Mighty Jingles: EDO is grindy, buggy and confusing

Nothing wrong with inventory items being worth little and still taking g space. That just defines the worthless item tier. Not EVERY item needs to be worthwhile. That way lies the modern design; "MAXIMUM OVERDRIVE EXCITEMENT PIXEL VOMIT" etc. There's a solid place for games with a different design.
What value do worthless items add to the game? All they do is require the use of a spreadsheet so you can ignore them. That's not engaging gameplay. At least with relatively less useful items in space engineering, you could trade any item for any other item. With ground engineering, you can't even do that. The system is objectively more bloated and a greater waste of time than the same system that already exists in the game.
 
What value do worthless items add to the game? All they do is require the use of a spreadsheet so you can ignore them. That's not engaging gameplay. At least with relatively less useful items in space engineering, you could trade any item for any other item. With ground engineering, you can't even do that. The system is objectively more bloated and a greater waste of time than the same system that already exists in the game.
Game designers have since the beginning disagreed, as evidenced by the presence of useless items in perhaps 50% of games with inventory systems. That alone should give you pause.

Diablo with its eventually useless iron daggers or whatever. Any crafting game once early tier resources become abundant. Etc.

Picking up one item out of 10 is substantively different than only ever getting one item.
 
Game designers have since the beginning disagreed, as evidenced by the presence of useless items in perhaps 50% of games with inventory systems. That alone should give you pause.

Diablo with its eventually useless iron daggers or whatever. Any crafting game once early tier resources become abundant. Etc.

Picking up one item out of 10 is substantively different than only ever getting one item.
So do you propose adding worthless junk to space engineering? Would that make it better in your view?
 
So do you propose adding worthless junk to space engineering? Would that make it better in your view?
I mean sure, maybe? That's like asking if I intend to use a hammer to build a home. Yes, in some places it would useful, and in others is irrelevant. And it depends how it's used.
 
I mean sure, maybe? That's like asking if I intend to use a hammer to build a home. Yes, in some places it would useful, and in others is irrelevant. And it depends how it's used.
I thought the question was pretty straight forward. Do you think space engineering should work exactly like ground engineering? Should materials be grouped together with lower limits, while a whole bunch of useless items that cannot be used or traded are mixed into all the space engineering loot drops? If not, why do you think it's acceptable for one system but not the other in the exact same game? If so, congrats on the consistency, but frankly I cannot even comprehend people who want an even worse grind in this game, and clearly many other players cannot either.
 
I thought the question was pretty straight forward. Do you think space engineering should work exactly like ground engineering? Should materials be grouped together with lower limits, while a whole bunch of useless items that cannot be used or traded are mixed into all the space engineering loot drops? If not, why do you think it's acceptable for one system but not the other in the exact same game? If so, congrats on the consistency, but frankly I cannot even comprehend people who want an even worse grind in this game, and clearly many other players cannot either.
I agree that the question was straightforward. But that doesn't mean the answer is clear.

Firstly, I won't be making any prescriptions here. The term "should" doesn't really fit. You're asking my personal opinion about how a game should be configured. And if instead you're asking what will please the greatest number of players, well I think this thread/forum answers that question rather well.

Whether I enjoy either system would depend on more than just this one factor. I doubt I would even give it a moment's thought if there were two separate systems that worked differently, one with a bunch of low-level trash and one without.

The boil it down to its simplest components, I don't think I'd prefer a system where I need one out of 10 randomly selected items and I get them frequently, or a system where I need 10 out of 10 items but I get them rarely. They are different of course, but I've experienced both frequently and had little issue with either.
 
Arma, Fortnite PUBG are all pretty much start out equal, find what you need to win. I enjoy those more skill based BR games.. Elite is not that its mostly a PVE shooter, more like an MMO, using the engineeiring as a level up until you are god like.
--Yes, I did mention a few tweaks, I'd like to get rid of the weapon switching for shields and flesh... it's accepted with the ships cause you can face tank-- also shields shouldn't automatically regenerate, there should be a huge cost either a consumable like other games or bigger energy cost. That feels like an oversight to me--need to be able to hotkey everything. There's tons of balance issues they haven't figured out yet--they have a long way to go

I'm going to point out that shield recharge eats suit battery in a hurry so there is a resource cost to them being on and even higher to getting hit all the time.
 
You cant just claim everyone who did agrees with you are edge cases so their opinions or experience don't count

Seems like regardless of how little time someone has if they enjoy it you'd say they are putting in too much time for their experience to allow them an opinion
I don't really understand your argument--I have no gatekeeping authority on others opinions, what you read was my opinion.

If you want this game to survive it has to be appealing somehow to players with less time-
 
I'm going to point out that shield recharge eats suit battery in a hurry so there is a resource cost to them being on and even higher to getting hit all the time.
It's passive though, it needs to be active--you as a player need to do something to activate your shields-
 
It's passive though, it needs to be active--you as a player need to do something to activate your shields-
Can you explain what you are talking about? I have to activate and deactivate my shield as it stands. I have to balance it's use against my battery. I died last night because I forgot to turn the dang thing on when I took a shot at a sharpshooter that fired back. I'm a little confused as to what you see being needed there.
 
Can you explain what you are talking about? I have to activate and deactivate my shield as it stands. I have to balance it's use against my battery. I died last night because I forgot to turn the dang thing on when I took a shot at a sharpshooter that fired back. I'm a little confused as to what you see being needed there.
So, assume you turned your shield on and got in a fight and lost your shield--you as a player or the AI need to do something active to regenerate your shield--like hit a button for a shield boost or something (like shield potions, Shield Cell boosters or med kits etc. in this and other games)
Hiding and waiting for your shield to regen is not fun gameplay IMO.
 
I'm going to have to disagree there. I've already got every button on the throttle mapped to something as is. I see nothing exciting or immersive in being made to press a button before a shield regen.

I wont say it's got amazing FPS play nor that it couldn't use some tweaks but the shield tech is consistent with the rest of the game IMO. In environmental extremes it already takes some management and looking after.
 
So, assume you turned your shield on and got in a fight and lost your shield--you as a player or the AI need to do something active to regenerate your shield--like hit a button for a shield boost or something (like shield potions, Shield Cell boosters or med kits etc. in this and other games)
Hiding and waiting for your shield to regen is not fun gameplay IMO.

Avoiding damage (hiding) and just waiting for regen has probably been used by almost every action game past two decades, first person or third person, that comes to mind, except the few that aim for the hardcore. None of them have been judged harshly because of that, and that's probably why the mechanic lives on year after year.. So, even if you think that's "unfun gameplay", nobody else probably does... 😁
 
I'm going to have to disagree there. I've already got every button on the throttle mapped to something as is. I see nothing exciting or immersive in being made to press a button before a shield regen.

I wont say it's got amazing FPS play nor that it couldn't use some tweaks but the shield tech is consistent with the rest of the game IMO. In environmental extremes it already takes some management and looking after.
I'm assuming you're just disagreeing now--Shield tech is not consistent with the rest of the game-in a ship you don't turn your shield on- on foot you dont send power to shield or weapons-which would actually make more sense. The only similarities is that they both spell shield the same way....Shields on ships also use a Shield cell bank in any meaningful combat, combat where you actually lose your shields like on foot combat--There are a few things you can't even map to your keyboard which would also make combat more engaging, so im not sure what you've mapped to your throttle. There is no shield management other than hide and don't get hit. The shield HUD is in a bad spot compared to most FPS's should be more in the LOS---I could go on.
 
Avoiding damage (hiding) and just waiting for regen has probably been used by almost every action game past two decades, first person or third person, that comes to mind, except the few that aim for the hardcore. None of them have been judged harshly because of that, and that's probably why the mechanic lives on year after year.. So, even if you think that's "unfun gameplay", nobody else probably does... 😁
Games also evolve--that is not the current meta--- because its not engaging. Name a game that did it and I'll tell you why it worked for that game.
 
Halo, everyone of them. Legendary difficulty, if you dont use the environment as cover. Your dead, in seconds. Still one of the best series to date, and with many long time fans.

Any other fps game (whether it be shields or not) with decent difficulty, if you dont use the environment as cover. Your dead, in seconds.

But at least with this game, the enemy ai doesn't seem to have accuracy x 1000% as your moving in open areas. Most projectiles are easily dodge able. Unless you stand there and let them shoot you

Edit: I'm talking about the Bungie Halo's. Not the crap 343 are bringing out
 
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