Petition to bring back the DDF/DDA and get back on track.

Not really, and that is irrespective of the proportion of each, especially if the goal is to zoom in on what is missing, as opposed to what has been done.

Honestly, that's a job for FD as all they need to do is read the forum, all is listed (many many times) within.

If I thought FD would listen, I'd gladly spend a couple days showing them what part of the DDA has and has not been implemented but, they won't. Again, all they need to do is read the DDA and forum for themselves as it's all in there.
 
+1 Signed!

Having said that most here would be surprised of how much of that DDA has been implemented already in one way or another. I also have to acknowledge that in order to keep the game commercially alive long term, some compromises will have to be (or may have already been) taken: i.e. some of the DDA will never make it or may make it in a modified way and that is ok too.

In order to make this thread actually usefull it would be great if we could actually agree on and list the main headers of what we think has not yet been implemented.

I actually tried to do that a few months back but gave up when I got to the 5th page of my word document and realised I had hardly screatched the surface.

Still here is exploration for you ( implemented in green)

Explorer players must discover different points of interest using different methods

Explorer players’ main method of making money is through selling details of points of interest they discover
Points of interest players can discover include:
Star Systems
Dark Systems (systems without a star, but other features)
Stars
Planets

Asteroids, comets
Moons
Structures
Other Phenomena
These Discovered locations may include:
Secret Locations
Resources
Events/Missions (time limited and permenant)
Beauty spots (usually attached to other entities)
Messages/Beacons
Players explore to build up the details on their galaxy map
When starting a new commander the player will have some details on their galaxy map
This will allow the player to travel to any locations they have map data to, without having to explore
Players can buy map data from authorities to expand their ships computers library of maps
New map data will allow the player to travel to new locations without needing to explore
Map data that is bought from authorities is not to the highest level of detail and can be improved with player gathered data
Map data includes hyperspace routes to systems and major points of interest in that system

Players can use scanning equipment and probes to detect systems and record new hyperspace routes
Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Heatmap data might be ambiguous, creating skill based gameplay where the player learns to interpret the readings they recieve
Different equipment can determine the quality of heatmap data
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping



Players use scanners to detect points of interest within systems
The player’s scanners detect various points of interest around the player
It takes time for players scanners to detect points of interest
Player’s proximity to a point of interest can affect the time it takes to detect
Proximity may often have risks associated with it - Solar Radiation for example
Players ship facing can affect the time it takes to detect a point of interest (e.g. pointing my ship at a undiscovered point of interest will allow me to scan it faster)
Different types of points of interest can require different player actions to detect
For example to detect a mineral rich formation of asteroids the player must launch probes around an asteroid field
The probes provide a cross section from their perspective of the asteroid field they’re launched at
Each additional probe the player uses provides more details on the target asteroid field
The player uses their scanner to view the data from the probes, and must tag the areas with the highest concentration of minerals in the field
Once this process is complete the point of interest is completed
The quality of the players scan of the area affects the value of the data
The quality of the player’s scan can affect the amount and type of materials found in the asteroids
Players can sell the information that they discover through these methods
Players will have to travel back to sell the data they acquire while exploring
The first player to sell/discover the information recieves a greater reward
Information by become redundant from time to time as the galaxy moves and it can then be resold



Players can sell information they have gathered to other players as well as authorities. This is done through a trade interface similar to the trade goods trading interface. Players can sell hyperspace routes from their location to any single system they have explored to. The purchasing player then offers a price (this can be 0 if it is a gift), and if both players are satisfied they agree to the trade. Players can also trade in system data including locations of points of interest using the same method.

Players can take photographs (essentially screenshots) from their view ports (with and without cockpit and GUI etc)
Player photographs can be submitted to a regular photography contest
Players can only submit one photograph each
Players can vote on a selection of the best photographs
The player(s) who get the most votes wins the competition
The winner gets a (in game) cash prize (plus prizes for 2nd 3rd most weird etc.)
The photograph (and other user submissions) will be used in appropriate places in the game (billboards, news papers, etc.)
 
Personally I don't feel whether or not they have implemented a specific feature is the issue. For me the issue is how they have implemented them.

But I agree it would be useful - at least from a discussion point of view - to make such a list. But there is a conflict between the two points I raised above. Some people with have issues about missing / included content, where as others have issue over implementation. That will cause a lot of arguments and cross wires I'm sure.

This too.....
 
When I read the devs idea they would be developing this game in a similar manner to Minecraft...I believed everyone playing at that time understood what that meant. A very base game that would be developed over many years. It took years for Minecraft to become what it is today.
As you mentioned Minecraft (A game I play a lot), I'd like to point out the following differences between Minecraft and Elite Dangerous ...

* Minecraft Alpha was sold for about half of what the game is sold for now (£11 to £18). ED sought backing, with the min KS plaedge for the game being £20 compared to now £40

* Minecraft got popular, very very popular, this made it more successful for Mojang than World Of Warcraft was for Blizzard. Frontier are looking for alternative income, from Kickstarter backers, to investors to Microsoft and Sony. (TLDR Mojang had money thrown at them, Frontier are chasing it)

* Mojang actually talk about what's coming in the next update, the 1.9 update, for example, will be a combat update, Mojang devs talk on Twitter and Reddit, Frontier stay silent.

* Minecraft allows modding, both single player and multi-player, and allows players to set up their own servers. Elite Dangerous does not allow this despite single player offline and modding being requested during the kickstarter and Frontier saying they'd consider it.

I think that's all I can think of offhand without doing research and going deeper.
 
I actually tried to do that a few months back but gave up when I got to the 5th page of my word document and realised I had hardly screatched the surface.

Still here is exploration for you ( implemented in green)

Explorer players must discover different points of interest using different methods

Explorer players’ main method of making money is through selling details of points of interest they discover
Points of interest players can discover include:
Star Systems
Dark Systems (systems without a star, but other features)
Stars
Planets

Asteroids, comets
Moons
Structures
Other Phenomena
These Discovered locations may include:
Secret Locations
Resources
Events/Missions (time limited and permenant)
Beauty spots (usually attached to other entities)
Messages/Beacons
Players explore to build up the details on their galaxy map
When starting a new commander the player will have some details on their galaxy map
This will allow the player to travel to any locations they have map data to, without having to explore
Players can buy map data from authorities to expand their ships computers library of maps
New map data will allow the player to travel to new locations without needing to explore
Map data that is bought from authorities is not to the highest level of detail and can be improved with player gathered data
Map data includes hyperspace routes to systems and major points of interest in that system

Players can use scanning equipment and probes to detect systems and record new hyperspace routes
Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Heatmap data might be ambiguous, creating skill based gameplay where the player learns to interpret the readings they recieve
Different equipment can determine the quality of heatmap data
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping



Players use scanners to detect points of interest within systems
The player’s scanners detect various points of interest around the player
It takes time for players scanners to detect points of interest
Player’s proximity to a point of interest can affect the time it takes to detect
Proximity may often have risks associated with it - Solar Radiation for example
Players ship facing can affect the time it takes to detect a point of interest (e.g. pointing my ship at a undiscovered point of interest will allow me to scan it faster)
Different types of points of interest can require different player actions to detect
For example to detect a mineral rich formation of asteroids the player must launch probes around an asteroid field
The probes provide a cross section from their perspective of the asteroid field they’re launched at
Each additional probe the player uses provides more details on the target asteroid field
The player uses their scanner to view the data from the probes, and must tag the areas with the highest concentration of minerals in the field
Once this process is complete the point of interest is completed
The quality of the players scan of the area affects the value of the data
The quality of the player’s scan can affect the amount and type of materials found in the asteroids
Players can sell the information that they discover through these methods
Players will have to travel back to sell the data they acquire while exploring
The first player to sell/discover the information recieves a greater reward
Information by become redundant from time to time as the galaxy moves and it can then be resold



Players can sell information they have gathered to other players as well as authorities. This is done through a trade interface similar to the trade goods trading interface. Players can sell hyperspace routes from their location to any single system they have explored to. The purchasing player then offers a price (this can be 0 if it is a gift), and if both players are satisfied they agree to the trade. Players can also trade in system data including locations of points of interest using the same method.

Players can take photographs (essentially screenshots) from their view ports (with and without cockpit and GUI etc)
Player photographs can be submitted to a regular photography contest
Players can only submit one photograph each
Players can vote on a selection of the best photographs
The player(s) who get the most votes wins the competition
The winner gets a (in game) cash prize (plus prizes for 2nd 3rd most weird etc.)
The photograph (and other user submissions) will be used in appropriate places in the game (billboards, news papers, etc.)

This alone forms one of the main reasons Elite was going to be my dream game...
 
I actually tried to do that a few months back but gave up when I got to the 5th page of my word document and realised I had hardly screatched the surface.

Still here is exploration for you ( implemented in green)

Explorer players must discover different points of interest using different methods

Explorer players’ main method of making money is through selling details of points of interest they discover
Points of interest players can discover include:
Star Systems
Dark Systems (systems without a star, but other features)
Stars
Planets

Asteroids, comets
Moons
Structures
Other Phenomena
These Discovered locations may include:
Secret Locations
Resources
Events/Missions (time limited and permenant)
Beauty spots (usually attached to other entities)
Messages/Beacons
Players explore to build up the details on their galaxy map
When starting a new commander the player will have some details on their galaxy map
This will allow the player to travel to any locations they have map data to, without having to explore
Players can buy map data from authorities to expand their ships computers library of maps
New map data will allow the player to travel to new locations without needing to explore
Map data that is bought from authorities is not to the highest level of detail and can be improved with player gathered data
Map data includes hyperspace routes to systems and major points of interest in that system

Players can use scanning equipment and probes to detect systems and record new hyperspace routes
Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Heatmap data might be ambiguous, creating skill based gameplay where the player learns to interpret the readings they recieve
Different equipment can determine the quality of heatmap data
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping



Players use scanners to detect points of interest within systems
The player’s scanners detect various points of interest around the player
It takes time for players scanners to detect points of interest
Player’s proximity to a point of interest can affect the time it takes to detect
Proximity may often have risks associated with it - Solar Radiation for example
Players ship facing can affect the time it takes to detect a point of interest (e.g. pointing my ship at a undiscovered point of interest will allow me to scan it faster)
Different types of points of interest can require different player actions to detect
For example to detect a mineral rich formation of asteroids the player must launch probes around an asteroid field
The probes provide a cross section from their perspective of the asteroid field they’re launched at
Each additional probe the player uses provides more details on the target asteroid field
The player uses their scanner to view the data from the probes, and must tag the areas with the highest concentration of minerals in the field
Once this process is complete the point of interest is completed
The quality of the players scan of the area affects the value of the data
The quality of the player’s scan can affect the amount and type of materials found in the asteroids
Players can sell the information that they discover through these methods
Players will have to travel back to sell the data they acquire while exploring
The first player to sell/discover the information recieves a greater reward
Information by become redundant from time to time as the galaxy moves and it can then be resold



Players can sell information they have gathered to other players as well as authorities. This is done through a trade interface similar to the trade goods trading interface. Players can sell hyperspace routes from their location to any single system they have explored to. The purchasing player then offers a price (this can be 0 if it is a gift), and if both players are satisfied they agree to the trade. Players can also trade in system data including locations of points of interest using the same method.

Players can take photographs (essentially screenshots) from their view ports (with and without cockpit and GUI etc)
Player photographs can be submitted to a regular photography contest
Players can only submit one photograph each
Players can vote on a selection of the best photographs
The player(s) who get the most votes wins the competition
The winner gets a (in game) cash prize (plus prizes for 2nd 3rd most weird etc.)
The photograph (and other user submissions) will be used in appropriate places in the game (billboards, news papers, etc.)

Thank you! Perfect example and just a scratch on the surface. If this single DDF/DDA thing was implemented instead of PP, IMO ED would be much better for it.

Thanks OP, repped!
 

Viajero

Volunteer Moderator
Honestly, that's a job for FD as all they need to do is read the forum, all is listed (many many times) within.

If I thought FD would listen, I'd gladly spend a couple days showing them what part of the DDA has and has not been implemented but, they won't. Again, all they need to do is read the DDA and forum for themselves as it's all in there.

Fair enough, but then all this thread will be about is pure signature collection.

A specific list based on main headers (not detailed lines) for missing DDA content could drive a more meaningful discussion. Asuming FDEV is interested in the discussion obviously. Even better if we could get a sense of priority or preference ranking by posters.

I ve already mentioned it several times: main headers, not detailed lines.
 
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Fair enough, but then all this thread will be about is pure signature collection.

A specific list based on main headers (not detailed lines) for missing DDA content could drive a more meaningful discussion. Asuming FDEV is interested in the discussion obviously. Even better if we could get a sense of priority or preference ranking by posters.

You're spot on there.

The exploration list above is a prime example. And that alone could be an entire thread on its own.
 
Fair enough, but then all this thread will be about is pure signature collection.

A specific list based on main headers (not detailed lines) for missing DDA content could drive a more meaningful discussion. Asuming FDEV is interested in the discussion obviously. Even better if we could get a sense of priority or preference ranking by posters.

I ve already mentioned it several times: main headers, not detailed lines.

You're correct and IF FD listens, then I'll be glad to spend more time reacquainting them with their own DDA. Which shouldn't be needed in the first place.
 
I just went looking for the quote...however, I know that DBOBE said it...in a few different places...but the quotes are buried within videos...or written interviews, neither of which Google is finding currently.

Bare bones style of comments were made at the end of Gamma testing. It was at this point they started saying all the other stuff will come Soon™.
 
Fair enough, but then all this thread will be about is pure signature collection.

A specific list based on main headers (not detailed lines) for missing DDA content could drive a more meaningful discussion. Asuming FDEV is interested in the discussion obviously. Even better if we could get a sense of priority or preference ranking by posters.

I ve already mentioned it several times: main headers, not detailed lines.

All of that discussion exists in the DDA as far as I can tell. All FD need to do is read it. I am not expecting 1:1 implementation and can see how a lot of the stuff in there is too complex but what we have now is too shallow for my tastes
 
I'm fed up of the "Soon™" joke ... it's not funny any more, and I wish Michael would stop using it.

Its never been funny. Also treating their paying customers like children with "surprises" is really immature if you ask me. I know other devs for other games in development that just lay it all out there. I mean I'm talking daily blogs with what they are working on. This keeps people tuned into what they are doing and it forms much longer lasting relationships and trust over time.

Not to mention financial loyalty.
 
This alone forms one of the main reasons Elite was going to be my dream game...

In complete agreement here, If FD would just inject some sci-fi and love to the galaxy for exploring It really would be the dream game I have been waiting 30 years for. I know some of it may come in time, some of it will always be wishful thinking.
 
You missed a few:

I actually tried to do that a few months back but gave up when I got to the 5th page of my word document and realised I had hardly screatched the surface.

Still here is exploration for you ( implemented in green)

Explorer players must discover different points of interest using different methods

Explorer players’ main method of making money is through selling details of points of interest they discover
Points of interest players can discover include:
Star Systems
Dark Systems (systems without a star, but other features)
Stars
Planets

Asteroids, comets
Moons
Structures
Other Phenomena
These Discovered locations may include:
Secret Locations
Resources
Events/Missions (time limited and permenant)
Beauty spots (usually attached to other entities)
Messages/Beacons
Players explore to build up the details on their galaxy map
When starting a new commander the player will have some details on their galaxy map
This will allow the player to travel to any locations they have map data to, without having to explore
Players can buy map data from authorities to expand their ships computers library of maps
New map data will allow the player to travel to new locations without needing to explore
Map data that is bought from authorities is not to the highest level of detail and can be improved with player gathered data
Map data includes hyperspace routes to systems and major points of interest in that system

Players can use scanning equipment and probes to detect systems and record new hyperspace routes
Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Heatmap data might be ambiguous, creating skill based gameplay where the player learns to interpret the readings they recieve
Different equipment can determine the quality of heatmap data
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping



Players use scanners to detect points of interest within systems
The player’s scanners detect various points of interest around the player
It takes time for players scanners to detect points of interest
Player’s proximity to a point of interest can affect the time it takes to detect
Proximity may often have risks associated with it - Solar Radiation for example
Players ship facing can affect the time it takes to detect a point of interest (e.g. pointing my ship at a undiscovered point of interest will allow me to scan it faster)
Different types of points of interest can require different player actions to detect
For example to detect a mineral rich formation of asteroids the player must launch probes around an asteroid field
The probes provide a cross section from their perspective of the asteroid field they’re launched at
Each additional probe the player uses provides more details on the target asteroid field
The player uses their scanner to view the data from the probes, and must tag the areas with the highest concentration of minerals in the field
Once this process is complete the point of interest is completed
The quality of the players scan of the area affects the value of the data
The quality of the player’s scan can affect the amount and type of materials found in the asteroids
Players can sell the information that they discover through these methods
Players will have to travel back to sell the data they acquire while exploring
The first player to sell/discover the information recieves a greater reward
Information by become redundant from time to time as the galaxy moves and it can then be resold



Players can sell information they have gathered to other players as well as authorities. This is done through a trade interface similar to the trade goods trading interface. Players can sell hyperspace routes from their location to any single system they have explored to. The purchasing player then offers a price (this can be 0 if it is a gift), and if both players are satisfied they agree to the trade. Players can also trade in system data including locations of points of interest using the same method.

Players can take photographs (essentially screenshots) from their view ports (with and without cockpit and GUI etc)
Player photographs can be submitted to a regular photography contest
Players can only submit one photograph each
Players can vote on a selection of the best photographs
The player(s) who get the most votes wins the competition
The winner gets a (in game) cash prize (plus prizes for 2nd 3rd most weird etc.)
The photograph (and other user submissions) will be used in appropriate places in the game (billboards, news papers, etc.)
 
Thank you! Perfect example and just a scratch on the surface. If this single DDF/DDA thing was implemented instead of PP, IMO ED would be much better for it.

Thanks OP, repped!

No offense, but do you have any idea how insanely much work implementing all of this is? Do you really think FD can do this in six months? And even if they could, what would the response be from all non-explorers (the vast majority of players!) when they focussed on this?

I believe FD when they say the dda is their dream list. I also believe many here have, to put it mildly, unrealistic expectations.
 
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I'll summerise that :

What want to do things well. We want to add stuff properly. Anything we are talking about in the DDF is more like a stretch goal. It won't be in at launch, but it will come.

The rest of it is talking about planetary landing and walking about.


Everything in that video is prefaced with 'why it will not be in the game at release'.
 
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