Yes I completely agree that this is a flaw in gameplay design/experience, I've struggled really hard not to voice this during the video, as it is a subjective opinion, but if it was up to me I would abolish mission stacking altogether and make acquiring items more interesting.
Even as simple and lazzy as having a unified mission list for all known stations that you can browse on your ship, even filter by rewards.
It wouldnt take away from the game, however it would be more realistic, fun , less emersion breaking, and for example i would rather fly 800ly to get to a station thatd offering an EFc, than sit and refresh for an hour.
I honestly think this is the single most biggest flaw in the game, and if it was attended to , ED might even become streaming worthy, as casual mission hunting would immediately become infinitely more enjoyable to play and even watch
Well, I would argue that the complaint about gameplay design as a criticism, while rooted in subjective opinion (as you know, some player on here are just masochists who love endless grind), I still feel there's a certain amount of objectivity in the criticism.
I mean, a game mechanic being designed in such a way that it requires players to essentially exploit a networking flaw in order to achieve another gameplay objective, is fundamentally flawed. I can't see how it can be argued to be anything other than a failure of game design.
By all means make in-game crafting materials rare to regulate players access to the highest end upgrades. This enhances the sense of gameplay progression for the player and greatly increases the sense of satisfaction in the achievement of associated gameplay objectives. But to make some gameplay crafting components so rare that you'd almost never come across them during normal gameplay (where the only reasonable way to obtain them is to use an exploit, and even then the time required to obtain a reasonable number is ridiculous) is just silly and inarguably bad game design.
On the flip side I'm loving the idea of making very rare components rare by their source location, rather than the silly existing system in place.
Make it so that EFCs only occur in an outpost 800Lys from the bubble at a permit-locked mining outpost/planetary colony, and that would be far far more acceptable a solution for players.
Tbh, I personally think FDev should have gone with the philosophy of "at least 2 ways for obtaining every component", with spawning as a mission reward being the default for most if not all crafting components.
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Ah, I stand corrected then, I must have been incredibly lucky as I crafted 11 with pretty much same result and didnt have to reroll.. i did think it was odd, but thats some strong RNG then, ill edit my previous comment
It seems the RNG is strong with this one
