Seen commanders showing these picks. What are they and where do you find them? I did see a post and that location was 10k light years out.
Yeah, the actual content is pretty good quality. Their looks are fine, and they are interactive - they move around and do stuff. Can even be dangerous, too. So, rather unlike the Odyssey flora, except the good looks.. However, for the most part, the distribution of NSPs is rather terrible, and their rewards are practically non-existent. Except...Relatively rare, Notable Stellar Phenomena are among the coolest things to find.
If you're the first to discover a species, then you do get your name in the Codex for everyone, and in more noticeable places than "Odyssey flora #133 - Pink". So that's at least pretty good.No first discovery. No reward for discovering.
What is really weird is they are almost worthless.
Well, if you want skill levelling you actually would need activities, which require skill.Mind you, five month noob that has only done exo and explo... but there's not much skill leveling
Skill leveling in the gaming sense, not the literal sense. And I sorta disagree, exploration is a skill, or at least it could be if they designed it that way. Most games have an geometric or exponential skill ladder where the more you do an activity, the more access to more effective tools you gain.Well, if you want skill levelling you actually would need activities, which require skill.
Exploration require knowledge, not skill.
Example once you know, which terrain has higher chances for spawning plant X you cannot do anything more. Just go here and keep looking for.
About rewards- ultimate exploration reward is experience of exploration, views and screens.
Maybe data for freaks (like me) which love gathering and processing data, and sheets.
Not "exobiologist, elite 1049103 rank" with fancy new color for part of suit![]()
That very much depends on the genre - very common in RPGs, but much less common in other genres.Most games have an geometric or exponential skill ladder where the more you do an activity, the more access to more effective tools you gain.
In addition to @Ian Doncaster comment, ED was designed such that the player gains skill. The character doesn't level up and gain character skills. I like this philosophy, where I can pretend to be the cmdr doing these activities. And it is my skills at building a good ship or finding good ways to do things that makes me a better cmdr. It is me that is getting better... not just an intelligence or wisdom stat that increases. Personally I would love it if the game went further requiring players to learn actual science stuff and apply it to our equipment and problem solving activities.Skill leveling in the gaming sense, not the literal sense. And I sorta disagree, exploration is a skill, or at least it could be if they designed it that way. Most games have an geometric or exponential skill ladder where the more you do an activity, the more access to more effective tools you gain.
Well, when I refer to skill leveling I mean the availability of additional technology or hardware purchases that make you better at what you do. For exobiology, for instance, a scanner that sees flora that the default DSS scanner cannot, or a hand sampler with a longer scan range, or a computer that helps you identify good landing candidates (like BioInsights and the plug-ins). That kind of thing.There is also a lack of advanced exploration equipment, yes - but on the other hand, the nature of exploration means that being three weeks out from the bubble and then discovering your loadout is wrong is considerably more frustrating than forgetting your limpets on a mining trip, so having exploration-useful equipment be a fairly limited and predictable set also feels better than the alternatives.
Well, exploration is my main activity (actually, I think that it covered more than 50% of my playtime since 2018), and I disagree.Skill leveling in the gaming sense, not the literal sense. And I sorta disagree, exploration is a skill