Why is everybody complaining how much of a "grind" Elite is if every other MMORPG is exactly the same?

That is nice that you have fun with this ship, but what are you doing?

Are you exploring? You automatically follow the path of grinding your exploration rank to elite. (Ok you could remove your exploration data, but that would be a loss o cash)
Are you trading? Grind for money, nothing more
Are you figiting? You grind money, rep and your fighting elite rank
You try to rank up in Fed or Empire? Grind
Powerplay? Grind!
Mining? Grind too :-/

Even if you dont want to grind in this game, no matter what you do, you follow on of these grinding paths. If you want or not.
So what? I'm doing 4 or those 5 and having a blast.
 
Vasious, while what you say is true I think you are ignoring certain important factors. Most notably the mechanics of power play. We can't really do PP at our own pace because all the goals are time limited and competitive. We either strive to achieve them as quickly as possible, which is pushing people to min/max, or we accept that we don't care about the outcome. Which seems an odd idea for a game, surely?

I also don't think it's entirely true that people hate unpredictable rewards, otherwise gambling would not be so popular.

I will concede that PP is very structured and at the games pace not your own but PP is not all of Elite


Given the choice Predicable rewards will be the preference over unpredictable rewards.
Something about the trend to minimize loss vs maximize gain, in risk adversity.
Considering that people who have been doing something long enough to call it a grind have become accustomed to the reward from doing it, so anything less is a loss of an entitlement.
Fresh faces who get given a choice with no history might have a different choice probability due to no perceived loss from not grinding if they never have before, as for them it would just be 5 in the hand or a chance for 10

Gambling in isolation is about creating sufficient small rewards that creates the hope of a big reward is possible whilst concealing the losses that on average will outweigh the gains, but once again there is a perception that one the big win it hit the gains will be maximised
 
Imho any player character state in a game should only change due to their interaction with the game. "Dynamic" does not mean it needs to happen without any the player even doing anything, or even playing the game. There is no better way to scare off people again from coming back to the game after extended breaks than to present them with some of their earnings and achievements simply erased.
Sorry, but no - either universe is dynamic and things change and force you to change with it, or either it's static. You can pick and choose because you want to some artificial 'achievement' to be locked. I am for making decays way longer. But I personally would want to see them even more.
 
Sure, in any game you'll have people who feel that there's too little or too much grind. Outliers ALWAYS exist. It's a problem when it's the outliers who are happy with the state of things, while an increasing number of players are dissatisfied.

The example you've given in your post is a bit simplistic. It seems to revolve around pulling some arbitrary one-handed-bandit lever and either get the payout or not. If the game is reduced to this state than it's a sad sad state indeed. Generally there needs to be an element of player skill involved in the process. If making "big bucks" revolves around rolling the dice, then it's NOT good game design.

Also, another question might be: why are people into credits? I haven't played WoW for a long long time, but if we're on this whole MMO comparison... I didn't care about gold in WoW almost at all. I cared about gear and stats and how well I performed as my role of choice in a group. I also cared to look the part, because I was on a RP server. In ED there's nothing BUT credits unless you really go out of your way and start imagining things are far more than they seem. This... shouldn't be needed, really.

I don't picture dynamic missions or emergent gameplay to be a one armed bandit lever machine, so yes I used an over simplification.
I just wanted to convey a perception that not grinding will be seen as a risk of not making as much CR as if one was grinding
A spin the wheel seemed to be the simplest way to do that.

I don't know what it is about Cr to be honest. A Numeric record of success? Quantifiable value of time spent?

I am having fun doing things, just things.

I would love there to be complex and evolving missions and story line that ties into the lore, I just don't think it will stop people claiming there is a grind, because you will already be able to grind if you are in the ind set to do so and see it as that.
 
In a game trying to immerse the player in the role of a spaceship pilot, they needed the current implementation of PP, which takes you completely out of it and gives you mechanics and presentation you'd expect from a board game?

He can't hear you from down here; his white horse is too tall.
 
Question! How would you change this?

Have the arrival distance the same distance from the surface of the object/Distance from the FSD safety zone.
Have varied effect for arrival based on how far then the corona of the star you are now arriving at
Add a grace period from hyper space backwash or something to allow a ship to make haste out of the roasting zone

So an arrival at a Sol Mass star would be normal.
White Dawns and Neutron stars due to their large No Go Zones still seem like they jump at of no where to puch you in the face if you are unattentive as do cool brown dwarfs
But Giants and such might fill the screen on arrival with turbulence and aurorae surrounding the edge of the frame shift field, and thunder and warning lights

In short, bigger the star, more;
Star taking up the screen
Turbulence
Colourful fiery effects around the ship
Strain on the Engine, pitches out of normal operations
Warning lights and klaxons
 

Jex =TE=

Banned
If you gave everyone a billion credits in Elite and maxed all their ratings, what would people do? Would their be any point in playing the game still - would people stick around if that was the case? So that basically says, is their a game to be played past the grinding?

Other MMO's grind but they also have guilds and other things going on I assume (I don't play them). ED doesn't have anything going on other than the grinding - where's the house I can buy or the pets or whatever else you get in an MMO? Where's the huge MP battles I can be a part of?

If there was better gameplay, the ship wouldn't be so important and even now, the ship isn't really something we hold dear to because we have no connection to it at all. You're in a very simple space game with grind mechanics and pretty graphics and it's fun for a while.
 
Imho any player character state in a game should only change due to their interaction with the game. "Dynamic" does not mean it needs to happen without any the player even doing anything, or even playing the game.
Yup! However, you are missing this part.
You've pledged yourself to your lord.
You went out and completed many missions for said lord.
You've gained much respect and fame from said missions.
You've reached your goal, the people love you.
You head to the bar/pub and reap the rewards for your labors.
You keep going back the the bar/pub each day there after. After a while the rewards start to lessen and not as many people listen to your tales of your achievements. However, you continue to go back to the bar/pub each day telling the same tales and expecting to get free drinks and other rewards.
The people start to tire of you but you don't notice.
Suddenly you are starting to pay for your own drinks and the other rewards are far and few between. Your achievements are being overshadowed by younger heroes.
The ladies no longer smile at you the same way. Its a sad smile, but you don't notice.
The barkeep no longer lets you run a tab.
Now you are paying for all of your drinks, when you can afford it, and the people ignore you. Your stories got boring quite some time ago. You are now just background noise.

Now you are the story for any new comer into the bar. "Him? I don't know, he's always here. I have no idea what he is going on about. Just an old fool."

You sat on your laurels and let events go by. You did nothing to maintain your status, other than crow about past achievements.


There is no better way to scare off people again from coming back to the game after extended breaks than to present them with some of their earnings and achievements simply erased.
While you were gone, the universe keep moving, leaving you behind.
I had that happen a bit ago. I sorted it out.
'Hi guys! I'm back!'
"Who are you?"
'Let me show you!'
 
OP mentioned the typical RPG MMOs. In comparision to them ED has one big advantage: The fights are not a click or rotation fests but a flight simulation, which means a lot for me.
 
I don't know what it is about Cr to be honest. A Numeric record of success? Quantifiable value of time spent?

It was a rhetorical question, so I'll answer it - it's the only thing that's needed to actually make an impact on the game. Once you have all the credits in the world and are able to afford any ship with any configuration then you are free to do whatever you please. Until that point you grind credits. Why? Perhaps you want that Vulture for combat. Or you want to explore the galaxy in an Asp. Or you want to feel like an indestructible badass in a fully loaded Anaconda?

The problem is that the path to those ships is extremely long, tedious and often boring. If one doesn't min/max profits per hours, then the path becomes SO long, that people (myself included) don't see the end of it, which is somewhat disheartening. As an example: imagine you want to explore the galaxy and focus on that. First off, you'll have a hard time in the Sidewinder, and it'll take a LONG time to get the credits to get the better scanners and other modules. Then you need to grind the credits for a proper exploration vessel. Things have gotten a slight bit better recently because new, smaller, and cheaper exploration ships are available, but before that it was the Asp. Heck, the best exploration ship is still the Anaconda (ironically), which also costs a freaking lot. Now imagine how much exploring someone interested purely in exploration would need to do to try and explore the galaxy in an Anaconda? Now understand, that getting that Anaconda for exploration using min/maxing credits per hour is STILL going to take a lot... and this time the person doing it might find it insufferable (because they are doing something they don't like).

The only viable "job" in ED has always been trading, so unless you were dead-set on doing just that, you were getting less credits - credits which you might need to actually DO what you wanted to do. And remember that BH wasn't always so profitable as it is now - it used to be terrible outside of getting that Viper / Cobra.

I am having fun doing things, just things.

Just on a side note: no one has any issue with anyone else having fun with the game in the current state. If they are, they are asses. ;)

I, too, once I get into position and have some spare time to blast space pirates to bits am having fun. But I can still see how grindy the game is and I can definitely see where "people are coming from" with their concerns.
 
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Here's a graphic illustration to make it easy to grasp the feeling of this concept of fun/grind in games, using hamster cages.

"Fun" game:

3542482_orig.jpg



"Grindy" game:

$_86.JPG



Both of them keep the hammies inside, so technically equally functional, but only one is interesting for the hamster itself.
 
But in my opinion, having played all previous Elites (Elite, Frontier: Elite 2 and FFE as well as Oolite and Elite - The New Kind) on C64, Amiga and PC, that is exactly what you got.

There are a few features missing from FE2 which I would like to see and which have been mentioned (like reconaissance missions, don't need planetary landings for that, an asteroid research post etc. would do nicely or a more "living" bulletin board with missing person adds and black markets hidden as bulletin board adds) but overall I think we got a pretty decent modern version of Elite.

So maybe the reason I am not complaining is that I never expected Elite to have a story that you could play through. But I can understand that more modern gamers are expecting more from a 21st century AAA release title.

This, exactly this. I absolutely don't get how someone can claim to not have expected EXACTLY this type of gameplay? Elite was even simpler in it's options and most of the stuff FE2 introduced is in ED aswell, PLUS the whole multiplayer aspect. The only thing I don't understand is why FD didn't include all of the nice things that made FE2 feel so alive (people with names and faces in the bulletin boards, people being your black market and law enforcement contacts etc.). Those were really simple things that did go a long way to mask the grind and I absolutely miss them, but at it's core ED plays exactly the same as FE2, so complains about ED not being what was advertised are just silly imo.
 
Well done, Tarman.

That's exactly what i was getting at with my post.

You found a much more elegant way to illustrate it !;)
 
What PowerPlay needs is added more tailored experience, that mixed with 'grind' can do wonders. I expect that to happen down the line. It's foundation, really. FD will add more interesting stuff for you to play with in PP. Sandro said it himself yesterday.

It's a pretty shaky foundation, but we'll see what they announce at gamescom. But if they implement other stuffs like they did with PP...

I don't know what it is about Cr to be honest. A Numeric record of success? Quantifiable value of time spent?

I am having fun doing things, just things.

I would love there to be complex and evolving missions and story line that ties into the lore, I just don't think it will stop people claiming there is a grind, because you will already be able to grind if you are in the ind set to do so and see it as that.

I'm pretty content with my asp, and I don't care about having an anaconda. When I don't participate in PP, like you I'm having fun doing things, I like roleplaying a bit too. But I'm getting bored because even if I don't grind intentionally I'm still doing the same things.
Having more complex npc and missions and why not a storyline would certainly help.
But there is another problem with ED.

There are a few aspects of Elite: Dangerous that work against it when considering the 'grindiness' of progression.

1) Everything looks the same. Most of the details are not in visual comparison but in a little bit of text. The size of suns is only really apparent when you target them and look at the distance you are from them on the HUD. Space stations blur. Most system names are unpronounceable or generically dull (some of the charm of the original Elite games).

...

By far the biggest issue for grind is the graphical sameness. The sort of mission types that you encounter in MMOs don't tend to differ that much (kill x many of y, collect p many of q, deliver a to b, collect c from d) but can feel very different depending on the environment.

The universe is bland, what a bummer when I discovered that the federation, empire and alliance have the same stations...

Maybe it was already like this with the older elite, I've never played those games.
 
Many games are grindy, actually most game are a grind fest. Skyrim it's a grind but fun
GTA V it's a grind in online but fun
Witcher 3 is a grind but fun, why? Because the grind is hidden for the player or they don't feel it as a grind.

I'm sure when PL and the possibility to get out of your ship hits the elite World Many People Will stop complaining and the grinding will be more eatable for the masses.
 
Right

You win
There is nothing in this game and no way anyone could ever have fun on any level
Thus any enjoyment I might have thought I might be having was clearly self deception

I am in the process of uninstalling the game now so as to not repeat the offence or offend any of you again by thinking I might be having fun playing the (un)game

Farewell and enjoy your victory, know forever that you were right and no fun could have been had, could be had or ever will be had in what you describe and empty repetitive actions, an empty cage in fact, as that is never a hyperobli
 
Because ED is more repetitive compared to other MMOs due to limited graphical assets, events and mechanics.

Sure, you're doing the same thing in almost every game, you kill / disable NPCs or other players.
But many other MMOs offer more variety, events and stories that make up the universal task of killing.

Not to mention non-combat activities like real player trading and crafting, which should be standards in any sandbox MMO that involves destroying / stealing other players stuff.

tl;dr It has a grindy feel because there's not much to do.
 
It's a pretty shaky foundation, but we'll see what they announce at gamescom. But if they implement other stuffs like they did with PP.

Pretty sure Gamescom is nothing to do with PP. Just to avoid disappointment. PP changes will come eventually, trough regular updates.
 
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