Is this game a grind? An attempt to answer...

It is a grind if you want a big ship.

Personally I am fine with my vulture, type 6, and I will be getting the Dimondback Explorer (not scout) later on.
 
nah..... claiming a game is dead because of game releases coming later in the year is just complete naff... seen and heard that 3 and a half years ago with WoT/War Thunder... and both are still going strong

the whole chart thing is pure subjective fun... where you place your personal X is gong to apply to you only.... see the whole thing as a light hearted fun thing..... loosen up the weekend is near

Time will tell, Grindfest games never last long they may gain a some serious players but there comes a point when new blood stops, development goes into a 2 year cycle as there is only 2 people there.
 
Well, i have been with the game since premium beta and I have enjoyed my time here. However I have not installed the power play beta (I just couldn't be bothered) and I am having a bit of a rest from the game. I am back playing BF3 which I never seem to tire of. ED is a good game and i have enjoyed playing it but for me it is a grind! Trade to earn money to buy bigger better ships, once you have seen several multi coloured planets you have seen them all, hopefully power play will rekindle my interest.

I hope so.
 
Its a made up term to represent how someone feels about gameplay. So its not really misunderstood as it doesn't really exist. Some people may feel the monotony of a certain game were others won't.

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Fallout 4 release hasn't been announced.
 
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I'd also argue that both Skyrim and GTA V are more "theme park" than Elite.

According to Steam, I've played Skyrim for 231 hours and GTA5 for 43. I've not played either in some time. Their missions are variations on a theme as you say. Once completed, those worlds are pretty stark and tedious.

I've played E: D every day for at least an hour beginning in Feb. I am easily over 500 hours play at this point (and I'm not counting time on the second Steam account I got for my Ironman YouTube series). I've never bought a second game account ever, but I did with E: D. I never play until I'm bored; I play until I can't see the screen from yawning because I need to get to bed. I've raged because of being killed pointlessly by others, I've rejoiced at a successful smuggling attempt, but I've never felt meh about it.

Tonight, after dinner has been consumed, the cats have been fed and the wife has been chatted to, I'll be right back on my PC blasting away again. When I'm done playing for the night and the missus is in bed, I'll connect my tablet to the TV and watch an Isinona, Chaoswulff or Obsidian Ant video to learn another aspect or take on the game. (Aside comment: Anyone who says this game has not gotten better since release should watch the older Alpha, Beta, Gamma vids because it has improved by leaps and bounds.) Then I might spend a bit of time editing a new YouTube episode. No game has ever grabbed me like E: D has.

What others call grind, I call a sandbox. I've done every occupation in E: D save pirate and miner. I'll be trying mining on my return from my exploration trip. I love this game. I can change my mind halfway through something and go off in another direction. This sim sings to me and I can't see it wearing off for some time.

The E: D "X" in the OP graphic above should be much higher and to the right with nothing else close to it.
 
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If FD doesnt fresh up this game with new fun content with diversity (both graphical and gameplay wise), better multiplayer mechanics and a new mission system that actually works... they will be doomed by the end of this year.

As soon you realise how repetitive and lifeless the ED universe is and take a brake because if that boredom (first 100 hours were amazing), because of that it will be hard to come back to the same repetitive content, really hard. FD need fresh features, and Im not talking about more grind gameplay like the powerplay update or those boring community goals, Im talking about a true multiplayer event system where the player actually will have fun with new dinamic content, thats the key if you want people to play your game for a lomg time: dinamic content.

Singleplayer games die fast, only those with a huge mod community survives. Games like ED doesnt have that, doesnt have a true multiplayer gameplay (this game is more lika a singleplayer game with a persisten online world) and neither have a mod community, and the events are just a singleplayer extension of the same repetitive game mechanics.

Sorry for my broken english.
 
Well game is dead in the water come Autumn, new Xcom & Fallout 4

Nice try FD it really was but the X is really needs moving to the FUN spectrum of the chart once people have hit a Python there really is no point in going further.

I am currently taking a break from Elite to play the Witcher: Wild Hunt at the moment (By the way a bloody AMAZING game). But I know once I have completed it, I will be back.

Why do you need to stop at the Python? Only if you give yourself that arbitrary goal... My goal isnt about getting the biggest ship at all, and I have been playing pretty consistently since Beta dropped last year.... So I have MORE than got my money's worth out of this game and now a couple of friends have it and we wing up with comms and everything and its just opened it up more...

Also, you were impressed/pumped by the Fallout 4 Trailer??

I know I wasn't, it looks like a game from 2011, even MORE so now that its post Witcher: Wild Hunt.. In fact I would go as far as to say that it not that much of an improvement on Skyrim at all.

Not saying the game wont be good (not by a long shot) but I was super disapointed that its not using an updated Gamebyo engine.

And did you SEE that In Engine footage for The Bard's Tale IV released today??? Comparing that to the In Engine Footage of Fallout 4's Trailer it seems really...... Meh...

of course thats my opinion.. I'm sure yours is different... :D
 
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I suppose it's relevant so I'll just link a post I made in another thread that indicates my view on the topic:

...We have very simplistic mechanisms like grinding activities to accumulate credits. However, this is common element of game design, and in itself not a negative. It's how you implement it that determines how it feels to the player. The equation must be balanced such that the activity is fun and enjoyable to do; so much so, that the player often forgets about the reward he's accumulating by doing it...

I don't know exactly how relevant this will be, but I felt, as a relatively newer player, it might be worth putting my thoughts in the hat in case the developers see this.

Although I appreciate the ideas and effort that has gone into Powerplay, it isn't living up to the anticipation that has been building in me for the last few weeks. Since I began playing Elite, I have been impressed with its Cobra game engine, the graphical fidelity, the quality of the art design, and other production details which have realised a magnificently impressive open galaxy to explore freely.

However, what has not impressed me it the relatively simplistic mechanics of the gameplay elements behind the scenes that govern your interaction and dictate your status as a player. Quickly, it became apparent that much of it is a recreation of the mechanisms of the older games.

That's not a negative in itself, but in 2015, I expected innovation and advancement of current standards, something previous Elite games always did. I felt there were some glaringly simple, or outright missing, features in the game, and that surprised me because this was the release version.

With these basic elements that were lacking, the game felt like it was still in beta, and just released early in order to further promote and fund ongoing development. I felt this was fair when I saw Frontier's ongoing commitment to continue updating and enhancing the game for the long term.

My hopes were that some of these simplistic elements, or unfinished areas, were placeholders for upcoming improvements. So far though, I've not seen that to be the case, because emphasis appears to be on adding new content, without necessarily increasing sophistication of the base game.

Yet, we've had games years ago with more player involvement and nuanced gameplay, and better progress interfaces and inventory management, RPGs such as Fallout 3 and so many ARPGs. Even Borderlands, which are just simplistic shoot'n'loot games, have a more deeply addictive system for such things as weapon variety, inventory, and making money. As a result, a lot of Elite's gameplay feels mechanically dated and functionally limited for a modern game; and with the wide open world universe here arises an inherent problem of depth:

We have very simplistic mechanisms like grinding activities to accumulate credits. However, this is common element of game design, and in itself not a negative. It's how you implement it that determines how it feels to the player. The equation must be balanced such that the activity is fun and enjoyable to do; so much so, that the player often forgets about the reward he's accumulating by doing it.

For me, this only ocurrs in the game with bounty hunting and its associated combat. Every other activity can only be done for short periods before it loses its appeal as a transparent grind or time sink. Trading becomes a chore not only because of the repetitive shuttling, but more because the markets don't feel like real economies linked to the system, its players and its resources, on which you feel like your effort is having an impact.

Where is the living economy with players and NPCs having an impact on supply and demand on commodities, leading to natural shortages and surplusses, as well as more sinister causes of the same? Where is my trader's licence, with penalty points when found doing dodgy things like smuggling, or providing benefits like becoming a salvage specialist and go around hoovering up abandoned cargo without being seen as a criminal?​

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We have a black and white legal system where you can be allied to a local system, have helped the Local Authority countless times, yet a friendly fire brush will see you Wanted and hunted to death in favour of the real criminal you were helping to contain, all for a mere hundred credits. The proposed solution for this is another simplistic time based cool off period, rather than a more thought out reputation based mecahnic.

So, were is the deeper game here? You have the Pilot's Federation handing out free Sidewinders as an act of inexplicable charity, and a very strange insurance provider happy to take losses on every claim! Anyone can pick up and become a trader or a bounty hunter without a licence or permit. There are no job roles advertised through which a beginner player can logically start his journey, through which the loaned ship is a "company car", and the career has a degree of progression which pays a salary. For example:

a) Join the Local Authority as a system policeman, get given your Sidewinder, and a pay packet. As you progress, and do well, you can upgrade the ship. Eventuallly, achieve some rank in the police force and get upgraded to an Eagle, then a Viper.

b) Become a courier. Get given Sidewinder and do transport runs fro a fixed pay packet. Then, just like the above job, you work up to a Hauler, and then an Adder, until the job has earned you enough to start your own journey by buying your own ship.

c) Same as above, but a career opportunity as a miner...

d) Same as above, but a career opportunity as an explorer...​

Once your career reaches a limit, or you decide to leave earlier, you give back the company ship, and take your credits to buy your own ship and do what you like. If you've earned a good rep after a solid career, you can apply for permits, such as the trading or bounty hunting licence mentioned earlier, which gives you some amnesty against illicit cargo or friendly fire infractions, but penalty points which can lead to losing the licence if you accrue too many. I could go on with such ideas to illustrate depth with further examples but that's beyond the scope of the comment.​

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The ships are one of, if not the most, interesting thing in the game, at least for now. Yet, rather than be used as characters of player expression, they've been turned into rungs in a progression ladder within each class. Each more expensive ship up somehow invalidates the point of the lower ones.

The limits of the outfitting screen reflect that by putting a ceiling on every ship so that the only way out is the next ship up. Where there is overlap, it doesn't feel naturally designed, and where there is difference, it feels deliberately artificial. This could have been designed so differently, with greater degree of modification, so that every ship could have been valid for different players and playstyles, from beginner to experienced player.

The goal of the game should not be to climb the ship ladder, and keep up with the Cmdr Jones' with their Anaconda parked on the pad next door, but to get the ship that best reflected you, and prepare it the way you best like to play, leading to almost limitless variations. Instead, with the exponential pricing of the ships and their upgrades, it's a just a credit grind to get to the uber level ships.

It's also an opportunity missed to put the aquisition of certain ships behind gates like missions and faction loyalty, rather than just using price and module limits to differentiate them. Sure a few are locked behind the faction ranks, but many players see that as just another grind to be duly executed and achieved, working all sides to get everything, rather than an actual player choice with consequences.​

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This same system is now also present in the Powerplay system of joining a Power and grinding for their upgrade, then defecting for your cool off period, until you can repeat the process for the next.

The mission system was another area that quickly lost its novelty as it became obviously a bunch randomised fetch quests and kill requests. Essentially, more trade shuttling or hunting targets in tediuos repetitive exercises of Supercruise and random USS/WSS drops. Powerplay was something I was excited would change that, and it has certainly added more flavours, from what I can see, but i'm not sure it's doing it with any further depth than more of the same basically artificial, simplistic and repetitve gameplay mechanics.

Add to that the 10% loadout penalty, reputation decay timer, the bounty cooldowns, etc., and I don't see real innovation here. Back in the 80's and 90's these systems to determine things might not have been so much of a problem because it was an earlier technical age. Today, game mechanics should be a lot more sophisticated, and far less transparent, than this. Something that at least matches up in sophistication to the awesome graphical spectacle of the dynamic universe the Cobra engine has rendered in front of us.​
 
@Shadragon

"Tonight, after dinner has been consumed, the cats have been fed and the wife has been chatted to ..."

Good priorities there, moggies before wife especially so.

I agree that watching UTube videos is a good way to learn about different aspects of the game and the three gents you mention do a spiffing job at introducing said aspects, as, indeed, do many others (Blind Pew's work I found particularly useful when I was starting out). Without those introductions I probably would still be floundering around and in ignorance of some of the best, or at least most interesting, aspects of the game (e.g what happens when you turn flight assist off). I do wish you fellows would stick to one name though, for example Ganite on here is, I discover today, Obsidian Ant in the other place. What name do you post your videos under?

As for the game being a grind I agree with the school of thought that says it can be if you let it. The idea that the game is a mile wide and an inch deep is undoubtedly true for some players, probably the same sort of people who "beat" Skyrim in just x hours (my first playthrough took just under 500 hours and I did two more after that one of which is still open). Aside from anything else, the new Power Play is going to have a huge effect - just the fact that different rules will apply in different areas will change the game dynamic and add enormously to the play possibilities. If I could ask the developers for one thing it would be the ability to transfer credits directly from one player to another - with that simple change a whole new economic model based on player interaction would be brought into life.
 
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So many good points raised in this thread! :)

I've been a massive fan of the space genre for as long as I can remember, and have played most of the space games on PC over the past few decades! When I saw the Elite Kickstarter I was so pleased to see that the space sim genre was making a come-back. Although Frontier did a very poor job in the first few weeks of the Kickstarter campaign with providing zero information to the backers, they soon got their act together. Eventually we were shown what a wonderful game Elite would be.

A world of EMERGENT gameplay, provided via game mechanics that reacted to the players actions. There was never a mention of levels, or filling bars, or accessing tiers. All the talk was purely about a dynamic galaxy. Here are the examples I have written about here already over the past few days:

1) Selling exploration data to the highest bidder, or to the faction of your choice. This would cause said faction to go exploit the resources in that area. The opposing faction may put a bounty on your head for selling out. The galaxy REACTS to you selling the your discovery data, not by a bar filling up - but because the NCPs and faction base their actions and decisions on what you have done!

2) NPC Wingmen. A trader with a non-combat ship could hire NPC Wingmen. Some of these wingmen may turn out to be untrustworthy and betray you at a key moment! The galaxy REACTS, not by filling bars or accumulating numbers - but because an NPC makes a decision about you and decides upon a course of action.

3) "Assassination Mission". A player is offered a mission to assassination a political leader. A second player is offered a mission to stop the assassination. The galaxy REACTS, it forces two players into a confrontation situation - not by filling bars, changing stats or using ladder gameplay - but rather by directly placing the players in confrontation over a matter that is occurring in the game, rather than something linked to progress bars and galnet text.

4) Resources discovered in a ring systems cause miners to appear, which in turn causes an Outpost to be built. If player numbers increase more miners arrive, followed by pirates and bounty hunters and then security forces. Still more players arrive, so a station is built, followed by traders and economic booms...attracting Factions and Powers. This is a DYNAMIC alive galaxy...one that is reacting to player activity, rather than presenting bars to be filled.

This is the Elite that I imagined...it is the Elite which was discussed in the design documents and during the early development. This is an Elite which can be placed to the far right of my graph. However this is not the Elite we actually have.
 
Only if you make it about grinding.

I never did anything in the game I did not felt like doing, money will come by anyways so just try to enjoy the ride. There are more cool things to work on like your combat skills.(not rank)

I see most people complaining about grinding do nothing else but farm money and look at the numbers, thats a big mistake right there if you make the game about making credits you'll just feel lost when you finally have enough money for the ship you always wanted. You'll be asking yourself "what now?"
 
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Only if you make it about grinding.

I never did anything in the game I did not felt like doing, money will come by anyways so just try to enjoy the ride. There are more cool things to work on like your combat skills.(not rank)

I see most people complaining about grinding do nothing else but farm money and look at the numbers, thats a big mistake right there if you make the game about making credits you'll just feel lost when you finally have enough money for the ship you always wanted. You'll be asking yourself "what now?"

The thing is though - Frontier made a choice about what direction to take Elite in. We could have had a galaxy that reacts to player actions in the way I highlighted in the post above yours. Instead what we have is a galaxy which "switches" states based upon how full a progress bar is. These are two very different approaches.

But yes, a player can choose to grind, or choose to not grind. That principle is true for any game.
 
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