The Wasted Potential of ED

Yes, reloging on HGE should be fixed
Relogging on fixed POIs like Jamesons Cobra? - mmm, hopefully NOT or at least not till they add more reliable ways of getting encoded materials (other than scanning wakes for a certain type of encoded or running missions* for the other type)
Just to clarify, i don't think relogging at sites like Jameson should be fixed... as an example, i think the anti-relogging mechanic in Odyssey is oppressive and should be removed[1].

However, easily relogged sites should not benefit at all from any action to improve material drops. The only things that should benefit are things requiring active measures (e.g combat, pref against engineered targets), or preferably bound by non-repeatable activities (e.g coupled to a mission completion trigger).

That way, these dumb things lose favour as being preferred actions.
I guess what i'm really trying to say is material gathering is quite a mess and definitely altering the numbers should be done carefully


*(adding all G5 materials, instead of only 3 types, for mission rewards should be an option too - like they're doing for on-foot missions)
Agreed
 
FD should have made one visit equal an unlock- as in, to get Guardian toy A you just need the spinny blue ball and nothing else. The same should have been for engineering, in that modules at most had an experimental buff in scope costing either very little in mats or much, much more in credits (a bit like the pre engineer modules, just more of them).

You could have then had more of these available at anarchy systems / particular states to simulate unlawful / unlicensed tinkering, and less in more governed space.
 
Thanks for posting this video @baron_V_S. I didn't notice it before.

@Ozric , thanks for closing the duplicate thread. The video has suggestions for ship interiors to improve the gameplay of ED.
Hopefully all while the ship is stationary, or the crew and passengers are seated? As they can't model the inside physics of rapidly changing G's and vectors on the outside.
 
I'm playing another game that easily has more progressive grind required to achieve all unlocks and upgrades, in terms of how long it takes to get everything. The fundamental differences are twofold: One, in order to get all unlocks you simply have to play the game and two, once something is unlocked then it's done, you do not need to repeat that unlock again for as many items as you might want. As "just playing the game" is very fun, almost all of the time, then there simply is no grind to it (and there is absolutely no "quick skip" option here, no relogging to replenish materials/credits, you just do missions and they're all procedurally generated and so never repeated). The progressive function is based mostly on leveling up initially (again by doing the same missions, made faster if you increase the threat of the missions and succeed), which in turn unlocks upgrades that are gated behind a sequence of mission types you need to complete, called assignments. You then simply go do those assignments to complete the sequence and unlock the item, then buying said item with credits and materials obtained from doing missions, with a trader function available for an optional way of re-balancing your currencies (which is, itself, locked behind its own assignment). Every item has its own sequence of optional upgrades (and in a lot of cases, choosing between these is a personal choice and there are very few cookie cutter molds). This all costs resources but it's genuinely fun getting them. It's all just "in the game".

Once you've unlocked the item, you have it. Done. There's no reason Elite couldn't have used the same process. There's no reason Elite couldn't have made the act of unlocking a compelling and unique experience per item (and, more importantly, open to allowing the player to opt to do that however they choose; but this isn't as necessary if say, unlocking access to an engineer followed a cool little sequence of missions that were hand-crafted for that engineer).

Elite's upgrade system is the antithesis of "play your own way", though. And in more cases than you can count, "the way" is no more compelling than "kill 10 rats" in WOW. Only one must do it countless times, forever, unless one decides to simply stop upgrading ships or trying new content (which is currently all based on AX stuff, mostly all gated behind its own list of "kill 10 rats").

At least with the current new content, it's all happening behind a very atmospheric backdrop and story. But the hoops jumping is way more extreme than any other game I've ever played when it comes to AX stuff.

It's just a shame because it didn't have to be like this. There's no rule dictating that it had to be this way for Elite. That other game is entirely proc-gen as well. It just contains itself so much better than Elite does. And, as I said above, I tend to guage the quality of a game by the number of conditions or caveats I must deploy when explaining to someone why I think they might like that game.

For this other game (Deep Rock Galactic), the only condition is "if you like playing first person shooters, specifically cooperative ones". I am not exaggerating here; if you love coop shooters then you'll probably love this game. Every single element of it after that is just well designed and fun, as challenging as you want it to be (up to extremely so) and very, very time consuming. I can't pick out anything bad about it, even that it is time consuming. You are consuming time doing uniquely fun stuff that requires skill. 100% of the time.

For Elite, the list of conditions is vast and, following the usual obvious ones like "if you like space games/sims", then the very next ones out of my mouth are "just be aware that a lot of the cool content is gated behind a huge grind wall and it's extremely repetitive most of the time".

I don't think it's unreasonable for me to think it'd be nice if that condition didn't exist and the process of upgrading ships was unconditionally fun. And if anyone tries to tell me that it is unconditionally fun then I just think they don't play enough games, if I'm honest. And I get that... a core of this game's most loyal followers probably don't play anything else. It's cool if that's the case but it shows when they try to persuade everyone that engineers is "fine".

I'd challenge anyone to say that engineering and the general upgrade process of the whole game is "amazingly fun all the time". Because that's what I'd say about the other game's process. Shouldn't that be what every game should aspire to and when we give feedback counter to that, is it right to just dismiss it by saying "ah it's fine, just don't do it/do it another way"?

The reason it's such a shame is because, what I do also tend to say about Elite, is this: No other game does what Elite does (and even the handful of space games that do similar stuff don't come close to Elite for a lot of its features). Although my list of conditions for "enjoying Elite" are long, the list of things that are unconditionally amazing is equally long. They're just heavily gated behind oh so many things that don't need to be the way they are. And I stress: that list isn't getting shorter as the game gets new content. I look at maelstroms and then I look at the list of "things one must do to enjoy them" and it's just silly.
 
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I've always found it funny how having a vibrant array of third party companion websites is actually portrayed by some as a bad thing. But only in relation to Elite, of course!
1. The specific criticism about Elite both lacking enough in-game tools and having OP out-of-game tools is not anything like the same thing as "having a vibrant array of third party companion websites" in general, so that's a terrible argument in this context.
2. I am quite happy to criticise any artistic work which suffers from this problem, not even limited to games, so the second sentence there is also a terrible argument in this context.

Sweeping generalisations to shut down all debate though, that's bang on trend for this forum, so have a biscuit for that, at least!
 
Things just collect dust once I have the tools I want, and I wound up going back to taking the credit reward for missions.
That one i think is fine bc "all" you need after fully speccing is credits for rebuys.

Adding more variety for reward mats for missions (and add Raw rewards) plus adding better drops as jmanis says - plus boosting non-HGE USS rewards - which are pretty useless right now - would (I think) solve most ppls issues with engineering. I'd rather they spend a couple of days trying that rather than another 6 month re-write followed by the inevitable 'we didn't mean THAT!' responses.
I've earlier stated that i think both USS and their ranges should be upped so the lower tiers (1-3) are steady as they are now, and higher (5-8) could be much more a risk/reward situation where there may be those motherlodes however at a risk. -in short upping the ranges would make it more of an adventure. (you still have sources for set rewards)


You could have then had more of these available at anarchy systems / particular states to simulate unlawful / unlicensed tinkering, and less in more governed space.
That is a really interesting idea i think! :D
 
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1. The specific criticism about Elite both lacking enough in-game tools and having OP out-of-game tools is not anything like the same thing as "having a vibrant array of third party companion websites" in general, so that's a terrible argument in this context.
Yes, terrible... carry on..

2. I am quite happy to criticise any artistic work which suffers from this problem, not even limited to games, so the second sentence there is also a terrible argument in this context.

Sweeping generalisations to shut down all debate though, that's bang on trend for this forum, so have a biscuit for that, at least!
Sure. Sorry you feel that way. Anyway.
 
I don't think it's unreasonable for me to think it'd be nice if that condition didn't exist and the process of upgrading ships was unconditionally fun. And if anyone tries to tell me that it is unconditionally fun then I just think they don't play enough games, if I'm honest. And I get that... a core of this game's most loyal followers probably don't play anything else. It's cool if that's the case but it shows when they try to persuade everyone that engineers is "fine".

I'd challenge anyone to say that engineering and the general upgrade process of the whole game is "amazingly fun all the time". Because that's what I'd say about the other game's process. Shouldn't that be what every game should aspire to and when we give feedback counter to that, is it right to just dismiss it by saying "ah it's fine, just don't do it/do it another way"?
Is anybody actually saying that though? I feel like you're trying to debate a position that isn't held by anyone. Maybe I missed something (and that's entirely possible) but I don't think anyone here is asserting that "(engineering) is fine" and "If you don't like it don't do it".

I continue to stick by the claim that anyone relog-grinding for materials is doing it wrong, and that it's perfectly fine to get materials just by getting on with the game's activities instead of that. Engineering (and in particular, max-stat G5 engineering) is not required by most things in the game, and nor is relog-grinding the only way to get materials in the game.

That is not a statement in support of the current engineering mechanisms by any interpretation... only a criticism of those who choose to exploit an unintended consequence of the game's mechanics and then complain that that's the game loop they are forced into. It's simply not true.

That engineering couldn't be better is a very different thing. Yes, engineering could be better, and there's a variety of suggestions from myself and others so far varying from fixing it within the current mechanisms (i.e a low effort rememdiation within the current mechanics, which would still be lacking), through to complete overhauls (i.e high effort but much more palatable).

To be explicit, I'd fix engineers by (essentially) removing them for starters; were resources no object, instead different econ+faction combinations would offer different procedurally generated services at stations among which would be modified tech, with access contingent on high rep with that minor faction and a combination of purchases using credits, reputation and a lower amount of engineer materials. Engineers would then be repurposed as Tier 2 (or even Tier 3) NPCs which replace tech brokers, and offer unique missions and other interactions which result in access to the non-mainline equipments. Of course, all this is contingent on the economy being unstuffed.

So yes, engineers as a whole could be better... but that position also has nothing to do with the concept that people relog grinding (or other explicit grinds in-lieu of just getting on and doing what they enjoy) for engineering shopping lists are doing it wrong. They are not co-dependent positions.
 
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The problems with Elite Dangerous are numerous.

But the three main issues are

1) In the years Elite Dangerous has been around the only game mechanics they have improved or added is mining and walking around.

All they have done is created a hundred different ways to get to an empty room.

Exploring
Bounty Hunting
Pirating
Trading

Are all under developed, boring and bland and about as basic as they can be.

2) No real consequences to your actions, you could murder a 1000 people and 5 mins later be trading in the same system in different ship like nothing happened... Zero consequences.

Mass murders would be pushed to the bubbles edge where law & order isn't much of a thing.

Docking in any kind faction station would be a no no... Your only safe bet would be out of the way pirate stations... Access to hight tech stations etc... Nope, why would they allow mass murderers to by murder equipment? They wouldn't, the would vapourise you before you got anywhere near the station.

And this is just the tip of a giant garbage berg called crime and punishment.

But no.... We get hot ships... What an absolute joke

Crime and punishment is a joke (hot ships, what an absolute joke of a system)
King Admirals is a joke
Even doing good is a system is joke...

3) They listen to the vocal minority, they spent too much time pandering to pvp'ers and forgot the rest of the player base.

PvP is boring now, way to many sheild boosters and armour.

PvP used to be fun, you used get into battles in ya Cobra MK3 and dog fight... No recharge your sheilds 85 times, no billion layers of armour.

Using a big ship was expensive, repair costs were enormous, but it made the player think about her did and the choices he made.

You got one sheild and if it went down you had to wait for it to come back up and fight or run...

And the battles lasted 5-10 mins, now they are just boring and take far too long.

The game is awful and so disappointing it deserves to fail.

Bad decision after bad decision should never be rewarded with success.
 
Yes, but I'm not sure that's a reason to not change things. The fact is that whatever they do, it will be wildly unpopular with some and receive complaints for ever after.
It's long been my suspicion that one of the reasons we've never seen any Powerplay or Engineering changes as a result of the big feedback threads is that the aggregate result was "there is no meaningful change we could make that would actually be net popular while leaving the basic concept intact"

However, simply improving the material gathering process - like improving the drop rates - could net the same results but with much less hassle than redoing the entire engineering system and frustrating users.
Replacing some engineering recipes and material gradings is all things that they've done without fuss in previous releases, as is changing which materials appear where, so I don't think it'd be anything unprecedented. And part of the reason I've suggested it that way is for minimal user frustration: no power creep gets rolled back, ship stats always stay the same or improve. Making shielded fuel scoops useful remains well out of scope (though I hear ECMs are back in fashion, so maybe there's hope for those too).

Or, if improving the drop rates means too much interference with the code, then make it so each pick-up giving 5 or 6 materials instead of 3 as it currently gives, so that would have about the same effect and would require only a (hopefully) very minor change. Improving the trade rates could also help
It doesn't really solve the problem, though - if you only double the material acquisition rate, the G5 still costs 30 times as much as the G3 for marginal improvements.

Multiplied by 10x - so each pickup gives 30 materials, and a single HGE filled the relevant material bin - then it'd probably be sufficient to bypass it in the same way that 100+MCr hourly earning rates being readily available in all professions has cut out most of the complaints around the similar problems ship pricing has. At that point a G5 costs less (in collection time) than a G4 does now, which is roughly the balance point I was aiming for.

That would mean a single HGE with 4 PI will net 20-25 PI - which should be more than enough to engineer 2-3 modules to G5
Scrapping HGEs is one of the reasons I suggest getting rid of G5 materials entirely - they're about the dullest way possible to get a material compared with picking them up either incidentally or as a consequence of combat/mining/missions, and the only way to get most specific G5 manufactured in bulk in reasonable time without taking cross-trade penalties (whereas all G4s can be targeted by picking a game activity that Frontier intended to be fun, and most non-raw are available as mission rewards already)
 
Scrapping HGEs is one of the reasons I suggest getting rid of G5 materials entirely - they're about the dullest way possible to get a material compared with picking them up either incidentally or as a consequence of combat/mining/missions, and the only way to get most specific G5 manufactured in bulk in reasonable time without taking cross-trade penalties (whereas all G4s can be targeted by picking a game activity that Frontier intended to be fun, and most non-raw are available as mission rewards already)
Putting aside the fact that USS (and scenarios) are one of the most under-exploited and equally under-rewarding activities out there...having an explicit label for a single USS variant (HGEs) was, frankly, a very bad idea.

I mean, I remember the "bad old days" when it was simply "USS"... no threat level, no type, nothing, and you could've gotten anything from a shipwreck, to the 1t of Painite and a bunch of grain, to a Thargoid Sensor in a ship.

Then we got Weak, (forget what normal was) and Strong signal sources.... which allowed a bit of carving-up, and while that was better than no descriptors at all, a problem at this point was that they were still "ordered" in terms of reward somewhat.

Then we have today, where the signal sources are almost too descriptive now. HGE is always a bunch of G5 mats... being the thing people care about and the fact most other USS aren't worth a lick of salt, literally everything else just gets ignored.

FD could stand to take a page out of EVE's books here... while it's technically EVE's "exploration" mechanic, lets just call it EVE-USS for simplicity. Skipping the whole signal discovery mechanic.. you basically have a half-dozen different "flavours" of signal which translated roughly to different professions (though some were zoned a-la NHSS). But the big thing was their rewards were actually balanced. At the time I played, the "norm" for active play earn rates was ~50m/h... for EVE-USS on a bad day you might get 10m/h. On a good day you might get 200m/h. On a one-in-a-hundred day, you might get 1b instantly.

In ED, poring over USS might get you 1k-100k, if that... the exception being if you go to NHSS or HGEs which are all very well curated to the point that they're just known POI at this point.

USS farming should be the premier activity for going out in a vessel with a big selection of limpets (or throw on a UC for good measure) and conducting a series of tasks in order to get an actual decent reward... maybe that distress call is an hard-luck trader with only 5k to spare for assistance... or maybe it's a spy running from the feds, and throws you a data pack worth 50m in exchange for repairing their ship and fighting off a federal navy corvette... or maybe it's an explorer who knows of a large cache of rare materials/resources, and gives you the info in exchange for fuel.

But USS right now (and the situation with HGEs in particular) are just a hot mess right now, and are prime candidates for an overhaul.
 
not to contradict the previous point made about USSes needing a rework (I would love that) but my play loop sometimes is to just do some of them.
I hit the nav beacon to identify all of them, then I go for convoy dispersal pattern (piracy) or degraded emission (threat 3 and threat 0). Sometimes I hit distress call (to potentially steal from a stuck npc :p).

and in between I check for transporters travelling in SC.

No matter the added content or fixes to existing content I believe the main issue is still trading and stacking missions.
the amount of goods available for each type should be drastically reduced so that one cannot just fill up its cargo with expensive stuff to sell for a % that makes less valued commodities useless, ideally pushing the trading game loop into buying differents types of good to make the most profit.

I'm not familiar with mission stacking/bonds so I have no fix to propose, but the key idea is to get the money gain back in line rather than balancing everything as if it was the norm.

But I know it won't happen. They wrongly believe player satisfaction is about removing all kind of frustration despite the fact that frustration is needed to create desire.
 
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