Really? Silent runners and traders do it all the time.
Mhm, yeah, sure. Then traders whine they got blown up and the forums respond with "flying without shields is madness" (second reply after "flying without insurance is madness"). Finally, the problem I'm trying to address is pretty much exclusive to large, combat oriented ships, not traders nor smugglers (who tend to operate smaller vessels).
Get back to reality? Get with the times, friend, and look at the state of the game. Powerplant failure doesn't cause ship destruction and module defense is on the rise. Two ships with small shields and massive armor values were released into the game. You really want to talk to me about reality?
I do want to see someone actually survive a power-plant getting blown up. You're left at the mercy of your attacker (as most of your systems will go offline). Sure, this no longer equals ship destruction, but that's in no way a solution to the problem. So your suggestion now is to change ships entirely. Does the existence of other ships which are capable of some armour tanking mean that existing ships which rely on shields are obsolete and should actually, also, fly unshielded?
Please check the posts where I specifically address this. Please go to that post and read it this time before posting. Make it a habit to read people's posts before getting yourself into an argument, otherwise you'll only lose harder and make yourself look like a fool in the process.
Let it not be said I won't admit when I'm wrong. I missed that part of your post. But after re-reading it it seems you basically want to turn ED in its entirety into a rogue-like. I'm going to go on a limb and suggest that fair number of people would dislike such a change.
They don't make you do anything. They don't make you spend an hour and a half flying to Hutton. They don't make you work up rep to get a Sol permit. They don't make you bounce between high techs hunting for an outfitters part. They don't make you do any of that. You understand the options and the consequences, and you can make the decision.
There's a difference between a goal such as "go to Hutton" (albeit THAT is also a terrible terrible design - if it were a one-off thing, sure, but this is another case of time-wasting madness if you ask me) and "get ready for the next fight". Especially since, in theory at least, things can happen while on the way to Hutton.
This probably has another name, but I want to call it entitled player syndrome. Another symptom that spawn (children) of post 2000 era gaming are prone to. "If there's something I don't like about the game experience, it's poor design".
Wrong. The game experience is not made for you. The game experience is what it is. You choose to participate within its parameters or not. If you can't deal with long wait times on shields, then you simply can't deal with large shields. If you can't deal without large shields on large ships, then you simply can't deal with large ships. Try an FAS.
Ahh, so... we should all hold hands, and accept everything the way it is? I mean, I guess you could chalk any bug under "it's the experience it was meant to be". I mean, connection issues? Wait for the servers to fix, simple! I guess if the game made you wait 15 minutes every time it starts up while the engines heat up you'd be perfectly fine with it. Basically, with that sort of attitude any sort of criticism should basically be dismissed as "whiny".
How do you think game design changes over time? It changes because people get fed up with the old stuff they deem wasn't working and tweak it or come up with new solutions.
Who are you to tell me what I can assess or cannot assess? Every stroke you put on the internet I am free to judge as I see fit.
Wrong choice of words, perhaps. You can think whatever you like, but there are some things you cannot pull out of thin air, and if you do that just seems like you're projecting.
I cannot believe I am reading this from the same fingers that typed 'trolling' and 'you don't know a thing about game design' to me in the same sentence. Some of the most iconic and successful games alive today are built upon a lives mechanic. I won't even begin to argue this, because it's so painfully obviously a lapse of reason on your part.
And... Next you'll claim that Mario-era 8-bit music was the best and nothing new can match it, because some of the best games had that kind of music? Just because something was successful doesn't mean it's perfect or cannot be improved. It's no longer 1990. Heck, I also said that "game over" screens are bad while pointing to the Witcher 3 as an example (that game has a "game over" screen). The point was that certain mechanics are outdated and should be avoided. Not that they cannot, absolutely, under any circumstances be used.
My point is (which I also stated, however that appears to have gone unread) is that ED has more in common with roguelike era gaming than post 2000 era gaming.
About the only rogue-like thing about ED seems to be the penalty for dying without enough money in the bank.
...By comparing it to story driven based games, are you suggesting that this is what ED should be like?
My point was actually to compare it to other "games" in a general sense, at least as far as grind is concerned. ED was also advertised as a single-player game, so I'm not going to touch MMOs (albeit I did my time playing WoW). In any case, the point about grind is something for another topic entirely. Which, BTW, tends to pop up around the forums along with the "mile wide, inch deep" argument.
You find me a word for 'heavily influenced product of something I find distasteful'. I figured it was a good alternative to child.
So you ARE being insulting, and then you write...
See the bit above. I feel like you owe me an apology.
/is stumped
I'm implying that people need content spoon fed to them. Some of the latest trends (which I honestly cannot see the appeal of) include giving you a huge list of achievements and telling the player to have at it. Can the player not invent these themselves? Fine, whatever, if it's beneath me it's beneath me. However, the notion that something like a story or achievements or something is the difference between whether the game's 'chores' are considered grind or not is simply absurd. I had made the assumption that this was your view (whether you admit it or not) and by the witcher 3 comment above, I think it's clear I was right.
Again, the Witcher 3 was used as an example of an open-world game which doesn't feel grindy. Nothing more, nothing less. It's world is more alive, it's mechanics are more fleshed out. Having a story helps too.
As for the "player made achievements"... well, somehow, I managed to play ED long enough to own a well equipped Python. I think I must have had quite a few of those, or otherwise I'd probably quit a long time ago. But by that logic we might as well get some cardboard boxes and pretend we're driving tanks or something... And, pray tell, just WHAT kind of content am I asking to be spoon fed by asking for a "recharge shields" button when docked at a station?!
PvPers were upset with instant shield recharge, and it was removed. A PvPer comes to a that is thread requesting instant shield recharge and doesn't support it. I don't see the irony, only sense.
Yeah... because recharging shields whenever one enters cruise is EXACTLY the same as recharging shields after one has docked. I mean, how could I have been so blind! It's the exact same thing!