Set it up like that and you still force players to do the same stuff over and over again to unlock all the toys but at least it wouldn't feel quite so much like "You've got to re-tie your shoelaces 20 times before you're allowed to go outside and play".
Yeah, and its such a shame. They went from us going 'wow, what a cool site and some cool new toys to boot!' to 'man how incompetent can these designers be?'. Seriously, just have people go to each site once, and have that be enough to unlock all modules.
Do fun stuff + get rewarded = happy gamers.
If FD were into actual space engineering they'd build the greatest rocket ever, then at the very end replace the heat shield with a wooden spoon. It makes no sense and obviously doesn't work. Sure, many design choices are by definition controversial. But here I have seen literally noone say that this is actually fun. Or even somewhat okay. It honestly boggles the mind.
It's bad. It really is. Makes you wonder if these people at Fdev have ever actually played their game in the way an actual player does. But if it is really that bad, then why do people do it? That metric is probably all they care about.
Doing a site 4 times was tolerable, fun even. Doing it 12 times was just painful. They should reduce the blueprints needed by a factor of 3-4. It's really just pointless repetition instead of engaging gameplay.
If we got 3 blueprints from the puzzle like we do with regular data at data points on planetary surfaces then it wouldn't be nearly as painful in my opinion but it is. I just finished running another 8 times for weapon blue prints for the shard cannon. Need to run 4 more times at another site for module blue prints. I'm not even bothering with the turrets.
The only other choice I could see is lowering the amount of blueprints needed to unlock new guardian tech. Won't do anything for stuff we already have unlocked but it would make unlocking new tech like the stuff we just got now much easier.
Yeah, you just have to tie them 6 times and aren't allowed to play for more than 20 minutes a week.
I see your point, it would be a better system, but it's still the game design on par with what I would expect from a free mobile game, not a game I payed for multiple times due to "continuous" expansions.
1 blueprint per item is the obvious, sensible, correct answer.
A way to reset the site in game without having to relog would go some way, at least making it appear more intentional that you have to go through the same thing more than once than the workaround of relogging.
Or a pointer to another system, so you can just keep following a string, even if the individual puzzles are the same.
In fact, I would remove the reset from relog, reduce the amount of blueprints needed, add breadcrumbs to follow to new sites and make sites more varied both in layout and puzzle procedures. Then you'd have continued "quest" with continued reward. Could add some hidden/locked "treasure" to sites that can be sold off for credits, too. Or if items are too complicated to add with the payout, some kind of guardian intel package could work.
I'm sure RNGsus himself has his Office at frontier and gets asked everytime a decision has to be made regarding the Level of grind. When the question was asked regarding the Guardian weapons RNGsus was in a bad mood. But however, FD doesn't question his decision.
You know, I think there is almost a universal opinion here that Frontier didn’t do the best job on the way these Guardian missions/items are currently implemented. But you know, I do believe that they love the game and love working on it and I am pretty sure they don’t deserve to be dumped on. Valid criticism of their work when it’s not the best is one thing but attacking them is not cool imo.
Frontier, yeah this Guardian content is not that good. But Elite Dangerous still is a great game overall. Please take some of the better feedback here and make this content better.