I was 15 when I played Elite on the BBC. 46 now. When I played then there was a lot of 'not much going on' but I had all the imagination to fill in the gaps. Is this game boring? To me at the moment, yes. But that could be me.
I'm a player from the old days too. Well, I had some time in on the BBC version, but played most on the Archimedes Elite remake. I've been playing this new reboot version since the Steam launch a few weeks ago. Currently have about 500 hours in.
My major problems with the game are not with the content so far. I find most of it pretty much what I expected or better, and I find confidence in Frontier Developments that more will keep being added as time goes on.
My issues with the game are mostly around it's gameplay mechanics and the balancing:
- The crime system is too simplistic and the laws/rules too contrived, being black and white in most cases with this Wanted/Clean system and no grey areas. It has a jarring effect on immersion and makes involved sessions an exercise in frustration.
- The galaxy map is a crucial tool in planning and analysing your gameplay, yet seems unfinished and neglected. It lacks critical functionality to allow you to track and record your progress and create flight plans.
- Supercruise, or Supersnooze, as myself and some friends now call it, is great for local exploration of minor points of interest, but a serious timewaster for ferry trips to large system bodies, such as for trading. It could be easily fixed by a mini-hyperjump facility between massive bodies like planets, moons and asteroids.
- The ship upgrade system lacks character with just its Class and Grade definitions, rather than manufacturers, are ridiculously priced artificially for grinding purposes rather than realistic reflection of capability. Ship slots are illogical in places, such as internal compartments being used for onboard system and utility items.
- Various systems don't reflect culture by having space stations of a particular design fitting a particular faction, but instead are all generic to everyone. For example, I might have expected that Coriolis type might belong to the Feds, the Orbis to the Empire... etc. More noticeable is that once inside, they are literally all the same barring the odd one having some minor decorative difference in theme. There needed to be more unique stations, each with their own artstyle and aesthetic to fill out culture and identities of the different parties. This would have made different regions immediately identifiable to the player flying into them.
- Similar problem exists with the ships in the game: everybody uses all the various types in the game, including some specific cultural designs like the Imperial ones. It would have been better if, like the stations, there was separation between the ship 'artstyles' you come across to be reflective of who's space you're in; and if necessary, many which were not yet player flyable (saving Frontier a lot of work in creating them). So when you're in Empire space, you see Clippers, the forthcoming Courier, but also many other smaller ones, like fighters that are used by the local authorities and inhabitants. Similarly, when you are in Fed space, you see it dominated by the classic polygonal designs of Vipers and Cobras, etc. This would have given the varous places of this universe instant recognition, colour and character, where right not, it all just looks the same barring the names on the stations and a few variations in voice overs.
I could continue, but hopefully you're seeing a pattern here; that the devil is in the details with this game. The sandbox must have the power to reflect my impressions and imagination in order for the illusion to be feel real. Powerplay sounds like a wonderful idea, but it won't be something I can see, feel and touch, if the universes characters all share the same set of tools.
...Just the little things that made it better, portraits much better news, side missions, fly around the planets and flyby buildings etc etc etc
...Little stuff like portraits, little people walking in the station or at least a body in the control tower, Bring back the different papers with different slants on the news ,, my god anything to prove I'm not the only human in the universe.
I see where you're coming from, but I'd start with the bigger aspects as I listed above (regional stations and ships) and then move to the smaller things like animated people in the structures. Those things for me are easier to fill out myself with imagination if the environment supports the over all feel of a specific culture.
There was this one station I visited some time ago while on a long trade exploration. I was shocked to see it as it was the first time I'd seen one with a different interior than the usual ones. Here's a screenshot I took: it had a
desert oasis theme, and even though structurally it was identical to the rest, it made a refreshing difference to just have a new palette and details, so much so that I was sad to leave it!
And that's the key. Emotions. Other sandbox games I played and loved, have had variations in the environment and details to the point where, when you discover them, some you like, some you don't; others you love, there are those you hate. It attaches you to the world.
Elite: Dangerous is currently lacking this.
Give me things like salvaging, ship naming, NPC interaction (for things like missions), ship reputation etc ... things that really flesh out the game, things that I can find immersion in. PowerPlay isn't it.
When I started my journy with my Sidewinder, learning the game, salvage was my first career to build myself up. I found a niche in wondering around WSS points and grabbing abandoned flotsam, canisters of anything and everything, some near worthless, others valuable beyond my wildest ideas of profit. I loved that short but eventful and satisfying career. However, one aspect of it spoiled it, but was something I had to learn to ignore with a roll of the eyes: "illicit cargo"/"illegal salvage"
As I alluded to in my above list, the game is full of dumb design ideas for the infraction and penalty system that seriously detracts from immersion. The good news is, that a lot of these are easily fixed, but the sad part is, I'm not seeing any progress here in these latest updates.
The takeaway message here is not that the game is boring, at least not for me. It is that add all the content you want, but if you are adding it to an irritating and frustrating set of base mechaincs, it won't be as rewarding as it should be.
This isn't 1984. What was effective and acceptable back then, due to limitations of hardware and innovation, won't be enough now. There needs to be more sophistication and nuance in the design for modern times if this product is to fulfill its promise.