Game Discussions Star Citizen Discussion Thread v12

Are there any games in MMO area that don't have some form of RNG crafting or looting mechanisms (well, other than SC :) )? Only way around that I can thing of is a game with shops where you have a simpler 'make money -> buy stuff' loop like SC has. Even Mil sims you loot bodies for RNG loot a lot 🤔 I'm betting they'll add more RNG into SC .. if they can ever get persistence to work ;)

(Not saying that ED doesn't have a lot of RNG mats and I can understand some ppl wanting that toned down, just wondering what the alternative is)
Pretty much any game has. Usually they shower you with stuff for you to pick. It's enough to play through the basic game. High-end loot is usually for PvP, bling or special "dungeons", missions, quests.
ED just gives you the special "dungeons" once you hit a certain "level" and it keeps its loot so tight in its rear that it's simply no fun, unless you are in to digging deep in the recesses of the game.
 

Viajero

Volunteer Moderator
I've had waaay more fun upgrading 10 suits than I did 20 ships. At least I never had to build a suit just to jump around scanning wakes outside a settlement. :p I should probably stop before I give Sandro ideas....
Yeah, I agree. I have actually quite enjoyed the EDO grind. Settlement gameplay can be imo quite fun. Played almost exclusively EDO content in Elite since its launch.
 
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I drove around a lot in the buggy when Horizons released. I didn't contribute to anything much but the sound design and the scanner was something sublime. That was solidly made game mechanics and fun. Like the vanilla spaceship stuff. The whole lot of Lootistan didn't add anything for me - it just got in the way of enjoying the core of ED, which was very solid. Still, the fond memories include the impeccable sound design and fun flying. It was already very grindy before Horizons, but it didn't get too much in the way - I didn't need an Anaconda.
But when Horizons released I bought a Python I couldn't even A-rate and then came the full brunt of bulletsponge and RNG-repeater grind on top of the already tedious progression aspect. There is a point when you need to cut your losses and bail out lest you go the route of sunk cost fallacy (time is the cost - I "invested" 500h to ED) like the SC gullibers do - but they actually sunk so much cash in in addition to time it's probably even harder to admit to themselves they made a bad investment.
 
Yeah, I agree. I have actually quite enjoyed the EDO grind. Settlement gameplay can be imo quite fun. Played almost exclusively EDO content in Elite since it’s launch.
I've actually 'finished' EDO - because I don't have any need of more equipment - so I wouldn't object to more 'grind'.

Main thing I have been using Odyssey for is searching for the (far too rare) graffiti - which comprises of going around stations just looking for cool things on the walls. May as well be playing SC ;)
 
Yeah. Most progress in time based games, including most MMOs, mean you have to grind. Some make the grind more or less appealing or hide it better but they all have serious grind. WoW has levels, Elite has ship/module progression and engineering etc etc. It all then comes down simply to personal preferences.
This is where the importance of the moment-to-moment action comes in. The Division 2 does it for me, I don't even care about the gear anymore, I just like walking around, sometimes doing a mission or a control point. Dead Cells is another example, always fun to jump in for a run or two, permanent progression or not.
 
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Are there any games in MMO area that don't have some form of RNG crafting or looting mechanisms (well, other than SC :) )? Only way around that I can thing of is a game with shops where you have a simpler 'make money -> buy stuff' loop like SC has. Even Mil sims you loot bodies for RNG loot a lot 🤔 I'm betting they'll add more RNG into SC .. if they can ever get persistence to work ;)

(Not saying that ED doesn't have a lot of RNG mats and I can understand some ppl wanting that toned down, just wondering what the alternative is)

Even some single player RPGs have enchanting/crafting based off loot drops.
 
In the case of the abomination that was RNGineering in ED...it should have been killed with fire at the planning stage. It killed (for me) what was a very good game up until then. ED became the minigame as the game of engineering took complete control and overshadowed everything I found positive, skill based or inuitive about my favourite space game. I tested it during the beta phase and said much the same thing about it then as I do now...I hated it from the get-go. All the 'improvements' and lessening of the RNG done subsequently did nothing to make a very badly designed and implemented crafting system anywhere near good.

As a matter of record, you'll rarely see or hear me speak ill of ED or FDev in any way, shape or form anywhere...but RNGineering wasn't and still isn't the ED I threw my hat into in 2015 :)

I don't mind the collection of materials that much after they introduced the traders. If they had been in at the start i think it would have had less negative feedback. But then in Odyssey, there are 3 classes of "materials" (goods, assets, data) and you can only trade 1 of those types. Its like they learned nothing.

However, it doesn't kill Odyssey engineering for me, just makes it a little more annoying.

What I didn't like was the power creep and how it separated the haves (Horizons owners) from the have nots (base game only owners), and how it eventually led to them making combat zone ships massive bullet sponges.
 
This is where the importance of the moment-to-moment action comes in. The Division 2 does it for me, I don't even care about the gear anymore, I just like walking around, sometimes doing a mission or a control point. Dead Cells is another example, always fun to jump in for a run or two, permanent progression or not.
SWtoR has it's loot, Diablo does. It's some more or less unneccessary filler. I'm there to take the journey, bash stuff and get happy when my chatacter advances because that unlocks abilities that might change zhe hgame is played.
Swtor, well it was mostly adding another hotkey but I was kinda piano player by the end and trooper had Femshep's voice. Must hgave been zhe deciding factor I finished her campaing - didnt do it with the agent.
I learned the concept of tanking with her.
 
I don't mind the collection of materials that much after they introduced the traders. If they had been in at the start i think it would have had less negative feedback. But then in Odyssey, there are 3 classes of "materials" (goods, assets, data) and you can only trade 1 of those types. Its like they learned nothing.

However, it doesn't kill Odyssey engineering for me, just makes it a little more annoying.

What I didn't like was the power creep and how it separated the haves (Horizons owners) from the have nots (base game only owners), and how it eventually led to them making combat zone ships massive bullet sponges.
It took them two years of utter shaut gameplay until they changed that. Who waits two years to play their game save again? Dont answer. Many do, the point is that many dont and that should illustrate why SC is the utter joke not even Sammerco can't beat.
 
But then in Odyssey, there are 3 classes of "materials" (goods, assets, data) and you can only trade 1 of those types. Its like they learned nothing.
Sorry, OT but, correct me if I'm wrong but only data can't be traded with bartenders, the other mats are. And that's for stations' bartenders, inside a fleet carrier all three of the mats are tradeable between players.
 
Sorry, OT but, correct me if I'm wrong but only data can't be traded with bartenders, the other mats are. And that's for stations' bartenders, inside a fleet carrier all three of the mats are tradeable between players.
You have materials, goods and data - only materials can be traded. materials are split into three sub-types (circuits, chemicals and tech) - all 3 can be traded in their 'type', but not between them. And as you say, FC can trade all 5 types. fdev - never ones to make something simple

(Apologies for the OT)

If only we could put them in physicalised boxes and carry them around like you will probably be able to do in SC ;)
 
You have materials, goods and data - only materials can be traded. materials are split into three sub-types (circuits, chemicals and tech) - all 3 can be traded in their 'type', but not between them. And as you say, FC can trade all 5 types. fdev - never ones to make something simple

(Apologies for the OT)

If only we could put them in physicalised boxes and carry them around like you will probably be able to do in SC ;)
Like if SC was able to pull off that kind of overblown, complicated for the sake of complication system. In SC you get one item in your box then it's suddenly in my box and then we both just blow up.
 
Sorry, OT but, correct me if I'm wrong but only data can't be traded with bartenders, the other mats are. And that's for stations' bartenders, inside a fleet carrier all three of the mats are tradeable between players.

Only assets can be traded. Goods and data can be sold but not traded.

FCs allow players to trade, but buy/sell orders need to be set up and its not like you can go and exchange like with the bartenders or Horizons traders. Its literally sell the stuff you don't want and hope the owner is selling stuff you do want.
 
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