Please reduce travel times in the bubble

I agree completely with everything but that last statement ;)

Haha!

Well, the way I see it is the current system is too complicated. In the older game it worked because it was simple. FDev these days have quite a knack for over-egging the pudding, as they say.
 
Haha!

Well, the way I see it is the current system is too complicated. In the older game it worked because it was simple. FDev these days have quite a knack for over-egging the pudding, as they say.
I wonder if that's 'cos so many players want so many changes that Frontier are all over the place trying to keep everyone happy. As had been said many times on the forum, that ain't gonna work so please don't.....
 
I wonder if that's 'cos so many players want so many changes that Frontier are all over the place trying to keep everyone happy. As had been said many times on the forum, that ain't gonna work so please don't.....

Quite possibly. I've been playing ED since premium beta, and the interdiction system seemed to work a lot better back then. I think it was still somewhat tied into your combat rank in that I only encountered low rank ships, but the system security had more of a bearing on what you'd encounter in a system as well. So a low security system would have more of a chance of spawning pirates. As the game was released and more people played it, the more people came on here and complained about the interdiction rate, so it was nerfed and made "easier" for new players, seemingly ignoring the BGS and the security/state of the systems and being determined by combat rank only. This however doesn't really work for people like myself who have played the games since the very first Elite in 84, and all other major iterations since, and know how the system should work, but aren't seeing any pirates in low security dictatorship systems at war (for example) as we should, because it's now more tied into your combat rank and we're not getting the option to increase combat rank because the game doesn't throw any enemies at us.

So it's sort of a catch-22 situation. You need the game to throw enemies at you to increase your combat rank, but your combat rank determines the rate of enemies the game throws at you, so you don't see any enemies and your combat rank doesn't increase.

There needs to be a better system and I think going back to the way it was in beta would be a good start.
 
Quite possibly. I've been playing ED since premium beta, and the interdiction system seemed to work a lot better back then. I think it was still somewhat tied into your combat rank in that I only encountered low rank ships, but the system security had more of a bearing on what you'd encounter in a system as well. So a low security system would have more of a chance of spawning pirates. As the game was released and more people played it, the more people came on here and complained about the interdiction rate, so it was nerfed and made "easier" for new players, seemingly ignoring the BGS and the security/state of the systems and being determined by combat rank only. This however doesn't really work for people like myself who have played the games since the very first Elite in 84, and all other major iterations since, and know how the system should work, but aren't seeing any pirates in low security dictatorship systems at war (for example) as we should, because it's now more tied into your combat rank and we're not getting the option to increase combat rank because the game doesn't throw any enemies at us.

So it's sort of a catch-22 situation. You need the game to throw enemies at you to increase your combat rank, but your combat rank determines the rate of enemies the game throws at you, so you don't see any enemies and your combat rank doesn't increase.

There needs to be a better system and I think going back to the way it was in beta would be a good start.
Yes, new players and space truckers like me could just stick to the hi security systems and people who want more pew pew could go lo security, or even anarchy if they wanted lots of pew pew, instead of having to mission stack and rank up. That makes more sense than the current system.
 
Quite possibly. I've been playing ED since premium beta, and the interdiction system seemed to work a lot better back then. I think it was still somewhat tied into your combat rank in that I only encountered low rank ships, but the system security had more of a bearing on what you'd encounter in a system as well. So a low security system would have more of a chance of spawning pirates. As the game was released and more people played it, the more people came on here and complained about the interdiction rate, so it was nerfed and made "easier" for new players, seemingly ignoring the BGS and the security/state of the systems and being determined by combat rank only. This however doesn't really work for people like myself who have played the games since the very first Elite in 84, and all other major iterations since, and know how the system should work, but aren't seeing any pirates in low security dictatorship systems at war (for example) as we should, because it's now more tied into your combat rank and we're not getting the option to increase combat rank because the game doesn't throw any enemies at us.

So it's sort of a catch-22 situation. You need the game to throw enemies at you to increase your combat rank, but your combat rank determines the rate of enemies the game throws at you, so you don't see any enemies and your combat rank doesn't increase.

There needs to be a better system and I think going back to the way it was in beta would be a good start.
Btw, I mostlý do bounty hunting to pick up mats, tho I do find it fun in small doses. So until the recent interdiction explosion I did not do a lot of pew pew, and I am now expert rank, so it's not hard to rank up. So do a bit of bounty hunting to get your rank up a bit. It will also give you some mats to engineer with: transport ships and anacondas seem to have the best mats.
 
Yes, new players and space truckers like me could just stick to the hi security systems and people who want more pew pew could go lo security, or even anarchy if they wanted lots of pew pew, instead of having to mission stack and rank up. That makes more sense than the current system.

I'm a space trucker myself, mostly. It's just that I find doing nothing but go from A to B buying and selling stuff gets a bit dull. I want the game to occasionally surprise me like the older games did.
 

dxm55

Banned
Yes, just been watching an Obsidian Ant video on using the map filters to find a mat trader. Will give that a go tomorrow.

Why? When you have Inara?
 
Why? When you have Inara?
I wanted to play with the map filters, see if I could find a trader without resorting to looking it up in some website. Also gave me a chance to look around the various systems in the area so I know where to get stuff when I have a go fetch mission.

Anyhoo, found the trader, swapped some G1's, 2's and 3's for some 4's and 5's, did some more upgrades. Now I have room for more G1's, 2's and 3's so I can use the collectors to get ALL of the mats after a kill, so I'm not picking thru a whole load of floating mats, trying to sort the ones I can't pick up because the hold's already full from the ones that I can pick up.
 
Yes, new players and space truckers like me could just stick to the hi security systems and people who want more pew pew could go lo security, or even anarchy if they wanted lots of pew pew, instead of having to mission stack and rank up. That makes more sense than the current system.

Just thought I'd add to this by saying that I've been experimenting with a different play style over the last 2 days. I fitted my Asp with an FSD Interdictor and have been taking my normal missions and trading runs, but travelling to the destinations a little slower (normally I fly in at the highest possible speed) and taking time to scan nearby ships for wanted status. I'm not finding many wanted ships, but because I am taking longer to get to the stations, I'm getting interdicted more often. So it looks like taking a longer time to get to your destination has some bearing on whether pirates will spawn.
 
Just thought I'd add to this by saying that I've been experimenting with a different play style over the last 2 days. I fitted my Asp with an FSD Interdictor and have been taking my normal missions and trading runs, but travelling to the destinations a little slower (normally I fly in at the highest possible speed) and taking time to scan nearby ships for wanted status. I'm not finding many wanted ships, but because I am taking longer to get to the stations, I'm getting interdicted more often. So it looks like taking a longer time to get to your destination has some bearing on whether pirates will spawn.

There are a lot of scenarios like this, I generally dock quickly but if there is some delay (ie if I make a mistake & fail to send the docking request, causing me to delay my entry into the station) I will often find some harmless NPC Hauler I have to avoid hitting. In an outpost instance if I delay requesting docking in a medium ship it will usually be denied because an NPC beat me to it.

If I enter an existing instance the challenge that instance presents is different because all actors are already in place.

The solution of course is for the game to make the player wait a little longer (eg with a glide transition rather than instantly entering the fresh instance), which quite understandably would not be a popular solution in a thread about wanting to reduce travel times ;)
 
There are a lot of scenarios like this, I generally dock quickly but if there is some delay (ie if I make a mistake & fail to send the docking request, causing me to delay my entry into the station) I will often find some harmless NPC Hauler I have to avoid hitting. In an outpost instance if I delay requesting docking in a medium ship it will usually be denied because an NPC beat me to it.

If I enter an existing instance the challenge that instance presents is different because all actors are already in place.

The solution of course is for the game to make the player wait a little longer (eg with a glide transition rather than instantly entering the fresh instance), which quite understandably would not be a popular solution in a thread about wanting to reduce travel times ;)

Something else I've noticed is, if I drop out of SC immediately after entering a system and then jump back into SC, I'm much more likely to encounter an NPC pirate.
 
Something else I've noticed is, if I drop out of SC immediately after entering a system and then jump back into SC, I'm much more likely to encounter an NPC pirate.

In supercruise there are at least three variants of the initial spawn; one with powerplay ships, one with mostly goodies and one with mostly baddies. There was one update that really screwed up pirate massacre missions & you had to keep dropping into USSs to look for faction ships that were actually labelled 'mission target', then jump back to supercruise to find another to interdict, it wasn't fun. But while doing that the pattern became clear.

I don't habitually instance flip to get another roll of the dice but if you do you may find a spawn with more of the type of ship you are hoping for.

ETA another example is 'demanding' passenger missions. The more instance swaps you do the more likely they are to ask for some cargo. Jumping to another system doesn't seem to count but dropping into a USS does. Waiting in realspace for a while can trigger it too, as it used to with the spontaneous mission offers (I haven't seen one of those in ages).

I appreciate the thought that has gone into making it all seem more random, and how easily that delicate balance could be disrupted by changes to travel time.
 
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I assume you mean travelling in-system, rather than star to star.

At least now you have Supercruise Assist, if you fit the module. Set, point in right direction, do something else while ship reaches orbit of destination.
Yes coz playing another game while playing a game is appropriate, it's soooo Frontier...
 
yes, catering to instant gratification kids whos whole argument is , "thats Pathetic".this is What ED needs :rolleyes:

seariously, ED isnt for you, not every one likes instant action all day everyday, go play NMS or something
It is a recurring theme, hence the pop up of the same topic over and over, i am counting down the days you will start a similar topic...since you are still in the honey-moon phase.

It is a valid concern seeing as the game initially started out being an instant travel game, but the minority of backers had an issue with that.

Out of a local group of +/-30 individuals i started playing this game with, 4 are still active but at sporadic times with the rest an avg of 14 months last played on the ticker, when I did chat to them on FB the barrier of travelling to do anything in this game was preventing them from coming back as the most recurring reason...they are not instant gratification Kids as you would call them, a mix of actuarial students, business owners, fathers, etc. just saying
 
It is a recurring theme, hence the pop up of the same topic over and over, i am counting down the days you will start a similar topic...since you are still in the honey-moon phase.

It is a valid concern seeing as the game initially started out being an instant travel game, but the minority of backers had an issue with that.

Out of a local group of +/-30 individuals i started playing this game with, 4 are still active but at sporadic times with the rest an avg of 14 months last played on the ticker, when I did chat to them on FB the barrier of travelling to do anything in this game was preventing them from coming back as the most recurring reason...they are not instant gratification Kids as you would call them, a mix of actuarial students, business owners, fathers, etc. just saying

Damnn, when an actuary is finding your game dry there are definitely issues...
 
I wonder if there's so much whining about boredom during flight on aircraft simulator forums.
Or truck simulator forums. Or train simulator forums.
Or sailing simulator forums, like Sailaway, where you can traverse the real sized oceans.
I don't think OP was saying he is bored, he sounds to be enjoying whatever he set out to do, it's the getting there that eats most of his limited time...besides those sims simulate actual industries and craft we have in RL, and ED is...is...sorry who am i to say allien hunting is fictional...as you were CMDR.
 
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Agree entirely, lately the emphasis has swung too far to make the game easier, this isn't and was never intended to be a 'quick fix' game and , even now, it has lost a lot of the appeal the original game had (super-cruise assist for example isn't really required or would you like AI controlled ships so you can go to work/school and come back to find it's travelled for you?) Exploration was arduous but had a sense of achievement when you travelled to Sag A, now you can do it in less that a day (fully engineered exploration at the moment travelling 120ly plus with FSD injections), Mining was a royal pain in the a** but so easy now you can make billions without even trying. If you find the game hard/boring/difficult/slow then as stated this isn't a game for you, it is supposed to be hard/slow/ and difficult that's the whole point but all people want is the biggest/best and they want it now. Elite Dangerous is NOT an arcade game but as a company seeking sales Frontier keeps trying to please everyone, which never works.
Would you think from a point of competing with other games that Frontier might be introducing these improvements for new players, ARX, etc as there are many CMDR's but they probably see very few spend quality time with their game...the Die Hard White Knights will always be there no matter what...but i see the introduction of these new enhancements which to my knowledge, nobody asked for except maybe for fleet carriers as a way to compete with other titles. I don't think its the player base that are committed regardless that keep the servers going...it's has to be new business/ CMDR's,every model depends on the in-flow of new customers.

They HAVE to please the Majority most of the time, and i don't know this but it seems the majority are not actve or signing up as much as they want.
 
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