No, it's the game. I can't play at my own pace when the spawn algo decides randomly it'd be fun to spawn engineered bulletsponge NPCs on me.
I’m sure you know how to survive that.
No, it's the game. I can't play at my own pace when the spawn algo decides randomly it'd be fun to spawn engineered bulletsponge NPCs on me.
But on the other hand I think it should take a very long time to get enough money for an Anaconda and the other big ships.
i tend to use a pestle and mortar to be honest, i find the Granite ones are the most satisfying, feels like your not grinding at all!
By just splitting the repetitive task, you are merely using a workaround. Because whatever you do, you will have to use the exact same game mechanic in order to unlock Guardian assets. The task is completely disjointed (especially by location) from other aspects of the game. So you "don't come around the ruins naturally".If you're smart about how you approach things which, granted requires a bit of knowledge a very new person might not have and also some planning, you can just automatically collect stuff and almost everything else doesn't need to be done in one go either.
+1 and to you other posts as well.Finally, when it comes the the Guardian fighters - how the hell does one decide which one they want without trying all 3?! Sure, you can possibly try and set up a multi-crew session with someone who has each one, but if we're sticking purely to what's available in game, then you're making a blind purchase right there which is another reason people will try to go get all 3 immediately.
Time should not be the only factor, it should involve also skill. I mean being a data courier makes you become a prince in the Empire - it is absurd! Why not have some really specific missions tied in order to rank up, that have an actual difficulty curve. And yes, they should be so hard that not everyone is able to do them (at once). That way the ranks would actually mean something.Stuff like the naval rank grind, for example, should take as long as it takes (or, perhaps, even longer) but what it really needs is a more diverse range of activities so it doesn't feel like you're just doing the same thing over and over, a gazillion times - and doing the same thing over and over a gazillion times shouldn't be the most efficient way of achieving your goals.
Time should not be the only factor, it should involve also skill. I mean being a data courier makes you become a prince in the Empire - it is absurd! Why not have some really specific missions tied in order to rank up, that have an actual difficulty curve. And yes, they should be so hard that not everyone is able to do them (at once). That way the ranks would actually mean something.
Time should not be the only factor, it should involve also skill. I mean being a data courier makes you become a prince in the Empire - it is absurd! Why not have some really specific missions tied in order to rank up, that have an actual difficulty curve. And yes, they should be so hard that not everyone is able to do them (at once). That way the ranks would actually mean something.
This forum is for inane complaints and ill informed bickering only. And min max elitists who look down their nose at anything slightly sub optimal and those ignorant peasants who allow the taint of sub-optimality to infect this flawless alternative reality.
I was hoping FDev would fix or rather complete that elements in Beyond, but instead they added more of the same, like the one-dimensional Guardian grind. Or how about some real multiplayer PvE content.And this is, unfortunately, what makes me loose faith in FDev.Yep, absolutely.
I don't mind the idea of people being able to achieve everything eventually but those ways (often currently the only way of achieving a thing) should be the "fall-back" method rather than the go-to method.
To use the naval rank-grind as an example, you might be given the opportunity to help a navy win a war and, if you succeed, it immediately promotes you to the next rank.
That would be seriously difficult, though, so you'd also have the option of completing a variety of less challenging missions to achieve the same result.
Those missions wouldn't be a walkover either, though, so you'd also have the option of plugging away at a gazillion data-delivery or surface-scan missions to achieve the same result... eventually.
I do think FDev have made a couple of mistakes, by doing things like putting engineers in rank-locked systems, because that encourages people to grind to gain access to those things.
I'm fine with the idea of the ships being rank-locked, though, because (off the top of my head) I don't think any of the navy ships are uniquely suited to anything.
Nobody needs a Cutter to go trading or a Corvette to do combat.
Overall, the big "grinds" should be (and usually are) things that you can just keep in the back of your mind and know you're gradually achieving as you enjoy the rest of the game.
It seems like some people just refuse to believe this while they're stiving to achieve those things.
I would "grind", but I keep getting distracted by wanting to do other things.
I set myself up in my go-to Lucrative Mission Station, and say to myself, right, I'm going to run these missions until I can afford a [Mamba / Big Mining Ship / Whatever] and/or have the rank to buy [Whatever]...
...Then I find I want to go rescuing people from a burning station, or poke at the Guardian ruins for a bit, or something. This time I'm going to have to get ready to go and survey the one ELW that has my name on it already when 3.3 comes out.
So, I must be doing something wrong, I'm clearly supposed to be getting all bitter and miserable so that I can complain about stuff, all this 'having fun' stuff keeps getting in the way! That's not how this game is played, right?![]()
I would "grind", but I keep getting distracted by wanting to do other things.
I set myself up in my go-to Lucrative Mission Station, and say to myself, right, I'm going to run these missions until I can afford a [Mamba / Big Mining Ship / Whatever] and/or have the rank to buy [Whatever]...
...Then I find I want to go rescuing people from a burning station, or poke at the Guardian ruins for a bit, or something. This time I'm going to have to get ready to go and survey the one ELW that has my name on it already when 3.3 comes out.
So, I must be doing something wrong, I'm clearly supposed to be getting all bitter and miserable so that I can complain about stuff, all this 'having fun' stuff keeps getting in the way! That's not how this game is played, right?![]()
It is "time spent in the game". I guess it is supposed to create a feeling of accomplishment. If you just unlocked everything in one visit, you would probably ask "That`s it?". But without having a varied process, the mere repetition of it (aka just more time spent) is to not going to enhance the experience, but rather the opposite. It feels cheap and unnecessary.I think that they would be better off putting more varied locations to get the mats, but reduce the overall number. As it stands, one would have to visit ~7-10 guardian sites to get the required mats without relogging. It turns a fun discovery thing into a bit of a drag. Whats the benefit of collecting 26 data packets vs 10.
It is "time spent in the game". I guess it is supposed to create a feeling of accomplishment. If you just unlocked everything in one visit, you would probably ask "That`s it?". But without having a varied process, the mere repetition of it (aka just more time spent) is to not going to enhance the experience, but rather the opposite. It feels cheap and unnecessary.
I think balancing things like this is one of the hardest things to achieve in game design.
If it is all pounding on the RNG at the same place to eventually get the rare drops you need I think we can all agree that's not ideal. Highly variable sites where you just had to pound on the RNG at more than one place to be fully supplied are better but still not good. On the other hand if it's entirely deterministic, if a (very long) macro could guarantee you acquiring your entire shopping list then that isn't good either, it's only distinguished by its graphics and user interface from punching trees in minecraft.
Ideally, for "resource gathering" tasks you'd want there to be elements of both randomness and player skill - it's still an RNG but how well you play weights it for better outcomes - play badly and you'll still succeed eventually because even an entire handful of dice can all come up aces in a single throw, they just don't do so very often. Play well and the odds shift in your favor.
It's supremely hard for a game - of any type - to hit that sweet spot. In fact, I can't think of a single game I've ever played where "resource gathering" was a factor that wasn't deserving of at least some criticism in this regard.