No Goids Anywhere - FDev please fix

I'm on PS4 in Nu Kuang, last night there were multiple AX CZs, took down a couple Basilisks then quit for the night. Today I login and Galnet is telling me there's "No Thargoid Presence". In fact zero systems have Thargoids right now...are you kidding me?

On top of this, I've been in countless incurred systems and have never found a non human signal source, just conflict zones. How is this possible?

We have a CG right now that involves unlocking Guardian Tech....and now there's nothing to use it on. If this is normal BGS operation, that's a serious flaw. How are a bunch of CZs going to disappear overnight? This is supposed to be simulated realism? This is starting to get old FDev.

[EDIT]: IIRC Galnet used to show which Pleiades systems had Thargoid presence also. If this is the case, there are zero bugs down there at the moment as well. I get that this may be part of a "storyline" but if so, it's horribly implemented.
 
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Oh dear. Not fdevs fault - all down to naughty goid killers like yourself.

 
Oh dear. Not fdevs fault - all down to naughty goid killers like yourself.

You guys killed them all!?

Humanity won't notice or thank you...
 
The CG allows for easier Guardian tech unlocks. Now there's nothing in game to use it on? How does this make sense to anyone?

Let's say this is to encourage people to participate in the event. One has to spend hours in the SRV because the convoy beacons are pointless to try and pirate. I've only found escorted ships with a single commodity, so even if you do manage to hatchbreak you'll incur a bounty. Then you have to do multiple jumps to reach an IF because turning yourself in to the local authorities will spawn you much further out. I thought this would encourage new gameplay/roleplay, and even purpose built a ship for it.
 
After hours of searching today, I found two NHSS in infested systems (from forum list) with Interceptors. I guess that's about all there is in game ATM.
 
Station attacks have gone from twelve a week to four a week. It might be a response to the feedback that station repairs required too many commodities.
That sounds very Frontier.

Dev A: "Players are complaining about feature X, and our data shows there is dwindling player interaction with it."

Dev B: "So you have some ideas on how to change feature X?"

Dev A: "Don't be daft, we'll screw around with Feature Y instead, then see how that affects feature X."
 
2 months ago: "The Thargoids are too overwhelmingly powerful and we can't hold them off. We're losing, there's nothing we can do about it, and it's just depressing. Frontier sucks."
AX player groups: "That sounds like a challenge. Let's get them!"
Now: "The Thargoids are being defeated too easily. What are we supposed to shoot at in the second half of the week? Frontier sucks."

There are still six infestations (NHSS) a week detected by Eagle Eye. But how many of those "mature" to incursions (AX CZs, stations on fire, Galnet warnings) depends on how well players coordinate on taking out the NHSSs. Similarly, the incursions each have a limited number of Thargoids. Once you've shot them all - which could take a day, or could take a month, depending on how many players work on it - they're gone.

The only reason that we've gone from "we're losing badly" to "we're pushing them back" is that in the intervening time players have got better at fighting Thargoids. Whether that's better per player, more coordination and planning, or just more players fighting ... I haven't been following closely enough to tell.



Fundamentally the problem is that different groups of player want different things:
- the first group wants Frontier to set up some basic rules for how the galaxy operates, and just let them run and players interact with them, with Frontier only stepping in if things are clearly so out of line that they couldn't possibly work. Events arise through the application of rules and other player actions, and it's up to the players how they deal with them. Some of them will refer pejoratively to what the second group wants as "railroading" or "god-modding".
- the second group wants Frontier to be much more hands-on, tuning things constantly so that it's always carefully balanced, making sure that things which interfere are kept away so that they can participate in the story they signed up for. Some of them will refer pejoratively to what the first group wants as "not respecting player time" or "allowing a disruptive minority to dictate to everyone else"
(a third group doesn't particularly care about the mechanism, they're just furious that the Thargoids set their home station on fire)

The difference between what the first and second groups want can be seen in lots of areas - the Thargoid invasion, whether CGs should be possible to disrupt, how much information should be given out in advance about the Interstellar Initiative, the development of Colonia, etc. etc.

Frontier generally are making a game more in line with what the first group wants, though.
 
Sims like thargoids follow pirates and go to better universe. Elite Dangerous is only about mining and exploration. No Game for Combat Activity.
 
I for one would like to see more Thargoids, not the difficulty raised. It's great we have multiple types now, and they're plenty challenging.

I also would like to see the ability for SLFs to target the swarm. Maybe an AX type with a flak cannon, or allow the Javelin to use the Frag on them.
 
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