Will This Game Ever Be 'Massively'

See, this makes me laugh. And this is totally not a dig at you, Tinman. But this kind of comment is indicative of the major things I see wrong in Elite: Dangerous.

Issue: Can't trade between players.

Solution in the Design Document:


Player to Player Trading
  • Players can trade directly with each other
    • The player trade interface is available when both players are docked at the same market
    • The player trade interface is available when two players dock ships
  • The player trade interface is a secure swap allowing players to transfer credits/cargo
    • Both players must accept the trade before it occurs
      • Acceptance must be redone by both parties after any change in the trade
    • Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
    • Either player can cancel the trade at any time up to the point both agree

Solution in actual game: Allow players to drop cargo in space and not have it flagged as stolen. Scoop cargo.

"Woohoo! Check 'player trading' off of the feature list, guys! We got this in the bag!"

This "first-pass" proof of concept type feature implementation is what is going to kill this game. :(

Once you get player to player trading, you end up with Credit Farmer Spam and all the garbage they bring into games.
 
Once you get player to player trading, you end up with Credit Farmer Spam and all the garbage they bring into games.

Kinda hard to have credit farmer spam when there are zero global methods to communicate with other players.

Anyway, so what if it brings credit farmers? There are certain things you get in online games. People who want to purchase in-game currency with real money are one of those things. You can't avoid it, and the solution is not to remove basic, required things like player trading and social features. There are other solutions, like the PLEX system in EVE. That way the real money actually goes to the developers, not Chinese Gold Farmers.

Besides, if you're worried about credit spam then the system as implemented right now is perfectly capable of supporting credit farmers. They could arrange to meet you at the Nav Beacon of a star and drop a buttload of gold for you to scoop.
Transactions like that have even less of a chance of triggering any kind of automated anti-real money transfer measures. I'd rather have my trading authenticated by the server with some protection measures, thanks.
 
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Did somebody say Oscar (TM) Nomination?

See, this makes me laugh. And this is totally not a dig at you, Tinman. But this kind of comment is indicative of the major things I see wrong in Elite: Dangerous.

Issue: Can't trade between players.

Solution in the Design Document:


Player to Player Trading
  • Players can trade directly with each other
    • The player trade interface is available when both players are docked at the same market
    • The player trade interface is available when two players dock ships
  • The player trade interface is a secure swap allowing players to transfer credits/cargo
    • Both players must accept the trade before it occurs
      • Acceptance must be redone by both parties after any change in the trade
    • Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
    • Either player can cancel the trade at any time up to the point both agree

Solution in actual game: Allow players to drop cargo in space and not have it flagged as stolen. Scoop cargo.

"Woohoo! Check 'player trading' off of the feature list, guys! We got this in the bag!"

This "first-pass" proof of concept type feature implementation is what is going to kill this game. :(

Sadly I think you might be correct. (And this is not a dig at Tinman or anyone in particular.)

Occasionally you will see criticism of the game countered by the claim that "the youth of today lack imagination" or some such. While that might have some truth (actually, I think that most people's brains are addled because of too many inputs at any one time) I also believe that if we all had a choice to download update X tomorrow that would add more functionality (and thus remove the need to invent a workaround or imagine something) we would all be hitting the "upgrade" button. There is absolutely no problem with the game giving players enough freedom to use their imagination or to think inventively. The problem is that at least part of the time this seems to be the only option open to us and that this is because there is something missing from the game.
 
George Lucas once sat round a table just after filming had ended on the first Original Star Wars with Spielberg and Richard Dreyfuss. He was depressed he wanted to do a massive adult SCI FI movie set in space and he felt he had failed and ended with a kids film and no one had faith in or how well it would do.

As Dreyfuss tells it they sat round commiserating with the soon to be billionaire!


With Elite if it catches on it could be a game changer no pun intended. It could introduce a new generation as the original did to the space sim. It could go massive!
 
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Yes of course, a multiplayer game with no player interactions

What a nonseense

You folks think this is 1984 for real

Scarebears

Player interaction will change over time/patches/expansions, and credit selling will be one of the things they will take into consideration when they make these changes. People should earn their ships, not drop money and buy an Anaconda as soon as they purchase game or get tired of playing the actual game.
I pointed out something that has happened in many many games, and somehow you think this is... as you say "Nonseense" lol? 1984, scarebears, what are you babbling about.....
 
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See, this makes me laugh. And this is totally not a dig at you, Tinman. But this kind of comment is indicative of the major things I see wrong in Elite: Dangerous.

Issue: Can't trade between players.

Solution in the Design Document:


Player to Player Trading
  • Players can trade directly with each other
    • The player trade interface is available when both players are docked at the same market
    • The player trade interface is available when two players dock ships
  • The player trade interface is a secure swap allowing players to transfer credits/cargo
    • Both players must accept the trade before it occurs
      • Acceptance must be redone by both parties after any change in the trade
    • Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
    • Either player can cancel the trade at any time up to the point both agree

Solution in actual game: Allow players to drop cargo in space and not have it flagged as stolen. Scoop cargo.

"Woohoo! Check 'player trading' off of the feature list, guys! We got this in the bag!"

This "first-pass" proof of concept type feature implementation is what is going to kill this game. :(

i guess some would also call it resource management

if we wanted any other feature in this release, we would also have to choose which one of the features we have should be dropped

there is just a limited amount of money available
 
Hi All,

I really like Elite, but i think it could be so much better.
I never played a game where I haven't thought that. So far frontier have said they will continue to develop the game, so it could be an entirely different beast a year or two from now.

1) You had huge dogfights with dozens of players on different factions.
From the looks of things faction reputations aren't going to be enforce to that degree and pilots will have some flexibility on which side they will join.


2) People could pay for escorts from other players when transporting high value goods.

That be a good idea in the future and certainly hope so, an I hope not just real players but also NPCs. I just hope no one ends up paying them more than I'm paying them.

3) A sort of Raid system would be good where players can group up in a 24 player instance where you all have to fight a wave of invading NPC enemies and then defeat a powerful 'Capital Ship' or similar for 'Loot'.
Maybe not 24 players but we already seen a demonstration of a small team I think 3 or 4 of players taking down a capital ship at the premiere, this may scale up over time, I have yet to see a capital ship in game, :(, beginning to wonder where they are all hiding. There lots of issues involving lag when dealing with large number of players and NPCs, I'm sure numbers will scale up over time. There also the issue that players are spread out all over the place, getting a large number online and in the same system could be a challenge, especially when players are half way across the galaxy.
 
Player interaction will change over time/patches/expansions, and credit selling will be one of the things they will take into consideration when they make these changes. People should earn their ships, not drop money and buy an Anaconda as soon as they purchase game or get tired of playing the actual game.
I pointed out something that has happened in many many games, and somehow you think this is... as you say "Nonseense" lol? 1984, scarebears, what are you babbling about.....


Who are you to tell me that i have to earn anything?

I tell ya what, I earn real money in real life and i buy my toys with them. Fictiona ships are a toy, not a job so you know what? Ima bet the devs will need to get some family some food ya know, and ima bet well see so much credit selling my wallet will bleed
 
This is true.
None of the features needed to support this are implemented. You can't set up contracts with players, you can't pay players, you can't group and slave your FSD with players to keep your escort group together.
Not at launch. Frontier have said the game will continue to deliver content post launch.

Umm, no. USS encounters right now do not offer any kind of multi-wave assaults followed by a boss battle with loot. And the USS encounters that do exist aren't exactly balanced for coop play. At all.
Boss battles? Seriously? I think you have the completely wrong idea about this game.

People say that like its a good thing. The attitude towards EVE here is in equal parts amusing and saddening. There are plenty of great things that Elite could take from EVE Online, and plenty of things they probably shouldn't. To look at the entirety of EVE's features and dismiss them all though, "NO! That's in EVE! BAD! It doesn't belong here!"

That's just crazy.
It's a personal taste thing. People are allowed to have different tastes and think Eve is not the greatest contribution to gaming since time immemorial. I understand that is really hard for Eve fans, so maybe they should just go play Valkyrie.

They already said gamma is featured locked. Just bug fixes and polish until release.
This is it. What you see is all there is.
Feature locked for release, not for the rest of time. FD have said there will be constant updates but just ignore the facts to suit your narrative, right?
 
There are network limitations that will never make you meet a massive number of people at once in this game. There is no dedicated centralised server hosting players. There *are* thousands of players online. And they affect the world. All of them. But you cannot meet a great many of them. The usual limit is 32 for this kind of connection.

In Elite you will have to make the raid, as opposed to have a raid made for you. You have to make the initiative, it is not the kind of game that allows you to be passive.

It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.

There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.

In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.

I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.

This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.
 
It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.

There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.

In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.

I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.

This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.

The problem isn't the number of people, the problem is the speed of movement and distances traveled. Unfortunately, this appears to be a limiting factor in this type of game..i suggest looking at Star Citizen similar limitations.
 
It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.

There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.

In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.

I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.

This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.

I don't think you can argue away network limitations actually. It would be nice though. SWTOR is a MMORPG, with dedicated server hubs. This is a space SIM, with networked peer to peer potentially crappy internet connections, it will NOT support 50 people in one instance, unless you buy fiber cable to all of us. Please feel free to do so! It is not like I'm sitting here just to kid you or something. Unless I'm in that mood, granted. :)
 
It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.

There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.

In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.

I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.

This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.
Indeed.

EvE sets baseline expectations for a space based MMO. cannot go around it no matter how fanbois hate that.
Planetside 2 sets a baseline for twitch-based free-to-play military shooter. 2k players/instance.

E|D mixes both, and will be judged in comparison to those two and other titles.

If you cannot/will not make it similar, then you need to make something equivalent or better

If you cannot make it equal or better on release, then you should at least give reasonable schedule of expansions that will provide such features after release. Else you will be called on Bull Excrement.

Hiding head in the sand does not make obvious problems go away.

If you cannot make an MMO by 2014 standards (inflated as they are) then do not label your game as such. Gamers are not lawyers, and what is MMo is established in minds of people out there, despite lack of official definition.
 
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It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.

There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.

In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.

I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.

This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.


Reps from bringing back the scarebears oldtimers to 2000s gaming reality
 
I think even if it was a bit more EVE Online would really benefit the long term prospects of the game.

Eve Online is that way ------------>

Some of us came to ED this way <------------- precisely because Eve Online is an underwater hell, where solo play is discouraged, griefing is encouraged and anything remotely fun is locked down by Chairman, Personnel Manager, Director, SRP Manager, Managing Manager and a whole hierarchy of Managers Managing the Management of your in-game time. I feel highly nauseous just thinking about it.
 
When I first heard about the 32 player limit i was like :( but now I think its not that bad when I look back on my 7 years of EVE and the massive blobfests that were formed by several Alliances.
If you wanna have this go the EVE, be a minion like 2500 others in Goonswarm and enjoy the lagtastic experience.
 
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