As I'm sure everyone is aware there has been "grind" in games since Pong and PackMan. God it was such a grind putting 10p in the machine to just go through the same old 5 levels until it got interesting each time I lost all my lives.
ALL games have a grind its just how the user perceives it. most of us here are not after some one button fix where you can just earn credits with out much or any interactive play. I think it is more down to having more scope for the play.
For example a find mission is always the same go some where find ship A steal stuff or kill ship A, kill ship B and C if you can be bothered. That's it the whole thing, the only variation is what ships and where and what the dohickey you steal is.
What is needed is a bigger pot of events and tasks that the ramdomiser can pool from that way a mission "grind" would appear less so as on the surface it will appear less like the last task you did. Granted the potential 1000s of variables that could be placed in the pot could potentially bring up the odd "weird" mission, but these could be dropped by players or just reported to FD as they are now. Granted this is just padding but outside of the base game system everything is padding anyway.
What really seems to be the issue is that FD are building for the most part the game they want to play.
In sales 101 you sell or make the product that your customers want, not what you want.
ALL games have a grind its just how the user perceives it. most of us here are not after some one button fix where you can just earn credits with out much or any interactive play. I think it is more down to having more scope for the play.
For example a find mission is always the same go some where find ship A steal stuff or kill ship A, kill ship B and C if you can be bothered. That's it the whole thing, the only variation is what ships and where and what the dohickey you steal is.
What is needed is a bigger pot of events and tasks that the ramdomiser can pool from that way a mission "grind" would appear less so as on the surface it will appear less like the last task you did. Granted the potential 1000s of variables that could be placed in the pot could potentially bring up the odd "weird" mission, but these could be dropped by players or just reported to FD as they are now. Granted this is just padding but outside of the base game system everything is padding anyway.
What really seems to be the issue is that FD are building for the most part the game they want to play.
In sales 101 you sell or make the product that your customers want, not what you want.