So you complain about something that isn't important in a lore or gameplay perspective or is it that you have gone to Hutton at all for something urgent?
Not what I was saying at all, don't pull things out of context. Pretty sure *billions* of locations effectively timelocked is pretty important, too. Lore has nothing to do with the acceleration rate cap whatsoever.
I'd think the charging time is to generate enough energy for the FSD to open the hyperspace tunnel, then it takes 5 secs to enter the tunnel, hence the animation during the timer. Either way, I'm suspecting the timer is also part of the loading time while getting to the other system.
Ostensibly that is what it is, but I don't think it needs to be quite so long. Also there's a different between the charge-up sequence and the timer, which I'd reduce to 3 seconds if I had my personal preference. As for loading, the reason stars take time to load in now is because Fdev changed the way they load to reduce the amount being done in witchspace. I mean, it's always been pretty clear to me that witchspace is a very-clever curtain pulled over a loading screen (which I am not complaining about mind you, I think the way witchspace is working is just dandy), but that should serve as solid proof if you had any doubts.
He and many other people do in a way. That's one reason why most elite players are older than 30 years.
There's a difference between self-imposed tedium and having to wait because of someone else. I mean, I'm pretty sure there's no "Stop And Go: Crowded Freeway Traffic Simulator" out there for anyone's "enjoyment". I know ETS/ATS has road traffic and all but nothing I'd approximate with the patience-testing experience with real life.
To me, hyperjumps involve about the same amount of repetitiveness as that game would have with stop-and-go. And no, it's not enough to *ruin* the game and it's something I've tolerated just fine; as many have intimated already, the experience of space travel is still pretty great - but that doesn't mean it can't be improved upon.
Life in general has many time sinks in a way, Elite reasembles them.
Elite: Clockpunchers?
Well, literally everything in this game is artificial so, does it matter if the cap is there as a way to add a bit of challenge in SC?
That's a disingenuous light to portray things in. "Artificial" here means something that doesn't need to exist except to serve as a game rule or limitation as decided by the devs, akin to a dungeon master saying "No making saving rolls unless they are 30 seconds apart." It's got no footing in lore, it's not adding to the experience, and the idea it's technical in nature is questionable at best - therefore it's not "natural" to the game.
I'm a seasoned explorer and I'm not complaining about anything... Also, a normal 20 Ly jump range can cross the bubble in no more than 11 jumps, for a quality trader ship of about 30 jumps, it should be no more than 8 jumps.
No? It's much more than 11 jumps...it takes me ~11 jumps in a 25 LY Python just to get from one Engineer to another (and I'm not talking about Palin, he's usually about double that).
Well, travel naturally has to take time, thus the game had to introduce mechanics to make it feel so.
That's backwards...travel takes too much time, so the game introduced mechanics to save time - namely faster-than-light travel. Skyrim had fast travel for the same reason.
The thing is that Fdev has created a to-life scale representation of the Milky Way Galaxy. Space is just that damn big that even with FTL travel it still takes considerable time to traverse, whether it be through Hyperjumps or the novel idea of Supercruise that we have wound up with.
Let's remember Fdev has said before they've been kicking around the idea of hyperjumps to other stars within a single system.
I don't rightly know why the acceleration cap exists, but it's certainly not *intentionally* there to just make travel take longer.
I do reckon that the reason we have timers on jumps and scans is along the lines of "well it should take a *little* time, right?", and to an extent I could agree - but I'm saying the extent it's at right now is a bit too large, and I'd like to push it more comfortably into the Goldilocks zone.
I'd pay for the other side of the bet bu anyways. Elite seems to be a game designed to take time, it's like the Euro Truck Simulator of space and if you don't like that you can just buy another game.
It's really not. Nor is ETS for that matter - speaking of which, I've never spotted a bunch of repetitive timers anywhere in ETS.
As for "don't like it just buy another game", as always I despise this argument. It's not fixing anything, it's not addressing issues, it's just trying to dismiss them. That's not how change or improvements work.
I doubt he was implying that but if that's what you want then I'll reply.
I haven't seen you at all in PvP vids or even at the subforum and honestly PvE players don't tend to be super skilled...
Since when does taking video of playing the game have to be a requirement of being competent? Or participating in combat-related discussions? (Which I have if it's balance-related.)
I know how to handle myself. I even did okay-ish in CQC when it wasn't done by pre-arranged group queuing.
The reason I don't participate in PvP or have any interest in it at all is because I know full well how imbalanced the game really is - it was even before Engineers with hitpoint inflation galore - but Engineers took any pre-existing balance issues and magnified all of them to be exponentially worse, and on top of that Fdev for some reason decided weapons totally needed the cheesy gimmicks we know as the special effects.
Which really, is also a reason I don't play CQC anymore - the game purely revolves around getting the Weapon Boost (and other boosts) which are gimmicky and imbalancing to the absolute max.
Kind of a theme, too. I stopped playing CoD when I was much younger because I learned the hard way about the respawn gimmickry, and the OHKO bullet-spray-luck silliness. I stopped playing World of _ games because of gold ammo and RNG gimmicks galore. I stopped playing MWO because of airstrike/artillery strike spam insta-gib gimmicks, and then the Quirkening gimmicks, galore.
When it comes to competitive PvP, I need an even playing field with no cheesing or insta-kill tricks to enjoy myself. If that's not possible, then PvE is the only way I'll be willing to interact with other players, period. Not because I'm "bad" at it - I had KDRs of 1.5 or above in all those games I just mentioned - but because I've learned I cannot emotionally and physically enjoy it when I know it's the game's hubris, and not myself or other players, getting in the way.
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I've been playing Elite: Dangerous since Alpha. Mechanically, Supercruise hasn't changed a bit, the only thing that has changed is that the effects of "mass lock" (aka mass shadows) has been greatly decreased, to decrease the travel times of
mediocre flying.
(
source)
That's nice to know you've been here since Alpha.
You're still denying something anyone can see for themselves simply by entering supercruise and selecting a destination that is far away. Also your link isn't available to me.
I've been unable to dig it up via quick googlesearch but I seem to recall seeing a dev post, back when I was starting to play, explaining that the cap exists and is there for technical limitation reasons. To an extent it makes sense, to make sure our ships don't obtain run-away acceleration rates approaching infinity or something, but so long as the acceleration rate
of increase is not excessive then it doesn't need that cap.
And BTW, most Buckyball races are all about decreasing your Supercruise times. I tend to enter the "stock" class, because I don't like the way that extreme engineering dominates the "open" class. I have neither the time nor the desire to "grind" to get gain an extra 1% to my jump range, which at most may decrease the number of jumps you need to do by one per leg. Its the Supercruise times, the time it takes to travel from the star to the "checkpoint" station or planetary base, that makes or breaks a good run from a mediocre one.
99% of a Buckyball trek involves hyperjumping from star to star, no? And of the 1% of supercruise time, 99% of that is spent in close proximity to a star, with only the final trek to/from a station involving really journeying via supercruise?
Competitively speaking, sure, I can see how it's a factor, but claiming it's the biggest part of a Buckyball journey is pretty far from the truth. Goes to show how little you can do anything about reducing Hyperjump times, because a good portion of it is taken up by timers you can do nothing about....
Let's see:
Exploring - When I go exploring, I'm looking for colonization candidates. That means earth like worlds, water worlds, and terraforming candidates. That means I'm not going to jump out of a system immediately. You have to actually scan a planet to figure out if its a terraforming candidate or not, which in turn means I'll be supercruising through a system's habitable zone. If I find a candidate, I'll then survey the entire system, so that future colonists will have a pretty good picture of what's in the system, and what resources are available to them.
I do the same thing when I explore, though I also look for life-bearing gas giants...and I don't claim the entire system for myself, because I like giving other CMDRs a place to put their name somewhere to say they were there too.
Personally that's a pet peeve of mine, when I enter a system and it's all 100% marked by ONE player. It makes the system completely boring and offputting to me - the guest book is permanently closed for all time, and for what? What's it really costing explorers to just put their name down on the star and any locations of interest in the system and leave something for someone else to mark should they come across your system later? The best systems are when I look and can see a different name on every body available in the system - those are cool, those are ones where I can feel like I'm crossing my path with that of many explorers who have come before me. As opposed to "Oh look CMDR Starlord was here. All over here, in fact. Yawn." Ugh. Anyways.
(Also, a simple glance at the system view, and use of a couple handy "goldilocks zone" tools (or teaching oneself a *lot* about the particulars of stellar science), is all it takes - you don't *have* to scan a planet to figure out beforehand if it's liable to be terraformable. I got used to the habit of looking at the system view while scanning the main star *just* because that scan takes so long that I have time to do all that examining of the system and *still* usually have time to spare waiting for that scan to complete. I admit, I have gotten the scan-time-reduction blueprint on my scanners now, and it does scan fast enough now that it's complete before I'm out of system map most of the time - but as I've said before that feels to me like how it should be by default, not restricted behind an Engineer blueprint.)
Point is, here, exploring involves LOTS of jumping from system to system to find the ones that are worth stopping by and looking at all those things. With 400 billion potential places to visit, that's a LOT of hyperspace jumping involved with exploration, especially if you do it thoroughly via Economical mode or "bubble"-style exploration like I've done a time or two. Claiming otherwise is just outright silly.
Trading - Repeating the same run over and over and over again bores me. I much prefer vagabond trading, using whatever cargo space I have left, after I've accepted a few missions.
You're still having to jump from point A to point B and then to point C, D, E, F, G....
BGS Work - My favorite activity in the game is manipulating the BGS for fun and profit. That means missions. I don't however, "mission grind." I instead take whatever missions I'm in the mood for, and do those. If I'm in the mood to travel far and fast, I'll take sightseeing missions. If I'm in the mood to be an "Agent of the Empire," I'll take missions that hurt the Federation and help independent or Imperial factions. And on those rare occasions I'm in the mood for combat, I might take an assassination mission or a planetary assault.
You just said it yourself here: you don't "mission grind", as you tend to take missions that involve more than simply getting something from A to B, though with Sightseeing missions it's definitely getting from A to B to C and then back again, usually with lots of cross-bubble zigzagging involve...and lots of hyperjumping.
But the thing is, nine jumps an hour pretty much matches my experience with this game: about a minute to get out of mass lock of a station and jump to the next system, two to four minutes of Supercruise to my mission target, and maybe a minute to complete my mission. Throw in the time it takes to examine mission boards for the right sort of missions, deal with interdicting pirates along the way, and investigate out any interesting USSs or POIs, and you've got my typical hour long play session right there.
Typical only if you are focusing on those missions...and if you actually bother visiting USS or POIs, which
most players will gladly ignore altogether unless it's needed for Engineers. I don't blame them, half the interactions I find in USS either do not make sense, aren't fleshed out, or involve wildly challenging combat scenarios (which I handle just fine, but would not be something I'd expect most players to succeed with).
As I said, you don't like travel in this game.
I literally said how this is wrong in the reply prior. If all you're going to do is repeat yourself til we go in circles, what is the point of discussing anything?
But if you remove all the "time that doesn't need to be taken up," you're pretty much left with teleporting from station to station, because all those "timers" are there for a reason. You don't like those reasons, because they interfere with the parts of the game you enjoy, but they are there to facilitate parts of the game other people enjoy.
Wrong, wrong,
wrong. Teleporting from station to station would be Mass Effect/Warframe-esque fast travel nonsense. I mean, were you around at all during the intant-transfer fiasco? Did you see how much time (lol) I spent on the forum arguing against anything to do with instant-Pokemon-style gimmicks? And whatever reasons the timers are there are purely technical in nature at *best*.
I disagree, because I've already seen a huge part of my game destroyed by the Veruca Salts of the community. Supercruise is a shadow of its former self, and while it remains an enjoyable past time, it isn't nearly as fun as it used to be. It used to be that the entire journey required active navigation to get anywhere fast. These days, only the last six seconds of your trip require any skill at all, and the eye of the needle is absolutely tiny unless you're breaking at a Neptune sized gas giant, or can take advantage of a planetary binary.
Then that means it wasn't intuitive enough by half. I wouldn't mind trying out the "old" supercruise, actually, especially if it means that artificial acceleration cap isn't present for the long-distance journeys.
Also, it's not an "eye of the needle". It's simply 75% speed is the "maximum" you can go without overshooting whenever you approach 6s of approach time (usually 8-10s is what players aim for what with reaction time). Put your throttle to 25% or 12.5% increments and see for yourself.
The truly annoying thing is that the players who were complaining that travel "took too long" were simply not listening to those of us who were dumbfounded how any Supercruise trip under a thousand light seconds could possibly take ten minutes, rather than the two to three minutes we were experiencing. We told them over and over that what they were doing was not efficient, and that "conventional wisdom" was dead wrong. People posted videos and diagrams on how we did it, and still they wouldn't listen.
Because that information was not intuitively presented
ingame, most likely. A flaw that continues to this day with a great majority of the information necessary to play Elite Dangerous, unfortunately....
And at the end of the day, Frontier listened to the people who would rather turn off their brains and complain, rather than get good at flying their space ships. We had our travel times increased until we finally adapted to the new "mass lock" effects, and they still complain that travel takes too long.
There's no "us" vs "they" here, pal. We're all fish swimming in the same sea.
And it is indeed a common complaint with Elite that travel takes too long -
and my theory is that is largely due to the amount of repetitive timers one must endure with making jumps, which are necessary to get anywhere in the galaxy. Reduce those timers and I'm willing to bet you'll see those complaints drop off.
What I'm saying is that rather than complaining about aspects of the game you don't like, maybe you should, oh I don't know, get good at those aspects to minimize their effect on your game, rather than petition to rip out a part of the game other people enjoy.
Now you're just being silly. There's nothing to get "good" at involving anything discussed in this thread. Timers don't have anything to do with anything I'm doing, they just exist. Same goes for the acceleration rate cap, no amount of hyperbolic or target-destination-selection finagling is going to change it one whit.
Neither am I petitioning to rip anything out. I'm suggesting quality-of-life tweaks to some particular, small things I've noticed that take up too much time and don't particularly *matter* to the game.
I don't particularly like combat, and I would never miss it if combat was removed entirely. And yet I'm good enough at that part of the game that I have no problem with combat players petitioning Frontier to buff the AI's capabilities. I listen when combat players are willing to give advice, and especially when PvP players are willing to give advice.
The AI difficulty discussion is one fraught with disingenuity, falsehoods, and highly subjective experiences and bias. Fact is that the AI in the past has been buggy to both extremes and continues to have issues that regularly get ironed out. SJA's been doing a good job of that, I reckon, the issue - as with all things to do with development in Elite - is Fdev having enough *
time* to deal with it all.
I reckon if their workday involved multiple 10-second timer pauses and they could do something to reduce those timers, they'd leap at the chance!
As for PvP advice, a good part of the reason I know how imbalanced combat is thanks to reading and discussing here on the forums with PvPers like Truesilver. Just sayin'.
From everything you've posted in this, I think there is a huge potential to for you to cut your travel times in half. But feel free to ignore me. After all, I'm just a "gaming masochist" who has the silly idea that maybe skill should be a factor in this game.
I'm not concerned with only my benefit here, though I remain dubious about how much time I could save beyond what I already do in supercruise. This thread here is something that can aid *everyone* in the game without adverse effect. It won't be making anything instant, it won't be making anything gimmicky, it won't be ruining the feeling of space travel, and it has nothing whatsoever to do with "skill" or anything you're putting into the game.