Reduce the grind

Trucking around from engineer to engineer, crisscrossing the bubble over and over as they unlock one by one?

Driving around a SRV that spins out a lot, having to target and run over each rock individually?

Sitting in supercruise waiting for signals to spawn.

Plus all the assorted tasks. Especially the combat and mining. I made my initial bank following a list of worlds to scan, but now... I could do most anything. Some of the most enjoyable stuff is horribly unrewarding. Like running around in an SRV might MAYBE find something, which is more than likely to get you in legal trouble that is NOT worth the piddling amount you might get from it.
 
Trucking around from engineer to engineer, crisscrossing the bubble over and over as they unlock one by one?

Driving around a SRV that spins out a lot, having to target and run over each rock individually?

Sitting in supercruise waiting for signals to spawn.

Plus all the assorted tasks. Especially the combat and mining. I made my initial bank following a list of worlds to scan, but now... I could do most anything. Some of the most enjoyable stuff is horribly unrewarding. Like running around in an SRV might MAYBE find something, which is more than likely to get you in legal trouble that is NOT worth the piddling amount you might get from it.
The only reason why your SRV continuosly spins out would be because you are driving too fast. Slow down a bit, you won't spin out and you will get to your destination quicker. Personally I love using my SRV, I find it very good fun.

The issue you had seems to be the need to open up all the engineer's in one go. It's been years for me and still haven't got them all opened up. I will get their eventually, but I don't see the need to rush.
 
The only reason why your SRV continuosly spins out would be because you are driving too fast. Slow down a bit, you won't spin out and you will get to your destination quicker. Personally I love using my SRV, I find it very good fun.

The issue you had seems to be the need to open up all the engineer's in one go. It's been years for me and still haven't got them all opened up. I will get their eventually, but I don't see the need to rush.
Gotta go fast.

I'm happy for you, that you are easily amused and don't feel the need to better yourself and optimize your equipment. It must save you a lot of time, doing things by halves. I have most of them unlocked, only the last couple are left, so I can trick out my stuff as needed. I'm just looking at the grind for people who DIDN'T throw time at the task.

I'm actually pretty good at getting high speed and not spinning out, the main gripe is the arbitrary limits and RNG. But good controls are a thing- if things FEEL bad, many people just leave. And people who leave? They don't buy cosmetics.

Every game is by nature a set of hamster wheels. And games without plots like ED have wheels that are by necessity infinite and a little obvious. And people don't always have the time or patience for these things. My current thing is going and grinding out Guardian toys. I started, but then just kind of lost interest and installed some other games that I hadn't got around to yet.

And that is me not being tempted to buy cosmetics either.
 

DeletedUser191218

D
Yep, it was about 9 months ago, but I understand that only certain easily identifiable ships are engineered up to the hilt and you don't need to go after those.

Not that it matters because you don't need to go un-engineerd. You can easily engineer your ship well before you get to unlock him. In fact you don't need to unlock him to be effective against NPCs at all. Its just an easy unlock if you're in a combat zone anyway, you may as well do it.

So after this entire conversation where it has been presented that you don't need to engineer, the answer is "it's easy to engineer". My word. As I have stated over and over again, engineering us a pre-requisite. Why have we wasted this entire exchange for you just to conclude engineering is indeed required?
 

DeletedUser191218

D
I think it's time I stopped following this thread. As I opened, continued refusal to accept and address the issues with this game's shockingly repetitive and grindy game loops will only see it fall further behind the competition. It SHOULD be the best game of this genre on the market as a result of it's engine....but the inability to do basic game mechanics means it isn't (and yes this is subjective but seems to be an increasing majority view). The biggest disappointment for me was how good this game started and subsequently ruined by the introduction of engineers. I stand by my contention that it's the worst content addition of any game I've ever played as it materially makes the game less enjoyable, adds significant blocks to gameplay, involves no skill (fly 5000ly in a straight line!!!) and is just incredibly boring. The sensible thing would have been to realise what a horror they had added and remove it immediately. Instead they doubled down and ruined a potentially great game. I don't play it any more. Even fleet carriers - which I was REALLY encouraged about - is obviously going to entail another mat grind just to move the damn thing. It's just not fun. I'm too busy in my personal life with family and work commitments to spend my leisure gaming time grinding boring game loops that have been out of date since 1990. I wish the rest of you well and hope you continue(?) to enjoy what this game has to offer. I've sadly reached the point of lost hope and faith in the developer. This game will never be what I, perhaps mistakenly, thought it was going to become. It's a grind-fest with some nice planet visuals.
 
So after this entire conversation where it has been presented that you don't need to engineer, the answer is "it's easy to engineer". My word. As I have stated over and over again, engineering us a pre-requisite. Why have we wasted this entire exchange for you just to conclude engineering is indeed required?
Nope, that is not the premise. The premise is that you do not need to grind to engineer 1-3 grade upgrades to take on engineered NPCs.

You do not need engineers for trade, exploration or mining in any shape or form.
 
Gotta go fast.

I'm happy for you, that you are easily amused and don't feel the need to better yourself and optimize your equipment. It must save you a lot of time, doing things by halves. I have most of them unlocked, only the last couple are left, so I can trick out my stuff as needed. I'm just looking at the grind for people who DIDN'T throw time at the task.

I'm actually pretty good at getting high speed and not spinning out, the main gripe is the arbitrary limits and RNG. But good controls are a thing- if things FEEL bad, many people just leave. And people who leave? They don't buy cosmetics.

Every game is by nature a set of hamster wheels. And games without plots like ED have wheels that are by necessity infinite and a little obvious. And people don't always have the time or patience for these things. My current thing is going and grinding out Guardian toys. I started, but then just kind of lost interest and installed some other games that I hadn't got around to yet.

And that is me not being tempted to buy cosmetics either.
I'm playing a computer game. I play computer games for fun not to better myself unless I am playing rocksmith. If I am playing in a way that isn't fun when there are better, more fun alternatives, as far as I am concerned, I am doing something wrong.

Your choice of course. Play how you want to.
 
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Collective goals in this game require grind to work. Powerplay/BGS etc. are designed to be unachievable by a single player (excepting of course, the masochists who enjoy flipping systems solo. This wasn't how it was designed though).

It would actually be quite easy to reduce the grind. Just play through the gameplay involving personal goals, behind which you lock content. If you need to repeat a process more than once, either make that process challenging, interesting or engaging to do more than once. Otherwise, don't make players repeat it.

If you insist on making players repeat something, there should be a good reason for it. "Because otherwise they'll get through the content too fast" isn't a good reason.

I played Elite because I wanted to fly a spaceship doing interesting and/or exciting stuff. I enjoyed changing my setup around when I got bored of it. Despite similar mechanics in place pre-engineers, once I'd earned the credits and bought a decent combat/trading/exploration ship, I had the Freedom to participate in all the other aspects of the game any way I chose. If I got bored of my FAS, I could sell it and buy and outfit a fully specced FDL in a few hours, then get back to PP or BGS or whatever, without handicapping myself in a lesser ship. Now, it could take a week or more to do the same thing. Experimenting with builds had become a PITA. I'm a parent of two young kids, with a 9-5 (6am - 7pm really). I do not want to spend the couple of hours I play each evening doing busy work.

I kind of agree with some of that, but I have a fairly damning conclusion that not all players are going to like:

My conclusion - is that it's PvP Combat that has ruined the game for many, more specifically, it's PvP combat enthusiast players that have ruined this game for everyone (without making it much better for themselves - oh, the irony!)

Please bear with me - this isn't a personal or individual attack - so try to rein-in any misplaced ire that you may have after reading that last paragraph.
Cool.

Allow me to explain...

Once upon a time there was a vanilla game that as was nicely illustrated in my quoted post. There were very definitely still elements of "grind" (if that's your own personal way of describing the game?), but I for one never did any "grinding" in the game - I only ever flew my ship around in search of gaming that I enjoyed doing. Missions back then were far more simplistic, and AI did go through some iterations of "weakness", "randomness" or just plain "bad-a-ss" ( I once got one-shot in a mid-level Cobra from an Elite Anaconda in some random uninhabited Anarchy system... which I still think is fair game in this game, but the background NPC has been manipulated heavily over the years ).

One could, and indeed some players very much did, grind for Credits (and Rank) as quickly as humanly possible for the sole outcome to be in the bad-est ship with the best-est weapons in the galaxy to be able to confront and vanquish other players as their "reward" for all that "grind".


Back then, however, I remember after many months of happy and enjoyable play with absolutely no grinding from me whatsoever - (I was just having fun enjoying my time in the game) - I traded in my Cobra and bought my first real upgrade ship - an Asp Explorer. It took a long time again to be able to A-rate it entirely, and to get it to a stage where I could go to a combat area with strong shields and weapons (I think compromised nav beacons and Haz Res were a thing at the time...) and engage in some dog-fighting with pirates - for the sheer enjoyment of it. It also gained some credits for your efforts - but that wasn't the reason to go and do this - the fun was the thing. I also remember not being able to stay for long in those areas - at least no very often. The A-rated Asp X that I enjoyed flying - boost sounded like a demented Chinook helicopter - was fairly good up to a point, but at some stage sooner or later you'd have to leave after finding an opponent or opponents that would best you in combat - and that's entirely fine by me... so you'd have to extended and escape instead of staying to be destroyed.

... I wouldn't have lasted long in a basic sidewinder in the same Haz Res before needing to leave, or just plain got destroyed. This was prior to engineering, so I absolutely believe that there are some places that you shouldn't really go in some ships - just like it has been from the start.

... so at no point in the past was it that any player could just go about in a basic sidewinder and "beat a CZ" as it is in today's language, so that's a fairly moot point even to begin with.


But how did the PvP combat enthusiast degenerate the game?

Well, in the past it was always, always, always on the player to choose what weaponry he found to be most "fun", instead of conforming to some highest DPS meta- and this is where the downfall of the game occurs for me.

You didn't specifically need the best-est ship or load-out to simply enjoy the game. You formerly just had a personal choice and that personal choice was always going to be guided by fun rather than "win". Some weapons were marginally better than others in some areas, but that didn't render the lesser from being a player's choice, just because they liked using them, or the visuals of beams, or simply the visual look of the weapon on the pylon and the way it deployed from the hull. Some of it was arbitrary, but there was no massive drawback or disadvantage in choosing what one liked, which is exactly where we have ended up today - and the largest part of the way we have ended up today is the responsibility of the PvP combat enthusiast.

The highest DPS meta was always, always going to be the domain of the PvP combat brigade...
...likewise the highest defensive meta. Absolute MJ of shield, plus boosters, etc... all marks out a ship as a PvP build rather than just an average player playing the hard-coded game-world.

Along came engineering. Average players just went about in the normal hap-hazard way of selecting ship fits that suit their mood or their current "budget" of both Cr and materials, but the PvP combat guys went absolutely all-out to must-gather-as-many-materials-as-possible to be able to "grind" out the top G5 builds possible. That definitely was never, ever required to engage with any gameplay and actually, I started to find too high engineering makes the background game slightly too easy and a bit less fun to engage with - so you can guess that I just didn't grind and left my engineering to a modest amount and continued to have brilliant fun playing the game, and I daresay the majority of all players did similar to me and just didn't go out stock-piling hundreds of materials - taking hours and hours to do so, just so that they could benefit from top G5 builds on everything they equipped. You just don't "need" that in the game. Unless you use the game as a PvP combat platform. (Which, actually, it really isn't!)

But now it turns out that some players say that engineering is a pre-requisite for CZs. Is that actually a thing? I dunno - because I have been away on DW2 and only just returned to Colonia. Somehow I doubt that to be absolutely true. How about fitting out a Krait II with all A-rated stuff including shield boosters and HRP/MRPs, kinda like I've just done with a Krait Phantom over at Colonia and flown into a couple of combat areas - not CZs, specifically - but had a reasonable amount of fun in a reasonably tough ship that has no engineering on it whatsoever! Did I have to leave the scene? Yes, I did - it was a megaship heist scenario and I clipped the megaship using frag cannons for my first ever time, so forced to retreat from multiple enforcers going after my hundred-credit bounty!!! (If I were to complain about anything, it'd be that I believe that there are far more important elements in the game that require attention than other than engineering, any perceived "grind" or inability to "WIN" CZs...)

This is where it gets tricky, because the "de-facto" best-est mode to play in was Open. Apparently! But to do that meant that normal and average players were faced with a stark choice, due to the proliferation of arms races. To engineer or not to engineer?

For the game? You really do not need to. Never did. It was arguably better fun not to go too far overboard with engineering, due to it potentially making your game experience less fun, less challenging or less satisfying as a direct consequence - personal opinions may vary... but the fact remains that you didn't NEED to engineer.

Unless... You wanted to PvP combat. Or, perhaps wanted to remain in Open and be able to defend against an aggressive PvP combat bell'.

So for reasons brought about by PvP combat enthusiasts, it was a case of engineer in Open or be destroyed in Open if you met a bell'.

Therein lies a double whammy... If you were like me, to engineer meant enjoying the game a little bit less. To engineer to the maximum meant enjoying the game an awful lot less. And also to set aside a considerable amount of game time to do unwanted engineering would be to enjoy the game a little bit less on top of that already little bit less enjoyment But to quit Open for another game mode? - that also meant to enjoy the game a little bit less as well. All because of PvP combat enthusiasts and their forced proliferation of combat ships, combat modules, combat engineering and the coercion of engineering to keep up or just keep from being destroyed quite so easily.

The conclusion is quite simple - without PvP combat as a "main focus" or in some cases "sole focus" - there would be absolutely no grind whatsoever.

There would be no need to engage in any Credit race,
Absolutely no need to engage in any ranking race,
Absolutely no need to engage in engineering to the maximum...

In short, there would be no need to "grind". (Personally, I already play with no need to "grind" for anything...)

Unless, of course, "the grind" is already in your personality in the first place...
Must get to Elite? Must get to Elite quickly? Must get to Elite QUICKEST? Must get to double/triple/quadruple Elite??? <- that type of grind is not the fault of the game. Just as any grind you engage in within the game is not the fault of the game itself. That's partly in the player themselves, but it's also partly due to PvP combat brigade mentality allied to the view of some that Open mode is de-facto the best-est mode to Play. (Hence the Open-Only this, or Open-bonus that threads that appear here regularly)
 
Since I would have to unlock every friggen engineer, rank them up to whatever level they become useful at and collect all the crappy mats for that: Yes, attaining level 3 or level 2 upgrades are pretty much a damn grind.
 
It's funny that almost everywhere else, this view on ED (in light of NMS update) is the consensus. On the ED forum it gets met with the usual desperate "there is no grind, it's all your own fault" reply. Meanwhile NMS is now a much better game than ED. MUCH better. Keep on arguing against ED's faults though while Hello Games continue building a better game and evidencing their superiority and commitment in improving their game.

Really? The flight model is fun now? Have they added HOTAS support? I hear Candy Crush is a good game too.
 
I kind of agree with some of that, but I have a fairly damning conclusion that not all players are going to like:
(the rest of your post)
You need to actually go to a CZ to find out for yourself. Engineered ships should face engineered ships. You're not doing one on one battle, you'll be attacked by several engineered ships at once. I'd say you need to have engineering to be successful in a combat zone.
 
I kind of agree with some of that, but I have a fairly damning conclusion that not all players are going to like:

My conclusion - is that it's PvP Combat that has ruined the game for many, more specifically, it's PvP combat enthusiast players that have ruined this game for everyone (without making it much better for themselves - oh, the irony!)

Please bear with me - this isn't a personal or individual attack - so try to rein-in any misplaced ire that you may have after reading that last paragraph.
Cool.

Allow me to explain...

Once upon a time there was a vanilla game that as was nicely illustrated in my quoted post. There were very definitely still elements of "grind" (if that's your own personal way of describing the game?), but I for one never did any "grinding" in the game - I only ever flew my ship around in search of gaming that I enjoyed doing. Missions back then were far more simplistic, and AI did go through some iterations of "weakness", "randomness" or just plain "bad-a-ss" ( I once got one-shot in a mid-level Cobra from an Elite Anaconda in some random uninhabited Anarchy system... which I still think is fair game in this game, but the background NPC has been manipulated heavily over the years ).

One could, and indeed some players very much did, grind for Credits (and Rank) as quickly as humanly possible for the sole outcome to be in the bad-est ship with the best-est weapons in the galaxy to be able to confront and vanquish other players as their "reward" for all that "grind".


Back then, however, I remember after many months of happy and enjoyable play with absolutely no grinding from me whatsoever - (I was just having fun enjoying my time in the game) - I traded in my Cobra and bought my first real upgrade ship - an Asp Explorer. It took a long time again to be able to A-rate it entirely, and to get it to a stage where I could go to a combat area with strong shields and weapons (I think compromised nav beacons and Haz Res were a thing at the time...) and engage in some dog-fighting with pirates - for the sheer enjoyment of it. It also gained some credits for your efforts - but that wasn't the reason to go and do this - the fun was the thing. I also remember not being able to stay for long in those areas - at least no very often. The A-rated Asp X that I enjoyed flying - boost sounded like a demented Chinook helicopter - was fairly good up to a point, but at some stage sooner or later you'd have to leave after finding an opponent or opponents that would best you in combat - and that's entirely fine by me... so you'd have to extended and escape instead of staying to be destroyed.

... I wouldn't have lasted long in a basic sidewinder in the same Haz Res before needing to leave, or just plain got destroyed. This was prior to engineering, so I absolutely believe that there are some places that you shouldn't really go in some ships - just like it has been from the start.

... so at no point in the past was it that any player could just go about in a basic sidewinder and "beat a CZ" as it is in today's language, so that's a fairly moot point even to begin with.


But how did the PvP combat enthusiast degenerate the game?

Well, in the past it was always, always, always on the player to choose what weaponry he found to be most "fun", instead of conforming to some highest DPS meta- and this is where the downfall of the game occurs for me.

You didn't specifically need the best-est ship or load-out to simply enjoy the game. You formerly just had a personal choice and that personal choice was always going to be guided by fun rather than "win". Some weapons were marginally better than others in some areas, but that didn't render the lesser from being a player's choice, just because they liked using them, or the visuals of beams, or simply the visual look of the weapon on the pylon and the way it deployed from the hull. Some of it was arbitrary, but there was no massive drawback or disadvantage in choosing what one liked, which is exactly where we have ended up today - and the largest part of the way we have ended up today is the responsibility of the PvP combat enthusiast.

The highest DPS meta was always, always going to be the domain of the PvP combat brigade...
...likewise the highest defensive meta. Absolute MJ of shield, plus boosters, etc... all marks out a ship as a PvP build rather than just an average player playing the hard-coded game-world.

Along came engineering. Average players just went about in the normal hap-hazard way of selecting ship fits that suit their mood or their current "budget" of both Cr and materials, but the PvP combat guys went absolutely all-out to must-gather-as-many-materials-as-possible to be able to "grind" out the top G5 builds possible. That definitely was never, ever required to engage with any gameplay and actually, I started to find too high engineering makes the background game slightly too easy and a bit less fun to engage with - so you can guess that I just didn't grind and left my engineering to a modest amount and continued to have brilliant fun playing the game, and I daresay the majority of all players did similar to me and just didn't go out stock-piling hundreds of materials - taking hours and hours to do so, just so that they could benefit from top G5 builds on everything they equipped. You just don't "need" that in the game. Unless you use the game as a PvP combat platform. (Which, actually, it really isn't!)

But now it turns out that some players say that engineering is a pre-requisite for CZs. Is that actually a thing? I dunno - because I have been away on DW2 and only just returned to Colonia. Somehow I doubt that to be absolutely true. How about fitting out a Krait II with all A-rated stuff including shield boosters and HRP/MRPs, kinda like I've just done with a Krait Phantom over at Colonia and flown into a couple of combat areas - not CZs, specifically - but had a reasonable amount of fun in a reasonably tough ship that has no engineering on it whatsoever! Did I have to leave the scene? Yes, I did - it was a megaship heist scenario and I clipped the megaship using frag cannons for my first ever time, so forced to retreat from multiple enforcers going after my hundred-credit bounty!!! (If I were to complain about anything, it'd be that I believe that there are far more important elements in the game that require attention than other than engineering, any perceived "grind" or inability to "WIN" CZs...)

This is where it gets tricky, because the "de-facto" best-est mode to play in was Open. Apparently! But to do that meant that normal and average players were faced with a stark choice, due to the proliferation of arms races. To engineer or not to engineer?

For the game? You really do not need to. Never did. It was arguably better fun not to go too far overboard with engineering, due to it potentially making your game experience less fun, less challenging or less satisfying as a direct consequence - personal opinions may vary... but the fact remains that you didn't NEED to engineer.

Unless... You wanted to PvP combat. Or, perhaps wanted to remain in Open and be able to defend against an aggressive PvP combat bell'.

So for reasons brought about by PvP combat enthusiasts, it was a case of engineer in Open or be destroyed in Open if you met a bell'.

Therein lies a double whammy... If you were like me, to engineer meant enjoying the game a little bit less. To engineer to the maximum meant enjoying the game an awful lot less. And also to set aside a considerable amount of game time to do unwanted engineering would be to enjoy the game a little bit less on top of that already little bit less enjoyment But to quit Open for another game mode? - that also meant to enjoy the game a little bit less as well. All because of PvP combat enthusiasts and their forced proliferation of combat ships, combat modules, combat engineering and the coercion of engineering to keep up or just keep from being destroyed quite so easily.

The conclusion is quite simple - without PvP combat as a "main focus" or in some cases "sole focus" - there would be absolutely no grind whatsoever.

There would be no need to engage in any Credit race,
Absolutely no need to engage in any ranking race,
Absolutely no need to engage in engineering to the maximum...

In short, there would be no need to "grind". (Personally, I already play with no need to "grind" for anything...)

Unless, of course, "the grind" is already in your personality in the first place...
Must get to Elite? Must get to Elite quickly? Must get to Elite QUICKEST? Must get to double/triple/quadruple Elite??? <- that type of grind is not the fault of the game. Just as any grind you engage in within the game is not the fault of the game itself. That's partly in the player themselves, but it's also partly due to PvP combat brigade mentality allied to the view of some that Open mode is de-facto the best-est mode to Play. (Hence the Open-Only this, or Open-bonus that threads that appear here regularly)
Maybe, but then how does Thargoids and Guardian sites (PvE activities) fit the "Grind is the fault of PvP players" narrative?

I think it's more likely that grind is a design philosophy. PvP players will find the "meta-build" no matter how many options you give them.

Don't get hung up on Engineers. That's just a part of a much more pervasive problem.

FDev seem to rely on busy work, or grind, or repetition or whatever you want to call it as a means of stretching out content. I believe the whole idea of grind crept into game design, peaking several years ago when P2W games seemed to be the norm. I could understand a P2W game using grind. It makes complete sense in that business model. Players would have 3 choices in a P2W game:
1) Spend a very long time doing boring stuff to access content (to either be competitive or in some cases simply to continue playing)
2) Pay to circumvent the boring stuff.
3) Not play at all.

While there will always be players willing to grind (Just Google the term "grind", and you will find forums where players are literally looking for games with a lot of grind), I believe more and more players are becoming less tolerant of it. Particularly in games where you pay upfront.

I'm not a huge fan of diving into combat with an "I win" death machine. I was excited when Sarah Jane Avery threatened to make the AI better. Not so excited when I discovered that by "better" she meant better equipped and capable of cheating. I was hoping for tougher twitch reaction AI.

Either way, why introduce content that requires grind to achieve at all? I may not need all G5 upgrades ships, but if they're there at all, there's no reasonable excuse to require grind to achieve other than "Because otherwise they'll get through the content quicker", which as I've already stated, is a poor reason for putting it in the game. If I get through that content quickly, I'll just go back to participating in (what to me) is the actual game - BGS, PP, CGs etc.

I'd much rather they spent more time concentrating on other aspects. Give me something to do with my ship, other than building my ship/s.
 
Maybe, but then how does Thargoids and Guardian sites (PvE activities) fit the "Grind is the fault of PvP players" narrative?

I think it's more likely that grind is a design philosophy. PvP players will find the "meta-build" no matter how many options you give them.

Don't get hung up on Engineers. That's just a part of a much more pervasive problem.

FDev seem to rely on busy work, or grind, or repetition or whatever you want to call it as a means of stretching out content. I believe the whole idea of grind crept into game design, peaking several years ago when P2W games seemed to be the norm. I could understand a P2W game using grind. It makes complete sense in that business model. Players would have 3 choices in a P2W game:
1) Spend a very long time doing boring stuff to access content (to either be competitive or in some cases simply to continue playing)
2) Pay to circumvent the boring stuff.
3) Not play at all.

While there will always be players willing to grind (Just Google the term "grind", and you will find forums where players are literally looking for games with a lot of grind), I believe more and more players are becoming less tolerant of it. Particularly in games where you pay upfront.

I'm not a huge fan of diving into combat with an "I win" death machine. I was excited when Sarah Jane Avery threatened to make the AI better. Not so excited when I discovered that by "better" she meant better equipped and capable of cheating. I was hoping for tougher twitch reaction AI.

Either way, why introduce content that requires grind to achieve at all? I may not need all G5 upgrades ships, but if they're there at all, there's no reasonable excuse to require grind to achieve other than "Because otherwise they'll get through the content quicker", which as I've already stated, is a poor reason for putting it in the game. If I get through that content quickly, I'll just go back to participating in (what to me) is the actual game - BGS, PP, CGs etc.

I'd much rather they spent more time concentrating on other aspects. Give me something to do with my ship, other than building my ship/s.

Umm, aren’t the CG’s, BGS and PP the most grindy things in the game?
 
Umm, aren’t the CG’s, BGS and PP the most grindy things in the game?
As I said. If there's a reasonable excuse for the grind, then I can tolerate it (somewhat). For CGs, BGS and PP, there is supposed to be a goal that's unachievable by a single CMDR. I can't really see any way of making them work, other than to require more work than a single player could manage, thereby creating the potential for grind.

I think it's a poor mechanic in general though, but for lack of a better alternative, given the existing framework that's in place, you sort of have to either accept it or move on. I've never gotten past lvl3 in PP and only managed to maintain that for a week or so. I've done ok in a couple of CGs, thanks to G5 upgrades. I also managed to flip a system once, which was a bit of a grind admittedly. None of these did I find as grindy as Engineering though.
 

DeletedUser191218

D
Really? The flight model is fun now? Have they added HOTAS support? I hear Candy Crush is a good game too.

Within the parameters of what each game is respectively supposed to do, candy crush has achieved it more successfully.....as well as commercial success. Fine to mock but candy crush does what it does well, ED does what it does really badly.
 
Not keen on inventory manager 2019, but the language unlock thing intrigued me. Probably not enough to combat inventory slot managing. Are zhere at least chests to dump stuff?
You can get more slots but I haven't seen any 7DTD type chests. There's a base recovery module or something like that. The issue is that it's a cartoon with an RNG, the animal you see on one planet is the same as the animal you'll see on another, except now the mushroom has T-Rex legs or something stupid. The flight model is straight from the 90's.
 
You can get more slots but I haven't seen any 7DTD type chests. There's a base recovery module or something like that. The issue is that it's a cartoon with an RNG, the animal you see on one planet is the same as the animal you'll see on another, except now the mushroom has T-Rex legs or something stupid. The flight model is straight from the 90's.

Yeah that's quite accurate, but that was the case even before the new update.
Only thing that beyond brought was the vr thing, which is horrible with their optimization. The gameplay plays itself because everything is just there, either frigates or farms will give you everything. New "improved" building is actually worse now and there's two new gimmicks that are just that, gimmicks.
 
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