tomchk wrote: ↑Fri, 1. May 20, 20:32
Jeraal wrote: ↑Fri, 1. May 20, 20:25
TekDragon wrote: ↑Fri, 1. May 20, 01:09
I gotta say, if I was the author of one of the most universally hated mechanics in an otherwise great game - I'd probably try to duck responsibility. Props for owning it.
Are you considering changing the mechanic for training traders so that it's less non-intuitive, illogical, and immersion-breaking? So all the people who want to train a pilot to trade don't waste dozens of hours putting them in an expensive trading ship and transporting high amounts of high-demand wares, only to come onto the forum and find out they wasted all those hours because the only viable way to train trading skill is to do the exact opposite?
Also, for my own curiosity, was this idea originally even MORE unintuitive, and someone walked you back? Like, did you originally envision that players needed to spend 20 hours per pilot teaching them how to walk before they could even board the ship you hired them to command?
Agree with the general sentiment, if a bit harsh in delivery.
I just think we should try to be polite, even when understandably frustrated about a big disconnect between developer and user. The developer is much more likely to make adjustments we request if we treat them the way we want to be treated. Sorry for the preaching, but it applies to me, too, and I think it's really important especially now.
After more then 117 hours in 3.0 + 3.1 I have:
- ONE autotrader with 3+2/3 stars, gave him a lot of the higher tier seminars I got from doing missions
- ONE fighter pilot with 3 stars, gave him a few seminars too
- TWO fighter pilots with 2+1/3 stars, they earned that 1/3 star sitting in the backseat watching me fighting
- 37 pilots (station traders, station miners, police patrol, explorers) with two stars
I gave all of these remaining 37 pilots the lower level seminars I have dozens of, which is like the instant first thing after buying a ship, to get 2 star pilots.
Getting 2 star pilots is extremely easy, getting 3 star pilots without doing mission chains for higher tear seminars is practically impossible. And mission chains with 3+ star seminars as rewards are not as common nor fun so that I would do them multiple dozen times...
Station managers gain stars extremely fast, while station traders, station miners and ships sent to explore gained exactly zero stars after more than a hundred hours.
And ironically, when I could have maybe used the money from autotraders, I didn't have them, and now I don't need them and can't be bothered with doing mission chains for seminars. Two star station traders and station miners work perfectly well, and my stations are printing credits.
So what is the point of this whole system?
If this is how Egosoft imagined this working, then congratulations, it works perfectly well. But from a player perspective, this is as broken as it can be.