relogging to reset and farm specific items is lame, should be considered an exploit and should be replaced with a smarter system

you all probably know about it. we've all done it. farm a specific material, unlock guardian blueprints... etc. you simply log off, go to main menu, log back in and repeat whatever you were doing.

not only is this incredibly cheap and mind numbing, it also destroys a large portion of the sense of immersion. it also marginalizes certain tasks in the game, making farming certain items a lot faster than intended. ultimately this then results in players complaining about there being nothing to do, because they've spent hours grinding items by logging out and back in.

other games use lockout-id's or daily/weekly mechanics that allow you to complete certain tasks only once a day/week, basically adding a cooldown. this does come with it's downsides as well of course, potentially artificially increasing the time requirements to unlock certain items. but i think this would actually be a better solution than the log-out, log-in exploitation. the game takes place in a persistent universe after all. allowing you to simply relog to basically reset certain things in the game breaks this persistence and should therefore be prevented.

for me personally, this is an exploit and i think it really hurts the immersion of the game. we should find better solutions that give a balance of allowing you to repeatedly farm certain items but without having to relog over and over again.
 
If Frontier were to address persistence I'd rather they sort stuff like magicallly regenerating NPCs than stuff like the above.

"Fixing" the the log on / log off refresh just creates more pain and annoyance for players, while fixing stuff around NPC persistance removes annoyance/frustration and improves the game.
 
We only really use these exploits to compensate for the short falls in the spawning mechanics.

Raw elements are pretty much how all materials should be. If you know where to look, you're guaranteed to find them. Done.

The problem with data and manufactured, is they can both be very random, and for the most part, boring.
Base raiding for data is really fun, but it takes a long time (in the SRV), and doesn't yield much, or none of the data you want.
HGEs are slightly more predictable, but so incredibly boring and devoid of all gameplay.
 
I wouldn't have relogged at the sites if they did't make the unlock requirements literally over a hundred of the same thing. Or if there were substantially different/unique tasks to obtain all of these things.

"Do puzzle to unlock blueprint" is good. I like that.
"Now do it again fifteen more times" is not.
 
They used to have time limits on a lot of things, then people complained - "Everything is grindy and too hard!". It used to take more than a day to buy an Anaconde, then people complained - "Everything is grindy and too hard!". It used to take time and effort to get Elite rank, then people complained - "Everything is grindy and too hard!".

So we have what we have.
 
Instead of creating story line quests for the specific gear/engineering we are after, fdev created a grinding mechanic. Creating a grinding mechanic for a desired item, inevitably creates a desire to get around said mechanic. I am fine with relogging for mats/data. There is no immersion factor to the grind anyway. You don't have to grind efficiently if you don't want to. You can not grind at all and spend days/weeks/months getting what you need to get the gear or do all the engineering you want. If someone else is willing to grind. That is their choice, it's on them, let them be and leave them to it.
 
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