The greatest single aspect of ED is without doubt Stellar Forge and the recreation of a 1-1 galaxy with all the variety that RNG can muster with 400 billion potentially unique outcomes.
Unfortunately, almost every single decision made about exploring it has been wrong and has undermined the glorious scale and variety of our home, the Milky Way.
Blunder 1. The Open Galaxy
By making travel unrestricted, FD immediately and irrevocably removed the wide possibilities of path-finding as an exploration mechanism.
A huge amount of gameplay could have been built around the idea that hyperspace routes between systems need to be established before they can be used.
Imagine a hard frontier around the bubble of explored space, as there was on a smaller scale during Beta. A key gameplay mechanism could have involved some form of route discovery to both push the frontier outwards, and improve transport links inside the bubble.
Instead, the #1 attraction in the entire galaxy, the centre of it, was reached becore the game even officially launched.
Rather than an exercise in path-finding led expansion, travelling our galaxy became an exercise in endurance.
Blunder 2. Ever-Increasing Jump Ranges
Space is big, really big, you wouldn't believe... you get the idea. Prior to Engineers, jump ranges maxxed out at about 40ly. The top range from 30-40ly was in a sweet spot that gave the galaxy a structure - the difference between the core, the spiral arms, and the gaps between them was clearly noticable and represented a genuine navigation challenge.
Possibly due to pressure from this community, instead of addressing the very poor jump ranges of certain ships, engineering grossly exagerrated the jump ranges of ships that were already the best at it.
Sure, getting around the bubble is now a lot more convenient, but the cost was the removal of any texture in the galaxy.
Prior to this change, a trip to the next spiral arm posed minor route finding problems, and the further out you went, the more tricky it got. This is arguably, the only navigation problem the game has ever contained. Removing it trivialized the scale of the galaxy, and made it a generic unstructured clump of stars instead of an interesting stuctured spiral requiring route planning.
That route finding gameplay does still exist, but now it is very much a fringe activity out on the extreme edges of the galaxy, with a rapidly diminishing set of unreachable locations.
Blunder 3. The Full System Scanner
Space is big, really big, you wouldn't believe... oh, I already said that. Yup, even individual systems are big. Supercruise was a late change to the original design but it is absolutely essential to getting even the slightest sense of the vast distances even within a system.
Yup, it is not fully fleshed out, it seems like a timesink in very large systems, and there isn't enough to do on one of those trips to Hutton Orbital. But just think about Hutton Orbital - the most iconic outpost in the game - only because it is so far away.
The glory of Stellar Forge is the variety it creates, some systems are big, some systems are tiny, and everything in between. There is no lack of choice available, and the truth is that if you don't like long SC trips, you can easily avoid them.
What's that got to do with the FSS - it's the wrong solution to something that isn't actually a problem.
The problem with SC isn't so much the time it takes to get to secondary stars, it's the lack of things to do on the way there.
Instead of making an in-flight scanner, the FSS brings us to a standstill, removes us from the cockpit, and then commits the worst offence of all - it flattens out every system into the same generic sized strobing blue sphere containing the same generic blue blobs.
System discovery becomes an exercise in camera panning where distance is irrelevant - somehow the developers surrendered to the idea that SC is a problem and created a mechanism to avoid it instead of adding it as something to do while you travel.
So where does that leave us.
A galaxy where almost every trip is a straight line due to excessive jump range, where there are almost no geographical barriers to negotiate (except permit locks), where we don't even need to move within a system to discover its content.
That's an awful long way from the original vision set out in the dim and distant past that was the DDF.
Sadly ED hasn't come close to its potential, and from day one, was heading in the wrong direction.
That direction has become more embedded as time passes and with the confirmation that the FSS is the final word, with no alternatives to be offered, the generification of the galaxy is now complete.
Game over man, game over
It was originally 100.
My first Buckyball was 300ly trip (iirc) and involved multiple route plots with a few manual linkages.
Ok, I just can't remember it being that low.100, we were very happy when it upgraded to 1000. And 100ly wasn't that fast to plot either...
True, but when the game launched it was a bit like having settlers arrive at Jamestown and finding the whole of America already covered in train tracksCan't stop noticing a lot of nostalgia for the times when a well rested horse was the fasted mean to reach from point A to point B
Then people invented the train.
True, but when the game launched it was a bit like having settlers arrive at Jamestown and finding the whole of America already covered in train tracks![]()
People still complain about the few permit locks and how it makes travel too difficult.Blunder 1. The Open Galaxy
People still complain about jump ranges being too short.Blunder 2. Ever-Increasing Jump Ranges
People complained about how the discovery mechanic was boring & a placeholder.Blunder 3. The Full System Scanner
Completely agree with #1 and #2. Have been saying it for AGES, but always get shouted down. You missed out the 20,000ly plot, which also helped eliminate ANY consideration being needed to go anywhere in the galaxy.The greatest single aspect of ED is without doubt Stellar Forge and the recreation of a 1-1 galaxy with all the variety that RNG can muster with 400 billion potentially unique outcomes.
Unfortunately, almost every single decision made about exploring it has been wrong and has undermined the glorious scale and variety of our home, the Milky Way.
Blunder 1. The Open Galaxy
By making travel unrestricted, FD immediately and irrevocably removed the wide possibilities of path-finding as an exploration mechanism.
A huge amount of gameplay could have been built around the idea that hyperspace routes between systems need to be established before they can be used.
Imagine a hard frontier around the bubble of explored space, as there was on a smaller scale during Beta. A key gameplay mechanism could have involved some form of route discovery to both push the frontier outwards, and improve transport links inside the bubble.
Instead, the #1 attraction in the entire galaxy, the centre of it, was reached becore the game even officially launched.
Rather than an exercise in path-finding led expansion, travelling our galaxy became an exercise in endurance.
Blunder 2. Ever-Increasing Jump Ranges
Space is big, really big, you wouldn't believe... you get the idea. Prior to Engineers, jump ranges maxxed out at about 40ly. The top range from 30-40ly was in a sweet spot that gave the galaxy a structure - the difference between the core, the spiral arms, and the gaps between them was clearly noticable and represented a genuine navigation challenge.
Possibly due to pressure from this community, instead of addressing the very poor jump ranges of certain ships, engineering grossly exagerrated the jump ranges of ships that were already the best at it.
Sure, getting around the bubble is now a lot more convenient, but the cost was the removal of any texture in the galaxy.
Prior to this change, a trip to the next spiral arm posed minor route finding problems, and the further out you went, the more tricky it got. This is arguably, the only navigation problem the game has ever contained. Removing it trivialized the scale of the galaxy, and made it a generic unstructured clump of stars instead of an interesting stuctured spiral requiring route planning.
That route finding gameplay does still exist, but now it is very much a fringe activity out on the extreme edges of the galaxy, with a rapidly diminishing set of unreachable locations.
Blunder 3. The Full System Scanner
Space is big, really big, you wouldn't believe... oh, I already said that. Yup, even individual systems are big. Supercruise was a late change to the original design but it is absolutely essential to getting even the slightest sense of the vast distances even within a system.
Yup, it is not fully fleshed out, it seems like a timesink in very large systems, and there isn't enough to do on one of those trips to Hutton Orbital. But just think about Hutton Orbital - the most iconic outpost in the game - only because it is so far away.
The glory of Stellar Forge is the variety it creates, some systems are big, some systems are tiny, and everything in between. There is no lack of choice available, and the truth is that if you don't like long SC trips, you can easily avoid them.
What's that got to do with the FSS - it's the wrong solution to something that isn't actually a problem.
The problem with SC isn't so much the time it takes to get to secondary stars, it's the lack of things to do on the way there.
Instead of making an in-flight scanner, the FSS brings us to a standstill, removes us from the cockpit, and then commits the worst offence of all - it flattens out every system into the same generic sized strobing blue sphere containing the same generic blue blobs.
System discovery becomes an exercise in camera panning where distance is irrelevant - somehow the developers surrendered to the idea that SC is a problem and created a mechanism to avoid it instead of adding it as something to do while you travel.
So where does that leave us.
A galaxy where almost every trip is a straight line due to excessive jump range, where there are almost no geographical barriers to negotiate (except permit locks), where we don't even need to move within a system to discover its content.
That's an awful long way from the original vision set out in the dim and distant past that was the DDF.
Sadly ED hasn't come close to its potential, and from day one, was heading in the wrong direction.
That direction has become more embedded as time passes and with the confirmation that the FSS is the final word, with no alternatives to be offered, the generification of the galaxy is now complete.
Game over man, game over
While i agree that FSS is not THE solution, it has its quirks i can't really imagine what would there have to be implemented to make SC interesting and engaging.System discovery becomes an exercise in camera panning where distance is irrelevant - somehow the developers surrendered to the idea that SC is a problem and created a mechanism to avoid it instead of adding it as something to do while you travel.
Well, yes really, on game launch all the stars in the Galaxy were already interconnected. All players had to do was scoot down the tracks to their chosen destination.No, not really. someone was the first at SagA the first at Beagle Point and so on.
Now it's no longer a novelty and it entered in the realm of pilgrimage - a note in a bucket list.
If the old days are still your thing, you can fit a really small FSD on your ship and sail away
So is this pointless statement.And these changes are not going to get rolled back - pointless thread is pointless.
While a fact i can't see the justification behind it. Galaxy is enormous after all. If someone wanted to get through the entiriety of a game map in no time they'd better play GTA V.People still complain about jump ranges being too short.
Because it was. No denying. However this is not the main point raised by the OP. Rather than trying to tell that FSS is bad OP focused on the aspect of SC that i don't think anyone can deny - having nothing to do along the way.People complained about how the discovery mechanic was boring & a placeholder.
Pretty much this.On the original points:
1) On the whole I think hyperspace route discovery would just have slowed down travel without really adding anything, as well as encouraged people to stick even more to well-established routes than they currently do.
2) Very hard to say. The outer arms and inter-arm gaps (and even the big brown dwarf field) losing texture is certainly a problem, but on the other hand there's more going on in deep space now as well and it should be practical for someone who only plays a few hours a week to see some of it. I think if they'd kept the maximum base range at 40 LY or so, upped the FSD size by one on things like the FAS and FDL so they could move around a bit, but then made FSD synthesis and neutron boosts more effective (and synthesis routable!), that might have been a better compromise - allowing fast movement with preparation, without making the galactic structure invisible.
3) I quite like the FSS - it makes you actually look, at least briefly, at all the objects, rather than just skim-reading the entire map. So things like the prevalence of gas giants with rocky inner moons and icy outer moons, I'd just never noticed under the ADS, but are really clear now. (FSS or ADS, the problem is that in a lot of systems there's not a lot to do after that initial discovery stage)
Who else would he be speaking for?
Game over man, game over
AgreedThe greatest single aspect of ED is without doubt Stellar Forge and the recreation of a 1-1 galaxy with all the variety that RNG can muster with 400 billion potentially unique outcomes.
Don't agree.Unfortunately, almost every single decision made about exploring it has been wrong and has undermined the glorious scale and variety of our home, the Milky Way.
I liked the idea of hyperspace routes being found, but I can also see it making exploration inaccessible and frustrating to most people.Blunder 1. The Open Galaxy
By making travel unrestricted, FD immediately and irrevocably removed the wide possibilities of path-finding as an exploration mechanism.
A huge amount of gameplay could have been built around the idea that hyperspace routes between systems need to be established before they can be used.
Imagine a hard frontier around the bubble of explored space, as there was on a smaller scale during Beta. A key gameplay mechanism could have involved some form of route discovery to both push the frontier outwards, and improve transport links inside the bubble.
Instead, the #1 attraction in the entire galaxy, the centre of it, was reached becore the game even officially launched.
Rather than an exercise in path-finding led expansion, travelling our galaxy became an exercise in endurance.
Yeah, I don't mind some increase in jump range, but at the moment it is ridiculous. Far to high.Blunder 2. Ever-Increasing Jump Ranges
Space is big, really big, you wouldn't believe... you get the idea. Prior to Engineers, jump ranges maxxed out at about 40ly. The top range from 30-40ly was in a sweet spot that gave the galaxy a structure - the difference between the core, the spiral arms, and the gaps between them was clearly noticable and represented a genuine navigation challenge.
Possibly due to pressure from this community, instead of addressing the very poor jump ranges of certain ships, engineering grossly exagerrated the jump ranges of ships that were already the best at it.
Sure, getting around the bubble is now a lot more convenient, but the cost was the removal of any texture in the galaxy.
Prior to this change, a trip to the next spiral arm posed minor route finding problems, and the further out you went, the more tricky it got. This is arguably, the only navigation problem the game has ever contained. Removing it trivialized the scale of the galaxy, and made it a generic unstructured clump of stars instead of an interesting stuctured spiral requiring route planning.
That route finding gameplay does still exist, but now it is very much a fringe activity out on the extreme edges of the galaxy, with a rapidly diminishing set of unreachable locations.
I disagree. It opens up the systems in a new way. I get to see orbit lines, I get information handed to me, I get to marvel at the huge size of the system I am in. While I would have prefered something else, which would also most like have taken me out of the cockpit too, it is far better then the ADS which does completely remove the size of the system. Press a button for 5 seconds, look at system map to find out you have discovered everything in the system (I am not talking about tags). With the FSS it now takes longer, but I do think that the FSS gives out too much information.Blunder 3. The Full System Scanner
Space is big, really big, you wouldn't believe... oh, I already said that. Yup, even individual systems are big. Supercruise was a late change to the original design but it is absolutely essential to getting even the slightest sense of the vast distances even within a system.
Yup, it is not fully fleshed out, it seems like a timesink in very large systems, and there isn't enough to do on one of those trips to Hutton Orbital. But just think about Hutton Orbital - the most iconic outpost in the game - only because it is so far away.
The glory of Stellar Forge is the variety it creates, some systems are big, some systems are tiny, and everything in between. There is no lack of choice available, and the truth is that if you don't like long SC trips, you can easily avoid them.
What's that got to do with the FSS - it's the wrong solution to something that isn't actually a problem.
The problem with SC isn't so much the time it takes to get to secondary stars, it's the lack of things to do on the way there.
Instead of making an in-flight scanner, the FSS brings us to a standstill, removes us from the cockpit, and then commits the worst offence of all - it flattens out every system into the same generic sized strobing blue sphere containing the same generic blue blobs.
System discovery becomes an exercise in camera panning where distance is irrelevant - somehow the developers surrendered to the idea that SC is a problem and created a mechanism to avoid it instead of adding it as something to do while you travel.
Agreed to extent.So where does that leave us.
A galaxy where almost every trip is a straight line due to excessive jump range, where there are almost no geographical barriers to negotiate (except permit locks)
That depends on what you call content. I can't discover huge geological wonders within a system without flying to them, I can't discover what biological POI's are there without flying to them, I can't discover what the gas giant ring hotspots are until I fly to them. That is content to me. So no, you don't discover all the content without needing to move. If we do that with the FSS, then we did that with the old ADS too.where we don't even need to move within a system to discover its content.
The DDF was never set in stone.That's an awful long way from the original vision set out in the dim and distant past that was the DDF.
Some parts yes, other parts no.Sadly ED hasn't come close to its potential, and from day one, was heading in the wrong direction.
There are ways to make the FSS better that offer more options and a better gameplay loop. Why don't you support those.That direction has become more embedded as time passes and with the confirmation that the FSS is the final word, with no alternatives to be offered, the generification of the galaxy is now complete.
For you maybe, but not for many others.Game over man, game over