Bulk deliveries are a boring grind - not fun
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.
You can't vote. Please authorize!
I like this feedback
The reward for some of the larger deliveries is.......don't bother next time.
The reward for some of the larger deliveries is.......don't bother next time.
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.
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.
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?
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?
I also noticed this here:
https://support.keenswh.com/spaceengineers2/pc/topic/57116-some-contracts-feel-too-grindy-contract-ideas
I also noticed this here:
https://support.keenswh.com/spaceengineers2/pc/topic/57116-some-contracts-feel-too-grindy-contract-ideas
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.
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.
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.
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.
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.
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.
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.
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.
Replies have been locked on this page!