Offline, Mods, Cheat codes any plan?

I see you do not understand.

I said Single player.

The only person who is effected by my choice is me.
My own experience of the game. not yours.

Clearly you haven't read the many replies posted here.

The game runs always online, even in SOLO, it is not single-player; all data is used online and affects the galaxy simulation. Cheating would break this. Cheating also removes any point to the game, making every action without consequence.

There are no cheat codes. Never will be.

The game mechanic is still in development, so modding is unlikely for the foreseeable future.

Offline is not totally off the table, just very, very impractical (and time expensive) to produce. It may one day happen, but again, not any time soon.

These may not be the answers you want, but they are the answers.
 
I bought ED for a friend in the Black Friday thing. He's been off this week and picked it up for the first time on Monday. He now has an A spec Cobra, A spec DBS and C Graded Vulture.

Now I admit he has had some help from me for a few hours over a couple of evenings in a Has Res but for the most part he's done it all himself.

OP, maybe you're trying the wrong thing to earn money. Have you tried,

Rare trading, there's a really good route you can do in a cobra which will net you a couple of mil an hour give or take.
RES farming, as my friend proved it can be very lucrative, see if you can get a wingman in something heavy (Vulture or better), 1-3 mil/hr is very acheivable.
Smuggling, If you're rank is high enough then smuggling mission can be pretty good. Pick up a few, fly to a destination and pick up a few more. The cobra is ideal for this. You'll only get 500k/hr unless you get really lucky and get a good long haul one but that's still significant if you're just in you're cobra.

I know the big ships seem a long way away but as you go up the food chain you start to earn exponentially more money. "Better" ships improve you're earning potential, which in turn leads to "better" ships. Inverted commas are because, as the proud owner of an FDL and a Python I genuinely don't think that bigger, more expensive ships are any better. However, it is easier to say that when you have the money to buy them. As Spike Milligan once said "All I ask is the chance to prove that money won't make me happy"

And to answer you're initial query, no there will never be legitimate cheats, nor should there be. I will also be extremely surprised if there is ever a serious mod scene because of the online nature of the game.
 
Actually, it's always been this way for many games, single player and multiplayer both, online and offline both. RPGs have always used this, still do, and many FPS games actually do it was well, CoD and BF for example, where you have to level up to unlock more toys, or were you unaware of this mechanic being used for decades now in video games?

Hell the OP wants to play EuroTrucker in space, he specifically stated that multiple times now, and don't you have to work your way up in that game too? But he probably bypassed that, with all the mods that are out for it, so no surprises he wants to do the same here, bypass the GAME to get the best toys immediately.

I'll bet he's a blast to play something like Monopoly with, he starts off with half the board as his property and controls the bank no doubt...

Well if you really want to get down to it, progression in video-games was originally just a high score and a free life every 10,000 points. Funnily enough, Elite was one of the first games to really challenge that idea and met with some resistance to begin with. With that said, progression in video-games nowadays has really hit a brick wall with this continually refined formula of calculated grind and reward. E.g. daily quests, gear treadmill, levels / rankings etc. When you say "RPGs have always used this" let's not forget that RPGs that used this also could have involved back-stories (e.g. Ultima Underworld), and are themselves descendant from traditional pen and paper RPGs where stats and levels offered players and dungeon masters a way to measure progress through a campaign that was heavily story based. What we see in new games is a heavily modified form of progression that employs obvious psychological ploys to keep players hooked. That the suggestion to have everything available from the beginning of a game is met with cries of "but what would be the point of playing?" or "no you can't have that, it would be unfair for players who have put in the time" seems to be a result of the indoctrination of gamers at large into this form of game design. Doom, Duke3d, Quake, Half-Life, Starcraft, Total Annihilation, Operation Flashpoint and Minecraft are a shortlist of games that I enjoyed massively that did not have this disgusting form of progression seen in modern games. You know what they had instead? Endless replayability through modding tools such as level/map editors and the ability to script your own missions and campaigns.

The future of progression in video-games is not grind, it's user generated content. You read it here first, folks.

[edit]

Just an interesting anecdote after having read your post again - you state your assumption that the OP probably plays his games by immediately unlocking all items and levels at the beginning through cheat codes, which you seem to think is a guaranteed way to ruin the fun that would otherwise be had. The very first day I got Half-Life, before I even played the training levels, the first thing I did was to install Worldcraft (the mapping tool) and make a simple room with every monster and weapon available in the game. I had built my first simple level (two rooms, a hallway and a switch operated door) before I even set foot in Black Mesa. Over a decade later and I was still making levels for the game, and had finished it, and had an absolute blast too. I suppose some people really do just want to have fun :)

Here's a pic, brings back memories man.
hl7.jpg
Oh man, now I want to dig those things out again and play them, good times!
 
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Well if you really want to get down to it, progression in video-games was originally just a high score and a free life every 10,000 points. Funnily enough, Elite was one of the first games to really challenge that idea and met with some resistance to begin with. With that said, progression in video-games nowadays has really hit a brick wall with this continually refined formula of calculated grind and reward. E.g. daily quests, gear treadmill, levels / rankings etc. When you say "RPGs have always used this" let's not forget that RPGs that used this also could have involved back-stories (e.g. Ultima Underworld), and are themselves descendant from traditional pen and paper RPGs where stats and levels offered players and dungeon masters a way to measure progress through a campaign that was heavily story based. What we see in new games is a heavily modified form of progression that employs obvious psychological ploys to keep players hooked. That the suggestion to have everything available from the beginning of a game is met with cries of "but what would be the point of playing?" or "no you can't have that, it would be unfair for players who have put in the time" seems to be a result of the indoctrination of gamers at large into this form of game design. Doom, Duke3d, Quake, Half-Life, Starcraft, Total Annihilation, Operation Flashpoint and Minecraft are a shortlist of games that I enjoyed massively that did not have this disgusting form of progression seen in modern games. You know what they had instead? Endless replayability through modding tools such as level/map editors and the ability to script your own missions and campaigns.

The future of progression in video-games is not grind, it's user generated content. You read it here first, folks.

[edit]

Just an interesting anecdote after having read your post again - you state your assumption that the OP probably plays his games by immediately unlocking all items and levels at the beginning through cheat codes, which you seem to think is a guaranteed way to ruin the fun that would otherwise be had. The very first day I got Half-Life, before I even played the training levels, the first thing I did was to install Worldcraft (the mapping tool) and make a simple room with every monster and weapon available in the game. I had built my first simple level (two rooms, a hallway and a switch operated door) before I even set foot in Black Mesa. Over a decade later and I was still making levels for the game, and had finished it, and had an absolute blast too. I suppose some people really do just want to have fun :)

I've been a modder myself, personally for my own use and making mods for others for online games, so I understand exactly what that brings to games that have a set story and end point in them, replayability.

This isn't such a game, it has no storyline, no end game, no high level content. It's an MMO, in the most basic sense if you play Solo, but still an MMO being run by the people who created and are still creating the game. There won't be mods, there aren't cheat codes, just like other MMOs, because WE don't get to change the world setting that the devs are running, it's THEIR gameworld, not ours, we just get to play in it. Big difference there, one that many people simply don't get or understand and they don't like that either.

One small thing...Doom, D3D, Quake, HL, Starcraft, TA, you don't start off with the all the toys, you have to progress through the GAME to get them, be that by finding the next powerful gun in the level or by actually building up your resources to create the new toys, you don't start off with those toys though. I loved those games myself, I actually created my own maps, levels and mods for all of them, and their successors in many cases. I worked with mod teams for games like Tribes, Tribes 2, Battlefield 1942/Vietnam/2, and it was fun, but the mods we created did nothing to extend the gameplay, we created NEW games essentially, so that's a very different thing. And in the BF mods, we actually didn't give you access to everything off the bat, we actually gated new toys we'd created behind actions or finding hidden locations or actually having to level your character up with our BF2 mods. And you know what, we did that because in games that give you immediate access to everything just aren't as much fun as having to earn something ingame. We knew that as modders, the players of our mods agreed with us on that and asked for MORE stuff to be done that way, it gave a sense of accomplishment when they acquired them.

I've used cheats and tools to give myself whatever I wanted, max level, etc, and you know what? It totally ruined the experience. It's fun at first, to walk around and just waste anything and everything, but there's nothing to find because I have the best, there's no point in doing anything because my character is already maxed out, and beating the bosses was pointless and trivial. It removed the fun from the experience totally. Some people don't want the GAME, they just want to be as powerful as possible right away and that's it. They don't see any point in the story, the plot or the experience of the game, they just want to be a god. I pity those people, they don't actually get to experience the game, there's nothing there for them. I completed Doom2 on Nightmare mode using the cheat codes, and it was...empty and pointless. I did it again using nothing but my pistol and it was amazingly fun.

Oh, and user generated content has been around for decades, since the 70s, it hasn't supplanted the professionally generated content yet and is unlikely to do so.
 
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The future of progression in video-games is not grind, it's user generated content. You read it here first, folks.

Hopefully the future of video games will include variety - some where user-generated content is significant, some where it isn't (and all the evidence suggests that in most cases even where high-quality user-generated content is available, the majority of players still play the stock game). Some single player, some multiplayer. And as for 'grinding', if you aren't playing a game for the pleasure of it, you should probably stop playing.

As for 'cheat codes' to allow access to ships without paying for them, how about missions to deliver them? Pick one up with a nice reward for driving it some distance and delivering it undamaged (a reward sufficient to allow you to at least buy a Sidewinder to get back - you can sell it afterwards). Should make for variety - the only thing that will need working out is how to ensure the player doesn't steal it. A block on selling it, a self-destruct mechanism and a hefty bounty on the players head if it isn't delivered on time would probably do it...
 
Well if you really want to get down to it, progression in video-games was originally just a high score and a free life every 10,000 points. Funnily enough, Elite was one of the first games to really challenge that idea and met with some resistance to begin with. With that said, progression in video-games nowadays has really hit a brick wall with this continually refined formula of calculated grind and reward. E.g. daily quests, gear treadmill, levels / rankings etc. When you say "RPGs have always used this" let's not forget that RPGs that used this also could have involved back-stories (e.g. Ultima Underworld), and are themselves descendant from traditional pen and paper RPGs where stats and levels offered players and dungeon masters a way to measure progress through a campaign that was heavily story based. What we see in new games is a heavilymodified form of progression that employs obvious psychological ploys to keep players hooked. That the suggestion to have everything available from the beginning of a game is met with cries of "but what would be the point of playing?" or "no you can't have that, it would be unfair for players who have put in the time" seems to be a result of the indoctrination of gamers at large into this form of game design. Doom, Duke3d, Quake, Half-Life, Starcraft, Total Annihilation, Operation Flashpoint and Minecraft are a shortlist of games that I enjoyed massively that did not have this disgusting form of progression seen in modern games. You know what they had instead? Endless replayability through modding tools such as level/map editors and the ability to script your own missions and campaigns.

The future of progression in video-games is not grind, it's user generated content. You read it here first, folks.

[edit]

Just an interesting anecdote after having read your post again - you state your assumption that the OP probably plays his games by immediately unlocking all items and levels at the beginning through cheat codes, which you seem to think is a guaranteed way to ruin the fun that would otherwise be had. The very first day I got Half-Life, before I even played the training levels, the first thing I did was to install Worldcraft (the mapping tool) and make a simple room with every monster and weapon available in the game. I had built my first simple level (two rooms, a hallway and a switch operated door) before I even set foot in Black Mesa. Over a decade later and I was still making levels for the game, and had finished it, and had an absolute blast too. I suppose some people really do just want to have fun :)

Here's a pic, brings back memories man.
Oh man, now I want to dig those things out again and play them, good times!

Kristov is funny, he mentions how you have to grind out the best toys and that 'PEOPLE WANT IT NOW!', that it's part of games and should be and anyone who doesn't like it should not play those games. But when he talked of Eve in another thread (after bringing it up himself) his complaint was that you had to grind over and over again and that it was a 'money grubbing tactic' designed to keep people playing and paying their subscription.

When used outside of subscription models however it is valid gameplay and anyone who doesn't like it is a spoilt child that wants all their toys.

I don't think he ever has anything nice to say unless it's about himself.
 
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I dont want to work in video games.

I already have a big job with a lot of stress.

I would like -to child out in space in single player along space trucking with a huge space ship.

Then you are playing the wrong game. You knew elite doesn't have an offline mode when you bought it. And its not pay to win either.

I don't really see an issue, because getting out of a sidewinder and into a Cobra MK3 did not take long. An Anaconda should require effort to unlock.
 
E:D is intended to be a multiplayer game, OP is asking for single player features. FD has said they want E:D to be a multiplayer game.

If you want to try new things modules sell back for 100% of their value, so you can switch out your parts whenever you please. The cobra Mk3 is a ship capable of doing every profession currently in the game, so it's not like FD is forcing you to "grind": you can already do all the content in the game with the Cobra Mk3.
 
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hmmm OP both your points already exist...we have a mod in the way of changing our hud colour...not the usual mod one would hope for like making a ship and importing it,but hey ho lol...and your other game genie type suggestion?....already exists

its like these threads about,give me super weapons,give me better shields that take a ton of damge....lol....FD wont give you that......
you have to think outside the box if your looking for that
 
Reading the first page hurt my brain...

1. It defeats game save editors because your game save is NOT stored locally (on your PC).
2. NO! You don't need anything that involves cheat codes.
3. Gaining credits is SUPER easy. Even in a Cobra Mk III.

In closing, those who want cheat codes or anything of the kind are people who cannot come to grips with disappointment or being destroyed.
 
Kristov is funny, he mentions how you have to grind out the best toys and that 'PEOPLE WANT IT NOW!', that it's part of games and should be and anyone who doesn't like it should not play those games. But when he talked of Eve in another thread (after bringing it up himself) his complaint was that you had to grind over and over again and that it was a 'money grubbing tactic' designed to keep people playing and paying their subscription.

When used outside of subscription models however it is valid gameplay and anyone who doesn't like it is a spoilt child that wants all their toys.

I don't think he ever has anything nice to say unless it's about himself.

It's possible that one both loves and hates the system, because they see traits of it in other games they don't like but don't realise they're sort of indoctrinated into it. Grind isn't something that has to exist, in fact, progression needn't exist beyond furthering the plot in a game. I used to be horribly addicted to MMOs but broke out when I finished my legendary sword in guild wars 2, I'd decided I didn't need to prove anything more after that. Since then, I play fewer games, spend more time working on my own pet projects in unreal, and have far more fun playing games like GTA and minecraft that you can just log into and have fun in. It took quite a while for me to realise that the most fun I ever had in games was just mucking about seeing what you could do. Which reminds me, I really must try Garry's mod!
 
I dont want to work in video games.

I already have a big job with a lot of stress.

I would like -to child out in space in single player along space trucking with a huge space ship.

<jedi mode="handwave">

This is not the game you are looking for.

</jedi>
 
It's possible that one both loves and hates the system, because they see traits of it in other games they don't like but don't realise they're sort of indoctrinated into it. Grind isn't something that has to exist, in fact, progression needn't exist beyond furthering the plot in a game. I used to be horribly addicted to MMOs but broke out when I finished my legendary sword in guild wars 2, I'd decided I didn't need to prove anything more after that. Since then, I play fewer games, spend more time working on my own pet projects in unreal, and have far more fun playing games like GTA and minecraft that you can just log into and have fun in. It took quite a while for me to realise that the most fun I ever had in games was just mucking about seeing what you could do. Which reminds me, I really must try Garry's mod!

I agree, been there done the grind. The grind needn't exist. I wouldn't stop playing ED if I could select my ship from a loadout at every station. In fact I think it would be cool if you could work for the Fed or Imp navies and get given a ship to use for them when doing fed or imp missions for minor factions.
 
But do you understand what I try to said?

I am beginning to believe that this is a troll:

  • pulls all the no-no triggers, like cheat-codes and pay to win
  • does not pay any attention to answers and is deaf to any advice
  • insists that the game is just a grind (probably because he lacks the imagination or interest to go for non-grindy game-play)
  • is arrogant
  • repeats the same argument over and over

The forum's Ignore function can be a blessing at times.
 
Some games are about the work you have to put in to develop your game enough to see and experience things others cannot without the same work. Making a cheat code for it would be giving that away, so someone would get from A to Z right away and never be interested in the actual intent of the developers, and basically ruin the franchise from an expansion point of view.
 
I take example on TB who said In single player play cheating could offer a better game play.

I think about Mutator mod or simple cheat to skip useless grinding or make the game faster for people who do not have the time.

I think it is the video in question:
https://www.youtube.com/watch?v=YdN4BTH1qa4


I own the game since the Béta. I still have a mk3
I do not try any load out or style of play. Simply because I don't have the time to play.

Many are like me. I would like to enjoy the game I BOUGHT. but I stock behind the progression system or grinding.

A truth offline mode could be useful for that. also possibility for modification will be a nice addition.


There will never be a true offline mode untile fdev stop all support for the game and release the source code... end of story there
There is no need for cheat codes

What you can DO in your cobra is some long range delivery and long range smuggling missions, and if you stack them, you can make a few million credits in the space of an hour or two... spend time going to one of the far out stations, sothis rings a bell, and there are a few others as well, also next week when horizons and 1.5 launches you will be able to visit obsidian orbital and pick up long range missions from there, I just completed one in horizons worth 1.6M credits and have 3 others to nearby systems from OO that will bring me up to 2 million credits for a bit over an hours playing time


Do that a few times and you will be able to afford a bigger ship etc and then do that more and more and you will be able to own anything you like quickly and easily... sure you will have to put in some effort... if you CBF putting in the effort don't complain about not being able to progress... Stop whining and get playing...
 
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