By the Gods above us, is this thread still going, I would hate to think what will happen if there is something really controversial in the next LiveStream ….
Yup, it’s people like us that keep it going by posting about how long it’s been going
By the Gods above us, is this thread still going, I would hate to think what will happen if there is something really controversial in the next LiveStream ….
...and the Beta and ensuing chat might not change that?Part of the reason is that the infinite probe supporters are worried the finite probe supporters are going to be the only ones talking and FD will pull another "delayed ship delivery" fiasco on a subject we thought was settled design.
So we're here, and being noisy, so that FD knows we like their decision and want it to stay exactly as it is.
...and the Beta and ensuing chat might not change that?
Ie: It's all talk at the moment - which is fine - but actual time/info in beta might be informative.
....and FD will pull another "delayed ship delivery" fiasco on a subject we thought was settled design.
An interesting example to cite.
In the case of ship transfers, nobody had anything to gain from wanting ship transfers to be delayed.
Everybody knew that delayed ship transfers would be inconvenient but they were in favour of it because it's realistic, it rewards good planning and it prevents people from magically having whatever ship they want immediately available to them.
The correct choice was made.
Now we've got the likelihood of infinite probes and the popular narrative seems to be in favour of convenience over realism, planning or skill.
That's disappointing and a sad reflection on FDev's willingness to pander to those who demand instant gratification and minimal effort.
It's also strange that, in a game already so willfully packed with grind, FDev would abandon their principles over it.
Whatev's. [sad]
An interesting example to cite.
In the case of ship transfers, nobody had anything to gain from wanting ship transfers to be delayed.
Everybody knew that delayed ship transfers would be inconvenient but they were in favour of it because it's realistic, it rewards good planning and it prevents people from magically having whatever ship they want immediately available to them.
The correct choice was made.
Now we've got the likelihood of infinite probes and the popular narrative seems to be in favour of convenience over realism, planning or skill.
That's disappointing and a sad reflection on FDev's willingness to pander to those who demand instant gratification and minimal effort.
It's also strange that, in a game already so willfully packed with grind, FDev would abandon their principles over it.
Whatev's. [sad]
An interesting example to cite.
In the case of ship transfers, nobody had anything to gain from wanting ship transfers to be delayed.
Everybody knew that delayed ship transfers would be inconvenient but they were in favour of it because it's realistic, it rewards good planning and it prevents people from magically having whatever ship they want immediately available to them.
The correct choice was made.
You say that, but Alec Turner mentioned in another thread he and the people he knows went delayed. And after actually using it in game everyone he knows now regrets voting that way.
Not me - I'd vote delayed again.
But in my ideal world we'd be talking about scrapping ship transfer and replacing it with ship selection at login.
You can only speak for your self. For me. I still will vote for Delay.You say that, but Alec Turner mentioned in another thread he and the people he knows went delayed. And after actually using it in game everyone he knows now regrets voting that way.
I think the dealyed thing is an issue for a few playstyles.
If you're a solo player who wants realism above other things you want delayed.
If you just want to play the game with minimal obstructions then you want instant. If you play a lot socially with other people I think you want instant. If you have limited free time you want instant.
I think I'd also probably suggest that folk who want delayed never, or rarely use the feature. Meaning it just really puts a limitation on others, which is a shame.
I like your login suggestion personally but it's hard to see why that's fine while instant isn't, in the end the argument against the two seems to be exactly the same, ie that cannot happen in real life.
I believe the phrase being sought after here is: "Learning from past mistakes."
Useless Commodities Removed from (most) Engineering - Number of complaints: 0.
Guardian Blueprint Fragments - down from 17 for a single unlock to 1. Number of complaints: 0.
Number of Probes in our scanners: All of them. Number of Complaints: Why is this number greater than 0? Perhaps because they actually did what they get accused of not doing regularly, and played their own game and discovered that 100 probes sucked, 1000 probes sucked a little less, 10,000 probes sucked less, but was kind of silly, 100,000 probes looked ridiculous on the display, and opted for a simple "All The Probes" method which didn't suck at all, ensured those already 10k ly out in the black or more wouldn't find themselves probeless and/or missing that one vital ingredient to make more.
Well said, thing is though players that want instant gratification are not really invested enough into ED to stick around, hence FD are foolish to pander to people who won't be here for season 4.
I suspect that this is the result of people getting cheesed-off with all the mat-collecting they already have to do and FDev decided to throw people a bone by giving us this as a "freebie".
If that's the case, surely the real issue is that FDev need to change things so that people get less cheesed-off about collecting mat's and then they wouldn't moan as much about collecting mat's for probes and FDev could retain some semblance of realism without people being annoyed about it?
This is why I'm advocating test, suggest and amend as needed. That's what beta's are for.
Whether we end up with finite or infinite probes will, this time, be based on the scientific method.
You can't argue a point of faith but you can argue a point of fact.
At some point there has to be a line in the sand drawn about HOW realisitic a thing is going to be. Due to hardware/software limitations at the time of creation and WHAT CONSTITUTES FUN. After all, it's a game. Concessions need to be made for that.The "scientific method" isn't always an appropriate tool for establishing whether or not something is a good idea.
Let's say you develop a WW1 shooter and release it for beta-testing.
You might get a bunch of people saying it's a great game but they want laser-guns in it.
There's no way you can use the scientific method to decide whether or not that's a good idea.
At best, all it can tell you is whether or not it'd be likely to yield increased sales within the demographic that ask for it.
In a case like that, the main thing anybody (both customers and dev's) can rely on is the philosophy of the game.
If it's intended to be a realistic WW1 game then you're not getting your laser-guns, you're probably going to deter customers who want them but you will attract customers who're hoping for a realistic WW1 game.
If it's intended to be some kind of steampunk fantasy WW1 game, you get your laser-guns, you attract the customers who want that game but you deter customers who want a realistic WW1 game.
Furthermore, if the dev's don't adhere to a consistent philosophy, they risk displeasing both of those demographics with future content.
If the dev's reject the idea of laser-guns on the basis that the game's supposed to be realistic but then come up with some magical reason to give some weapons infinite ammo, that's going to conflict with their original philosophy and irritate all the people who thought they were buying into a realistic WW1 game.
One of the differences between a good game and a great game is often the immersion it generates and that can only be achieved by retaining a consistent internal logic.