Why is this game so unneccesarily inconvenient?

Always check out a game properly before buying. Maybe you were fooled by the 'splosiony trailers for this game, which are to put it generously - misleading.
 
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'..

If someone was complaining about playing tennis because they didn't like hitting balls with a racket and that they felt the court should be twice as big so they didn't keep hitting the ball out, then you wouldn't for a second consider it inappropriate to say 'maybe tennis isn't for you'.
This is just the same.
 
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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.

What were these interesting super cruise mechanics you speak of? I've been here since early beta and don't recall any interesting sc 'thing' that has since been nerfed or removed.
 
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Seen this so many times here. 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.

Well said. The defenders will keep driving away potential paying customers until they no longer have a game to play. Fear not.

The game is an inanimate object; it doesn't contrive anything. The developers obviously like a slow-paced game and so do many of the players. People keep insisting that certain tools be in the game; while that would be nice, I'd rather have the developers work on stuff that can't be handled out-of-game. Yes, the game has flaws and we probably agree on many of them. Whining about time-sinks doesn't appear to affect anything but tempers on the forum. Complaining about missing tools in the game, when tools are available is just being stubborn and you're shooting yourself in the foot, so to speak.

The "defenders" are not driving anyone away. They have no real effect on the game, only the developers do. Read the suggestions. People have been asking for speedups for years now. It still hasn't changed, so obviously, the developers disagree and aren't going to change it.

Either you enjoy the game and play it or you don't, in which case, why are you wasting your time doing something you dislike? It makes no sense.

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.

Yes, but FD has specifically said that they have no intention of adding an autopilot and actually SC doesn't really need it (point your ship and check the distance every so often). Hyperspace jumps are where an autopilot would really be useful, but since we're not getting one, we just have to accept it.

Prisons are time sinks as well.

True, but that's irrelevant. The game isn't a prison; you're free to leave at any time. No one is forcing anyone to play a game that they don't enjoy.
 
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people who push the idea of autopilot etc are doing exactly what Fdev likes to do, treat a symptom because it's perceived as the easiest thing to do. Increasing jump range, autopilot, etc, these are all things that come to people's mind and they do nothing but address a symptom of the problem the game has. Which is that traveling is boring, the majority of the game is traveling...and Fdev has done nothing to make the largest aspect of their game enjoyable.

A proper solution is to not increase jump ranges, or introduce autopilots etc. It's to make traveling exciting and engaging. That should have been a game requirement from day 1. The focus of the game should be a good mix of the journey and the destination. Instead the game is all about destinations. The only thing Fdev has given us for the journey is RNG idiotic pirate archetypes to randomly interdict the player. Lame. Lazy. Boring. It's simply a nuisance you barely have to deal with.

Systems need to be more dynamic... There needs to be consequence involved with risking traveling to a low security system or high security. NPC's need to have more localized behavior that is somewhat unique for every given system and faction based on the faction state and govt type, economy, etc. Jumping needs to be a strategic decision with meaningful consequences. This will be a start to making the journey just as important and fun as reaching your destination. Negating the need to increase jump ranges or use autopilot to avoid boredom.

While in-system, to fix Supercruise, i think supercruise should not show you the system as if you were in normal space. you're not in normal space while in supercruise. You're somewhere in between hyperspace and normal space and it should reflect that. Giving you a reason at times to drop out of supercruise to explore. Further, there needs to be more environmental impacts while in supercruise. Solar storms, magnetic interference around certain stars / planets. This would not just impact supercruise, but your sensors and setup areas of ambush by pirates so they're not just randomnly spawned for no good reason. Supercruise then becomes somewhat of an dangerous environment that requires your attention and your skill in seeing dangers ahead of time and avoiding them. It also would allow the developers to hide things in supercruise that requires players to figure out how to reach. Perhaps you'll need to equip a much stronger shield to withstand high radiation or better sensors to detect something mixed in with a roid field that normal sensors would miss. This would be a good starting step to making Supercruise part of the game and not just a means to reaching a destination that everyone would rather skip because nothing happens and it's boring as hell.


That's what i mean by working the low hanging fruit. Not hand outs. Not an easy, i win button. A solution to the problem, not bandaids over symptoms that dont fix anything.

I think once the journey issue gets some love, then it would be time to address the other incomplete things like the game's economy and powerplay and then roles in the game.
 
people who push the idea of autopilot etc are doing exactly what Fdev likes to do, treat a symptom because it's perceived as the easiest thing to do. Increasing jump range, autopilot, etc, these are all things that come to people's mind and they do nothing but address a symptom of the problem the game has. Which is that traveling is boring, the majority of the game is traveling...and Fdev has done nothing to make the largest aspect of their game enjoyable.

A proper solution is to not increase jump ranges, or introduce autopilots etc. It's to make traveling exciting and engaging. That should have been a game requirement from day 1. The focus of the game should be a good mix of the journey and the destination. Instead the game is all about destinations. The only thing Fdev has given us for the journey is RNG idiotic pirate archetypes to randomly interdict the player. Lame. Lazy. Boring. It's simply a nuisance you barely have to deal with.

Systems need to be more dynamic... There needs to be consequence involved with risking traveling to a low security system or high security. NPC's need to have more localized behavior that is somewhat unique for every given system and faction based on the faction state and govt type, economy, etc. Jumping needs to be a strategic decision with meaningful consequences. This will be a start to making the journey just as important and fun as reaching your destination. Negating the need to increase jump ranges or use autopilot to avoid boredom.

While in-system, to fix Supercruise, i think supercruise should not show you the system as if you were in normal space. you're not in normal space while in supercruise. You're somewhere in between hyperspace and normal space and it should reflect that. Giving you a reason at times to drop out of supercruise to explore. Further, there needs to be more environmental impacts while in supercruise. Solar storms, magnetic interference around certain stars / planets. This would not just impact supercruise, but your sensors and setup areas of ambush by pirates so they're not just randomnly spawned for no good reason. Supercruise then becomes somewhat of an dangerous environment that requires your attention and your skill in seeing dangers ahead of time and avoiding them. It also would allow the developers to hide things in supercruise that requires players to figure out how to reach. Perhaps you'll need to equip a much stronger shield to withstand high radiation or better sensors to detect something mixed in with a roid field that normal sensors would miss. This would be a good starting step to making Supercruise part of the game and not just a means to reaching a destination that everyone would rather skip because nothing happens and it's boring as hell.


That's what i mean by working the low hanging fruit. Not hand outs. Not an easy, i win button. A solution to the problem, not bandaids over symptoms that dont fix anything.

I think once the journey issue gets some love, then it would be time to address the other incomplete things like the game's economy and powerplay and then roles in the game.

Sounds good to me.
 
I suggest another game. What your complaining about is the game. Bit like me complaining that world of warships is all about firing shells and no other gameplay
 
I suggest another game. What your complaining about is the game. Bit like me complaining that world of warships is all about firing shells and no other gameplay

He's not though is he. He's complaining about obfuscation. Poor mechanics. For example, you can buy ships and modules to upgrade your ship. They come in different sizes and classes. Where do you buy them? Not telling! In a populated bubble of thousands of systems, there is no way of telling where you can buy what you're looking for. That's the sort of thing he's complaining about. How do you equate that to complaining about the actual gameplay itself (as in your firing shells example?). It's lazy, it's nonsensical and it's obfuscation for the sake of it. Still, I suppose it adds another few tens of hours of "gameplay" to the game while you wander the galaxy, docking at every station in an effort to find what you're looking for.
 
people who push the idea of autopilot etc are doing exactly what Fdev likes to do, treat a symptom because it's perceived as the easiest thing to do. Increasing jump range, autopilot, etc, these are all things that come to people's mind and they do nothing but address a symptom of the problem the game has. Which is that traveling is boring, the majority of the game is traveling...and Fdev has done nothing to make the largest aspect of their game enjoyable.

A proper solution is to not increase jump ranges, or introduce autopilots etc. It's to make traveling exciting and engaging. That should have been a game requirement from day 1. The focus of the game should be a good mix of the journey and the destination. Instead the game is all about destinations. The only thing Fdev has given us for the journey is RNG idiotic pirate archetypes to randomly interdict the player. Lame. Lazy. Boring. It's simply a nuisance you barely have to deal with.

Systems need to be more dynamic... There needs to be consequence involved with risking traveling to a low security system or high security. NPC's need to have more localized behavior that is somewhat unique for every given system and faction based on the faction state and govt type, economy, etc. Jumping needs to be a strategic decision with meaningful consequences. This will be a start to making the journey just as important and fun as reaching your destination. Negating the need to increase jump ranges or use autopilot to avoid boredom.

While in-system, to fix Supercruise, i think supercruise should not show you the system as if you were in normal space. you're not in normal space while in supercruise. You're somewhere in between hyperspace and normal space and it should reflect that. Giving you a reason at times to drop out of supercruise to explore. Further, there needs to be more environmental impacts while in supercruise. Solar storms, magnetic interference around certain stars / planets. This would not just impact supercruise, but your sensors and setup areas of ambush by pirates so they're not just randomnly spawned for no good reason. Supercruise then becomes somewhat of an dangerous environment that requires your attention and your skill in seeing dangers ahead of time and avoiding them. It also would allow the developers to hide things in supercruise that requires players to figure out how to reach. Perhaps you'll need to equip a much stronger shield to withstand high radiation or better sensors to detect something mixed in with a roid field that normal sensors would miss. This would be a good starting step to making Supercruise part of the game and not just a means to reaching a destination that everyone would rather skip because nothing happens and it's boring as hell.


That's what i mean by working the low hanging fruit. Not hand outs. Not an easy, i win button. A solution to the problem, not bandaids over symptoms that dont fix anything.

I think once the journey issue gets some love, then it would be time to address the other incomplete things like the game's economy and powerplay and then roles in the game.

Something must be wrong with me. I actually agree with you... :)

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Bit like me complaining that world of warships is all about firing shells and no other gameplay

Sorry. No more money to those guys.

No more money to Frontier until they fix the network model.
 
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