Gaming has moved forward since 1984, people have better things to do than spend hours looking for trade routes.
And yet in the current real life, the majority of people think that to consume, consume, consume
Gaming has moved forward since 1984, people have better things to do than spend hours looking for trade routes.
Third party just adding functionalities that should already exist in the game if there was coherence within FD
Third party just adding functionalities that should already exist in the game if there was coherence within FD
Personally I am in a bit of a gray area regarding such things, personally I think there needs to be an easy way to note down stuff such as this available in game, and if not, then a third party program to ease input of this information is not a bad thing.This is partially true.
It's true for things like ship builders, lists of systems where ship components / ships can be purchased and when attempting to access prices for goods in stations (in a reasonable distance).
Some, however, go beyond the basic game requirements and, for example, can plot out a trade route with a single click of a button. Don't get me wrong - I do NOT think such sites are bad. But I do not think that THIS particular functionality should be part of the game itself.
lists of systems where ship components / ships can be purchased
Well imho FD really screwed the pooch on this one. ED needs modding support and definitely an API.
WoW was partially an open source game. Without UI mods it would never have gotten so popular.
I sometimes wonder if it's a kind of mentality issue, like the devs want to be the stars of the show and now allow the player to make their own content, tell their own story, make their own rules or create their own mods. They written their books, they want the game to be their medium to express themselves, instead of the player having a sandbox.
You are hearing this because ED isn't played the way they expect or want it to be played. My guess is they want a type of space game where they can rush to get the best ship and equipment so they can go out and dominate the people who don't have the best ship and equipment.
An game designer should take that into account or it becomes the famous grind.
Frontier does not, therefore grind.
There are games where you have to work hard to get somewhere and it is fun = no grind
There are games where you have to do the same over and over and it is boring and you have to do it a long time = example elite = grind
The art of designing an computer game is to make people work hard for no tangible reward (no money or goods of monetary worth) and they think it is fun.
Grind is always a matter of game design, it can be hard to get somewhere without grind, absolute, and games who have iWin buttons do not last long for obvious reasons.
You can design a game design where it is bloddy hard to earn money in and people consider it rewarding even earning little because it takes efford on many levels so the little they earn is "worth something" or you can make it like Elite where it is someway easy to make money but tyou have to do it so long and its easyness translates it into grind.
So the point is, you need to design your game in a way that offers reward without actually offering real reward and even in game terms only a little, but that all the time.
In terms of ships for example you could sell modules in "basic configuration" and every 100 creds you put more into "upgrading them" makes them a little better.
People earn credits and sink them into there modules and they become better little by little, and it is "rearding" all the time because for the small fractions choosen you can improve them they are flying a "better ship" every day.
Even if it is only a little bit better every day, you feel rewarded.
Make it so that you need 100mill or more to "improve" your ship and it becomes a grind because you need to fly around for two month with the "Same ship" until you have an improvement and it becomes a boring grind because the "Reward" is so faar in the future.
that is basic psychologie, humans in the wild are out for short term succes for survival, you do not plan longterm in an stoneage setting because you need to fill your belly NOW and not "better" in three weeks, for the simple reason you would be dead by then.
Longterm planning is something we humans first learn very recently in biological terms with the ability to preserve food and store it safe so we had the breathign space to thing a few weeks, month or years ahead.
Evolution is an thing of generations so out thinking did not catch up much yet, we are still programmed to work harder for the little bit more tomorrow than the very much more in a few weeks.
An game designer should take that into account or it becomes the famous grind.
Frontier does not, therefore grind.
There are games where you have to work hard to get somewhere and it is fun = no grind
There are games where you have to do the same over and over and it is boring and you have to do it a long time = example elite = grind
The art of designing an computer game is to make people work hard for no tangible reward (no money or goods of monetary worth) and they think it is fun.
Grind is always a matter of game design, it can be hard to get somewhere without grind, absolute, and games who have iWin buttons do not last long for obvious reasons.
You can design a game design where it is bloddy hard to earn money in and people consider it rewarding even earning little because it takes efford on many levels so the little they earn is "worth something" or you can make it like Elite where it is someway easy to make money but tyou have to do it so long and its easyness translates it into grind.
So the point is, you need to design your game in a way that offers reward without actually offering real reward and even in game terms only a little, but that all the time.
In terms of ships for example you could sell modules in "basic configuration" and every 100 creds you put more into "upgrading them" makes them a little better.
People earn credits and sink them into there modules and they become better little by little, and it is "rearding" all the time because for the small fractions choosen you can improve them they are flying a "better ship" every day.
Even if it is only a little bit better every day, you feel rewarded.
Make it so that you need 100mill or more to "improve" your ship and it becomes a grind because you need to fly around for two month with the "Same ship" until you have an improvement and it becomes a boring grind because the "Reward" is so faar in the future.
that is basic psychologie, humans in the wild are out for short term succes for survival, you do not plan longterm in an stoneage setting because you need to fill your belly NOW and not "better" in three weeks, for the simple reason you would be dead by then.
Longterm planning is something we humans first learn very recently in biological terms with the ability to preserve food and store it safe so we had the breathign space to thing a few weeks, month or years ahead.
Evolution is an thing of generations so out thinking did not catch up much yet, we are still programmed to work harder for the little bit more tomorrow than the very much more in a few weeks.
An game designer should take that into account or it becomes the famous grind.
Frontier does not, therefore grind.