I dont get why everyone thinks Ellite is such a grind

If the station guns were on the attackers would get slaughtered, if they were off people would moan. If the station was indestructible people would moan, if they were destructible we'd have no stations.

Lore wise maybe a space faring civilization wouldn't target their own species civilian orbital habitats.

The thargoids are different though.

Well I would assume that the weapons would be turned off as they wouldn't want to destroy their own ships. There would also be ground assaults going on in the station (that we are not a party to yet), there would be relief ships trying to run the gauntlet for big bucks, so another reason not to have the guns on.

They could use the new megaship scanning and hacking system on stations or installations to turn the weapons system off. There are so many opportunities that could be really good.

Humans never bet on anything.

This. Humans seem to have a habit of destorying what is around them. I don't expect that to stop.
 
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If the station guns were on the attackers would get slaughtered, if they were off people would moan. If the station was indestructible people would moan, if they were destructible we'd have no stations.

Lore wise maybe a space faring civilization wouldn't target their own species civilian orbital habitats.

The thargoids are different though.

On that note...

Reduce the range of the station weapons to 5km.
Make the drop-in range 15km.
That creates a 10km "zone" where interesting things could happen.

Beyond that, give the stations a "readiness" variable which would have an effect on the availability/accuracy/range of station weapons.
It could either be binary (on/off) or it could be graduated so that their effectiveness reduces in accordance with their condition.

In either case, stuff related to the BGS and what happens in/around a station would affect the station readiness and make it more vulnerable to attack.

In operation, if a station is controlled by a lawful faction and they're doing well in BGS terms, the space around a station would be a safe area.
If the station was undermined or controlled by a lawless faction, it'd become more likely that bad things might happen in the space around a station.

This would allow for players to undermine a controlling faction and then carry out attacks around the station which would undermine it further and deter players from docking there.
It would also dictate the likelihood of hostile NPCs being encountered near a station and provide missions to help defend a station from attack which, depending on the outcome, would either bolster or erode it's state of readiness and the services it provides.


See, this is the problem with a lot of aspects of ED.
They create a thing but then fail to capitalise on the potential of the thing they've created.
 
This new version of Elite is not a grind, it's not even all that difficult. Frontier Elite 2 was much more difficult when you started out with an Eagle and only had about 2 tons of cargo space to play with and the profits were very low. In Elite Dangerous you can be out of your starter ship very quickly in comparison to the previous games.

It was the same with Elite Dangerous in the early days, at one time it took months to get out of sidewinder, now players can get a Python in a week ! all to pacify the 'I want it now' people
 
On that note...

Reduce the range of the station weapons to 5km.
Make the drop-in range 15km.
That creates a 10km "zone" where interesting things could happen.

Beyond that, give the stations a "readiness" variable which would have an effect on the availability/accuracy/range of station weapons.
It could either be binary (on/off) or it could be graduated so that their effectiveness reduces in accordance with their condition.

In either case, stuff related to the BGS and what happens in/around a station would affect the station readiness and make it more vulnerable to attack.

In operation, if a station is controlled by a lawful faction and they're doing well in BGS terms, the space around a station would be a safe area.
If the station was undermined or controlled by a lawless faction, it'd become more likely that bad things might happen in the space around a station.

This would allow for players to undermine a controlling faction and then carry out attacks around the station which would undermine it further and deter players from docking there.
It would also dictate the likelihood of hostile NPCs being encountered near a station and provide missions to help defend a station from attack which, depending on the outcome, would either bolster or erode it's state of readiness and the services it provides.


See, this is the problem with a lot of aspects of ED.
They create a thing but then fail to capitalise on the potential of the thing they've created.

FDEV also know what's possible and impossible to do with the game they made, we don't.
 

Jex =TE=

Banned
This new version of Elite is not a grind, it's not even all that difficult. Frontier Elite 2 was much more difficult when you started out with an Eagle and only had about 2 tons of cargo space to play with and the profits were very low. In Elite Dangerous you can be out of your starter ship very quickly in comparison to the previous games.

You can now.

At launch, you got 300 credits for delivery missions and bountys were a few thousand.

If we went back to 1.0 standards, nobody would play the game and the salt...omg the salt.... LOL
 
Ten hours a week is nothing in gaming circles.

I know. However you'll find the average game time doesn't even come close to reflecting what hardcore gamers do. That goes double for a game with a player base skewed towards the older demographics such as this one.

FDev did actually refer to an average playtime for this game a while back. I'll be honest and say I can't recall the actual figure but it was nothing like 10 hours a week.
 
Oh wow! We're all SO impressed...are we even allowed to comment on the same Forum thread as you Mr Sooper Dooper Pooper PvP player? I know all our opinions are worthless beneath the mighty knowledge you must have at your fingertips...but if we ask nicely could we pretty please post below the line here?
With skills like that you must command so much respect.,People must ask for your advice. Do you get to be the the guest of honour at school prize giving ceremonies? Or quoted in the local press?

Ha funny thing is me and a friend were in san tu last week and were pulled out of supercruise and as soon as the interdiction was over there was a conda and a chefy, started shooting at us for no reason, but thats fine they both got to see the rebuy screen, plus thats where we do the ganking of the griefers, worked out just great.
 
Sorry Bob, but that's kinda what you're saying.

No it isn't. He said not to do the optional things that feels like a grind. Of course everything in the game can feel like a grind for some people as they will find everything boring. If that is the case I think no matter what FDev add to the game, these people will find it a grind.

It isn't repetition that makes it a grind, if it was then every game ever made would just be a boring grind as all games have it. You can't get away from it as there are only so many things that you can do in a game.

It's how well the repetition is hidden and with some stuff it isn't hidden at all, like powerplay and the Personal narative that isn't a personal narative. Other areas of the game though can be hidden to some extend by player choice and how they go about getting to their goals. It isn't perfect, in fact I would say it is far from perfect, but it is possible.
 
What would've been great would be a chance to defend stations that are actually under attack. I feel like the devs are trolling us by leaving this out, it's unthinkable that it is missing. Incredible. I can only hope they are saving it for later.

The trouble with the rescue missions is that once you've done it once that's pretty much all there is to see. One more nice but static POI from the art department.

Got to disagree with you here bud.

Where things are in-game at the moment, there isn't really any scenario which would result in a station defense. The conflict is just not at a stage where it would be a viable possibility. Doesn't look like trolling or something being unthinkably missed to me.
 
No it isn't. He said not to do the optional things that feels like a grind. Of course everything in the game can feel like a grind for some people as they will find everything boring. If that is the case I think no matter what FDev add to the game, these people will find it a grind.

It isn't repetition that makes it a grind, if it was then every game ever made would just be a boring grind as all games have it. You can't get away from it as there are only so many things that you can do in a game.

It's how well the repetition is hidden and with some stuff it isn't hidden at all, like powerplay and the Personal narative that isn't a personal narative. Other areas of the game though can be hidden to some extend by player choice and how they go about getting to their goals. It isn't perfect, in fact I would say it is far from perfect, but it is possible.

I didn't even say don't do them, I said don't do them in the grindy way. That way it's not a grind.
 
Said it before, and I'll say it again... anything that takes time and effort can be considered a "grind".

It's all perception. Some like crunching numbers on spreadsheets, others not so much.

The problem isn't the activity, it's the perception of the activity.
 
I didn't even say don't do them, I said don't do them in the grindy way. That way it's not a grind.

Which is true. Unfortunatly stuff like the guardian ruins lack any variety what so ever which is not good. At least in combat zones and res sites you can change your ship, your modules and what ships you take on for a slightly different experience. The Guardian ruins, you cannot do that. It's not a good mechanic henceforth the reason why I am avoiding it at the moment until hopefully they make it a bit better. It's nicely designed, good atmosphere and the puzzle is pretty good, but having to do it 20 odd times is not the best thing I have seen.
 
Which is true. Unfortunatly stuff like the guardian ruins lack any variety what so ever which is not good. At least in combat zones and res sites you can change your ship, your modules and what ships you take on for a slightly different experience. The Guardian ruins, you cannot do that. It's not a good mechanic henceforth the reason why I am avoiding it at the moment until hopefully they make it a bit better. It's nicely designed, good atmosphere and the puzzle is pretty good, but having to do it 20 odd times is not the best thing I have seen.

Sounds like you're completely conflating the Guardian Modules with the Guardian Ruins here mate. The former is just a subset of the latter.
 
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