[Video] Community goal overuse

This makes me think, and when I think, I come up with new ideas, and I have one - a new approach to CG's that can be tied directly to BGS work as well.... by opening an CG requiring materials to be turned in, much as hauling CG's are already done - however, these specific materials would only be rewarded as mission completion rewards from the faction(s) involved in the CG.

Let's look at this in depth...

Let's use the Avalon Organisation as an example. They are sponsoring a CG in some system where they are present as the Controlling faction, and invite pilots to come work in that system, for them. Work Vouchers could then be awarded as Mission Rewards, which are required for the CG. If these are given a 0 Cr value, they could be awarded along with standard mission rewards, only during the CG and only by the sponsoring faction. This would allow for a wide variety of participation, as these could be given for every mission and mission type given by the Avalon Organisation.

Bounty Hunters could hunt, miners could mine, haulers could haul, scanners could scan - the sponsoring faction would benefit from the increased traffic, and some variety would be added to the CG pool.

Just a thought.
 
This makes me think, and when I think, I come up with new ideas, and I have one - a new approach to CG's that can be tied directly to BGS work as well.... by opening an CG requiring materials to be turned in, much as hauling CG's are already done - however, these specific materials would only be rewarded as mission completion rewards from the faction(s) involved in the CG.

Let's look at this in depth...

Let's use the Avalon Organisation as an example. They are sponsoring a CG in some system where they are present as the Controlling faction, and invite pilots to come work in that system, for them. Work Vouchers could then be awarded as Mission Rewards, which are required for the CG. If these are given a 0 Cr value, they could be awarded along with standard mission rewards, only during the CG and only by the sponsoring faction. This would allow for a wide variety of participation, as these could be given for every mission and mission type given by the Avalon Organisation.

Bounty Hunters could hunt, miners could mine, haulers could haul, scanners could scan - the sponsoring faction would benefit from the increased traffic, and some variety would be added to the CG pool.

Just a thought.

Well at the very least it's something neat to think about!
 

Deleted member 38366

D
It's indeed quite weird.
However, luckily these things are Optional.

I think I contributed to my last CG... hm... (checks Screenshot archive). Ah, 2 years ago. The Great Betrayal of Kaushpoos and the resulting Maia fiasco.

I consider CGs in their present shape & form an utterly obsolete mechanic. V1.1 era and I never understood why this Intern work was ever claimed to be a "major Content update".
Counting contributions into a Totals and giving it a separate UI with a Progression Indicator hardly qualifies as such in my books.
I'd really appreciate if the robotic, mechanical Grind- and Gank-fest was to be replaced with actual Gameplay. Modern Gameplay, anything enjoyable and rewarding basically. And with rewarding I don't mean Credits.

PS.
On top, some CGs are completely fake.

Exploration CGs? Handing in that 21LY distant T Dwarf will count exactly the same towards it as actually delivering a System Map which contains what the CG is supposedly looking for.
Trade CGs? Grind tonnage of {Commodity}, Payout less than a few Passenger Missions.
Mining CGs? Trade CGs in disguise.
Bounty Hunting CGs? "Protect the Traders"? I've yet to see anyone being rewarded (counts towards BH CG) for safely escorting a Trader to a Station contributing to the parallel Trade CG.
Data/Materials CGs? Trade CGs in disguise, on top heavily advertising or even requiring mode/instance hopping at salvage locations.

In the past, poor CGs have caused alot of damage, more than they helped. And to this date, those sometimes massive screw-ups were simply ignored. Neglect. Doesn't mix well with placeholder-level content.
It's time for something new, something not 99% relying on recycled code batches from 2.5 year old nightly builds. Something actually new. Doesn't need to be very shiny, since the benchmark bar is bolted to the floor level ;)

....

Arguably, they do make for funny negative Advertising though. In a weird way. All it takes is to force staff into a livestream, grab some popcorn - and see them getting ganked and fail over & over. Works every single time.
 
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Agreed. The game should be generating pop up GG’s from the game state anyway. They shouldn’t need manually injecting.

Take the Pleidies - abandoned by the major powers to the Thargoids, leaving the Independents and local Corps to fend for themselves.

Consequently the Mission Boards should be full of long range weapon and high tech imports on timers and counters, passenger missions back to the Bubble, increased pirate activity, scout patrols, convoy escort jobs, rapid response missions and all the sorts of things that would go on in a crisis situation.

And cosmetic rewards for taking part in the campaign.

I fondly imagined, given the big fuss FD made, that 2.4 would be a major deal. Not the odd CG and trailing around looking at stuff that happened (got patched in) while no one was around.

Instead it’s the same old same old, as if nothing is happening because nothing can happen until it is patched in. Like the Aegis stations just appearing. The opportunity for players to exercise agency is extremely limited.

That’s why 2.4 is such a damp squib so far.

I hope it gets better but I’m not holding my breath.
 
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I enjoyed this video. I've never had anything to do with a "CG", but the author's point about FD squandering their greatest capital - making what should be awesome, mundane - goes to the very bones of ED's fundamental design problems.

Spaceflight itself is made mundane if the ship's not allowed to change its own speed. In ED, pilots are allowed to control their speed in supercruise (such that it even is 'controllable'), yet controlling their speed in "normal space", in a natural, intuitive way, is deemed far beyond the capabilities of ED's target demographic, and since everything cool about spaceflight happens at high speed in "normal space", what should be awesome is rendered mundane.

Then there's their obsession with smashing every. single. star. straight into the players' faces. Every. Single. Jump. Yes the stars are very pretty. Yes it's convenient for fuel-scooping... and instancing.. But in the previous games, making a close approach to a star was something awesome and special you could opt to do. Choosing whether to refuel at a star or gas giant could have various strategic, tactical or just practical rationales, but moreover, exiting hyperspace much further out in the system, perhaps out by its outer planets, or far above or below the system plane - it was kinda random in the previous games - made for fun engaging gameplay. Not knowing where in the target system you would arrive. Having to get your bearings and locate the stars and planets in the system.

Plus, entering at the periphery cemented that sense of continuity of travel, from A, to B, whereas ED has you hyperspacing right onto a star and then zig-zagging back out again..

It's all forced, ultra-linear, hand-holding scripted razzmataz, dumbed-down, unimaginative and squandering just about every core feature that made the previous Elites so great..

FD, bless 'em, just don't seem able to comprehend what Elite's really all about. They don't understand the merits of their own IP. Nothing in ED feels emergent or naturalistic, as it did in the previous games.

So even though i've never been remotely tempted to have anything whatsoever to do with an ED "community goal" and never will, i can pretty much guess exactly what they feel like to 'play'.
 
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This makes me think, and when I think, I come up with new ideas, and I have one - a new approach to CG's that can be tied directly to BGS work as well.... by opening an CG requiring materials to be turned in, much as hauling CG's are already done - however, these specific materials would only be rewarded as mission completion rewards from the faction(s) involved in the CG.

Let's look at this in depth...

Let's use the Avalon Organisation as an example. They are sponsoring a CG in some system where they are present as the Controlling faction, and invite pilots to come work in that system, for them. Work Vouchers could then be awarded as Mission Rewards, which are required for the CG. If these are given a 0 Cr value, they could be awarded along with standard mission rewards, only during the CG and only by the sponsoring faction. This would allow for a wide variety of participation, as these could be given for every mission and mission type given by the Avalon Organisation.

Bounty Hunters could hunt, miners could mine, haulers could haul, scanners could scan - the sponsoring faction would benefit from the increased traffic, and some variety would be added to the CG pool.

Just a thought.

I want to see more directly competitive CG's, where players can only pledge to a single faction for the duration, & where only one faction can succeed.

I also want to see CG's adopt some of the features of missions, like payouts in Rep, materials & Commodities.....maybe tip offs as well. CG's that can "wrinkle" when certain levels are reached, & where achieving a minimum level of success can trigger a "follow-on" Community Goal.
 
I enjoyed this video. I've never had anything to do with a "CG", but the author's point about FD squandering their greatest capital - making what should be awesome, mundane - goes to the very bones of ED's fundamental design problems.

Spaceflight itself is made mundane if the ship's not allowed to change its own speed. In ED, pilots are allowed to control their speed in supercruise (such that it even is 'controllable'), yet controlling their speed in "normal space", in a natural, intuitive way, is deemed far beyond the capabilities of ED's target demographic, and since everything cool about spaceflight happens at high speed in "normal space", what should be awesome is rendered mundane.

Then there's their obsession with smashing every. single. star. straight into the players' faces. Every. Single. Jump. Yes the stars are very pretty. Yes it's convenient for fuel-scooping... and instancing.. But in the previous games, making a close approach to a star was something awesome and special you could opt to do. Choosing whether to refuel at a star or gas giant could have various strategic, tactical or just practical rationales, but moreover, exiting hyperspace much further out in the system, perhaps out by its outer planets, or far above or below the system plane - it was kinda random in the previous games - made for fun engaging gameplay. Not knowing where in the target system you would arrive. Having to get your bearings and locate the stars and planets in the system.

Plus, entering at the periphery cemented that sense of continuity of travel, from A, to B, whereas ED has you hyperspacing right onto a star and then zig-zagging back out again..

It's all forced, ultra-linear, hand-holding scripted razzmataz, dumbed-down, unimaginative and squandering just about every core feature that made the previous Elites so great..

FD, bless 'em, just don't seem able to comprehend what Elite's really all about. They don't understand the merits of their own IP. Nothing in ED feels emergent or naturalistic, as it did in the previous games.

So even though i've never been remotely tempted to have anything whatsoever to do with an ED "community goal" and never will, i can pretty much guess exactly what they feel like to 'play'.

While I agree with much of what you say I don’t understand the speed thing. I have no problem going at whatever speed I need.
 
Spaceflight itself is made mundane if the ship's not allowed to change its own speed. In ED, pilots are allowed to control their speed in supercruise (such that it even is 'controllable'), yet controlling their speed in "normal space", in a natural, intuitive way, is deemed far beyond the capabilities of ED's target demographic.

What??
 
Said it before, I'll say it again, I just hate how every single CG is a "resounding success" I mean I know players don't want them to fail and feel like they wasted their time, but some should just fail or be abandoned midway cause some sort of terrorist or thargoid attack... build it into the story and give rewards later on. Also less CG's like the terrible Corrosion Cargo Racks that we are DESPERATELY in need of larger sizes now, because Frontier FAILED to tell us just how significant the rewards and higher tiers would be.

EDIT: If I had one suggestion for your vids though Yamiks? More squeaky noises please! I know you didn't ask but it's just to fun to listen to and see ship / srv sillyness.
 
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Yeah, CG's need some actually effort to be put into them to be worthwhile.

If they just slap the same template down every time without creating some unique scenario(s) for it, it ends up sucking because it's the same junk over and over.
 
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