snip....
The thread is off topic since quite some time.
It's a very silly thread to begin with.
Why is it still open?!
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The moderators need something to laugh at?
snip....
The thread is off topic since quite some time.
It's a very silly thread to begin with.
Why is it still open?!
![]()
So far it looks like literally nobody agreed with OP (I wonder where the 95% are?!).
The thread is off topic since quite some time.
It's a very silly thread to begin with.
Why is it still open?!
![]()
..... (I wonder where the 95% are?!).
I liked the T-7 boost. People keep going on and on about wanting a balanced game. I want a fun game instead.So far it looks like literally nobody agreed with OP (I wonder where the 95% are?!).
The thread is off topic since quite some time.
It's a very silly thread to begin with.
Why is it still open?!
![]()
I liked the T-7 boost. People keep going on and on about wanting a balanced game. I want a fun game instead.
I liked the T-7 boost. People keep going on and on about wanting a balanced game. I want a fun game instead.
I agree to some extent. The problem with that question was that it was worded in a binary way: does a 2 hour reduction impact your enjoyment, yes or no. And of course if you do the maths and try to measure "enjoyment per second", whatever that is, you come unstuck. Forced at gunpoint to give a "yes" or "no" answer to that question I too would probably have said "yes", not because a 2 hour difference would have me tearing my hair out in frustration, but because the only alternative answer -- "no" -- might suggest that there's no impact at all. And that invites the inevitable slippery slope. If 2 hours is OK, what about 3? What about 50%?#1: People are saying that 2 hours off of 8 hours of travel is a negative impact on their enjoyment. With all due respect to people who parroted that view or something looking like it, I call <bovine biowaste>.
This, too, is a perception problem. It's not that we want things to happen more slowly, it's that we want the distances to feel large. It's very, very difficult to address the "wasted" time issue without making the galaxy feel tiny.And on top of that, if you want a longer route, that is an option available to you. Plot a different course, FSD to economical, anything. The people that want it to happen slower have an option to make that happen. The people who want it to happen faster have nothing.
I agree to some extent. The problem with that question was that it was worded in a binary way: does a 2 hour reduction impact your enjoyment, yes or no. And of course if you do the maths and try to measure "enjoyment per second", whatever that is, you come unstuck. Forced at gunpoint to give a "yes" or "no" answer to that question I too would probably have said "yes", not because a 2 hour difference would have me tearing my hair out in frustration, but because the only alternative answer -- "no" -- might suggest that there's no impact at all. And that invites the inevitable slippery slope. If 2 hours is OK, what about 3? What about 50%?
This, too, is a perception problem. It's not that we want things to happen more slowly, it's that we want the distances to feel large. It's very, very difficult to address the "wasted" time issue without making the galaxy feel tiny.
Where you see only time, I see distance. From a totally objective point of view you're right and I'm wrong; the time can be empirically measured whereas the distance is just numbers on the screen and a fantasy world in my head. But my subjective enjoyment is very real. In doing a long series of hyperspace jumps I might not be "playing a game" in a moment-to-moment hands-on way, but I'm certainly getting something from the experience that no other game has ever offered.
I do agree that the option to fill the time with something "gamey" would be wonderful. Back in the early design phase I had dreams of being able to do something akin to Han Solo flying to Alderaan: setting a course for somewhere then going into the back of the ship to do some maintenance or play a holographic game, waiting for the alert to tell me we'd arrived. CQC was supposed to offer that to some degree, but CQC is meh and in the absence of an autopilot you can't play CQC while the ship travels somewhere, a major design oversight IMO.
Alas the structure of the game doesn't allow for anything like that, but what it does do is give an incredible sense of scale. Anything that threatens to remove that is a problem as far as I'm concerned, but I fully understand why not everyone sees it that way.
I agree to some extent. The problem with that question was that it was worded in a binary way: does a 2 hour reduction impact your enjoyment, yes or no. And of course if you do the maths and try to measure "enjoyment per second", whatever that is, you come unstuck. Forced at gunpoint to give a "yes" or "no" answer to that question I too would probably have said "yes", not because a 2 hour difference would have me tearing my hair out in frustration, but because the only alternative answer -- "no" -- might suggest that there's no impact at all. And that invites the inevitable slippery slope. If 2 hours is OK, what about 3? What about 50%?
This, too, is a perception problem. It's not that we want things to happen more slowly, it's that we want the distances to feel large. It's very, very difficult to address the "wasted" time issue without making the galaxy feel tiny.
Where you see only time, I see distance. From a totally objective point of view you're right and I'm wrong; the time can be empirically measured whereas the distance is just numbers on the screen and a fantasy world in my head. But my subjective enjoyment is very real. In doing a long series of hyperspace jumps I might not be "playing a game" in a moment-to-moment hands-on way, but I'm certainly getting something from the experience that no other game has ever offered.
I do agree that the option to fill the time with something "gamey" would be wonderful. Back in the early design phase I had dreams of being able to do something akin to Han Solo flying to Alderaan: setting a course for somewhere then going into the back of the ship to do some maintenance or play a holographic game, waiting for the alert to tell me we'd arrived. CQC was supposed to offer that to some degree, but CQC is meh and in the absence of an autopilot you can't play CQC while the ship travels somewhere, a major design oversight IMO.
Alas the structure of the game doesn't allow for anything like that, but what it does do is give an incredible sense of scale. Anything that threatens to remove that is a problem as far as I'm concerned, but I fully understand why not everyone sees it that way.
I went from page 1 to page 17.So far it looks like literally nobody agreed with OP (I wonder where the 95% are?!).
The thread is off topic since quite some time.
It's a very silly thread to begin with.
Why is it still open?!
![]()
I went from page 1 to page 17.
Did I miss anything, or have the crybabies who agree with the OP been crying rivers of entitled bollox?
Ah, so they've met us.Explorers bad. That's it.
T7 fsd boost is good, but it needs a cargo boost too which would lower jump range and make it better than a medium ship which it should really be.
…
…but it shouldn’t become the best exploration ship.
I think the T-7 could be a really cool exploration ship. The cockpit is quite nice. It has plenty of module slots. It has no weapons to speak off. (OK, and I think it really looks like a utilitarian exploration or cargo ship).
What makes the T-7 such a no-go as an exploration ship?
Would changing the name of the "new" T-7 to T-7 Explorer help?![]()
(...)
then again me personally i would rebalance the multiroles to make sure that whilst they CAN do all things, they are not optimal at any of them.