Opinion: PP wasn't what I wanted, taking a break

You don't have to play PP content though - just carry doing what ever you were doing before and completely ignore it.
He already answered that in his first post. He was already fed up doing the same cookie cutter missions over and over. He expected some relief from PP in the form of new content, but instead it makes you grind the exact same missions, just for even less credits...
 
I have also stopped playing since power play came in. It's changed the game a lot and obviously it's better for some and worse for others. I'll probably just tinker with it here and there.

Without having touched PP, I found it alters trade routes, sometimes for the worse and sometimes for the better. My old trading run got completely crushed by the systems becoming 'exploited' by one of those virtual crooks FD wants you to humor.

But other places developed increased price differences, so its actually enabled me to increase my profit per run, although trade-good stocks dried up so far now, I had to extend to a 46 LY round trip at the moment, which is less than optimal. Waiting for some other relevant GalNet news item.
 
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I'm with you here. I've not played since the first day of powerplay. It's not the game I want it to be at the moment, but this isn't a whine or a complaint. I still check the forums and have a huge interest in the game, I've backed it since Beta, but right now I want what the game isn't offering.

I want secret stations, deserted and derelict ships, I want to scavenge the wreckage of huge battlefields and to find more than just stars' and planets' statistics when I go exploring.

I hope the game does develop in the way I want it to and I'm glad most are enjoying it. I'll come back from time to time to check on the game, I've definitely got my money's worth so far that's for sure!

This!

I am the same, logged in a couple of times since PP landed and i am not impressed. I really think this game has potential but it is not realised in the PP update. I also am taking a break and will keep looking in when new content arrives in the hope that this reinvigorates the game.
 
PP just seems like a huge missed opportunity to me. Everything just feels extremely simplified and overly gamey. All we're doing is moving stuff from here to there like we were before but in the context of power play you lose money instead of gaining it... The "mission revamp" is about as different to the prior system as a hamburger is to a cheeseburger... I could go on and on but what's the point :/. The truth is that I don't think this game will be progressing in the direction I had envisioned... The good news is there is some very promising competition coming out in the next year or so and hopefully they will be able to learn a thing or two from elite.
 
Hey! Powerplay is just an incentive to...












... grind a little bit more. Just like always! Grind grind grind!
I suggest you to hire on a production factory, where you can do exactly that: Grind product packages in order to make them ready to be sold. At least you get real bucks for it.
 
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I think even more people will leave PP and elite in the coming weeks when they find out they've lost over 100M in credits because they interpreted the PP manual as meaning you can turn major profits in PP by buying all your merits on a weekly basis, which actually leads to a massive loss in the first 4 weeks, followed by a loss of 6.25M every week afterwards, just to maintain your rank 5 perk.
And this is all down to the poor way in which FD communicate with their players.
 
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Hey thanks for the PM earlier suggesting I had a look at Rogue Systems. I'm looking at it right now and seriously considering backing it. It's still very primitive but it makes ED look like an arcade game... and if they do that "maverick module" it'll have all the social aspects of ED but with the challenge and realism I've missed.

If I could rep you again for the suggestion I would. :)

You're welcome. I've PM'd about six people that I think are decent, but more importantly seem to desire a real sci-fi space flight simulator.
I've already backed it as it is what I've always wanted in it's purest form.
And I can definitely say that even just playing the tutorials, and actually learning to fly a for real, is the best gaming experience I've ever had.
I know the player base would be very select, after all most people would shy away from an actual hardcore space flight sim.
The added beauty of Rogue System is that it is designed for the modding community from the ground up.
Initially the core module will be a military campaign as you defend an outpost.
The Maverick module will add open gameplay with trading etcetera.
The other two planned modules will add boarding and multiplayer.
If you just want to try a current build it's only $10.
Elite Dangerous and Star Citizen are both arcade games, there is only one real space flight simulator, Rogue System.
 
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Folks, remember one thing:
You already paid for the game and by quitting you do others and FD a favour, because you no longer request anything and don't consume server capacity.

From my point of view that means to play and enjoy it as long as possible and try to get involved in the game development as deeply as possible.

This is true from a financial perspective, but from a marketing perspective, when your servers become empty your game is in trouble. This one is too "new" to have empty servers. Designers don't want you to quit even if they have your money already. It's the same for any manufacturer. They want you to like their product (these people are professionals, artists, craftsmen of sorts...) as anyone would. You don't go to work every day hoping everyone hate your product after they bought it so you don't have to provide technical support for it. Sure you'll save a few pennies on support but you'll lose the farm on marketshare, because where do you think those people go when they leave you? They go elsewhere, and that company's marketshare grows and someone gets call onto the carpet about it.

So no, you aren't doing any favors by leaving. You are voicing your opinion by refusing to use a product that didn't deliver what you thought it would. Otherwise there's no difference between a great product and a bad one, since everyone still continues to use both.
 
At this point, im pretty sure No Mans Sky will fill in the gaps of "fun" and Elite can continue on with emulating EVE drama with NPCs and grindy mechanics excused by the buzzword "immersion".
 
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At this point, im pretty sure No Mans Sky will fill in the gaps of "fun" and Elite can continue on with emulating EVE drama with NPCs and grindy mechanics excused by the buzzword "immersion".

To quote a snippet from a recent review:

'Rogue System offers true orbital mechanics using proper Newtonian physics, with excruciatingly detailed ship functions and controls matching the levels of Falcon 4.0 or Eagle Dynamics’ DCS flight simulator series.'

Some of you might prefer hardcore :)
 
I went into this game praying for a more modern and up to date Freelancer. I got some of that... but I just can't understand what direction the developers are trying to take this game. There's no content... even with powerplay. They created an absolutely amazing game engine and seem to be wasting it on trivial things.

This could be the most epic game ever created but they just run in weird directions with every update. What are they going to do when Star Citizen is released in 2036? It'll make this game completely irrelevant.
 
...Falcon 4.0 or Eagle Dynamics’ DCS flight simulator series.'

Magic words, right there. :) Will be keeping an eye on this for sure. It would be great to see them add something like X3 level background simulation gameplay to that as well.

I went into this game praying for a more modern and up to date Freelancer...

When I came into Elite, I was hoping to get something that carried on from where FE2 and FFE left off, and it hasn't delivered at all, but is already deviating to become something else. All I've got from it is a 1984 nostalgia trip, and that's not to say I haven't enjoyed my time with that reminiscence, but I feel I've seen it all now, and need something more.

However, something like No Man's Sky, although lacking the 1:1 scale and the dark moody cyberpunk aesthetic, looks like it has the potential to put the fun back into the space game genre, at least in the near term until SC.

...when Star Citizen is released in 2036? It'll make this game completely irrelevant.

Hopefully, SC is no more than 2 years away for a playable game. :D I wish they hadn't gone all 'ultimate game ever made' by including first-person and third-person modes, and trying to be everything in one, otherwise I feel they could have delivered something playable by now.
 
To quote a snippet from a recent review:

'Rogue System offers true orbital mechanics using proper Newtonian physics, with excruciatingly detailed ship functions and controls matching the levels of Falcon 4.0 or Eagle Dynamics’ DCS flight simulator series.'

Some of you might prefer hardcore :)

Well, their kickstarter just failed.

I'm not happy with PP either. Adding soap opera to Elite with the aim to induce more (is that even possible?) grind.

Everything about 1.3 is directly or indirectly designed to increase grind. (including the few things we prevented from being included)

Higher costs for numerous things, less payout for the same missions when done for PP purposes, the ridiculous reputation decay.


Everything except for the bug fixes was a negative to me.

But the game is still there. Still lacking tangible improvements, or more impotantly, a lot of basic stuff from the original design documents, so if you were getting tired of how shallow it is and hoping for 1.3 to pull it out, yeah, I understand if you're ready to take a break until FD takes the hint about all the basic functionality that's really missing. Its still a single player game, nonsensically running on a server. Players being able to exchange blaster fire but nothing else is just not quite enough. Neither is everybody plugging away at cookie cutter missions for PP without any real group content.

I want to mention a game where large world and small room instancing is handled almost identically to this one: Pirates of the Burning Sea. But they managed to really make it multiplayer. Players could do PP-like "preparations" to put harbours into contention, which turned it into a PvP zone. Sometimes almost the whole map would be red. After a while of various PvP objective to strengthen ones position and weaken the opposing forces position, players of the owning faction would fight players from the attacking faction in a large final battle. The winner would become the new owner of that harbor (English, Spanish, French and Pirates) with Pirates only being able to ransack the harbor but not keep it. This was really fun and involving PvP and the battles were awesome.

Meanwhile, there were guilds called "societies" and the usual mmo chat functionality, with faction chat, local chat, group chat and society chat. Players could get their own flags (decals) and sail designs (paint jobs) approved by the developer and also paint their ships freely from a pre-determined but sizable color palette. There were also dungeons that could partly be done with ships and partly first person. Groups of 8 were possible, I think I forget the max limit. And sailing and firing your cannons was skill based and you had to take wind and other things into account. Your captain did gain some special abilities which might not be to everyone's taste, but those too did require some skill to time well and not waste. Some where rough equivalents to ship functionality in Elite, like silent running, heat sinks, chaff etc.

The game wasn't a 300 million production, but you never ran into big holes of desperately missing or totally bugged stuff like here. I wish they had managed more of a cosmetic item sale circus like SWTOR, because they weren't aggressive enough to get enough money coming in. I don't know if its still running or not. Last time I tried, they were having like the third company re-organization, but the servers still loaded with people...

FD could copy a lot of design work from them, just not the cosmetic item store. FD's item store isn't anything to write home about either. If I was one of their VC's, I'd tell them to get a move on.
 
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At this point, im pretty sure No Mans Sky will fill in the gaps of "fun" and Elite can continue on with emulating EVE drama with NPCs and grindy mechanics excused by the buzzword "immersion".

I wouldn't mind if it had some of the drama of EVE.

EVE has many deep space encounters that the player has to scan down (exploration, real exploration I mean, not just endlesly flying 356,200LS to scan a brown dwarf) and in those places there are multi level combat zones with slightly differant (oftain tougher) versions of the local baddies that drop rare loot that you can use to give your ship a specific advantage or sell (player interaction anyone?) to boost your finaces so you can afford the latest ship or skill or something else like a player owned struture you can anchor in space to mine or refine or do research with or build on or store ships and/or kit and loot. Some of the scanable locations have gas mining oppertunities or rare minerals etc. All make the exploration side of EVE much fuller than ED.

This is just one feature that would have turned exploration in ED into something really cool and valuable.

EVE also has missions with multiple parts and alternative story endings that give a boost to the standing of the faction involved.

EVE is not perfect by a long shot but it has got a lot of good ideas that have evolved over the time its been running that ED could have incorporated in one form or another to add spice and adventure to deep space while still being a player driven storyline.

FD looked at all this good stuff and decided that it was not for them; but grinding and a non-entity line-up of faces would be a better way to go.
 
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You're a poor pilot who needs to make money.

Bulletin Boards since 1.3 pay marginally more.

You're now taking a break.

Seems like rock solid logic there.
 
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You're a poor pilot who needs to make money.

Bulletin Boards since 1.3 pay marginally more.

You're now taking a break.

Seems like rock solid logic there.


Fun and Immersion > Money

PP is immersion breaking with a buntch of heads that have just poped up and now run chunks of space AND they pay like sweatshop owners in a third world country.

The OP would not be stopping if this were not the case. Guaranteed.
 
I agree. PP unfortunately isn't deep enough, and to further complicate things it just does not make sense. The fact that you need video tutorials to explain it after publishing a PDF guide is proof that it doesn't make sense.

I would have much preferred their efforts go into planetary landings, walking in stations or even around your ship. I think boarding ships and taking it over by force would have been way more fun than missions that you are doing for "someone" who you don't even see or interact with. The time required to even get anywhere in PP is far beyond that of most casual gamers e.g. those who have a full time job and family commitments.

Eve did system ownership and takeovers fantastically well. Maybe FD should review how Eve accomplished this and just rip the parts that make sense.
 
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Well, their kickstarter just failed.

I'm not happy with PP either. Adding soap opera to Elite with the aim to induce more (is that even possible?) grind.

Everything about 1.3 is directly or indirectly designed to increase grind. (including the few things we prevented from being included)

Higher costs for numerous things, less payout for the same missions when done for PP purposes, the ridiculous reputation decay.


Everything except for the bug fixes was a negative to me.

But the game is still there. Still lacking tangible improvements, or more impotantly, a lot of basic stuff from the original design documents, so if you were getting tired of how shallow it is and hoping for 1.3 to pull it out, yeah, I understand if you're ready to take a break until FD takes the hint about all the basic functionality that's really missing. Its still a single player game, nonsensically running on a server. Players being able to exchange blaster fire but nothing else is just not quite enough. Neither is everybody plugging away at cookie cutter missions for PP without any real group content.

I want to mention a game where large world and small room instancing is handled almost identically to this one: Pirates of the Burning Sea. But they managed to really make it multiplayer. Players could do PP-like "preparations" to put harbours into contention, which turned it into a PvP zone. Sometimes almost the whole map would be red. After a while of various PvP objective to strengthen ones position and weaken the opposing forces position, players of the owning faction would fight players from the attacking faction in a large final battle. The winner would become the new owner of that harbor (English, Spanish, French and Pirates) with Pirates only being able to ransack the harbor but not keep it. This was really fun and involving PvP and the battles were awesome.

Meanwhile, there were guilds called "societies" and the usual mmo chat functionality, with faction chat, local chat, group chat and society chat. Players could get their own flags (decals) and sail designs (paint jobs) approved by the developer and also paint their ships freely from a pre-determined but sizable color palette. There were also dungeons that could partly be done with ships and partly first person. Groups of 8 were possible, I think I forget the max limit. And sailing and firing your cannons was skill based and you had to take wind and other things into account. Your captain did gain some special abilities which might not be to everyone's taste, but those too did require some skill to time well and not waste. Some where rough equivalents to ship functionality in Elite, like silent running, heat sinks, chaff etc.

The game wasn't a 300 million production, but you never ran into big holes of desperately missing or totally bugged stuff like here. I wish they had managed more of a cosmetic item sale circus like SWTOR, because they weren't aggressive enough to get enough money coming in. I don't know if its still running or not. Last time I tried, they were having like the third company re-organization, but the servers still loaded with people...

FD could copy a lot of design work from them, just not the cosmetic item store. FD's item store isn't anything to write home about either. If I was one of their VC's, I'd tell them to get a move on.

The game you mention; interesting take from a PvPer point of view, even I (a Solo player), could agree on several points, but of course not all.
 
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I wouldn't mind if it had some of the drama of EVE.

EVE has many deep space encounters that the player has to scan down (exploration, real exploration I mean, not just endlesly flying 356,200LS to scan a brown dwarf) and in those places there are multi level combat zones with slightly differant (oftain tougher) versions of the local baddies that drop rare loot that you can use to give your ship a specific advantage or sell (player interaction anyone?) to boost your finaces so you can afford the latest ship or skill or something else like a player owned struture you can anchor in space to mine or refine or do research with or build on or store ships and/or kit and loot. Some of the scanable locations have gas mining oppertunities or rare minerals etc. All make the exploration side of EVE much fuller than ED.

This is just one feature that would have turned exploration in ED into something really cool and valuable.

EVE also has missions with multiple parts and alternative story endings that give a boost to the standing of the faction involved.

EVE is not perfect by a long shot but it has got a lot of good ideas that have evolved over the time its been running that ED could have incorporated in one form or another to add spice and adventure to deep space while still being a player driven storyline.

FD looked at all this good stuff and decided that it was not for them; but grinding and a non-entity line-up of faces would be a better way to go.

EVE has a great UI, possibly the best UI of any software. I call it the world's greatest UI for the world's most useless software ;-)

Every feature the game has is highly detailed and deep, even though the depth bit can look pretty similar from feature to feature.

And well, the most basic lack in EVE is the fact that the computer rolls the dice for your guns to tell if they hit or miss. To make matters worse, the way you fit your ship while in the station determines who you will win or loose against, there's very little skill involved during the actual battle, other than knowing how your ship was designed and fitted to work. The most unpalatable thing about it is, that to make money, you'll have to fit your ship very specifically for PvE in most scenarios, and using a PvE fitting dooms you to loose a fight against a PvP fitted ship about 9 times out of 10. Basically, the PvP fitted guy would either be very unlucky, that your PvE ship somehow counters his particular ship's typical PvP fitting, or else, he'd have to simply not know how to fly it. This is not too likely to happen, cause its pretty easy to find out how to fit each ship and how to subsequently operate the ship with that fitting correctly.

Similar to WoW, where sufficient grinding for specially specced PvP gear obviates the need for skill in the open world. Someone in PvE gear simply has bad cards, even if he is the better player. The guy with the PvP gear could make 3 or 4 or 5 mistakes and still win, the guy in PvE gear cannot afford to make a single mistake to have any hope if the other guy makes enough mistakes.
 
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Well, their kickstarter just failed.

Their kickstarter was back in 2013 if I'm not mistaken. The RogSys author talks about it on his site. His just released an early access version of the core modules which I've thrown $10 into so I can have a look - if it looks like it's gonna go places I'll increase that. So far it's incredibly complex and the realistic Newtonian flight's a huge step away from all the "spitfires in space" games. Takes me about 15 minutes just to start a ship up and move away from the station, and about 20 minutes to dock from 2km away! Whether you'd enjoy that or not comes down to whether you want to pilot a space ship, or pewpew at space invaders, I guess.
 
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