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Imma be honest, the storylines were always kind of confusing and uninteresting to me. But with that in mind, why are the autophages required?
I also was on your way. But I realy recommend the story. It's not bad. (The artemis-storyline. Tha Atlas isn't needed afaik.) AND you will get ca. 1000 Quicksilver along the way without playing multiplayer-quests.
It's also not too long, It can easily be done within 20 hours. And if you already played a while, it even wil be faster. You can do story-mission after story-mission, then, without doing other things, to fill up requirements.
Be carful at the last mission, though. ALL tech will be damaged, including the sentinel pilot-control. So I realy recommend AGINST an active sentinel-ship at this stage, or you will be forced to get another hamonicized brain somehow....
It's "endgame" content.
Which is retarded.
also correct...
no it is not... not when you consider everyone that has been specifically asking for endgame content... do you feel the same way with all other games, too? where's the carrotgoal in playing, then??
You can use a Repair Kit.
But yes, using a Sentinel Ship is not recommended for other reasons, swap to some beater ship (or do what I do and keep the starter ship for stuff like this).
Plenty of people enjoy starting new saves for when they get bored of their established ones, but DON'T want to have to go through the Artemis Path all over again.
The Artemis Path, being such an old quest, was made way back during the game's infancy and it hasn't aged particularly well, sending you on tangents to interact with obsolete content (such as the Base Overseer).
They need to give veterans a way to skip the Artemis Path if they don't wish to do it, and you can skip the first part of it by turning Tutorials Off, but that only cuts out like 5-10% of the Artemis Path questline, which still leaves a bunch of the grindy parts still in it.
Such as having to do missions to get up to Rank... what was that again, 5? With whatever race you are forced to ask about the star charts, or the 16 warps near the end, or what-not.
The questline is interesting to see once or twice, but several times later, it is downright tedious.
Locking all new content behind it, just creates a feeling of it being a slog grind, makes players hesitant to do new saves, and for people who like doing new saves, it kinda kills the fun of playing the game entirely.
Artemis Path *NEEDS* to be skippable for veterans and I've already suggested a few ways to allow Veterans and not Newbies to skip it.
Placing new planets in new systems was indeed a great idea (though I'm STILL reading threads about players' bases being bugged/destroyed/whatnot, so....)
However, locking said new systems behind the Artemis Path, not so much.
They could have easily accomplished the same thing without doing that.
People were asking for "endgame" content for years. Something that can only be discovered if you've done a lot already in the game and reached the "end" of the basic storylines. That's exactly what we got. People are already overwhelmed by the amount of content the base game delivers and giving too much away too early takes away the excitement of discovering even more stuff after you thought you've seen everything. That is what keeps me going in this game and i even have started a brand new save to just work myself through all of this and get to the purple systems after another hundred of hours of gameplay.
I think what people like yourself were REALLY complaining about, is just dumping everything on the anomaly to be shovelled at you all at once.
This does not mean it needs to be gated behind a long questline, it merely means that they need to stop just throwing content at you without you asking for it.
Very few other games I've played shovel content down your throat without you asking for it. In this game, you can't hardly warp, or even pulse jump nowadays without something popping up that starts a new quest.
The solution?
Have quests start by the player's specific actions.
That way, the PLAYER can CHOOSE when they want to interact with specific content and not be overwhelmed by 20+ objectives in their log all constantly trying to auto-switch and display popups about.
The Derelict Freighter is an awesome example of this. To start that, you have to do something very specific: you have to buy a locator from the scrap dealer. The only mistake they made with this, is nagging you about it the moment you get 5 million units to your name. Get rid of the nagging and this quest would be perfect.
Or how about the Living Ship? You start that by buying the egg from the anomaly.
These are examples of how to do quests RIGHT.
Now, look at some of the other content, such as Dreams of the Deep (which activates as soon as you come out of a warp) or Under a Rebel Star which also randomly activates after a warp IIRC.
EDIT: Just as an exercise to give you an example, I will now suggest how to fix Dreams of the Deep and Under a Rebel Star since I pointed to them being offenders:
1). Dreams of the Deep should activate the first time you check a terminal in an underwater abandoned building.
2). Under a Rebel Star should activate the first time you kill a pirate starship. Along with the Pirate Transponder, it should drop an item that when used, starts the quest.
Sure HG could give everyone the new content right from the out set when starting a new game.
Of course then folks would complain of being bored and having nothing to do, and of having no goal to work towards.
It's not that we don't want to play them.
It's that we don't want to have to do the same thing over and over and over again.
The Artemis Path is interesting the first 1-2 times you do it.
5+ times later, and it's not interesting, it's annoying, especially if it exists only as a roadblock, thus you feel FORCED to do it because other stuff is locked behind it.
Most people realize that newbies need Artemis Path because it's one giant tutorial and most reasonable people are not advocating getting rid of it or letting newbies skip it.
The game is not a vertical progression game, and it never was. There are no stats to work towards increasing (other than S-Rank Mods, which are laughably easy to get).
It's an open world sandbox game with a splattering of content, and MOST of the game is structured that you can do whatever you want, whenever you want.
Oh, except for this, and this that require you to do this long tutorial disguised as a quest line first.
It really doesn't make any sense compared with the rest of the game's structure and format and it sticks out like a sore thumb.
Allowing veterans to skip Artemis Path wouldn't be such a bad thing.
Though I'd argue that revamping Artemis Path to bring it up to modern standards would also be awesome, but that could be a lot of work.
EDIT: Here's an analogy for you:
Your Dad takes you to a beach (assume you're a kid), and brings a box of toys. He hands you a couple sand molds but continues to hold the box. You reach up for this box and he shakes his head and points to the two simple bucket molds he gave you.
"I ain't giving you any of these toys until you make at least ten of those first.", he tells you.
Pretty sure you'd be rather annoyed at that, especially when one of the toys in that box, you've never played with before. It's a really intricate mold of a castle tower and you really wanna make a castle but he only gave you a couple boring featureless buckets to use as molds first.
So you make your ten boring humps of sand, and then he hands you another one or two molds and goes "make me 10 each of these now" but he still holds onto that castle tower that you really wanna play with.
Pretty soon, you've got a bunch of sand humps that you don't care about littered about the area you're playing in, because your dad just won't give you the thing you really wanna do.
Maybe 5 hours later you FINALLY get to play with the castle mold for a little while and then it's time to go home.
You come to the beach the next day and he hands you the boring mold again. "You know the drill. Ten of these."