Mind numbingly boring hauling

Hauling or not, if you told me to do the same thing of anything with that level of frequency and concentration, regardless of it was:

  • Massacre stacking
  • AX CZ fighting
  • BGS influence activities
  • <insert your favourite other game here>
  • Watching football
  • Drinking with mates
  • Anything anyone would think is "fun"

...I couldn't care how fun or not fun it was, that'd make me lose a screw.
I dunno..... 2 hrs a day for a month of being on a Maldives atol with an all inclusive swim up bar sitting next to Jessica Alba***......................................

I think i could just about manage that without getting bored :D

**feel free to replace with whoever you like, it was a name plucked out at "random" ;) (in truth at my age a reincarnated Sean Lock would interest me more, but i suspect some may get the wrong idea!).
 
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"Fiat Coupe 20VT+ Gone..... Nissan 350Z Gone. Replaced with dirty nappies, no sleep and sicky shirts. Thank god for my Cobra MK III. Fast, practical AND child friendly"

Thanks for the reminder of why I decided I didnt want to have children." (y)
 
There's a certain irony in the line of conversation here since there's been multiple broad statements categorising (people like myself) as being "totally ok with tedium"... yet a good deal of the complaints seem to be originating from people who signed up to the insanity of a solo Orbis as the primary port. I think that'd take me 2 hours solid, every day, for the whole month, to knock that over. Hauling or not, if you told me to do the same thing of anything with that level of frequency and concentration, regardless of it was:
I didn't even build a coriolis, planned one... but the after building some of the smaller support buildings for an outpost and the future of a system i was already kinda too bored out of my mind to seriously consider making my system useful by building a coriolis.

The issue is that its a single activity, plenty of videogames have long term goals, i have megabased in factorio, reached the end of terra invicta games, completed all manner of difficult objectives that may take months of playtime in videogames.
The one thing in common, is that for them theres more than driving A -B- A, over and over for hours. Hell even Euro truck simulator tries to keep you engaged by having loads with different requierements, different places they have to go, a company management game in the background, different roads... Yet here we are doing nothing but the same boring back and forth refinery runs for hours.

I would absolutely consider leaving an orbis in construction progress around my ELW, if constructing it meant that i could slow build it across months by from time to time visiting neighbouring systems/local ports and checking if the npc factions needed some favours/tasks i was up for, different activities i could take up to slowly gather support for it....

But as it currently stands, i would have no option but to haul, do nothing but hauling for hours, even for a goddamn outpost. My ELW is going to stay dead.
 
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"Fiat Coupe 20VT+ Gone..... Nissan 350Z Gone. Replaced with dirty nappies, no sleep and sicky shirts. Thank god for my Cobra MK III. Fast, practical AND child friendly"

Thanks for the reminder of why I decided I didnt want to have children." (y)
lol its not so bad..... I have an ipace now with room for the lad and a bit of fun , and my lad can now control his bowels................. He can look after me when i can no longer control mine! :D

I shall blank out the diesel nissan QQ years
 
There's a certain irony in the line of conversation here since there's been multiple broad statements categorising (people like myself) as being "totally ok with tedium"... yet a good deal of the complaints seem to be originating from people who signed up to the insanity of a solo Orbis as the primary port. I think that'd take me 2 hours solid, every day, for the whole month, to knock that over. Yet it feels like people have been cramming this into all-day sessions or something. Hauling or not, if you told me to do the same thing of anything with that level of frequency and concentration, regardless of it was:

  • Massacre stacking
  • AX CZ fighting
  • BGS influence activities
  • <insert your favourite other game here>
  • Watching football
  • Drinking with mates
  • Anything anyone would think is "fun"

...I couldn't care how fun or not fun it was, that'd make me lose a screw. And that's the big red herring here... I think the main complaint is (perhaps unknowingly) not that it's "so much hauling", but rather it's "so much anything" which is why the suggestions are never the middle ground of "Introduce a diverse range of activities which support Colonisation, but it still takes the same amount of time/effort", and instead it's "I stacked hundreds of billions from farming broken FOTM meta, let me use that to get everything instantly".

But again, that's never going to happen because of the busted economy that let people get that money in the first place. That's what "credits being meaningless" means... the fact that hauling 700t of gold earns orders of magnitude more credits than hauling 700t of biowaste, even though they should reward roughly the same[1] because they need exactly the same effort. In that context, Colonisation equalises that imbalance... but of course, it poses a challenge to then introduce diverse activities on top.

FD clearly wanted this to take a particular amount of time and effort... that's inherent to all their activity design and was visible whenever the AX pilots got the upper hand on Thargoids too fast.. they suddenly "pushed back with reserves" or some other magic-wanding. But they know credits are busted now.

Anyway.. I'm just here on week 2 of building a new primary outpost because I knew it was a busy time coming up, so just a chill 30m every now and then. This system has plans for an Orbis later, and that'll come with all the time in the world behind it.

EDIT: Incidentally, burnout has nothing to do with fun, and everything to do with stress on the body. I could see how fighting Hydras could create stress... but don't see how stress happens with hauling... unless of course you're overdoing it with 4h+ at a time.

[1] The only thing that should change is the escrow/security payment put up by the deliverer, or in Elite's case, the size of the fine on failure.
Like you said, complaints seem to come from people solo-ing the huge stations. Just don't. So maybe Frontier should put one of those blue circle thingies next to the big starports like they put on group missions. That way people will know it's not intended for people to do on their own if they expect it done in a timely manner
 
...I couldn't care how fun or not fun it was, that'd make me lose a screw. And that's the big red herring here... I think the main complaint is (perhaps unknowingly) not that it's "so much hauling", but rather it's "so much anything" which is why the suggestions are never the middle ground of "Introduce a diverse range of activities which support Colonisation, but it still takes the same amount of time/effort", and instead it's "I stacked hundreds of billions from farming broken FOTM meta, let me use that to get everything instantly".
That's because some, if not a lot, of Elite players are no different than other gamers (naturally), replacing fun with purely reward driven gameplay, accepting a crappy gaming experience because they want the shiny. I don't get it either - if something isn't fun for me, I stop doing it. Mainly because I don't care about the reward enough to punish myself. But obviously other players work differently; there's nothing inherently wrong with it, but I kind of think that this sort of self-imposed torture kind of makes you automatically forfeit the privilege to complain 🤷‍♂️ .
 
Shifted 27k tons yesterday and completed an outpost in one system and a space farm in another today.

Hauling is so much fun I have just laid claim to another system. This will need a carrier for the initial outpost as the default and only col ship site is 38+kls from the entry point.

Haul baby, haul.

And then haul some more.
 
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Now, what you haul and how you plan that matters, because people value time, not credits.
So much so that the new complaint popping up in other threads is that a construction site shouldn't have a whole one (1) crane near the pads because that makes landing a T too hard.

As an analogue, imagine if ship fittings didn't matter, and you just bought a stock viper and could do everything with it. That's what commodities were like before now.
[/QUOTE]
Especially since Trailblazer hauling is a racing game in disquise—hauling Asp while hauling my Asp off is kind of fun.
Yeh, I said that in another thread somewhere. A few turnarounds into CMM Composites I realised I was using the exact same parts of my brain as I do to turn laps in a car (simulated or otherwise) - the Refinery at the bottom of the gravity well was very much like a hairpin with a long straight after it, the part of the lap where you check the water and oil and reset your brain for the next lap. (I'm now thinking of Oulton Park specifically...)

I've got my 3-jump loop from surface site to surface site down to 10 minutes from 15 or so,
That does sound right - some players have been talking about 10-12 minutes for plain old shuttle runs between two points and I remember reading those and thinking that sounded slow. No wonder it felt grindy.

and trying not to belly-flop a fully loaded Cutter while landing as fast as possible is a skill that takes learning🤪
I couldn't even, I used a T-8!
I also want to tackle the logistical challenge of solo building a primary outpost 200k ls away from the main star in another system.
I guess that is long enough you need to use multiple SCO bursts so that is a "harder" circuit to drive...
 
Yeh, I said that in another thread somewhere. A few turnarounds into CMM Composites I realised I was using the exact same parts of my brain as I do to turn laps in a car (simulated or otherwise) - the Refinery at the bottom of the gravity well was very much like a hairpin with a long straight after it, the part of the lap where you check the water and oil and reset your brain for the next lap. (I'm now thinking of Oulton Park specifically...)
My go-to place for steel, aluminium, titanium and CMM-s is H.G Wells Landing in Darku. ~130 ls from the star, so a bit tricky to time the SCO boost to not either under- or overshoot; located in a polar region and seems to be in permanent "sunset" so no need to go around the planet. And, most importantly--positioned perfectly so that when you arrive from the direction of the star you finish the glide straight at landing pads 1 and 2, but if the ATC directs you to pad 11 or 12 at the other end of the site you have to do a real hairpin turn. Took me awhile to perfect that maneuver so as to not bellyflop or overshoot and to come to 0 speed and near 0 altitude right at the center of the landing pad without flying too far over the station. Nailing that landing feels so good :p
 
I didn't even build a coriolis, planned one... but the after building some of the smaller support buildings for an outpost and the future of a system i was already kinda too bored out of my mind to seriously consider making my system useful by building a coriolis.

The issue is that its a single activity, plenty of videogames have long term goals, i have megabased in factorio, reached the end of terra invicta games, completed all manner of difficult objectives that may take months of playtime in videogames.
The one thing in common, is that for them theres more than driving A -B- A, over and over for hours. Hell even Euro truck simulator tries to keep you engaged by having loads with different requierements, different places they have to go, a company management game in the background, different roads... Yet here we are doing nothing but the same boring back and forth refinery runs for hours.

I would absolutely consider leaving an orbis in construction progress around my ELW, if constructing it meant that i could slow build it across months by from time to time visiting neighbouring systems/local ports and checking if the npc factions needed some favours/tasks i was up for, different activities i could take up to slowly gather support for it....

But as it currently stands, i would have no option but to haul, do nothing but hauling for hours, even for a goddamn outpost. My ELW is going to stay dead.
Yep. You won't find me disagreeing on a need for "variety of activities" here. Again, PP2 and the Thargoid War showed that multiple options and diversity of activity is well received.

But outright "pay to skip " with credits, given their meaninglessness, would actually reduce[1] the variety of activities you can meaningfully do, because it's only a smaller subset of very specific activities that actually pay (what is considered) "good credits" ..... to reiterate that.... if the costs are too high then you force players down those select few options... if you lower the costs so everything could pay for it after a small amount of effort, then those good money spinners are still the best option, because you do one night of, say, massacre stacking, then can pay for a dozen things to go up... but hauling the goods would take orders of magnitude more effort, that's just plainly a non-option; again, reduces choice.

So yeah... diverse options, great. Outright paying with credits, bad.

[1] compared to actually just giving different options which, doing the activity helps, rather than any payout.
 
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While i agree that paying credits would be an incredibly lazy option to add.... And that a proper fix would be fleshing out the colonisation loop to include more activities.

Wouldn't it still be increasing the amount of activities if they dont intend to flesh it further? Would having the option of mining mission stacking hauling, massacre, robigo runs, exobio.... whatever credit metas there are, still be more variety of activities?

Because as it currently stands, credits are pretty much useless once youve got the ships you want, and thats not a high bar, ive not really grinded credits at any point, just grabbed likely tectonicas while in my trips out in the black...

I do understand the risk of giving an outlet to the bloat of credits accumulated due to the unbalanced economy, however right now, to engage with colonisation theres only hauling, nothing but hauling, and the worst form of hauling in the game really (mission/trade hauling atleast gets you to think a little bit). Anything else than endless hours of hauling could be better?

Yes, again, that would be a lazy fix to the borefest of colonisation. But with the current "variety" of hauling we have, wouldn't it still be an upgrade?

Just wondering opinions now, since FDEV has refused to acknowledge any feedback in the stream, or talk about future fixes.
 
But with the current "variety" of hauling we have, wouldn't it still be an upgrade?
That depends on whether you think there should be some choke point on how quickly the bubble can expand, as I hear some people do. In that case, using credits would also need some kind of timer or cool down to prevent people from rapid fire colonizing. However, adding that kind of thing means stepping away from the concept of it being the least amount of effort needed to make colonization less tedious and boring.

I think the laziest option they could do is make every build auto-complete after some wisely set amount of time. Like, 1 week for a T1, 2 weeks for a T2, 4 weeks for a T3, or something to that effect.
 
Just wondering opinions now, since FDEV has refused to acknowledge any feedback in the stream, or talk about future fixes.
From the comment, last night on the stream, that colonisation has been so successful, and that 1.5 billion units had been hauled since inception, I got the impression that they were comfortable with how things are.
There will always be discontent on any game feature, it is the way, of course, but it was made clear from its inception that colonisation was an exercise in hauling, and would be 'challenging' for an individual architect.
So, to me at least, it seems odd that folk who abhor hauling will deliberately engage with the new content, perfectly aware that they will dislike every moment spent hauling, then comment that it wasn't what they wanted to do, could there be something different please, you know, like get someone else to do it for me?
 
While i agree that paying credits would be an incredibly lazy option to add.... And that a proper fix would be fleshing out the colonisation loop to include more activities.

Wouldn't it still be increasing the amount of activities if they dont intend to flesh it further? Would having the option of mining mission stacking hauling, massacre, robigo runs, exobio.... whatever credit metas there are, still be more variety of activities?
Strictly speaking, no.

Thinking about pre-colonization ED, noting credits are, unsurprisingly, still meaningless back then... even the low amounts you get from "non-meta" activities are still enough to get by. FCs bucked that because they were priced in parallel to pre- nerf nu- mining... but while it took years, there's different meta activities.

But that hints at the problem. You really want an FC? Well, you're not going to hit up a Threat 5/6 pirate activity site, or go explore Guardian ruins, or do salvage/ hijack/assassination missions. You're going to seek out massacre stacks, or one of those meta- gold hauling outposts; a very strict subset of activities. It's effectively a reduced scope of potential activity to get to that goal.

Now, let's introduce colonisation. It now gives more purpose to hauling beyond "haul gold A->B". Is it a big increase of activity, no, but it's something, and could do with the diversity as we agree. It's also added market strain for some items which creates a level of player demand, something that is pretty new to the game. TDCs kinda hit that too, and arguably selling meta alloys to get farseer was maybe a thing for new players?

But nothing like this, where an FC stocked with, say, water, could spin a decent profit near a bridge extending more than 500Ly out... so there's logistics and sourcing aspects that are now fairly new to the game... nobody has really (Until now) gone "damn, i need to get 20000t of steel 500Ly out of the bubble" save for maybe one or two CGs.

So, there's definitely a few new things in the mix there.

But now, let's make credits be a way to just instantly pay for the delivery of goods.

Problem 1: That logistic supply chain/ market strain problem that's fairly new for the game is suddenly gone, because resources get magicked out of nowhere.

Problem 2: as i mentioned in another thread, NPC concepts of cost to haul make no sense... so the cost to haul all goods for an Orbis could be anywhere between 40m and 10b, depending on your metric[1]... but player defined value would vary even further (with a suggestion someone would pay 5b for a coriolis, which would put an Orbis at 20b)

Problem 3: for whatever it's worth, that need to haul specific goods a longer distance, whether by FC or by hand, is now gone.

What replaces these things? Well... nothing. We go back to those meta-activities i listed before and everyone just continues doing the same thing we did before, at which point there's genuinely zero value-add in terms of activity in the game.

Once built, the colony doesn't need ongoing oversight and management. It exists, job done, and unless were calling "going to the system map and selecting the facility you want to place and clicking OK" the riveting alternative to hauling... it's just a nothing-update then... take from that what you will i guess.

The only way that doesn't happen is if hauling the goods remained a balanced and viable activity. Most of the argument for paying NPCs is to make this happen faster though.... i highly doubt the suggestion here is to replace 40 hours of hauling with 40 hours of massacre stacking (i read that as being in the order of about 35b credits?)...

Unless of course, that's what's being asked... but that would be a very short lived story of "all these credits and nothing to spend them on" as we'd quickly be back to simply hauling, coz it turns a profit rather than a tens of billions loss.

So, yeah... paying for credits railroads the game back down to that small handful of meta- activities and reduces options... unlike the Thargoid War and PP2 which gives purpose to many activities, even some new ones, because there's explicitly no option to "just pay credits and be done with it".
I do understand the risk of giving an outlet to the bloat of credits accumulated due to the unbalanced economy, however right now, to engage with colonisation theres only hauling, nothing but hauling, and the worst form of hauling in the game really (mission/trade hauling atleast gets you to think a little bit). Anything else than endless hours of hauling could be better?
Re: mission/ trade hauling... does it? I figure you think even less because its just "grab stuff and take to a place"... don't even need to think about supply or demand. Maybe thinking about stacking to a like location... but even then, if you're farming the meta, you have one place delivering to only one other place, and it's the same goods repeatedly.

It really comes down to the time that makes people unhappy... in general the ED community seems to take great pleasure in insisting on doing the one thing for 8 hours straight and complaining the game literally tied them to their desk and forced them to do this.

I've done hauling once this week to load my carrier... taking some time to play other games for a bit and will probably just grab a time like the Sunday evening to drop the two hours to build the outpost in this new system.

Were there diverse options, i might drop 2h tonight to reduce/ do the outpost through them, and then spend the Sunday dumping my loaded goods on a different, new outpost.

If credits were the option... I'd jump on for 1 minute, click "Give outpost now" and then go back to Factorio. Not a stellar outcome for FD there.
Yes, again, that would be a lazy fix to the borefest of colonisation. But with the current "variety" of hauling we have, wouldn't it still be an upgrade?
No.

There's a sidebar here which I'm indifferent to here around "the point of colonising"... since the end result is literally just an NPC system like any other, except you get to see your face as the architect on the concourse, and you can maybe pay arx to change the names of stations to "Ya hmar" and "Ich bin ein hot dog".

If someone looked at that ignorant to whatever process it took to build these things, I'd understand if they said this was pretty hollow content-wise... and i think paying for assets with credits would hurtle to that point pretty quick.

The point of a feature update like this is to provide activity for people to sink their teeth into for a while. Is the fact that hauling for an outpost takes so long masking that? Maybe... this is actually pretty inline with FD approaches[2]... maybe it's also to buy time until Vanguards, which might introduce a limited squadron asset to can place somewhere as a HQ, so it depends on this feature?

But if the core parts of the update were able to be over and done in a few clicks because you farmed a meta cash cow out of sheer single mindedness (kinda like, i dunno, hauling for a few hours) ... that's a failure imo... even if the only thing between you and that stage is a grind.

In other words... if one thinks this update is a failure because of the sheer amount of hauling grind... i don't think it's going to magically become a success because you can pay to skip with credits.

[1] that's because of the busted economy.
[2] E.g pre- buff Guardian blueprints from the ruins sites... today they cost 1 blueprint, for each blueprint. Before that, it was 3 blueprints. Because you've just spent days finding this site, and just done this neat little puzzle and got a blueprint. I BET YOU WANT TO RELOG AND DO THAT TWO MORE TIMES!
 
I think the laziest option they could do is make every build auto-complete after some wisely set amount of time. Like, 1 week for a T1, 2 weeks for a T2, 4 weeks for a T3, or something to that effect.
Honestly, that was one of the worst features of the Thargoid war. I can't AX fight that well... plenty to do with non combat though... but after Thargoids are repelled there was the post- war repair state. Oh good, i thought, stations to repair just like pre- war repair efforts and... oh... they auto repair regardless the next week.

Guess I'll just ignore that then... and sure enough, that's what everyone did. Literally zero value add.
 
Honestly, that was one of the worst features of the Thargoid war. I can't AX fight that well... plenty to do with non combat though... but after Thargoids are repelled there was the post- war repair state. Oh good, i thought, stations to repair just like pre- war repair efforts and... oh... they auto repair regardless the next week.

Guess I'll just ignore that then... and sure enough, that's what everyone did. Literally zero value add.
Let's be honest here; colonization is going to stop being the fancy new toy and will soon largely ignored anyway. Making it something that just sort of happens in the background would at least mean that it would still probably be utilized after the honeymoon phase.

It being mostly disconnected from the rest of the gameplay loops means that there's no harm at all in just letting the people who want to design a vanity system do it in the background. It's not like it will unbalance the game or anything. The people that want a "more active" hand in it are free to look at loading screens and menus to their heart's content, and they'll be able to finish their system in a fraction of the time.

It doesn't seem like it has any downsides, from where I'm sitting. This equation would change if FDev made colonization advantageous for the architect in some way, but after yesterday's FU, I don't think that's happening; I think what we see is what we're getting, on that front.
 
There's a sidebar here which I'm indifferent to here around "the point of colonising"... since the end result is literally just an NPC system like any other
To a large extent - the occasional dreams of factional empire-builders aside - I think that's basically okay, though. Some of the most popular CGs/stories of the previous decade were the ones where new systems got built. A lot of those just got built "like any other" and that was fine.

The actual building process - going from a tiny initial outpost up to a fully-running system - instantly gives more visible interactivity to hauling then "congratulations, you've hauled a bunch of stuff, have some money you don't need and the controlling faction gets some minor BGS effects you probably don't care about". Certainly it's more about the process than the outcome (which I think is generally how Frontier expects the game to be played anyway, even as at least most of the vocal players appear to be very outcome-focused), and certainly hauling isn't the most interesting option given other aspects of ED's design, but it's filling an interesting niche where:
- you can do in-game stuff
- it has a comprehensible and visible in-game effect
- it doesn't automatically require a big group to cooperate to get anywhere

For me it's also encouraging a bit of interest in the operational BGS side of things: happiness seems to be the usual "nice-sounding BGS states are good" thing, so now the system has a few things built I'm splitting time between hauling for the builds, and running various missions for the factions to try to get their states to be positive and see if that has any effect on the weekly report (or indeed, anything else), and that breaks up the hauling quite nicely.
 
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