority of players would be interested in it?
Do you think when basing the entire power structure of the game around it, you could ever hope to create a game that offered anything more than that challenge level?
Why do we need to waggle a controller in a way that's equivalent to other similar waggles which arbitrarily turn out to have completely different effects?Why is the barrier for gear shooting rocks? What is the risk involved in shooting them? Why do we need to shoot a certain number of them? Why do we need to shoot different types of rocks that are functionally identical in all ways to all other rocks?
No. I enjoy flying spaceships and doing stuff. What I don't like doing is the same zero consequence task over and over again so that I may receive my rewards.Why do we need to waggle a controller in a way that's equivalent to other similar waggles which arbitrarily turn out to have completely different effects?
At a rough guess, you don't enjoy playing ED?
Here's the variety of outlooks which ED cleverly caters to. I G5 my ships deliberately so that NPCs I meet won't be a challenge.A "gear check" for types of activities shouldn't exit. But, there should be a gear check for harder types of those activities.
No, the problem is that implementing a system where you have a rising level of difficulty is impossible in a system where there are no methods to meter power.
I dont care if everyone gets a free anaconda the moment they leave the starting area, I just care that after someone gets g5 on it, there is still available content of all types that is challenging for them
Why make you encounter npcs then?Here's the variety of outlooks which ED cleverly caters to. I G5 my ships deliberately so that NPCs I meet won't be a challenge.![]()
There is. CZ's and AX, and PVP....A "gear check" for types of activities shouldn't exit. But, there should be a gear check for harder types of those activities.
No, the problem is that implementing a system where you have a rising level of difficulty is impossible in a system where there are no methods to meter power.
I dont care if everyone gets a free anaconda the moment they leave the starting area, I just care that after someone gets g5 on it, there is still available content of all types that is challenging for them
Go beyond a certain point and you don't encounter NPCs...Why make you encounter npcs then?
Wouldn't it just be better if you just didn't encounter them at all? Wouldn't the game be basically the same, just less wasted time?
The game would certainly make a bit more sense if pirates in Vultures etc. didn't hurl themselves at my Cutter claiming that they were going to boil me up and then saying they hadn't expected this.Why make you encounter npcs then?
Wouldn't it just be better if you just didn't encounter them at all? Wouldn't the game be basically the same, just less wasted time?
I feel like we have had this exact same exchange.There is. CZ's and AX, and PVP....
I agree. So. Why do they even exist?Go beyond a certain point and you don't encounter NPCs...
And as many a PVPer will tell you, NPCs don't provided a challenge. They are cleverly scaled on each encounter to match your skill. Don't engage them, they don't increase in skill.