amen
I had a similar experience with Eve back in the day. One day I just asked myself: why? Why am I spending all day every day mining to get a battleship? What am I going to do with it when I get it?
I agree on all points really. I've just narrowed my objectives down to "gear up" before I move on for a bit. I suppose I've reached the point where I hope ED grows into the great game it could be, but I've accepted that there are no guarantees.
I know we've chatted at length about exploration elsewhere, but it really is the best exemplar of what's wrong for me. The greatest irony is that in the profession of exploration, there is almost NOTHING to discover. There is nothing unusual or unpredictable out there, unless your concept of discovery encompasses "planets with slightly out of the ordinary properties" - i.e. a larger-than-average water world. There is nothing dynamic or eventful, nothing mysterious or inexplicable. And on top of that, there is no game-play. Just point my ship at something, get close enough and wait.
There is an overwhelming lack of content in ED. There are a series of self-contained, simplistic game-play choices at the moment, which feel like place-holders. In my humble opinion, interesting content is long long overdue. That FD are investing development resource on things like PP when the core game has so little meat on the bones is very troubling. The simplest explanation is usually the most likely: they don't plan to flesh out the core game significantly. If they did, how could they prioritise content like PP over it? It's like buying a football before you've planted the grass for the pitch. Sure, we can play headers and vollies against that brick wall over there, but we can't play a real game until the pitch is laid. We can't get the most out of the ball til then. We'd rather you have spent the last 3 months sorting out the turf, then whilst we're running around on it, getting used to it and making up our own games like tig, spend the next 3 months finely crafting the perfect ball for our first game.
I liked your footy simile, and I have to agree that there isn't much to see here. Some different-sized suns, a few planets of varying hues and lots of pretty rings.. What's there is nice, really nice. But where are the frightening anomalies, the inexplicable phenomena, the drifting hulks and enigmatic objects? In-game events that make you hit the brakes. Such things could provide the starting point for missions, or be ends in themselves.
And how about some rare modules, exotic weapons or simple upgrades to existing tech? These could be picked up as random "loot" by defeating roaming NPCs (which could in themselves be new, interesting and challenging). Alternately they could be given as rewards for mission completion.
Some missions, "raids" or whatever you want to call them could be available as random encounters, and some situated at set points. They could vary in difficulty, with some requiring more work than others. Some could only be possible in a wing.
I could envisage a crafting system requiring a range of materials and tech. Obtain items A, B and C to fashion an amplification device for your lasers; collect 3 Ds and 2 Es to construct a scanner-baffle. Said items can only be created by the master technicians at Station X. It can be as hard or as easy as you want, with reward scaling with difficulty.
None of these ideas are original. They're merely popular elements of the modern RPG. Whilst ED is a wonderful game, with immense possibilities, we have to wonder what most players want from the game.
A virtual monetary reward is one thing. It's satisfying, and we need cash to buy our gear. But there's no variation. We fly the same ships in a galaxy devoid of mystery. The better (and richer) we get, the more homogenous our loadouts become.
Now we have to cope with Powerplay. I must be pretty dumb, because I'm having trouble understanding how to play it, let alone its purpose. Must I really turn my Vulture into a delivery van to shuttle documents and expand a theoretical area? Do I have to risk my modest but beloved Asp to earn three or four credits in a never-ending battle zone, before slogging back to a controlled system? Credits which I may or may not keep depending on how much free time I have that particular week? Credits which may, if I'm lucky, eventually enable me to obtain one new item?
I'd really like to enjoy Powerplay, and I apologize if my generic RPG vision for ED is way off the mark. I don't want to grumble, but judging by the tone of the forums recently, I feel that quite a few of the players may be feeling the same. But hey, lots of time for tweaks, patches, and direction changes, right? Keep buying those skins! Don't want Frontier to go bankrupt just yet. Whatever we might think about Powerplay, let's keep it respectful and optimistic. Thank you Frontier for your hard work so far.