Fixing boredom in Elite Dangerous

IMHO, all this adding life and / or sense assumes existence of a background simulation. Which in this game, doesn't exist. Everything, yes, the miserably little life we see, is randomly generated without any sensible connections, or manually injected.

I love the sensation, but with any sort of sense (y'know, cause, effect) completely absent, I give ED 3 months to live unless something substantial is done.

Not hatin', but as of right now, not much lovin' either.
 
All valid points, I do really hope they start focusing on this. Especially the "dangerousness".

I find the single most enjoyable thing in the game to be the "Incursion training". It's the only real challange (and I have yet to beat it).
Sure, you can go hunt anacondas in a sidewinder in open play. But as you upgrade to a viper and beyond, there's really nothing interesting to do.
 
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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.

That's how it used to be in the old games. It was pretty simple to end up hitting a planet, if one was too much in a hurry. Sadly, since time now has to run synchronously to support multiplayer and pausing/fast-forwarding can't be done anymore, They can't go back to the old newtonian system. Which still was somewhat dull. I do actually enjoy to go surfing/watching TV/whatever while FSDing. After all, there is no pause button. If it's dangerous, I want to be able to interrupt the danger to go to the potty. Or to sleep (and not wake up to see that my missions ran out of time).

See it this way: space travel in the distant future will probably even much more boring than ED is portraying. ;)
 
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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).

Some really great ideas there +1
 
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.
You might be interested to try this project: https://kerbalspaceprogram.com/ It is a space program simulator, quite complicated.
 
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SC is just way too boring as it is. Every event requires SC and SC exiting which we spend more than 50% of the time doing. Even SC exit is way too long and boring (would love an upgrade mod computer or something that can plot a quick SC exit/ an 'anti shift drive whateveryawannacallit ' that allows my ship faster braking within SC). I understand this game means to simulate but it is also still a game that should be fun. I am now 2 million away from buying an ASP but i have lost my interest in this game due to time spent in SC and SC exit rather than actually enjoying the mission.. bounty hunting or trading.
 
Ahh kerbal possibly my fave sandbox game of all time,though i have to say anyone thinking this game is hard and complex..just stay away from Kerbal...its on a whole different level...but it is ridiculously huge amounts of fun.

Agree - Kerbal is also a game with an incredibly steep learning curve - but also fun once you finally start "getting it"
 
SC is just way too boring as it is. Every event requires SC and SC exiting which we spend more than 50% of the time doing. Even SC exit is way too long and boring (would love an upgrade mod computer or something that can plot a quick SC exit/ an 'anti shift drive whateveryawannacallit ' that allows my ship faster braking within SC). I understand this game means to simulate but it is also still a game that should be fun. I am now 2 million away from buying an ASP but i have lost my interest in this game due to time spent in SC and SC exit rather than actually enjoying the mission.. bounty hunting or trading.

So you're saying when a game is trying to simulate reality that it's ok to skip from the inn to the dragon's dungeon in a second, no matter how far the distance? You miss out on all the banter from your party, the awesome cookouts, and even your archery practice when hunting the deer for those cookouts. While in SC, there's plenty for you to do to keep yourself occupied. Between the adjustments you make on the trip, to checking your missions tab or your trade route notebook to make sure you're in the right system. The simulation isn't just the ship, it's what you do while on the ship. Any form of autopilot will only detract you from what you're supposed to be doing... playing the game.

On the other side:
Yaw thrust shouldn't be any different than lateral thrust, or just slightly slower. You shunt thrust to front left and rear right and you spin to the right. Think they went with the aerlon explanation, as on aircraft it does little to change direction.
 
So you're saying when a game is trying to simulate reality that it's ok to skip from the inn to the dragon's dungeon in a second, no matter how far the distance? You miss out on all the banter from your party, the awesome cookouts, and even your archery practice when hunting the deer for those cookouts. While in SC, there's plenty for you to do to keep yourself occupied. Between the adjustments you make on the trip, to checking your missions tab or your trade route notebook to make sure you're in the right system. The simulation isn't just the ship, it's what you do while on the ship. Any form of autopilot will only detract you from what you're supposed to be doing... playing the game.

On the other side:
Yaw thrust shouldn't be any different than lateral thrust, or just slightly slower. You shunt thrust to front left and rear right and you spin to the right. Think they went with the aerlon explanation, as on aircraft it does little to change direction.


Nah didn't say one second, didn't even specific the length of time it should be. Just saying its a burner point for me ingame. Of course u have to simulate distance but as hiking to the dungeon at some point u get to upgrade from your feet to a horse or depending on the game even an engine. Would just like the option/ upgrade for quicker SC and SC exit which can be quit possible in a sci-fi game that is also built on fiction. Secondly i don't agree that there is enough to do on those SC trips all of what u mentioned can be done in seconds and then what? Unfortunately I don't have a whole lot of time per day sitting at my pc and if I did I still wouldn't want to spend 50% of game time motionless for the argument of realism. That's just not realistic to me for a "game" don't completely suck the fun out of it!

On another note upgrading thrusters don't affect SC so I'm lead to believe that the FSD does it all (and i'm open to correction here). If so a fictional drive can at least have a frictional brake.
 
Ahh kerbal possibly my fave sandbox game of all time,though i have to say anyone thinking this game is hard and complex..just stay away from Kerbal...its on a whole different level...but it is ridiculously huge amounts of fun.

Kerbal kicks butt.

I love it. :D
 
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!

How about some Alien craft with alien tech and alien weapons?
An Alien cockpit layout with glypths would be interesting.

To make SC more interesting have the ships computer control all aspects including dropping out at the destination.
In the meantime give me something to do like reading the BB boards, searching the commodities market or chatting with other players.
I could even interact with R2 or B****hing Betty.
 
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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..

This this 1000x times this

Life is what's missing. More Galnet local generated news. MUCH more variety in missions. MUCH MUCH MUCH more variety in NPC comms. Distress calls. Anomolies. Passengers. Non-faction missions. Convoys. Hidden stations. NPCs who contact you for random stuff - tell you of trade routes or news. LYNX BULK CARRIERS!

I am hugely enjoying the game so far - but definitely hoping for more content.
 
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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.

Really can't argue with anything in this post.

I think less time travelling in SC and more danger at the stations edge would transform this game, and the anarchy systems should be where its at.

I wouldn't think it would be difficult to make the trade system adjust prices of goods and mission rewards for anarchy systems.
 
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