Bulk deliveries are a boring grind - not fun

Deon Beauchamp shared this feedback 20 days ago
Not Enough Votes

The first couple are bearable, but as the quantities and distances increase it becomes an uninteresting chore.

They are not encouraging me to build better ships, they are putting me off this type of contract.

Replies (8)

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The reward for some of the larger deliveries is.......don't bother next time.

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May be the larger deliveries would be better for contracts much later in the game and with significant rewards.

In the early game, to obtain a license to make a new part, large bulk deliveries are dull.

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I agree that the large bulk delivery contracts encourage the making of larger and larger drilling and hauling ships... thus the name of this game?

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For my sins, I have nearly 900 hours in SE2. I have re-started from scratch many times, I have built ships small and large, and a small fleet of ships to tackle the various progression phases of the game on a few of the run throughs. I can attest that bulk mining delivery contracts to obtain the right to build another block type are awful. Calling the contract a delivery is the first failure, the pittance of reward for the amount of effort is the 2nd. If sub grids were reliable I might say that engineering was a thing worth the time, as yet the game can not handle complex sub grids consistently. Building larger ships becomes more of an investment over the iterations, especially when not all blocks are available. Once block progression is near complete, building big can make more sense. The idea of taking a huge delivery of materials from A to B is OK, mining for profit is OK, but the current bulk delivery contracts are punishing, not motivational, the rewards are mean to the point of wanting to join the renegades.

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"the rewards are mean to the point of wanting to join the renegades."


:D would be fine to have this option.

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i think the reward are one point to know that everyone want become! Wacky Steps

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I agree with Deon. However, I think the problem goes beyond the contracts themselves and their poor rewards.

I have around 1,400 hours in Space Engineers 1, and one thing I would really like to see in SE2 is a more diversified progression system. Building larger mining and hauling ships should certainly be part of the experience, but it shouldn't be the only meaningful way to progress or unlock new technologies.

The problem, in my opinion, is that the game currently relies too heavily on repetitive activities to unlock new building possibilities. Completing increasingly demanding bulk delivery contracts just to obtain a license for another block type doesn't necessarily create meaningful progression. It can easily turn into a tedious grind rather than an incentive to build better ships.

I'd much rather see different ways of acquiring technologies: research and experimentation, exploring abandoned facilities, recovering technology and components from wrecks, or even developing industrial infrastructure to unlock more advanced production capabilities.

I'd also like to see more varied gameplay scenarios and progression paths. For example, starting with ground vehicles, developing mining and transportation infrastructure, completing missions that require different types of vehicles, and eventually progressing towards atmospheric and space engineering. Not as a mandatory path, but as an alternative way to experience the game.

I believe building should be more than just a response to increasingly demanding contracts. It should be a means of overcoming challenges, expanding capabilities, solving problems, and creating new opportunities.

After all, the real potential of Space Engineers isn't simply about building bigger ships. It's about giving players meaningful reasons to build, and making the things they create useful within a broader gameplay experience.

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I agree, but a mining ship makes a huge difference.

If you get to Vallis Reach, the blueprint tutorial has you take a blueprint of an atmospheric miner. Alternatively Vallation Station Shows you an ion powered miner you can blueprint. They look tiny but can carry almost 50,000kg after you add a bunch of up thrusters.

You CAN build the atmospheric one at the barn, if you delete a the connector and a couple of block at the back of the drills to get access to the conveyor blocks. Buy the compressors from the trade station.

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Rant mode engaged.(sorry)


If this was just a mining problem then may be. Piggy backing a small vessel on to a larger one has issues too. The time taking to process material is considerable, the way in which a smelter supports an assembler makes estimating the process time difficult to assess. So, the quantities of required raw materials needed for processing, is something that you have to work out somewhere.

If you can work all of this out, then you can assess the storage needs for transporting, and then in turn the size of vessel required for the task, and then go through the whole process again with the next bulk delivery contract.

All of this on a computer that does not do this calculation for you unless you decide to make your own app.

Alternatively, I could build massif grid, stock up on fuel and hope I can make planet fall the next time its required, then there is fleet management and logistical transfers, all for the sake of earning the license to make a passage block and get a few lumps of ore or a couple of components that have 0.01% value of the task that is required, not even an attempt to buy me of with a medal. 'Well done engineer' does not hack it.

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Well in the beginning I thought this is about finding an efficient engineering solution of gathering many resources. E.g. I tried building quarries or similar large machinery to dig giant holes, but combining rotors and pistons with drills didn't work well; mostly due to glitches or some moving parts not working as expected (I plan on issuing a seperate report once I figure out a minimal example. But right now I can't play as the game always crashes).

Meanwhile I gotta say that these pure, grinding missions made leave the game quite a while. Maybe a good intermediate strategy for such quests would be to allow to keep like 50% of the resources required (as part of the reward). This would feel less grindy and boring to me.

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Yeah, agreed. There is one contract that is 35 000sc for 100 000 copper and 100 000 cobalt. If you sold it to a trade terminal, it would be 1.4 million sc for the copper and 4.2 mil sc for the cobalt.

35k sc for 5.6 million sc worth of ore. Just tedious. And I'm sure this isn't the worst offender.

The mining is fun when its for something you're building, you're working toward a goal that is worth the work.

But also worth noting that they haven't even really touched the economy in terms of balance and gameplay so I'm sure it will get a balance pass at some point in the future.

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I too have ranted about this however ....

There was a comment from one of the Keen devs about how the Hostile Encounters are on on the surface of Verdure and intended to uncover bugs in how the NPC's work.

The implication is that SE2 is, at the point, a testbed for the game mechanics. If I extend this concept to the entirety of what we have,

1) nothing beyond Kemic matters because they haven't started fleshing it out yet.

2) the contracts exist to prove that the contract terminal works and that the progression system works. There are just enough contracts to reach the colonized state.


3) there has been no thought given to the interaction of contracts and viable economy.

4) most sectors should have planets but they haven't gotten around to building them. Thus the stations and the contracts are placeholders. Getting to Delphos simply allows a check on the complete Fast Travel network.

5) as more functionality we should expect new contracts related the functionality to appear that showcase and test that functionality.

6) ranting about philosophical problems may be useful at some future date when then devs can be switched away from implementing and debugging new functionality. We should not expect them to be addressed before then.

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