Why is this game so unneccesarily inconvenient?

Right because Star Citizen recieves less flak with its completely transparent development

strawman.jpg
 
Right because Star Citizen recieves less flak with its completely transparent development

Is your argument that the game is better served by having everyone guessing if / when various aspects of the original core game play is going to be given a serious refactoring? Because that's what we have now and it sucks. It pollutes the forum as it rightly should.

I dont think you need to base any opinions on what other games are doing or not doing. There's plenty of evidence and history to base everything you want on just this game. It's fairly obvious what has been working and not working. We have over 2 years of history to work with.
 
Edit: it posted before I was finished? The hell.


Anyway, I came back from a 3 month hiatus, figured that Commanders just may have something interesting for me.
Multicrew looked nice but for some reason I have not yet figured out how to even get it working for me. Whatever. I had unfinished business anyway.

Except... nothing really changed I guess. I left after one hour because I had the same issue that caused me to quit: everything is so gorram inconvenient.


1: Finding crap.
Want a specific module? Well go ahead and visit a dozen stations. Your ship is useless without the modules. Yet you have to go spend hours to collect everything you need.
How hard can it be to make a module finder, huh? Why can't I just do a search? Does it make things too easy? Screw you. I was killed by a goddamn NPC and I could not fight back reliably and I was dead before I knew it. Why? Because my ship did not have the goddamn shield I wanted, and I was searching for the shield for the past 2 hours already. Seriously, go screw yourselves.

2: Trading crap.
Want to find a trade route? Well if you don't have a second screen and/or never heard of EDDB, you're out of luck kiddo, trading ain't for you. If you want to trade then, go visit every goddamn station, write down the fricken prices. Figure it out. Except I see you already moved back into a combat ship and went to that RES. Yep, so many do that.
Again, how fricken hard can it be to have a price finder in the actual game, huh?
But noooo, you would rather spend months on developing a fancy face generator instead of developing practical stuff. And then there's idiot players who encourage that kind of development. The hell is wrong with you?

3: Planetary crap.
Why, oh why, do we even have surface installations? I find that those are the most worthless timewasters and I just want to get on with my day.
First, you have to land on the planet. This takes longer than just landing on a station. But ok.
And then, you accept missions or buy resources. Guess what? Now you have to take off and find that in plenty of cases, your destination system is obscured by the very planet you're on. Proceed to spend minutes to get out of the fricken planet, turn around, and jump. Meanwhile you're already having a mental breakdown and wonder why the hell you landed on the planet, and promise to yourself you will never do that again voluntarily.

4: Travel crap.
Seriously the whole idea that celestial objects slow you down in supercruise is nonsense and the only reason why this mechanic is there is to slow you down. Literally, it has no other purpose. Because apparently things are not inconvenient enough already that you have to visit dozens of stations or surfaces to even get basic crap done, no, you have to do that slowly or else you will not fully appreciate space.

5: Engineer crap.
"This planet has like, 5% germanium yo"
Cool, so 1 in 20 chance to find it? Meaning I seriously have to go shoot like 20 rocks to have even a decent chance at finding this mineral I need? (I know, chances don't work like that, but whatever) I dunno about you but I find that the wave scanner is pointless. Because of 1 single thing: all of the stuff you are finding is at the surface in big rocks that look different than other rocks. I bet with some optical scanning device from the 34th century you can find that crap from orbit. I want pinpoint locations. I want to know exactly where to look, and NOT memorize the different kind of wave signatures and then HOPE that this one rock has what I need and I can fricken move on with my day. Because I really do not want to roam around on these planets longer than needed. They're boring; if you're seen one, you've seen them all.


And that's just of the top of my head. Thing is... why are these not being worked on?
"Muh immersion?" If anything the fact that crap is inconvenient will make me realize it's a game because in a real universe, stuff like this would definitely be there to make things more convenient for pilots.
In general, everything that I need to do before I can do something else is boring. Because I want to specifically do the "something else" because I find THAT the fun part. Yet in 9 out of 10 cases in Elite, it just has to be made harder than it needs to be to actually do that.

I think u need to simply visit this forum area: Player Tools and API Development

Nearly all the findings you have issue with have solutions here. Sure they are not ingame, but at least they are covered, and in most cases much better than if rendered ingame!
 
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Why not just sit back and let everything be automatic, everything needs no attention and no task takes more than 30 seconds?

Game frustrating - Everything takes too long? - Believe you must grind everything to some imaginary Pokemon end-game?

Go away. Stop playing and go play Overwatch. This game is obviously NOT for you.

Stop trying to turn our game into some mindless hand holder babysitter that wipes your face after your toss your cereal from the high chair.

E: D too frustrating? Go play something easy.

o7

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"Elite Dangerous is a really good game because Star Citizen is really bad"

HAHAHAHAHA

You can't compare a functional space sim game to the biggest farce since Duke Nuke 'Em. SC isn't playable.
 
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The OP didn't say it was too hard. He said - OBJECTIVELY CORRECTLY - that game contrives to be as inconvenient as possible to inflate time. Which is factually true.

Now, refute THAT STATEMENT.
This is going to be problematic, seeing how it's just a statement. An accompanying argument would be a good start. Since that is lacking refuting it would be simple: "No it doesn't". The statement in itself has some issues.

The game cannot contrive, since it is ruled by code. I believe the game executes the code perfectly. So, I guess you meant the developers.
Second, you now have to find evidence that the developers make the game as inconvenient as possible. Now even with a low esteem of the developers I think we should give them credit for being more creative than that, and they could have made the game way more inconvenient than it is now.
Third, since you are guessing ... wait, I'll start again. Since you are GUESSING the game's (read: developer's) intentions, I am at a loss how you can call that objective and factually true, without any way of checking that.

Bottomline is, before I can start to refute THAT STATEMENT, I'm going to need a little more SUPPORT for THAT STATEMENT.
Helpful would be: when accusing people of using a strawman (which granted, you had a point) it may not be the best strategy to follow that up with the hyperbole "as inconvenient as possible". When claiming factual correctness about developer's intentions, you're going to need quite strong evidence to support that. I'd like to see that.

Good luck! :)
 
Spicy rant there OP. I agree with some of it, not with so much emotion though. Some of it is inconvenience but it also sounds like some of it is a case of the game just not being for you. There is room for improvement on many things, but I think that there are just parts of the game that will remain core and you probably won't ever like it.
 
I'm elite in trading and I still think in game module search should be a thing.

Sure, it would be nice, but for ships and modules, I made Jameson station my home address. They got almost all of it and at all times, and at 10% rebate. So why bother go anywhere else?
 
This is going to be problematic, seeing how it's just a statement. An accompanying argument would be a good start. Since that is lacking refuting it would be simple: "No it doesn't". The statement in itself has some issues.

The game cannot contrive, since it is ruled by code. I believe the game executes the code perfectly. So, I guess you meant the developers.
Second, you now have to find evidence that the developers make the game as inconvenient as possible. Now even with a low esteem of the developers I think we should give them credit for being more creative than that, and they could have made the game way more inconvenient than it is now.
Third, since you are guessing ... wait, I'll start again. Since you are GUESSING the game's (read: developer's) intentions, I am at a loss how you can call that objective and factually true, without any way of checking that.

Bottomline is, before I can start to refute THAT STATEMENT, I'm going to need a little more SUPPORT for THAT STATEMENT.
Helpful would be: when accusing people of using a strawman (which granted, you had a point) it may not be the best strategy to follow that up with the hyperbole "as inconvenient as possible". When claiming factual correctness about developer's intentions, you're going to need quite strong evidence to support that. I'd like to see that.

Good luck! :)

Evidence that the developers have purposely made the game stupid: (and by stupid, i mean pointless timesinks as place holders for meaningful barriers of activity)

Powerplay fast-tracking. There is absolutely no difference between the cost nor the effect of me fast tracking 10 units a time, or 50 units at a time. The various amounts being rewards for your ranking level. This creates a time barrier that makes the player repeatedly click menus over and over to fill their cargo hold. There's no reason for it other than being a time barrier because they dont have a good idea of another way to limit player fast tracking to give different levels varying benefits.

jump distance. This is and has been simply a time suck barrier. There's no gameplay (yet) involved with jumping and no other limitation from the player's point of view other than repeatedly doing the same action over and over. Everything about travel is so common that fueling / ship strength / loadout doesn't factor into traveling outside of how many jumps it takes (aside from when you go far out so that stars are too far to jump to from any path). We know this is being used as nothing more than a time barrier because the devs have repeatedly increased the range since release despite the in game lore simply to placate the players ....rather than incorporate gameplay and real barriers to travel.

Everything is a guess at the developer's intentions because they dont communicate anything (anymore). So it's perfectly valid to base your statements on the evidence and assign the simplest reason to their intentions. But to me, their intentions are irrelevant. We dont play their intentions. We play what they've given us and what they've given us is empty time barriers and incomplete mechanics and then continue to build off of that. So maybe instead of focusing on the argument that we do or dont know the developer's intentions, we can easily discuss and see what the product of whatever those intentions are and know that they're bad.
 
Why not just sit back and let everything be automatic, everything needs no attention and no task takes more than 30 seconds?

Game frustrating - Everything takes too long? - Believe you must grind everything to some imaginary Pokemon end-game?

Go away. Stop playing and go play Overwatch. This game is obviously NOT for you.

Stop trying to turn our game into some mindless hand holder babysitter that wipes your face after your toss your cereal from the high chair.

E: D too frustrating? Go play something easy.

o7

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You can't compare a functional space sim game to the biggest farce since Duke Nuke 'Em. SC isn't playable.

Non sequitur.

Also, they didn't compare it to SC. Read what they were responding to.
 
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Quick tip for this one (as there are for your other points) - Go into Options-> Controls and bind the 'Supercruise' button to a specific key (it's ubound by default). Now, if you get the dreaded 'planet obscured' message when you try to Jump, press the 'Supercruise' key to only go into Supercruise. You'll leave the planet much faster this way without having to deselect your target system. Once out of the atmosphere, line up to your target system and use the usual jump key.

If you are doing this, it's also worth binding the command 'Select next system on route'. You can then target a system, explore your current system by targeting them, then hit the 'target next system on route' button to go back to where you were going without having to go back to the galaxy map.

Another way, if someone i limited on buttons to bind for whatever reason, is to simply target something local then untarget it. Once you get out of the initial low level mass lock (around 2k meters up, IIRC) your nav system will automagically set up the next jump as the current target. Works great for me and I have more buttons and switches on my X55 than I really need.
 
That sounds super cool. I guess the one drawback is that, you end up having to do supercruise so often that eventually, having to really work at it would get tedious.

Which is why I find it funny that we used to have interesting SC mechanics that got nerfed for being to hard for many and now people are demanding interesting SC mechanics. It's what you get when you apease the mob.
 
Which is why I find it funny that we used to have interesting SC mechanics that got nerfed for being to hard for many and now people are demanding interesting SC mechanics. It's what you get when you apease the mob.

All of that could be solved by giving people an autopilot function so they could at least read GalNet or look up trade routes or whatever during long supercruise journeys.
 
I broadly agree with the OP, and I strongly disagree with those that glibly say simply that the game isn't for those that don't like these things. It's none of their damn business to dictate whether the game is for people or not, and in fact, I'd argue that the people that can be 4rsed to play it for long enough to form an opinion and then take the trouble to express that opinion here are very much part of the set of people the game is 'for'.

I'm not dictating anything. It's just an observation: Why would you spend time playing a game that you don't enjoy? It's clear that the developers won't be ditching supercruise, adding fast-travel gates, or an auto-pilot; they've said so publically. This game is a time-sink and I don't see that changing anytime soon.
 
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