Missing my Space-ship fix. Anybody know if these things have changed? Can I change my signature yet?

I'm getting the itch to go on a deep space voyage again, try out all these changes to exploration, and to do so, finally endure the material collection grind to prepare my ship properly for it.

But, I'm curious about other things not to do with exploration that pushed me away from the game initially when I started my break.

I saw that on the 14th, NPC Permadeath will finally be gone??? Hurrah for that.

But of the other things mentioned in my signature (check the thread links)...has anything changed?

I'm lazy and don't want to pore through several update's worth of patch notes to see what's up. Can anybody lend a hand and inform me?
 
I'm lazy and don't want to pore through several update's worth of patch notes to see what's up. Can anybody lend a hand and inform me?

One hand as requested, i'd like it back in two weeks though.

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NPC Crew still take a part of your rank progression. Only the combat one, though, in case this wasn't clear. I don't know if they stop syphonning rank when they hit Elite, though.

And yes, I just rebuyed my Dangerous NPC crew for 650.000 credits after a death from Thargoids.
 
NPC Crew still take a part of your rank progression. Only the combat one, though, in case this wasn't clear. I don't know if they stop syphonning rank when they hit Elite, though.

And yes, I just rebuyed my Dangerous NPC crew for 650.000 credits after a death from Thargoids.

Yikes. I mean, that rebuy amount doesn't seem outrageous, but if NPC crew still eats up XP then that's no fun.
 
I'm getting the itch to go on a deep space voyage again, try out all these changes to exploration, and to do so, finally endure the material collection grind to prepare my ship properly for it.

The good news:
Getting materials and engineering is a breeze now, much quicker and enjoyable than before, and there are several ways to get the same kind of materials. IMO, engineering is in a pretty good spot now.

The bad news:
"All these changes to exploration" was just adding a grindy minigame to get pretty much the very same almost nothing as before.
 
The good news:
Getting materials and engineering is a breeze now, much quicker and enjoyable than before, and there are several ways to get the same kind of materials. IMO, engineering is in a pretty good spot now.

The bad news:
"All these changes to exploration" was just adding a grindy minigame to get pretty much the very same almost nothing as before.

Engineers and mat gathering is the very model of grindy minigame.
 
I'm getting the itch to go on a deep space voyage again, try out all these changes to exploration, and to do so, finally endure the material collection grind to prepare my ship properly for it.

But, I'm curious about other things not to do with exploration that pushed me away from the game initially when I started my break.

I saw that on the 14th, NPC Permadeath will finally be gone??? Hurrah for that.

But of the other things mentioned in my signature (check the thread links)...has anything changed?

I'm lazy and don't want to pore through several update's worth of patch notes to see what's up. Can anybody lend a hand and inform me?
Im not lazy but I'm certainly too busy to hunt some thread to read your signature, or do your home work.
 
Engineers and mat gathering is the very model of grindy minigame.

How is getting materials via:
1 - Missions
2 - Mining
3 - Surface Prospecting
4 - Salvaging from signal sources
5 - Salvaging from destroyed ships
6 - Travelling to crystalline ashard sites and surface prospect G5s.
7 - Scanning beacons / satellites / ships / wakes
8 - Using material traders.

And basically any combination of the above be a "minigame"?
 
How is getting materials via:
1 - Missions
2 - Mining
3 - Surface Prospecting
4 - Salvaging from signal sources
5 - Salvaging from destroyed ships
6 - Travelling to crystalline ashard sites and surface prospect G5s.
7 - Scanning beacons / satellites / ships / wakes
8 - Using material traders.

And basically any combination of the above be a "minigame"?
Because it's a good buzzword to throw at things somebody just doesn't like, regardless of if it makes sense or not. Anything that takes more than ten minutes is a grind to some people.
 
I'm getting the itch to go on a deep space voyage again, try out all these changes to exploration, and to do so, finally endure the material collection grind to prepare my ship properly for it.

But, I'm curious about other things not to do with exploration that pushed me away from the game initially when I started my break.

I saw that on the 14th, NPC Permadeath will finally be gone??? Hurrah for that.

But of the other things mentioned in my signature (check the thread links)...has anything changed?

I'm lazy and don't want to pore through several update's worth of patch notes to see what's up. Can anybody lend a hand and inform me?

Hmm, yes. NPCs still take some of your "XP". But what does it matter? It's not like you level up anything in game. Your weapons don't get more powerful, your shields don't get tougher or anything by getting that "XP". But if you have the NPC, that one actually is getting better by gaining higher ranks.

So yes, you get less "XP" per kill, but you do kill faster, especially once your NPC gets a high enough rating. Considering that your rank is nothing else than a way of showing off how much time you've spent in game, i don't really see a problem there.

Where it hurts a bit more is the wing design for multi-crew. And there the shared "XP" still is not what dislike. It's the whole "and we punish other players for the ship owner having a higher combat rank" mechanic. That's completely anti-social game design. Whoever actually thought that this was a good idea might want to refresh his knowledge of game design, quite obviously his understanding of online games is at least 8 to 15 years behind the market, depending on how you look at it.


Engineers and mat gathering is the very model of grindy minigame.

Depends on how you do it. If you want it all and want it now, then indeed it is. Since the rework, it's not as bad as it formerly was. But while you were told so many times, you never account for that. You still go around and tell people that it's the devil himself, despite you not playing any more since, hmm, how long?

Mind you, i also still very much dislike engineers. They are insane power-creep and no matter where you are, you might hear me cheering by just opening the window if FD ever dares to cut them down to size. But the mere process of getting engineering upgrades is very manageable by now. When roaming a HAZRes site, i just stop after a kill and collect the more valuable parts of what was left behind. Then once a while visit a material trader and exchange stuff from the full storage slots for other materials. (Killing Pythons and Anacondas of high rank quite often gives you several G4/G5 materials and just scanning ships if they are wanted keeps data coming in. ) Only for raw materials you might either want to cruise a planets surface in the SRV for a while, or go traditional mining (with mining lasers) for a while and perhaps watch a movie on the second screen. Altenatively, you can of course run missions to get exactly what you want.

So all in all, if you aproach engineers with a plan and a bit of patience, your material supply will build up and it's not the grind of old times any more. Only unlocking some of the engineers still is inconvenient, but that's a one-time thing at least. The real issue is not the grind, but how overpowered the stuff is.
 
Hmm, yes. NPCs still take some of your "XP". But what does it matter? It's not like you level up anything in game. Your weapons don't get more powerful, your shields don't get tougher or anything by getting that "XP". But if you have the NPC, that one actually is getting better by gaining higher ranks.

So yes, you get less "XP" per kill, but you do kill faster, especially once your NPC gets a high enough rating. Considering that your rank is nothing else than a way of showing off how much time you've spent in game, i don't really see a problem there.

Where it hurts a bit more is the wing design for multi-crew. And there the shared "XP" still is not what dislike. It's the whole "and we punish other players for the ship owner having a higher combat rank" mechanic. That's completely anti-social game design. Whoever actually thought that this was a good idea might want to refresh his knowledge of game design, quite obviously his understanding of online games is at least 8 to 15 years behind the market, depending on how you look at it.




Depends on how you do it. If you want it all and want it now, then indeed it is. Since the rework, it's not as bad as it formerly was. But while you were told so many times, you never account for that. You still go around and tell people that it's the devil himself, despite you not playing any more since, hmm, how long?

Mind you, i also still very much dislike engineers. They are insane power-creep and no matter where you are, you might hear me cheering by just opening the window if FD ever dares to cut them down to size. But the mere process of getting engineering upgrades is very manageable by now. When roaming a HAZRes site, i just stop after a kill and collect the more valuable parts of what was left behind. Then once a while visit a material trader and exchange stuff from the full storage slots for other materials. (Killing Pythons and Anacondas of high rank quite often gives you several G4/G5 materials and just scanning ships if they are wanted keeps data coming in. ) Only for raw materials you might either want to cruise a planets surface in the SRV for a while, or go traditional mining (with mining lasers) for a while and perhaps watch a movie on the second screen. Altenatively, you can of course run missions to get exactly what you want.

So all in all, if you aproach engineers with a plan and a bit of patience, your material supply will build up and it's not the grind of old times any more. Only unlocking some of the engineers still is inconvenient, but that's a one-time thing at least. The real issue is not the grind, but how overpowered the stuff is.
It took two years for the rework to get into the game. It isnt so surprising I lost interest to play "catch up to the powercreep mill" on the way.
I think that's far more patient then running the menial treadmill in game.
 
It took two years for the rework to get into the game. It isnt so surprising I lost interest to play "catch up to the powercreep mill" on the way.
I think that's far more patient then running the menial treadmill in game.

I do agree that plenty went wrong with Engineers and that things still are far from being fine. I just sometimes feel that you still write based on how Engineers were at launch. I just think that my point of view, by actually using the system, might be a bit more up to date.

I do see plenty of problems on the balance and power creep side, but on the purely "how to get the materials" part, things have been improved a lot. It's not the old "grind piles of materials, then flush them down the drain by playing the lottery" game any more. It is predictable and can be done with limited effort. Just collect the materials which on many activities cross your path anyway.
 
You don't need to catch up as the game isn't a race. You are just making excuses and saying stuff that is factually inaccurate
I feel the need for catchup because my weapons turned out to be peashooters. That is btw not necessarily engineer related but that doesn't really matter. Combat vs medium and up has become a slog and I just don't want to put even more time into grinding stuff out to get to old levels of output. That's all.
 
I do agree that plenty went wrong with Engineers and that things still are far from being fine. I just sometimes feel that you still write based on how Engineers were at launch. I just think that my point of view, by actually using the system, might be a bit more up to date.

I do see plenty of problems on the balance and power creep side, but on the purely "how to get the materials" part, things have been improved a lot. It's not the old "grind piles of materials, then flush them down the drain by playing the lottery" game any more. It is predictable and can be done with limited effort. Just collect the materials which on many activities cross your path anyway.
I'm sure it is a quite different experience and comes more organically to new players. But that's like the slowly cooked frog. I was tossed from hot to cold, so I noticed and didn't like what I had to do to deal with that. I sunk already too much time trying to make it work - all that's left that interests me is exploration. I have no interest running the treadmill - whatever the requirements are - to overcome the HP inflation. 5 mins would be tops I'd spend to requip stuff - but not hours upon hours just to get where I already was.
 
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