Great, so engineering is not a grind. Glad we agree.You can get to max level in lost ark in an evening tho. It's really alt friendly.
Great, so engineering is not a grind. Glad we agree.You can get to max level in lost ark in an evening tho. It's really alt friendly.
Great, so engineering is not a grind. Glad we agree.
So is it an "evening" or an "entire day" or "several days"?Not really, it's grindy to the point Fdev has acknowledge it themselves, nerfed it into the ground thrice, and it's still annoying and grindy as hell because you need to drop everything you were currently doing for the entire day, if not several days at a time, and focus on nothing but engineering.
In the first iterations of engineering you had to have Allied rep to use Material traders. Hi My account is very old.So is it an "evening" or an "entire day" or "several days"?
Explain what you mean by "unlocking" material traders.
You're just making stuff up![]()
This was never the case. I've been playing since release.In the first iterations of engineering you had to have Allied rep to use Material traders.
It really really depends on what you want and what you don't have because some people don't obsessively fill their inventory with stuff and just log into this game every few years and stop playing a while.
You know all this engineering debate could be settled if, perhaps, players could build up their own engineering skill and sell engineered modules on a marketplace. Keep the NPCs as a backup maybe but let players freely profit for their efforts. Maybe make it difficult to solo level engineering skill without other players bringing in lots of materials to do multiple upgrades, but not totally prohibitive. Players could decide where to specialize based on what they themselves need or based on market demand.
On second thought, no. That would encourage more player interaction in game and create a player-driven economy for modules. We can't do that now, can we. That might be fun and engaging. /s![]()
Wrong about what? You're just allergic to criticism and can't handle what other people perceive as being a grind. It's like saying someone's comitting a thought crime if they don't like your game or something. Actually not even the entire game, just a single part of said game. This is a very weird, stupid, toxic attitude that you space grandpa's all share.Like yourself?
You described yourself quite well there. Thanks for the clarification.Wrong about what? You're just allergic to criticism and can't handle what other people perceive as being a grind. It's like saying someone's comitting a thought crime if they don't like your game or something. Actually not even the entire game, just a single part of said game. This is a very weird, stupid, toxic attitude that you space grandpa's all share.
It's like saying someone's wrong for using a cutter for mining or something.
I'd want to avoid player interaction at all cost on this dogwater peer to peer system. We have a 300+ post long port forwarding nightmare thread for a reason.
Like damn, from someone who actually takes extended breaks from this game, this thread and many like it just look like a communal meltdown in response to even the mildest critique of any system of the game that has even the slightest issues that need work because the person offering their input doesn't have 5k+ hours.
Hi I'm the person with 5k+ hours. Some of you act like actual children here, and I know alot of you are actually retired.
Extraordinary hubris.I probably understand better than 99% of current Elite players at this point.
It certainly isn't, it is the date of joining the forum.Your forum account registration is the same date as your FD account registration.
I'm the 1% who understands it better than them...Extraordinary hubris.
Given the choice - this isn't EVE, people really like their co-op - players would make a 12-way alliance for Powerplay to avoid having to worry about undermining.For example, ALD, AD, ZT, Sen Patreus, and YG made an alliance for Power Play. And yet, the game doesn't recognize that at all.
This isn't inconsistent: Elite Dangerous was designed as a multiplayer-first project by a company which didn't know what that implied, sold to a group of 80s/90s nostalgia fans who largely didn't know either and were only really expecting "FFE, but you can fly with your friends if you want" (and that bit, they got)So I have some Elite players in this thread telling me multiplayer was bolted on as an optional experience, and you're telling me the opposite. Which is it? So you're telling me Elite is a multiplayer-first project? Then why has it refused to take advantage of multiplayer capability in any way beyond uploading some data to the shared BGS database?
For PowerPlay, as I RP as a law-abiding pilot, I find that reinforcement comes naturally but undermining will usually get me into dodgy stuff I don't want to do. Maybe activities could be diversified a bit (rares trading???).Given the choice - this isn't EVE, people really like their co-op - players would make a 12-way alliance for Powerplay to avoid having to worry about undermining.
In practical terms of where Powerplay actions are spent, they're doing that already; there are a few player groups - including some claiming to be "the official unofficial Powerplay communities" - trying to attack others but if "majority will" could by some mechanism enforce a peace treaty on them it would do: defensive/peaceful actions outweigh aggressive actions in Powerplay by a >15:1 ratio.
This isn't inconsistent: Elite Dangerous was designed as a multiplayer-first project by a company which didn't know what that implied, sold to a group of 80s/90s nostalgia fans who largely didn't know either and were only really expecting "FFE, but you can fly with your friends if you want" (and that bit, they got)
So they had all sorts of grand plans in 2012-2014 for how multiplayer would work, very few of which survived contact with reality. The shared BGS is one of the few bits which sort-of worked. They figured out their mistakes eventually but by then it was far too late to do anything about most of them - and therefore future designs very much continued the "but actually meeting other players is entirely optional and not even all that useful" side because anything requiring multiplayer cooperation was never going to get much use.
Indeed I am quite extraordinary and my fascination with how this game as a project managed to do so many things well and still fell short is also extraordinary. But let me yield the floor to you, good sir. What is your analysis of Elite Dangerous, its design, its history, and why it fails to capture a larger audience? What changes would you propose to try and make the game more appealing to a broader audience while still retaining the core components that made Elite compelling for the first year or so?Extraordinary hubris.
Fair enough. I would have expected FDev to follow CCP's example for networking, but perhaps they didn't have the technical chops for it. That's also confusing because FDev managed so many other technically challenging aspects of Elite extremely well. CCP somehow did a global unified server architecture and they had to withhold paychecks to their employees for several months leading up to the release because they were out of cash. That was 2003 before anybody had done something of that scale in a game. When that architecture eventually ran into load issues because they were more successful than they could have imagined, they found some creative solutions and kept things going strong decades later.Elite Dangerous was designed as a multiplayer-first project by a company which didn't know what that implied, sold to a group of 80s/90s nostalgia fans who largely didn't know either and were only really expecting "FFE, but you can fly with your friends if you want" (and that bit, they got)
But let me yield the floor to you, good sir. What is your analysis of Elite Dangerous…
Projecting strawman with snide hyperbole.But go ahead. Enlighten me. I would love to learn more from my betters.
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Material Traders were introduced long after the first iterations of engineering, and allied rep may or may not have been required when they were introduced but is rarely a problem to achieve.In the first iterations of engineering you had to have Allied rep to use Material traders. Hi My account is very old.
It really really depends on what you want and what you don't have because some people don't obsessively fill their inventory with stuff and just log into this game every few years and stop playing a while.