General Materials amount at High Grade Emissions in the upcoming update - it broke everything!

It's like they asked 3 people how to fix the problem, and then implements all the solutions. I liked the changes, they solved the problem, but then they kept on solving it. Again and again.

All MMO games are grindy, love it or hate it, the grind IS content. In a game that is shouting out for more content, reducing the "fun" of material harvesting (too much) is a net lose. It needed a correction, but they have gone too far.

According to my crystal ball, casual players will peak faster and then drop out due to lack of content. They think the fun is pay-walled behind enginerring, I think they'll find what's on the other side won't hold them for long.

I've maxed all my materials, so these changes do me no harm. But now when I engineer some stuff and want to top up my materials the fun of solving that problem will be over 10 times faster.

IMHO all they had to do was a) improve the material haul from combat, which looking at what I was getting last night, they have alredy done. About 20 materials from 1 ship, and loads of them class 5, and b) improve the material rewards from missions.
 
Okay, let's approach this question from a different angle.
I'm a mercenary,
I go on missions to get money to buy ships and equipment.
I do missions to get materials to improve my ships and equipment.
This is Elite - it's a game about THIS.
For me it is about flying a starship, the other stuff is to support that.

What will you do in the game when you have all that?
Fly my ships and do things until I run out of places to go, lack the ability to play or the servers shutdown.

If YOU are interested, in fact I logically proved long ago that neither Raxla nor Dark Wheel can be found in the game ever. Since the first one who finds it will immediately post about it on the forum and everyone will read it.

I'm basing this on my own example. Odyssey came out, I just played on my feet, discovered engineers, gained data and materials and improved suits and weapons. Did that for about a year. After I got everything built and upgraded I never got out of my ship again at all. Why?
Because it wasn’t interesting enough for you, me I played on my feet didn’t really discover the engineers didn’t gain data, bought somewhat upgraded suits and weapons over the counter then spent a year or more plant hunting. I haven’t been out in my suit much this year because I have been doing other stuff in the bubble.
 
I was just thinking, after reading a post that someone make apparently quoting or speaking with knowledge on the subject, that there are a few possible changes lined up, and that they don't expect to get it right first time.

I've been pondering this and it seems to me that the issues is that in reality this is never static, there is never balance, just a perpetual iterating zero sum game.
This could be done, or modelled rather, in the online environment, but man would it be a lot of work to get right.
 
But some moments in the game are like: if you need to do something you want you need spend a time for other activies. And people has limited time in life, especially if they have real life, not only the game.
And the fix for that isn't to just have basic activities hemorrhage rewards.

The fix is to actually design your game activities well. But that ship sailed for FD a loooong time ago so we're left with trashy results like this.
 
Last edited:
One of the things that I love the most about elite dangerous, is the 'correctness' of the model, and the way the gameplay emulates scientific exploration. I really which this aspect was further developed, but it would seem that grief-ing and keeping the thing afloat financially, is taking precedent over that somewhat, if not financially then by the numbers in another aspect.

Oh the joy the first time I used the full system/spectrum scanner, to locate planets, and the noises of the planets being like the real thing; Just too cool for words.

Again all of that was soon knocked on the head by the griefing mechanic feedback loop in the mechanic, but such is life.
Don’t worry away from the bubble the coolness comes back with the added boost of knowing you are the first person ever to see those worlds.

I'm not expecting a profit. But if you made a change that previously performed mod - backpack expansion - then why remove this mod ?
You are being premature and assuming that because the base storage of your suit will be increased your modification will be removed when it is much more likely that it will as now be an addition to the base value. If the backpack storage mod is a percentage based boost you will gain even more storage.
 
You are being premature and assuming that because the base storage of your suit will be increased your modification will be removed when it is much more likely that it will as now be an addition to the base value. If the backpack storage mod is a percentage based boost you will gain even more storage.

Yeah I assumed the mod would work in exactly the same way and was looking forward to 120 asset capacity in my looting suit(s)! Will be able to fully clear settlements of junk without ever having to drop stuff off at the ship mid way through, absolute winner.
 
Crumbs! Are magic pockets that transport your material goods with you, into the next life, when you re~sporn not enough; Should I build you a pyramid; Prey tell me, what can I possibly do? :D
Screen-Shot-2016-04-09-at-19.59.28.png
 
It isn't the objective though. Having fun is the objective. It's what we all play games for.

I've never needed to relog HGEs, and not because i don't need what people get out of HGE relogs. I just get on and play the game and get the mats i need.

Who has more fun? The person spending 30 minutes doing something they hate followed by 90 minutes of something they enjoy, or the person doing 120 minutes of something they enjoy? Obviously the latter, unless we're in some weird world where 90 > 120.

There's nothing subjective about it. It's just simple maths.

It doesn't matter if you end up with 100 G5 mats and I have 30 G5 mats, if you were gouging your eyes out getting those extra 70 mats. If you had fun getting them though, hooray, you win.

EDIT: To be clear and explicit... how someone "has fun" is entirely irrelevant... only the quantity. As far as I'm concerned if:
  • One player spends 2 hours relogging HGEs
  • Another player spends 2 hours mining
  • Another player spends 2 hours jumping between Sol and Colonia

... and they're all having fun, it's all evens. Everyone's having fun, job done.

But if one player spends 30 minutes HGE relogging and hates it, and then 90 minutes doing anything else that they consider fun, the only person to blame is themselves.
There is something subjective about it. And it is simple maths. When I buy a ship and I realise that I don't have enough mats to upgrade its shield boosters or the shield itself (for example), I'll find the nearest relevant HGE and relog until I have enough or until it times out. I can then continue with my goal. If I say "nah, I'll just have different fun, and if I manage to come across relevant HGEs in the next month, I can have my new ship engineered, and if the context I want to use it for is still available (like a vulnerable titan) I can have some of the remaining fun I initially wanted".
 
IMHO all they had to do was a) improve the material haul from combat, which looking at what I was getting last night, they have alredy done. About 20 materials from 1 ship, and loads of them class 5, and b) improve the material rewards from missions.
I very much agree what they need to is make actual game improvements. Hopefully that is what we will see next week. Not just tweek numbers.

In order of priority:
  • 1 - Eliminate ALL re-logging methods. Each HGE, crash sites, Guardian sites, etc.. allows a cmdr to collect only once. If certain locations are "programmatically too difficult" for Frontier to prevent relogging... then get rid of them. Relogging should not be allowed as normal gameplay in any game. Developers must find other actual gameplay solutions to material gathering.
  • 2 - Allow tear-down of engineered items. You lose the module credit value, but you regain the eng mats. Or a percentage. Both Horizons & Odessey items. Cmdr only gets back eng mats they put into the item (nothing that was pre-engineered). Yes, this means Frontier would need to program items to track the mats a cmdr added to an item. Good thing Frontier employs programmers. They should have thought about this originally.
  • 3 - Allow onfoot cmdrs to pickup raw & mfg mats from the ground (as an alternative to the SRV). And scan for encoded mats (is this already possible? I'm not certain).
  • 4 - Better material rewards from the misc crash sites that are (used to be?) scattered all over the place.
  • 5 - Include material rewards in more of the missions.
  • 6 - Diversify material rewards from missions.
  • 7 - Add alternate methods to get mats. Methods that fit the context of the activities.
  • 8 - Add new challenging missions and activities aimed specifically at larger material rewards.
Edit: - 9 - Balance the difficulty of a activities with the reward. The time & effort of visiting an HGE site and collecting G5 mats should absolutely not be better than missions. Rewards should be relative to the risk, skill, or effort of the activity.


Except the first two points none of these ideas radically alter the current material gathering process. But makes it waaaay. better.
 
Last edited:
Guardian sites... allows a cmdr to collect only once
Not strictly opposed, but then you need a solution for the fact that Guardian materials are required for ammo synthesis of Guardian weapons as well as the unlocks, while those sites are then going to become a limited resource and run out eventually. (Nobody will fly to the distant deep space ones just to do AX when there is no station available for rearm/repair.)

… I wouldn’t mind getting those materials added to the list for material traders, mind you. At least the manufactured ones.
 
Not strictly opposed, but then you need a solution for the fact that Guardian materials are required for ammo synthesis of Guardian weapons as well as the unlocks, while those sites are then going to become a limited resource and run out eventually.
Yep. 100% agree. Frontier needs to come up with solutions that don't include the player relogging.
 
Yeah I assumed the mod would work in exactly the same way and was looking forward to 120 asset capacity in my looting suit(s)! Will be able to fully clear settlements of junk without ever having to drop stuff off at the ship mid way through, absolute winner.
There is small problem...ship has limits and carrier is limited even more.
 
There is something subjective about it. And it is simple maths. When I buy a ship and I realise that I don't have enough mats to upgrade its shield boosters or the shield itself (for example), I'll find the nearest relevant HGE and relog until I have enough or until it times out. I can then continue with my goal. If I say "nah, I'll just have different fun, and if I manage to come across relevant HGEs in the next month, I can have my new ship engineered, and if the context I want to use it for is still available (like a vulnerable titan) I can have some of the remaining fun I initially wanted".
You play it wrong. I got each of my ships when I had ALL ready (except 1st) for upgrades. I.e. 1st you prepare yourself by collecting things during couple days, then you buy the ship.
I had ruined fun of preparation already because all was maxed, now it will be ruined even more, because can be restored in 20 mins.
 
You play it wrong. I got each of my ships when I had ALL ready (except 1st) for upgrades. I.e. 1st you prepare yourself by collecting things during couple days, then you buy the ship.
I had ruined fun of preparation already because all was maxed, now it will be ruined even more, because can be restored in 20 mins.
Ya, its a lot easier to build & engineer a ship if you already have more than enough credits & mats. Faster, with much less monkeying around.

And it is generally much easier to collect credits & mats (for you next ship) in a fully completed ship. So there isn't usually much point in half-building a ship.

Edit:
If a ship is missing a minor component or upgrade (ex: lightweight engineering on life support, or the last shield booster of many) it is not a big deal and can be finished up later. The overall ship is fully functional. No need to drop everything for a minor detail.
 
Last edited:
Back
Top Bottom