Quests instead of infinity loops

Devs, instead of making players grind forever (odyssey make it even worst); why don't you create quests of different and connected missions.
Make player travel, explore, fight, run, etc on foot and using ships.

Why force a player to do 100 times the SAME thing to (as an example) find 40 opinion polls?
Making quests, you not only make the game better, but avoid the ridiculous way to reset an instance (logging out and return).
This is a simple thing that could make the game play better, but could be used to show many cool things that only Elite can provide.
Many friends stop playing because of the grinding.

I hope someone from Frontier read this.

Cheers,
Denis
 
I hear you, But this Grind set mentality only gets worse with each addition.
Somebody thinks, just because they work at FD, You should too.
The Balance over Grind broke when they added Engineers,
and they all wear Blinders ever since.
Do away with re-login, and special POI's, and it would be too much.
 
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That's already been suggested many times before and when they rolled out Engineers. Wouldn't even require that much extra work. The actual mechanics for that are implemented: mission chains.

Everything there since many years. Yet nobody seems to know or want to use it. Long mission chains would, in effect, also result in a lot of game time invested in them. And even without the most obvious log in and out exploits. And it would very much cover up the time sinks, by feeling like actual gameplay. Considering how long this suggestion keeps coming up and being ignored, though... i guess somebody at FD firmly believe that only pure and true grind is the way to go.
 
That's already been suggested many times before and when they rolled out Engineers. Wouldn't even require that much extra work. The actual mechanics for that are implemented: mission chains.

Everything there since many years. Yet nobody seems to know or want to use it. Long mission chains would, in effect, also result in a lot of game time invested in them. And even without the most obvious log in and out exploits. And it would very much cover up the time sinks, by feeling like actual gameplay. Considering how long this suggestion keeps coming up and being ignored, though... i guess somebody at FD firmly believe that only pure and true grind is the way to go.
That somebody needs to go, they are killing the FUN.
How do they come up with these numbers anyway,
"UH, 40 sounds good" ..."Maybe 100 is better" Duh...
 
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Really sad my friends. That's so basic stuff, and has been ignored.
And the worst part: It's easy to fix, make many; MANY chain missions, even making you to go to colonia, etc... But not doing the same thing in infinite loop
Sad.. :(
 
I hope someone from Frontier read this.
Lol I wouldn't count on it.

I like your idea though. I'd love to see some quest type missions. Something that has a bit of a story to it and the outcome/s change depending on what choices you make during the missions.
 
Devs, instead of making players grind forever (odyssey make it even worst); why don't you create quests of different and connected missions.
Make player travel, explore, fight, run, etc on foot and using ships.

Why force a player to do 100 times the SAME thing to (as an example) find 40 opinion polls?
Making quests, you not only make the game better, but avoid the ridiculous way to reset an instance (logging out and return).
This is a simple thing that could make the game play better, but could be used to show many cool things that only Elite can provide.
Many friends stop playing because of the grinding.

I hope someone from Frontier read this.

Cheers,
Denis

There are the two Ram Tah missions which make you explore Guardian Ruins and Structures to decipher them and to learn about their lore. It takes a lot of time and travel, but it was certainly one of the most fun expeditions I've ever done in Elite. It's just a damn shame the logs you discover are not saved in the Codex (why? just WHY???).

Adding a number of similar hand-crafted "quest lines" would really add to the longevity of Elite. Especially now, when you can actually meet a fully voiced NPC "in person". Think of Quest lines that go deep into the lore and introduce players to the various factions, interest groups or actors and their respective agendas and politics.
 
Lol I wouldn't count on it.

I like your idea though. I'd love to see some quest types of mission. Something that has a bit of a story to it and the outcome/s change depending on what choices you make during the missions.
Could you imagine how fun would be if they make more missions like the training mission in Odyssey?
That was VERY good.
My God... so many potential thrown away.
 
why don't you create quests of different and connected missions.
Ok, you have a quest, find 40 opinion polls.
It is up to you how you will get them.
You can choose the most boring way either.
Or do you expect "Quest" item in transactions tab?
 
Could you imagine how fun would be if they make more missions like the training mission in Odyssey?
That was VERY good.
My God... so many potential thrown away.

Honestly, the level of the new tutorial mission they can't keep up. It was handcrafted, and for most of it, actually well done. (It could have used some more playtesting. There's plenty of ways of breaking the tutorial and not progressing any more by getting off the intended path, but with just a little more polish, it would have been absolutely great. )

It's impossible to get this level of missions throughout the whole galaxy... it would require to hand-craft millions of missions, nobody can possibly afford to create that. But we already have a system in place, which can generate mission chains. And while it sure won't reach the level of the tutorial, it still would be vastly better than what we were given.
 
Ok, you have a quest, find 40 opinion polls.
It is up to you how you will get them.
You can choose the most boring way either.
Or do you expect "Quest" item in transactions tab?

So yea. If the mission is "collect 40 of those things". Now take a look at the missions we have in game. Now imagine some chains:
  • Travel 50 ly. Intercept ship X. Take cargo Y. Return cargo to engineer.
  • Travel 20 ly. Go to coordinates on ground. Eliminate 5 scavengers. Pick up new destination from their data storage. Travel 10 more LY. Kill pirate lord Z. Return to get rewarded.
  • Travel 20 ly. Pick up passenger X. Bring passenger to station Y. Pirate Z attacks on the way. Fend off pirate. Return to pick up reward.

That's just a few random things. (Now also consider that we have missions to disable or reactivate emplacements, collect salvage in space and on ground, scan items, destroy reactors, eliminate traders, mine materials from asteroids, etc... so i have even only used a tiny part of what we already have. Which all, thanks to mission chains, can be connected dynamically. ) So each of my suggestions the current system is able to create, and many more. Dynamically. As each of those things and the system to make a mission chain is implemented and functional. And at least in my book, each of them would be more interesting than "pick up X items from a box". Also, neither of them could be cheesed by relogging, so you don't have to artificially inflate numbers to account for the relog method.
 
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Could you imagine how fun would be if they make more missions like the training mission in Odyssey?
That was VERY good.
My God... so many potential thrown away.
And how much effort went into that one 2 minute mission - weeks, months? But of course you'd want more all the time ..

And we do have non-repeating singular missions - go do the Engineer Unlock chains. You do them once, then they're done.

Or you could follow the 'story' of the game - a set of semi-related story arcs in Galnet, CGs etc going for the last 5 years.
 
Could you imagine how fun would be if they make more missions like the training mission in Odyssey?
That was VERY good.
My God... so many potential thrown away.
I don't have Odyssey yet but I have seen that training mission. Yes more missions like that would be so good to have.
I'm sure it wouldn't be tooooooo hard to implement, using something like the mission chains that we already have.
 
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Ok, you have a quest, find 40 opinion polls.
It is up to you how you will get them.
You can choose the most boring way either.
Or do you expect "Quest" item in transactions tab?
They could make you do 40 complete different things; not force a loop.
There are many better ways to do that.
 
And how much effort went into that one 2 minute mission - weeks, months? But of course you'd want more all the time ..

And we do have non-repeating singular missions - go do the Engineer Unlock chains. You do them once, then they're done.

Or you could follow the 'story' of the game - a set of semi-related story arcs in Galnet, CGs etc going for the last 5 years.
There are ways to automatize that using basic scripting, and we've saw that in many different games.
And I not even enter in the machine learning scope, which could do many 'magical' things in this area.
 
I don't have Odyssey yet but I have seen that training mission. Yes more missions like that would be so good to have.
I'm sure it wouldn't be tooooooo hard to implement, using something like the mission chains that we already have.
Yes, after they fix the bugs, and reduce the grind.
Then they would have time to do it, and we would have time to PLAY.
 
There are ways to automatize that using basic scripting, and we've saw that in many different games.
And I not even enter in the machine learning scope, which could do many 'magical' things in this area.

No. On that part we have to be honest: that level of mission design as used in the tutorial, with voice acting and all, you can't automatize. A tutorial is the entry to any game and it's a common thing that it's quality is above and beyond the rest of the game. Based on EDs worlds size, it's even more logical to be like that here. But honestly, based on the size of the games world, i'd be happy with much less.

See above, where i described some options on what the current mission system would actually be able to do, if you'd just use the chaining system on those already existing mission types.
 
No. On that part we have to be honest: that level of mission design as used in the tutorial, with voice acting and all, you can't automatize. A tutorial is the entry to any game and it's a common thing that it's quality is above and beyond the rest of the game. Based on EDs worlds size, it's even more logical to be like that here. But honestly, based on the size of the games world, i'd be happy with much less.

See above, where i described some options on what the current mission system would actually be able to do, if you'd just use the chaining system on those already existing mission types.
They can make actions and voices based on scripted events, even different paths depending on your actions but I undersant your point.
Would be much better even simple improvements.
 
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