What is your opionion regarding exiting to the menu and back to collect more material at Dav's Hope and Jameson Crash Site?

If a game company allows no option but grind, you can expect players to find work-arounds when possible. It's better than players walking away from the game.

That being said, considerable portions of a game's players resorting to gamey work-arounds is a telltale sign of bad game design. I've re-logged countless times, for numerous reasons. Such is ED.
 
Totally FINE. It's not cheating. If this farming of materials is considered cheating by Frontier they would have had a respawn timer on them. In fact they even removed them from certain data points and material.

Frontier would flag your account, reprimande or ban when it's a repeated offense. If someone considers it cheating, don't do it then. Whatever makes you happy. To claim it's factual cheating is stupid.
 
Mine work just fine, the enemies arent bullet spongy, [...]

Source? Or do you only fligh a Corvette and mostly fight small ships? Sure, the game is still playable without Engineering, but large Elite ships in a CZ sure can be bullet sponges.

Not since we got traders. This is the G5's of one of my alts - he isn't even trying to keep his stores full ;)

View attachment 162067

Edit: And that's without using client restart exploits - because restarting the game is more boring than just ... y'know ... playing 🤷‍♀️

To be fair, your game time is probably higher than that of the lower 30% of players combined. (That might not even be an exaggeration if I look at achievements of other games on Steam where apparently only 20% of players finish the equivalent of a first level).
 
Source? Or do you only fligh a Corvette and mostly fight small ships? Sure, the game is still playable without Engineering, but large Elite ships in a CZ sure can be bullet sponges.

I think all ships in CZs are bullet-sponges these days.

Not long ago I was unlocking Engineers for my alt-account and decided it'd be a good idea to unlock whichever Engineer requires a bunch of Combat Bonds.
I have multirole Krait Mk2s for my main account which are pretty good combat ships, when G5 engineered.
I bought a Krait for my alt-account and copied the loadout I use on my main account (beam lasers and MCs) with the only difference being it was all G1/G2 engineered rather than G5.

I, literally, couldn't destroy anything in the CZs I visited.

No problems staying alive in the CZ.
No problems scoring hits on enemies.
I simply had no effect on any of the ships I was shooting at.
I actually ran out of ammo' for my MC's without destroying a single enemy ship.

To be honest, I was probably going for high or medium CZs, cos that's where I usually go with my main account, and I might have done a bit better in a low CZ but imagine how that sort of experience is going to make a newbie feel.

If I didn't know what was going on, I genuinely would have assumed there was some kind of bug which was preventing enemy ships taking damage from my weapons.
It was like I was firing fog at them.

I went to a couple of CNBs and had no trouble exploding any of the ships I found there.
Back to the CZs and.... nothing.
 
It´s unfair. It´s not cheating. Look at RDR2/RDO - they have implemented some kind of a persistant state for certain items. FD should be able to do something like that. As long as the game mechanics allow it - no problem at all, no cheating, nothing. Its like combat logging.
How would that work in an on-demand generated instance? Do you want to store the data of billions of possible instances? Kinda defeats the intent of the whole data design. And is likely not feasible at all.
 
Ah I see. Thank you.
So that's not really a fix either. It's a kludge. A FIX would be the HGE POI keeps existing for however long it's supposed to exist, but after you pick up the materials, there won't be anything in it when you come back to it. This is what would have to happen at Dav's Hope or wherever. You should be able to VISIT the site as many times as you want - the entire location shouldn't cease to exist just because you logged off or otherwise left the instance - it's just that whatever items you picked up wouldn't be there anymore (and any you didn't already pick up would STILL be there, rather than being some new randomly generated item in that spot). This is the type of persistence which would put the gameplay in line with uh the original NES Legend of Zelda - treasure chests in the dungeon are empty after you open them, but the chest and the room and the dungeon are all still there forever. And this, in my not-at-all-expert estimation, is outside the scope of what Frontier are able to achieve with their game engine and network setup.
I don't disagree but just want to point out that the vanishing USS mechanics do make some sense. An USS shouldn't exist forever in my opinion, once you scoop up the goods there is nothing left but space scrap. If our scanners would pick up all space scrap in the system you would end up with several million USS... So I'd say that it's kind of realistic if you imagine that it's the materials which cause the signal and not the scrap. In other situation the system already makes perfect sense, like distress calls etc.
Generally I do agree that more persistence is always welcome though.
 
I don't disagree but just want to point out that the vanishing USS mechanics do make some sense. An USS shouldn't exist forever in my opinion, once you scoop up the goods there is nothing left but space scrap.
Yeah, I can imagine the screams if each HGE could be looted exactly once by the entire playerbase. Works ok for single player games, but for MMO's ... not so much.
 
I think all ships in CZs are bullet-sponges these days.

Not long ago I was unlocking Engineers for my alt-account and decided it'd be a good idea to unlock whichever Engineer requires a bunch of Combat Bonds.
I have multirole Krait Mk2s for my main account which are pretty good combat ships, when G5 engineered.
I bought a Krait for my alt-account and copied the loadout I use on my main account (beam lasers and MCs) with the only difference being it was all G1/G2 engineered rather than G5.

I, literally, couldn't destroy anything in the CZs I visited.

No problems staying alive in the CZ.
No problems scoring hits on enemies.
I simply had no effect on any of the ships I was shooting at.
I actually ran out of ammo' for my MC's without destroying a single enemy ship.

To be honest, I was probably going for high or medium CZs, cos that's where I usually go with my main account, and I might have done a bit better in a low CZ but imagine how that sort of experience is going to make a newbie feel.

If I didn't know what was going on, I genuinely would have assumed there was some kind of bug which was preventing enemy ships taking damage from my weapons.
It was like I was firing fog at them.

I went to a couple of CNBs and had no trouble exploding any of the ships I found there.
Back to the CZs and.... nothing.
I've had similar. I stopped playing for a few years and recently restarted and found exactly the same thing. Enemies in CZ are literal bullet sponges. I had a similar layout, 3L fixed beams and 2M gimballed MCs. I could get shields down but hulls were just ridiculous. I've had a bit more joy switching the MCs for 2 medium rails but it's still a proper drag. That same Krait would be fine in RES/CNBs. I still actually have to get the last bond or two to unlock the engineer.
 
How would that work in an on-demand generated instance? Do you want to store the data of billions of possible instances? Kinda defeats the intent of the whole data design. And is likely not feasible at all.

What exactly are "lobbies" in RDO? And why should it be bound to an instance when instancing is the problem causing it?

*rolls eyes

It should be bound to the player like it is in RDO. It´s totally comparable - having 1000 items per player in a persistant state and tackling this stuff against the clock is absolutely no rocket science nowadays.

It´s of course not the main problem of Elite Dangerous. But this is not discussed here.
 
I don't have an opinion, I've visited DH on occasion but only if I am nearby and left after a circuit... I've been to the Crystal Shards once on each account...
What others do is entirely their own business, not mine.
 
It's fine with me but how do you feel about it?

Source: https://youtu.be/qPZIAjVOk14


Source: https://youtu.be/dMW3CxJjpk0


I think it is a poor design and the game should be balanced and with enough various options to get this stuff that one should not feel compelled to do it.
The worst example of this was the meta alloy CG. A CG created such that it was a literal impossibility to compete in the CG without doing it.
Am not saying players are bad for exploiting it but it'd hard to argue for it being good game design imo.
 
I don't disagree but just want to point out that the vanishing USS mechanics do make some sense. An USS shouldn't exist forever in my opinion, once you scoop up the goods there is nothing left but space scrap. If our scanners would pick up all space scrap in the system you would end up with several million USS... So I'd say that it's kind of realistic if you imagine that it's the materials which cause the signal and not the scrap. In other situation the system already makes perfect sense, like distress calls etc.
Generally I do agree that more persistence is always welcome though.

Yes agreed though I don't think it's supposed to be little bits of materials that our sensors are picking up - I don't really see how that could be realistic given how infinitesimally small those items are, and how unlikely it is that our sensors would be able to discern between "debris" and "valuable tiny tiny bits of debris" from supercruise. Rather I think it's residual (or actual!) ship signatures, weapons discharges, actual broadcast frequencies like distress calls, things like that (or just meaningfully large clusters of space scrap as opposed to random debris); which y'know in-game tend to also correspond to particular groupings of materials.

Now, to be honest I'm not convinced that even FDev actually thought all of this out in much detail, or bothered to seriously define just what a "High Grade Emission" is supposed to represent - probably these labels and systems changed hands so many times that by the time it was implemented, nobody knew what it was supposed to actually be in the gameworld (for example most of the devs don't actually know the difference between bounties and fines, as evidenced by the erroneous in-game descriptions for them in your side panels) - but this is nonetheless the interpretation that fits best with my headcanon and is also thematically consistent with the way that signal sources (low, medium, high energy) USED to be labeled.
 
Yes agreed though I don't think it's supposed to be little bits of materials that our sensors are picking up - I don't really see how that could be realistic given how infinitesimally small those items are, and how unlikely it is that our sensors would be able to discern between "debris" and "valuable tiny tiny bits of debris" from supercruise. Rather I think it's residual (or actual!) ship signatures, weapons discharges, actual broadcast frequencies like distress calls, things like that (or just meaningfully large clusters of space scrap as opposed to random debris); which y'know in-game tend to also correspond to particular groupings of materials.

Now, to be honest I'm not convinced that even FDev actually thought all of this out in much detail, or bothered to seriously define just what a "High Grade Emission" is supposed to represent - probably these labels and systems changed hands so many times that by the time it was implemented, nobody knew what it was supposed to actually be in the gameworld (for example most of the devs don't actually know the difference between bounties and fines, as evidenced by the erroneous in-game descriptions for them in your side panels) - but this is nonetheless the interpretation that fits best with my headcanon and is also thematically consistent with the way that signal sources (low, medium, high energy) USED to be labeled.
I think you may be right but if so that is quite depressing imo. It would explain the huge continuity/consistency issues in the game however.
 
Par for the course (literally, in this case) of the contrived meta progression anyway, in my opinion.

In other words, suit yourself.
 
People who are fine with it will do it. People who aren't, won't. Nobody is a victim of either possibility. If somebody does it and then complains about it, they're creating their own problems and lack self-awareness.

This thread is a tissue-thin excuse to slap up some youtube videos anyway.
 
People who are fine with it will do it. People who aren't, won't. Nobody is a victim of either possibility. If somebody does it and then complains about it, they're creating their own problems and lack self-awareness.

This thread is a tissue-thin excuse to slap up some youtube videos anyway.
As is my wont, I didn't bother watching the videos as the text was sufficient to fabricate a response 🤷‍♂️
 
What exactly are "lobbies" in RDO? And why should it be bound to an instance when instancing is the problem causing it?

*rolls eyes

It should be bound to the player like it is in RDO. It´s totally comparable - having 1000 items per player in a persistant state and tackling this stuff against the clock is absolutely no rocket science nowadays.

It´s of course not the main problem of Elite Dangerous. But this is not discussed here.
I'm not talking about the player lobbies - I mean the godknows how much possible loot locations. This game map is nothing like RDR2. By far it isn't. And any storage of virtually unlimited locations is something that defeats the instance generation process. The only persistent thing are the populated planets / systems / stations.
 
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