What ED is lacking, and players mean by a lack of content. (YouTube video)

I've been saying fo a while that the game has loads of content, its just the delivery of the content that is lacking. It now looks like some of this is being addressed, and hope it continues to be improved.
 
The video explains the issues with the game very well.

I would like to add that competition between players is important for people to keep playing a game. Outside of powerplay, there are very few scenarios where you would have compete against other players.
Trade routes dry up too slowly or not at all, this means there is no reason to change your trade route and scout for better one before other players can find it.
And at almost no point are players required to engage in combat against other players, the war for lugh being one of the few exception.
 
Just watched the vid and this guy has hit the nail right on the head +1 for him.

I have also watched one of his other video concerning Horizons and he has made some very valid points. I have many of the same concerns. Especially when it comes to multi crew and also with ice rings. Ice rings are if not the most beautiful areas of the game, but there is no game play reason to visit them only to take a screenshot!. Maybe in future update Frontier will implement some sort of game play mechanic to encourage us to visit these stunning areas.


[video=youtube;DWCEqC5PKHw]https://www.youtube.com/watch?v=DWCEqC5PKHw[/video]
 
Also fdev, please hire him as consultant for game design. He is polite enough and knows a bit about game design. You don't (and you game dev and producer types know it by now). Great things could come out of it.
 
Great video, agree with all of it. Being able to leave persistent beacons on planets, with a message for other players to find, would be really great.
 
Problem is we are continually getting, I know what''s wrong with ED threads and this is what needs to be done to fix it, that they are becoming like newspaper headlines that have more than run their course.
No matter how good some ones presentation is about the subject it seems, in my opinion the majority of players never visit the forums, and just carry on with whatever they are doing.
I cannot see the Devs ever departing from how they think the game should go despite suggestions on the forums, reddit, DDF or in Rupert Bears latest manual, so in the end all these threads do is allow a player to air their frustration.
But if FD leave things out that were promised, add things that were not and pretty much totally ignore the forums and players suggestions unless it fits in with something they already planned to instigate then I really no longer see any reason for these threads to continue unless as I suggested it is just for individual players to air their frustrations.:(

While I do agree with you premise that only a small faction of the community actually comes and reads the board. I am not sure that I agree with the opinion that these types of treads have outlived there usefulness. I am of the opinion that anything we can do to constructively to bring some attention, to areas we think are lacking, is a good thing for the community. I do not think, again my opinion as I can not speak to the intent of the author of the article / video, it was their intent to push a view on the community. The author was simply stating his opinion on areas they are finding lacking, presenting that to the community, and looking for validation and possible change to certain areas that they and possibly others may find important.

In short what I am trying to say is that the author obviously cares and has taken the time to present a constructive argument an ways they think the game could be made better for all. As long as the argument is not bombastic or outlandish then it at least deserves a listen. That is just my opinion.

+Rep to the author for taking the time.
 
Agreed on pretty much everything.

As others above have stated, many of these complaints have been being made before and have been for a long time. But you present them in a manner that is both succinct and constructive. I'm sure a lot of this is on FD's list somewhere, we just need to try and let them know that they need to be moved further to the top of the heap, and soon.
 
Just the ability to discuss something like this so calmly while fighting Pythons from the cockpit of an Exploration focused ship speaks volumes for Elite and not in a good way.

But yeah, this really nails it. Frontier, please watch this video.
 
You are on a gaming forum..how precious is your time, really?:p

Seriously though, I kind of agree, when it comes to a serious critique on complex, multiple issues within the game..but vids should be far more prevalent in these forums when asking a question, demonstrating an issue or explaining how something should be done..also 'nothing worse than those Walter Mitty muppets who post on here, explaining how awesome they are at everything - yeah? is that right? well, let's see you in action then!

Reading faster than someone ca
n talk is not that big of a deal. If you don't have to move your lips when you read, you should be faster.

I can also go back and find a point and compare much faster, as moving around in a spoken video is kinda tough... let alone cut and pasting.
Wanna make a video? Go ahead. Give me a transcript too.

- - - - - Additional Content Posted / Auto Merge - - - - -

Here you go. This is the comment I wrote originally that I decided to make into a video.

https://reddit.com/r/EliteDangerous...ngerous_lack_of_content_gameplay_what/cypceod

Here's another that covers the same stuff plus some extra.

https://reddit.com/r/EliteDangerous...and_its_included_expansions_the_known/cys5rxx


Excellent! I agree with some of what you wrote, like PvP, the risk/reward is not balanced for both players

Winging up and splitting of rewards I think is off base. A well oiled wing can kill MUCH faster than 4 guys all by themselves, especially if you have properly built ships: a Courier/Cobra/Clipper for scouting, scanning and small ship control, two FDLs/FAS/Python/ for brute force, and an Anaconda/Corvette for heavy hitting.

If a good wing can hit 15Mil each an hour in a good spawn, where is the disadvantage?

For trading, no argument there, it should be a bonus, 100% for the trader, 20% for his wingmates on top. That way traders have an advantage flying together, and can encourage someone to fly escort for them.
 
Thank you everyone for the feedback and discussion.

Just the ability to discuss something like this so calmly while fighting Pythons from the cockpit of an Exploration focused ship speaks volumes for Elite and not in a good way.

Pre-recorded footage :)

Although my previous Elite video was recorded while playing, I was just honkjumping on my way back from Sagittarius A* that time.

Winging up and splitting of rewards I think is off base. A well oiled wing can kill MUCH faster than 4 guys all by themselves,

This is the common rebuttal to my concerns about income splitting, but it misses a very important fact: The bottleneck is not your killing power, it's the instance's spawn rate.

Let's say that when you play alone you are killing ~75% of the pirates that spawn. The other 25% die to each other or police or wake-out or whatever. Now you get into a wing with a friend and you're now killing 85% of the ships - a 10% increase - while taking a 50% pay cut. So instead of making 3 Million Credits per hour by yourself, you're now making 3.3M / 2 = 1.65M per hour.

Obviously I just pulled these numbers out of my ass, but here's the crux of the issue: In order for winging up with a friend to be *at least as profitable* as playing alone you would need to be killing *double* the number of ships. That means so many pirates are spawning that you're barely able to kill half of them, and once your friend shows up you guys are *so efficient* that you kill every single ship *and* manage to both tag them all to split the bounty.

That's a tall order.

Now imagine it with a wing of 4. It can only cut into your profits unless the spawn rate is high enough for you guys to kill 4x as many ships as you would solo and that just doesn't happen, even in HazRES.
 
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This is the common rebuttal to my concerns about income splitting, but it misses a very important fact: The bottleneck is not your killing power, it's the instance's spawn rate.

Let's say that when you play alone you are killing ~75% of the pirates that spawn. The other 25% die to each other or police or wake-out or whatever. Now you get into a wing with a friend and you're now killing 85% of the ships - a 10% increase - while taking a 50% pay cut. So instead of making 3 Million Credits per hour by yourself, you're now making 3.3M / 2 = 1.65M per hour.

Obviously I just pulled these numbers out of my ass, but here's the crux of the issue: In order for winging up with a friend to be *at least as profitable* as playing alone you would need to be killing *double* the number of ships. That means so many pirates are spawning that you're barely able to kill half of them, and once your friend shows up you guys are *so efficient* that you kill every single ship *and* manage to both tag them all to split the bounty.

That's a tall order.

Now imagine it with a wing of 4. It can only cut into your profits unless the spawn rate is high enough for you guys to kill 4x as many ships as you would solo and that just doesn't happen, even in HazRES.

Sorry, flying alone and flying in wings for real does not bear that out theoretical calculation out.

3 appears to be optimum, btw.
 
What I question is when Agency gets presented as essential to any and every computer game. Agency is an incredibly common game hook, but it isn't the only one. It's essential to make the game compelling to certain players, but it’s not essential to a compelling game.

I think imbuing ED with the kind of Agency you feel in most games is a bit of a pipe dream. How do you bring Agency to a life size galaxy? It either happens on a galactic scale, and you don't feel any Cohesion with it, or it happens on a local scale, which as soon as you multiply it out 100bn times rapidly becomes just another type of instance pushing another meaningless slider.
I've previously made my own proposals on how to make ED more engaging, and part of that was a kind of Agency + Persistence, but on a smaller more personal scale (and so more achievable) - what I called (Semi) Permanent effects on the world:

(a) The mission you complete (or fail) turns out to be part of a larger story, and so leads to another mission (and perhaps another after that). Procedural generation will still mean repetition after a while, but this would still be far better than what we currently have. Basically chained missions (and possibly multi-path missions).

Plots twists would be possible: Just imagine completing an illegal mission, and then being asked to do another mission which turns out to be your employer trying to silence you! You might then get an offer from the cops to testify, if you will fly to a particular space station (resulting in a dangerous trip, but success would prevent your employer coming after you any further).

(b) Missions giving you a rare item, such as a special weapon or equipment, or even (in very rare cases) an entirely new ship! Maybe we will finally get the Mirage ;-)

(c) Missions or events might lead you to get to know a particular NPC, who then offers you certain kinds of (better) missions. Basically Tier 2 characters from the DDF.

(d) As you gain reputation with a particular major/minor faction, they start to offer you new TYPES of missions. Think of military missions from Elite 2, where they'd eventually offer you spy/photo missions, then assassination missions, then finally bombing missions. ED probably has a LITTLE of this kind of progression, but it needs much more.

(e) Successfully performing a particular chain of difficult missions results in a certain minor faction becoming SIGNIFICANTLY more (or less) influential. This would obviously have to be limited so that a player can only do such a mission chain (say) once a week, and ensure it's a different minor faction for every player. If influence was increased, it could lead to a higher chance of special missions from that faction. If influence was decreased, it could lead to a higher chance of being bounty-hunted in that system, or of missions which turn out to be a trap for you. The CMDR's name should appear in GalNet of that system (GalNet already shows local news).

The good news is that since I originally wrote that 5 months ago, many of those things are now planned, or should at least be easy to add due to a planned feature:

(a) Proper chained branching missions are planned for Season 2.
(b) Rare items should become possible after the planned Loot & Crafting system is added in Season 2.
(c) They recently-ish announced NPC faces & a revamped mission system for 2.1, which sounds a lot like what I suggested.
(d) This is unclear, but they have vaguely promised to continue adding more mission types & better military progression, so hopefully...
 
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