...Like I said, though, the main thing is, who could possibly have thought it'd be a good idea to just force players to wait for 2 minutes after arriving?
Greetings,
I would say no one did. Given the math used to combine thousands of live players with NPCs arriving OK at station landing pads across the galaxy (we're talking Solo mode?) I would say that Rackham's Peak is an unintended exception. With this thread maybe Frontier can tale a look.
I've seen outposts where I land every time for hours then some math kicks in and I await a pad every other trip for awhile. Then it goes away. I'm seeing the programming math.
I have an iPad 'Jigsaw Bug' game where no matter what picture that I load it puts the 167 starting pieces in the exact same place. I've figured out about the first 10. If I had a photographic memory or the skills of the TV detective Adrian Monk doing jigsaws in this game would not be a challenge.
For me the main thing is that if an ED player can see the programming math then immersion is lost knowing what is coming versus keeping the game challenging. Note this does not apply to brilliant Adrian Monk type programmers who can see everything all the time! Where they came from we don't know. Maybe humanity is slowing evolving. But the Star Trek TOS 'Assignment Earth' episode has another Sci-fi opinion. It is one of my favourites.
Meanwhile programmers should take a look but even in ED in the big picture we still need to know what is coming. Other game design also requires taking out the Big Boss at level 14 being exactly the same when we fail. Then the challenge is to enter the controller inputs at the exact right moment to overcome the Big Boss and improve the player's skills moving to level 15. That is emotionally satisfying.
ED does a little of both and that is good programming in my opinion. Still Rackham's Peak I would consider more of a programming math 'bug' versus anything intentional. Can Frontier fix it? You decide.
Regards