Fixing boredom in Elite Dangerous

The early experiences in Elite Dangerous are great, but eventually boredom sets in for many people - enough that there are many people complaining about this issue. I want to outline various reasons for this, and suggest some solutions...


1. While you are grappling with all the complexities of Elite Dangerous (flight, docking, combat, trading, etc), the game feels fairly challenging (but figuring out how to do something can be very rewarding). However, once you've gotten to grips with all of those complexities, Elite Dangerous suddenly becomes much easier. Too easy I would say. You can easily amass a fortune through grinding lucrative trade routes, or grinding certain kinds of missions in some systems, with little in the way of danger. This means you end-up repetitively doing stuff without having to think very much (or at all), leading to boredom for many people.

The solution to this boredom is to make the game harder (the sandbox game The Long Dark is extremely repetitive, but it's high level of challenge stops it from getting boring). Some suggestions:

(a) Add the already-planned Ironman Mode. This instantly makes the game much harder for those who find it too easy, but anyone else can ignore it.

(b) Make anarchy & low-security systems *actually* dangerous, by populating them with more pirates & pirates of greater skill. Beginners just need to avoid such systems, so might be a good idea to make the danger level more obvious on the Galaxy Map. But with increased risk, there should also be increased reward, so the highest bounties should be found there, and the highest paying missions should require you to go there.


2. Super Cruise is great for giving a feel for how ridiculously huge space is, and prevents star systems turning into a list of "fast travel" locations, but eventually it can get very boring - many people report browsing the internet (etc) while waiting to reach their destination in Super Cruise. i.e. Super Cruise is basically non-interactive. That's a serious problem given that you can spend maybe 50% of game time in Super Cruise. I am against speeding-up Super Cruise. Instead I think it should be made more *interesting*:

(a) There should be anomalies in supercruise you need to avoid (maybe justify it as dark matter affects supercruise more than normal space?), otherwise you risk damage and/or unwanted change of direction (but only in the worst case getting dragged out of supercruise). So you have to keep an eye out for things in your way, and plot a course around them.

(b) It should be possible for enemy ships to hide in wait for the player (in supercruise). Maybe they can hide behind (or near) those supercruise anomalies? So you need to be constantly alert, on the watch for possible threats that may come after you, and maybe take a wide berth (or countermeasures, or perhaps pre-emptive attack).

(c) USS were a good idea, but as they often contain boring/unwanted things it's tedious to drop-out of supercruise & then find you wasted your time. So some way to scan a USS to help guage whether it's a good idea or not (e.g. approx number of ships present at the USS, excluding stealthed ships) would really help. Maybe make this another mini-game, where you have to learn what the scan means, e.g. A strong signal could indicate many ships, while an intermittent one could indicate some kind of black box.

(d) *Maybe* there should be local distortions (blame low density dark matter if you want) which can cause you to gradually veer off course, unless you correct it. So you can't just point & forget. This would need testing, to see whether it was just annoying!


I will update this post when I think of more ideas, but please feel free to make your own suggestions, and/or discuss existing suggestions (mine or someone else's).
 
The early experiences in Elite Dangerous are great, but eventually boredom sets in for many people - enough that there are many people complaining about this issue. I want to outline various reasons for this, and suggest some solutions...


1. While you are grappling with all the complexities of Elite Dangerous (flight, docking, combat, trading, etc), the game feels fairly challenging (but figuring out how to do something can be very rewarding). However, once you've gotten to grips with all of those complexities, Elite Dangerous suddenly becomes much easier. Too easy I would say. You can easily amass a fortune through grinding lucrative trade routes, or grinding certain kinds of missions in some systems, with little in the way of danger. This means you end-up repetitively doing stuff without having to think very much (or at all), leading to boredom for many people.

The solution to this boredom is to make the game harder (the sandbox game The Long Dark is extremely repetitive, but it's high level of challenge stops it from getting boring). Some suggestions:

(a) Add the already-planned Ironman Mode. This instantly makes the game much harder for those who find it too easy, but anyone else can ignore it.

(b) Make anarchy & low-security systems *actually* dangerous, by populating them with more pirates & pirates of greater skill. Beginners just need to avoid such systems, so might be a good idea to make the danger level more obvious on the Galaxy Map. But with increased risk, there should also be increased reward, so the highest bounties should be found there, and the highest paying missions should require you to go there.


2. Super Cruise is great for giving a feel for how ridiculously huge space is, and prevents star systems turning into a list of "fast travel" locations, but eventually it can get very boring - many people report browsing the internet (etc) while waiting to reach their destination in Super Cruise. i.e. Super Cruise is basically non-interactive. That's a serious problem given that you can spend maybe 50% of game time in Super Cruise. I am against speeding-up Super Cruise. Instead I think it should be made more *interesting*:

(a) There should be anomalies in supercruise you need to avoid (maybe justify it as dark matter affects supercruise more than normal space?), otherwise you risk damage and/or unwanted change of direction (but only in the worst case getting dragged out of supercruise). So you have to keep an eye out for things in your way, and plot a course around them.

(b) It should be possible for enemy ships to hide in wait for the player (in supercruise). Maybe they can hide behind (or near) those supercruise anomalies? So you need to be constantly alert, on the watch for possible threats that may come after you, and maybe take a wide berth (or countermeasures, or perhaps pre-emptive attack).

(c) USS were a good idea, but as they often contain boring/unwanted things it's tedious to drop-out of supercruise & then find you wasted your time. So some way to scan a USS to help guage whether it's a good idea or not (e.g. approx number of ships present at the USS, excluding stealthed ships) would really help. Maybe make this another mini-game, where you have to learn what the scan means, e.g. A strong signal could indicate many ships, while an intermittent one could indicate some kind of black box.

(d) *Maybe* there should be local distortions (blame low density dark matter if you want) which can cause you to gradually veer off course, unless you correct it. So you can't just point & forget. This would need testing, to see whether it was just annoying!


I will update this post when I think of more ideas, but please feel free to make your own suggestions, and/or discuss existing suggestions (mine or someone else's).


Just make the game .... dangerous , so every time I take off , I'm more worried about the Universe killing me than a ship , only the Elite will/can survive away from the protection of space that's been navigated regularly
 

Tox Laximus

Banned
In the beta version there are cobras, type 9's and vipers for 100 credits, Brani (Virtanen Hub), that might help with the boredom.
 
Supercruise IS dull. The navigation is point-and-click, so there's not much real piloting. I'd like to be able to get at some of the math so I can plot my own intersystem paths and compute my own orbital insertions. It would seriously be cool to be able to plot from planet to planet, although math would be crazy hard. But think of the sense of accomplishment! You could even sell flight plans on the open market for those that didn't want to do the math, and who trust you enough not to fly them directly into the sun.
 
They need to add life to the game. it is a cold lifeless void now, but I believe space would be that way. However, rumors of other life forms, being part of a unfolding story, doing missions that are multi-part where the reward is an item for your ship... those are a few ideas. heck, add voice broadcasts from NPCs in some stories. You jump into a system and get a voice and video call of distress.... things like that. Even the old game Wing Commander felt more alive than ED in it's current state.
 
So your major plan is to make SC even more irritating...now not only do i have to spend time in supercruise i have to pay attention to a contrived disruption factor to make me gently nudge my stick back on course..thats EA type thinking...you want to make this elite..make some systems more dangerous..flying in an anarchy in any of the previous incarnations of this series would result in a minimum of 3 interceptions and combats in this there is no difference between a core system and the most war torn system in the universe.
 
Supercruise IS dull. The navigation is point-and-click, so there's not much real piloting. I'd like to be able to get at some of the math so I can plot my own intersystem paths and compute my own orbital insertions. It would seriously be cool to be able to plot from planet to planet, although math would be crazy hard. But think of the sense of accomplishment! You could even sell flight plans on the open market for those that didn't want to do the math, and who trust you enough not to fly them directly into the sun.

Great suggestion.
 
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Originally Posted by Twelvefield
Supercruise IS dull. The navigation is point-and-click, so there's not much real piloting. I'd like to be able to get at some of the math so I can plot my own intersystem paths and compute my own orbital insertions. It would seriously be cool to be able to plot from planet to planet, although math would be crazy hard. But think of the sense of accomplishment! You could even sell flight plans on the open market for those that didn't want to do the math, and who trust you enough not to fly them directly into the sun.

Orbiter meets Dark Souls ... truly Elite Dangerous then
 
Thanks for the constructive post OP.

I think you have some good points there but i think many of them would result in ED becoming too "Arcade" style in its nature. Dodging and ducking round anomalies in super cruise "FTL aint like dusting crops boy" :D

Anyway, I do agree that ED needs A LOT of improvement in Most areas but the Dev's have yet to post what they plan on doing other than some basic bug fixes and the 1.1 patch which adds wings (this should have been in on day one IMO) - they need to be more vocal on what they plan on doing over the next 6 months or so, so we know whats coming and whats not!

Personally i think ED needs to be made to feel more alive, rather than the sterile environment we have now:

* Station menus need avatars and scrolling windows with news bulletins, with audio of news reports being read and mission screens need the missions read out to us by a station computer etc. its 3300 - this is more than possible!

* NPC's need to actually do stuff instead of just spawining and flying around with no purpose - they need to trade and interact with each other and stations.

* Station interiors need to be more diverse and less copy and paste - Plus they need to do something about those cars that just go round and round and round and round forever and never stop, never run out of fuel..... Its been like this since Premium Beta (posibly before) - they have got to be the longest "Place holders" EVER!

* Super cruise journey needs to be shortened and exit distance to stations needs increasing so it gives pirates etc. the chance to hide in stealth mode waiting for people - not this "Hello, im on everyones scanner in super cruise, you can see me coming and i cant do naff all about it" mode!

* Ship holographics need altering for each ship to make them feel unique, cockpits are all different but the overlay is the same so it feels like im flying the same ship all the time apart from the awesom audio differences - change the colour of the holo or the shape of the menus/ bars etc. doesnt have to be massive changes, just make it feel different!

* Allow me to access Gal net and Save trade information in my ship so i have stuff to look at while in super cruise and dont have to use a pen and paper to write down notes - its 3300 my ship should have a log book of some kind!!!

* Sort out the massive price difference between the next ship up from the Asp - its like 11 million credits from the Asp to the next ship - I cant see how im going to get 11 million credits now the markets are "live"

* Make mining quicker, let me mine half a ton of an ore rather than a poultry 10% each time, add in bots to collect it for me - at the moment mining feels broken!

* Add in Group and Chain missions where theres an objective or a chain of missions that you follow such as escourt, search and rescue, patrol, protect etc.

* Make exploring more fun, add a small window pop up with a picture of the planet or star i just scanned and some basic information on it, planet type, size, orbital period, atmosphere etc. so i can see what i scanned (the info is already in the system maps, why cant it pop up in a window for me for a few seconds after the scan?) - this would make it feel like ive actually "collected" some data worth selling!

I think the above were essentials that should have been in the game from launch, im not asking for massive expansions like planetary landing or pvp FPS combat etc. im asking for possible improvements that can be included in patches.
 
Aren't we missing an easy addition here? Perhaps it's already in, but in the real world space ships navigate via gravity wells; obtaining velocity from planets and lifting themselves into another orbit, etc. We have the orbit lines, we have realistic orbit distances, can't we just make the optimal path to the next body some formula involving slingshotting oneself from one body to another? That alone would add both planning and realism.

This is already half way in, isn't it? I hear it mentioned that staying away from orbital bodies speeds up the journey via the avoiding mass mechanic.

I can imagine some type of problem related to super cruise already breaking those gravity speed levels, but lore is secondary to gameplay :)
 
I've got just one pet wish-list item I keep banging on about. Again, I strikes me as being something that would help...


New players should avoid LOW security systems like the plague, out of sheer necessity. If they are totally new, they should avoid MEDIUM security systems, too. ALL the "early" gameplay should take place in HIGH security systems, with the interdiction and NPC adversary profile we have now (eg. NPC interdiction frequency, combat skill and equipment level, headcount).

Opportunities for missions and profits in HIGH security areas should be enough to get new players happily earning and learning, but not stellar.


Playing in MEDIUM security systems should increase the challenge from NPCs - more frequent interdictions, higher combat skill, ALWAYS CARRYING SHIELDS (lol), multiple adversaries (ie. drop-ins arriving once one pirate has interdicted you).

Higher profits and additional missions should provide the carrot.


Playing in LOW security should ramp everything up to eleven. Something to keep players on their toes once they are on top of the game mechanics and are well equipped.
 
At the risk of making a target of myself... add notes about "security status" of systems Similar to what Eve uses. 1.0: systems security is on high alert. .4 security response severely limited. Pirate rich zones on the fringes of "civilized Space". 0.0: unexplored, unpopulated systems in which anything goes. No laws, no bounties. You, the dark, and the Thargoids.

Additional route planning: avoid low security.
 
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At the risk of making a target of myself... add notes about "security status" of systems Similar to what Eve uses. 1.0: systems security is on high alert. .4 security response severely limited. Pirate rich zones on the fringes of "civilized Space". 0.0: unexplored, unpopulated systems in which anything goes. No laws, no bounties. You, the dark, and the Thargoids.

Additional route planning: avoid low security.

FD has most of the pieces in for this already. See musings here. It doesn't seem like it would take a Herculean effort to pull all the various threads together and make it work cohesively!


[edit] To be perfectly clear, Elite ALREADY has the "Security Level" concept today...



The concept doesn't need adding. In my opinion, though, it needs to be dialled up, and "integrated".
 
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This is already half way in, isn't it? I hear it mentioned that staying away from orbital bodies speeds up the journey via the avoiding mass mechanic.

I never quite understood this from Elites perspective. Shouldn't you speed up if you're heading directly at a planet or star because eventually you'll get caught in it's gravity and it then pulls on you making you go faster? I get that when you leave a planet or star behind that you have to counter said gravity pull (well) but right now, no matter what, you just slow down to a crawl near any solar mass. Shouldn't you be able to skirt the edge of the stellar bodies gravity and pick up speed as you are always "falling"?
 
Its my understanding that the "Frame Shift Drive" is actually a Alcubierre Drive, what that would mean is that any stellar body with a good gravitational pull would interrupt the drives function and thus, make you go slower!
 
Its my understanding that the "Frame Shift Drive" is actually a Alcubierre Drive, what that would mean is that any stellar body with a good gravitational pull would interrupt the drives function and thus, make you go slower!

I'm somewhat familar with the "Warp Drive" concept that was first used in Star Trek. Also saw the (I believe) Discovery documentary that a portion of it had an interview with the man who came up with the math for the warp bubble. I did some googling and nothing anywhere states that a stella bodies gravity would affect the drive at all.

Anyways, Just like Yaw being unrealistically nerfed, couldn't the Super-Cruise mechanics be unrealistically changed to accommodate gameplay?
 
I wish they'd do something about the AI. Elite pilots should be very, very dangerous. And they should be rare. And they should not be flying sidewinders. It's just weird.
 
I like some of your suggestions. But this is the worst idea I have read so far:
>>"(d) *Maybe* there should be local distortions (blame low density dark matter if you want) which can cause you to gradually veer off course, unless you correct it. So you can't just point & forget. This would need testing, to see whether it was just annoying!"<<

Turning SC into "The Desert Bus" is not makin' it better (google "desert bus" if you want to know what horrible self inflicted pain as computer game means).
 
Supercruise IS dull. The navigation is point-and-click, so there's not much real piloting. I'd like to be able to get at some of the math so I can plot my own intersystem paths and compute my own orbital insertions. It would seriously be cool to be able to plot from planet to planet, although math would be crazy hard. But think of the sense of accomplishment! You could even sell flight plans on the open market for those that didn't want to do the math, and who trust you enough not to fly them directly into the sun.

It will never happen but it would be great to have something like that.
 
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