Yeah I know I'm just expecting the next set of grind (sorry, content) to be very much grindy and requiring a lot of us to go farm some mats/reps/whatevs in order to get those Thargies goodies or whatever that is.
There is still the right and the wrong grind.
Right grind = original Everquest. Many spots camped for many hours, not a single regret.
Bad grind = ED engineers. Many hours spent farming mats for many mod rolls I would have to dispense of, and repeat ad nauseum.
FD have proven themselves perfectly capable of the bad sort. All games will have grind to some extent, but I for one would like FD to not repeat the mistakes of 2.1.
The issue is, can the game provide a fun and engaging way to do it, instead?
i dont mind some work to get rep or whatever to get a permit. but i grew up before home computers and i grew as a gamer with games that were offline only and took days of play to complete. the reason players complain now is, elite is an old style game, with an open mode. players are used to Call of Duty style pathetic play in 6 hours and never play it again single player campaign then going to mp mode and just shooting everything. and then in a week or month or so spending money on the next game. they want to blast through everything until complete and elite isnt like that. they dont know how to handle it. they have no patience the younglings.In some new 2.4 threads player are fearing they have to grind for the new modules which are coming to fight the Thargoids.
I can't understand, why grinding is branded as such a bad thing by so many players out there.
In an huge sandbox like ED, you can't generate one unique experience after another and fill hundreds if not thousands of hours with it.
If you want to be able to get the an A-rated, fully engineered Anaconda without grinding, then you would be there in 10 to 20 hours... and then what?
Grinding is the only thing to keep player occupied for long periods of time.
The same goes for the RNG at the engineers. At the first glance, I also thought that could be annoying... but since FD removed the commodities and tripled the loot, I am totally fine with it.
And if they didn't used RNG and let you simply buy the best outcomes for enough mats/money, we all had much less to do and would be bored even faster.
Many times I was going after some mats simply to try few rolls on my already top notch engineered modules because of the chance for a bonus. And it was fun, most of the times... and it was "something to do".
Sure, there are many things in ED that could be improved within these grind mechanics to make them even more fun, but the base of the game play should be always a grind with a kind of asymptotic progression where you can achieve reasonable results in not too much time but the top notch things should take a long time to keep things interesting.
just sayin......it's all IMO... but if you hate grinding, think about the alternatives.
EDIT: How about some optional "special" rolls for 3,5 or even 10 times the amount of materials or some additional very rare mats, which results are between the actual stats and the best possible outcome on an already modded Module. This should guarantee a progression and a reward feeling and would be a bit more fun and less frustrating near the top results.
I'm not getting into the whole 'for real' thing because I think all this crap about 'genuine players' is pure poison and totally unnecessary...
but honestly, I do virtually everything in the game and I've upgraded gear at grade 5 for virtually everything. I've never spent 48 hours relogging outside a spaceport or flown round 57 bases in succession farming CIF though because unless you're trying to get materials for 100 rolls of the same gear to try to force a 'godroll' it's not needed.
All my grade 5 gear kicks seven shades of crap out of the stock equivalents - the only people who are having to do this crazy amount of farming are those who are obsessed with having the best possible rolls out of everything and as I said earlier, the engineers gameplay was specifically intended to add an element of uniqueness to ships, not to provide a simple way for players to just boost themselves to the new meta. If some people are determined to play the content that way there's nothing I or FDev can do to stop them but it's no reason to change the gameplay.
I have done in total probably 150 rolls on grade 5 range enhanced FSDs for my exploration ships - that's the only mod that I've rerolled lots of. Even then I didn't collect 150 datamined wake exceptions and 150 arsenic and head off to Farseer, those 150 rolls are over the period between the engineers being introduced and now with about 20 being the most I've ever done at a time. I've never spent more than an hour chasing materials at a time because I'd find it boring. I'm pretty sure that's exactly how the developers envisaged engineering working.
In some new 2.4 threads player are fearing they have to grind for the new modules which are coming to fight the Thargoids.
I can't understand, why grinding is branded as such a bad thing by so many players out there.
In an huge sandbox like ED, you can't generate one unique experience after another and fill hundreds if not thousands of hours with it.
If you want to be able to get the an A-rated, fully engineered Anaconda without grinding, then you would be there in 10 to 20 hours... and then what?
Grinding is the only thing to keep player occupied for long periods of time.
The same goes for the RNG at the engineers. At the first glance, I also thought that could be annoying... but since FD removed the commodities and tripled the loot, I am totally fine with it.
And if they didn't used RNG and let you simply buy the best outcomes for enough mats/money, we all had much less to do and would be bored even faster.
Many times I was going after some mats simply to try few rolls on my already top notch engineered modules because of the chance for a bonus. And it was fun, most of the times... and it was "something to do".
Sure, there are many things in ED that could be improved within these grind mechanics to make them even more fun, but the base of the game play should be always a grind with a kind of asymptotic progression where you can achieve reasonable results in not too much time but the top notch things should take a long time to keep things interesting.
just sayin......it's all IMO... but if you hate grinding, think about the alternatives.
EDIT: How about some optional "special" rolls for 3,5 or even 10 times the amount of materials or some additional very rare mats, which results are between the actual stats and the best possible outcome on an already modded Module. This should guarantee a progression and a reward feeling and would be a bit more fun and less frustrating near the top results.
Because... during the second world war, the RAF didn't make pilots grind for their aircraft. The RAF needed pilots there and then to fight for the greater cause.
The Thargoids are a threat to all humanity... so why would humanity impose a grind on it's pilots obtaining the modules needed to save humanity? Illogical! One would worry about saving humanity first then worry about credits or reputation afterwards.
I just rolled some dice to see if I'm allowed to eat lunch today..
Nope rolled a 3.
Even though I bought lunch, and it's sitting right here next to me... RNG decided that I'm not allowed to eat it.
Annoying. Oh well.
If you had brought more lunch boxes you could've rolled more times.![]()
How Brit can you get?![]()
Actually they improve it. Engineers are now much better than at release, and today they increased the scan range of SRVs with will make material collecting much more streamlined.
Nah, requiring commodities was a mistake, as there are many ships where this required cargo reconfiguration (combat ships such as Vultures or FdL often run without cargo due to their limited internals).
Other than that, I agree. It's ok to have some RNG farming mats as long as the end result is predicable.
I guess they just played a bit too much Diablo lol
If you're depending on grinding to retain players, it's because you're incapable of making a fun, compelling, dynamic gaming Experience.
TBH the problem of ED grind always goes back to the RNG, the original expensive 2.1 engineer + commodity but with fixed or slider based outcome, while convuluted and time consuming, would still be preferable over the 'endless grind' feel of RNG engineers, since you have definitive progress and an end goal.
Gambling invested time and mats on outcomes that are completely unpredictable is not fun.
TBH the problem of ED grind always goes back to the RNG, the original expensive 2.1 engineer + commodity but with fixed or slider based outcome, while convuluted and time consuming, would still be preferable over the 'endless grind' feel of RNG engineers, since you have definitive progress and an end goal.
Gambling invested time and mats on outcomes that are completely unpredictable is not fun.
I don't have anything against harvesting materials for upgrades, or having to buy commodities.
But mission rewards are a little unfair because not everyone does missions.
Also, when finally getting those precious mats you've been hunting for weeks on end, suddenly gets thrown away in a crap roll...