+1 rep
I agree.
But FD won't listen.
They don't care about what we suggest.
Except for the times they did.
+1 rep
I agree.
But FD won't listen.
They don't care about what we suggest.
I'm afraid that you are (mostly) blaming the wrong thing. FDev have a pretty good idea what they want Elite Dangerous to look like. The problem getting there is because the foundations of ED makes things very hard:
1. The unimaginably massive galaxy (400 billions stars, and even the populated part must surely be 10,000 or 100,000 stars) means they cannot have any significant manually-created content. Instead everything has to be procedurally generated, and that is far harder. And making *interesting* procedurally generated content? That's massively difficult undertaking, or even impossible if their developers aren't good enough.
2. A single galaxy state shared between millions of players. Most MMOs split their "universe" into shards or servers, where each server only has to handle a (large but) limited number of players from one country. It's a much much more complex engineering challenge to share one game universe across the entire world, and prevent errors/discrepancies appearing between different servers in different countries. And it makes trying to build anything complex (aka fun & interesting) really hard.
3. Real-time multiplayer done using Peer-To-Peer instances (to reduce server load & costs). Unfortunately the internet upload speeds of most players is terrible compared any proper server (unless you have a *direct* fibre connection). So all the interesting things generated for you to explore... will tend to be kept on your PC (i.e. not visible to others), because sharing all that in real time would overload your internet connection.
So to reiterate. Why do we have a simple RNG for POIs & USSs? Because doing anything better is an extremely difficult engineering challenge. Why do we have boring repetitive missions? Because doing anything better is an extremely difficult engineering challenge. Why can't individual players have much of an effect on the world? Because the shared universe means the tens of thousands of active players would quickly destroy parts of it. Why do things look so samey? Because they have to procedurally generate them for tens of thousands of star systems. Etc. Etc.
Don't believe me? Just look at what *one single developer* can achieve (after 10 years) when they don't have to bother about the above 3 limitations:
Evochron Legacy
Having said all that, FDev could still do better. Balancing gameplay needs to be a higher priority. Fixing core gameplay mechanics needs to be a MUCH higher priority. New features are still needed, but not quite so many, and not to the exclusion of the aforementioned balancing & fixing of gameplay. And there is certainly room for better design of new gameplay elements, as I think PowerPlay proved. And they need to avoid adding unconnected game modes (CQC *cough* PP *cough*) before the core gameplay is improved.
Building your own base or mining operation on planets.
Outfitting them with the appropriate defenses
Player-built and controlled stations (as in, realtime, not via db inserts)
Gathering funds to build capital ships to defend your station(s)
Yes there's a whole lot of things that would be awesome. Sadly, to date, Frontier's response was that this isn't the game they're making.
They really rather should though. This is a game, not a religion. It's ok to adapt plans. I don't think adding such elements would compromise the existing experience and the wonderful atmosphere of the game. They just need a push in the right direction.
Oh and I don't know Ian personally of course, but his comments regarding ED irked me a bit. (The whole "I totally could make a better Elite successor" thing he had going on...)
Building your own base or mining operation on planets.
Outfitting them with the appropriate defenses
Player-built and controlled stations (as in, realtime, not via db inserts)
Gathering funds to build capital ships to defend your station(s)
Yes there's a whole lot of things that would be awesome. Sadly, to date, Frontier's response was that this isn't the game they're making.
They really rather should though. This is a game, not a religion. It's ok to adapt plans. I don't think adding such elements would compromise the existing experience and the wonderful atmosphere of the game. They just need a push in the right direction.
Oh and I don't know Ian personally of course, but his comments regarding ED irked me a bit. (The whole "I totally could make a better Elite successor" thing he had going on...)
I would agree with that. ED is a space sim first, and a game second. Mainly because they needed to develop the space sim part, before they could build a game on top of it. The game part is coming... just agonisingly slowly (for reasons I outlined in my previous post).
P.S. While I applaud your enthusiasm for improving ED (you've recently started a ton of threads on how ED can be improved), you need to realise that any changes to ED will come glacially slowly, because game development takes a LONG time. When we see some new feature appear NOW, work actually started on it up to 12 months ago! So even IF the developers agreed 100% with you & started work on all your ideas (which is unlikely), you wouldn't see any obvious signs for up to 12 months (especially if they don't trash all the work they've already put in for up-coming new features).
And you are hardly the first person to realise ED's problems. Hundreds (if not thousands) of players before you have started threads offering suggestions. e.g. Me & many others have been suggesting that the "place holder" missions need improving since ED was released 14 months ago, and we're still waiting (although it seems like our prayers may finally be answered during the Horizons season, starting with big changes for 2.1).
I rather suspect that within a month or two you will quickly become disillusions that the developers "aren't listening to you", and join the ranks of Grumpy Customers not happy with the game. I worry that you will go far beyond that, and start posting 1 star reviews, and slagging ED off every chance you get, out of frustration. If you dramatically reduce your expectations now, and go find some different game to occupy you until FDev fix ED, then maybe that won't happen...
I say this, not from a white ivory tower looking down on you, but as someone (like you) who has been enthused at ED's potential & frustrated at it's slow & erratic development... for the last 14 months. I've also watched other people become quickly frustrated at ED not living up to it's potential. Some of the harshest critics here were some of it's greatest fans 12-24 months ago![]()
You're quite correct on those big three reasons for some "creative/gameplay/content" facets being a significant dev challenge.
For me, the big "problem" areas seem to have come about when that challenging game "construct" collides with things like...
Seriously limited resources
The big push in 2014 saw the game officially released as a viable product... but some areas were noticeably minimum viable product (and that's something several FD people openly commented on).
This has left a number of legacy items that will be a hard sell internally to rework; any reworking will take resources off new features that can drive sales. While it's not impossible to make a case for resourcing such things, it's going to be tough to justify from a business standpoint.
Example:
The in-space supercruise dropout transition. There simply isn't one; a pregnant pause. The nearby planet can jump from one distance to a closer distance. Space station will "zoom in" from directly ahead, even if you technically flew pastthem in the last second of SC approach.
Contrast that to the Horizons transition, which runs a beautiful "start-to-finish" animated interpolation between the "drop" trigger point and the "glide" start point. You can tell FD threw extra planning, tech and resources at it, in an effort to avoid repeating the in-space transition experience.
But how hard is it going to be to revisit the in-space transition, instead of coding up, say, a cool fighter launch sequence for up-coming Horizons point-release? Hard.
Risk Minimisation
Some ED functionality seems to have been deliberately "firewalled" from existing mechanics, presumably to avoid multiplying the damage that bugs and unforeseen game mechanic "gaps" can cause.
Example:
PowerPlay and... well... practically everything else in the game. My guess is that the BGS' complexity-induced migraine was so painful that PowerPlay was built almost entirely in isolation. That isolation could be pitched as a positive (optional content - "you don't have to play it"), but it ended up feeling like a different board game concept slapped on top of Elite. Interestingly, despite the almost total disconnect of that extra game layer, PowerPlay and the BGS have still been caught fighting each other, and have had to be separated - see the recent mini-update patch! Some things are crying out for integration, but FD will have to tread carefully to avoid breaking other stuff. Again, new features could continue to be resourced instead of risky reworks that could make things worse before they deliver net improvements. Troubling, but true, I feel.
Momentary Lack of Focus on Consistency
Some of my personal trip-ups in Elite seem to have come about via a design process that perhaps hasn't valued consistency as highly as expediency. And I'm not really talking here about Big Gameplay Vision stuff, like flight model (how FD want ship movement to be), the need to dock to check commodity prices, etc. No, there are plenty of little things that just smack me right in the chops whenever I come across them.
Example:
Outside of special salvage missions, a cargo canister found floating in space is always "illegal salvage", but a cargo canister on a planet's surface always seems to be "legal salvage". Why is it legal? How about if I find one in space, drop it on the surface, and then pick it up again? Is it legal then? Why or why not? What's the rationale here?
Little stuff like this just makes me confused about the design process that spawned it.
I'd love to see FD continue to have enough development resources to do top-class work on Elite. I do wonder, though, whether some work to date has been
(a) rather too thinly resourced to properly deliver coherent gameplay mechanics in the challenging game world
(b) suffered from slightly too much risk-averse thinking, and
(c) not had a laser-like focus on overall consistency.
If each of those three points is address for any given future feature, and that feature is designed first and foremost from a creative perspective, it could turn the ED galaxy from a set of individual whirring mechanical cogs into something that feels like a marvellous ecosystem in action.
Which would be something to behold.
Great post, you make some great points and I couldn't agree more. FD seem good at making systems but not so good at making gameplay. Let's hope they take note and make some changes.-snip-
I completely agree but.........
FD won't listen and, sigh, you'd better have a thick skin for what's about to descend upon you.
+1 rep.
I'm still *hoping* that the Multi-Crew implementation will pleasantly surprise me, but based on what (little) has been revealed (and the gameplay currently available in ED) I strongly suspect that multiple players in a ship will be left twiddling their thumbs for long periods of time. If you thought that Super Cruise could get boring, just wait until you're not even the person flying the ship, but just (say) the weapons guy, who will have literally nothing to do when there's (say) no combat going on. And unlike Star Citizen, I don't think they'll even be able to get out of their seat - as far as I am aware (I could be wrong) you will switch seats with a button press (somewhat like you switch from ship to SRV at the moment, aka "fade to black" teleportation).Multi-crew is ... rather worthless to begin with; I think the reasoning there was, "Oh, look, Star Citizen is going to have it, we should too" as opposed to any qualitative reason why it might add to Elite in any real way).
At present, admittedly knowing little about the multi-crew mechanics, I can't see me using it at all. With my playstyle, ED is a single player game, with the occasional bump into a real cmdr every now and then, if you're lucky.
For me, Multi-Crew will go the same way as CQC and Powerplay... meh.
Dice didn't delivered with Star Wars. It's very sub par with older battlefront and Battlefields game they also make. Graphic and sounds are not everything. it's for 8 years old kids.
The consolittis effect. Way too many once great PC game devs have fallen victim to that dreaded disease. DICE, Crytek, and on and on and on and on. Then we had Braben and Roberts sharing an interview https://www.youtube.com/watch?v=NvPU8e2ezgo&list=PLBguNQKw3MpESdD8Pp9pCxWMEu47d-XmH&index=1 in which they seemed inspired to bring back to PC gaming what the consoles took away. Why Braben choose to use a console game engine blew my mind after this interview. But Roberts was more on the bring back the PC game bandwagon than Braben was during the interview. I think that SC being PC only shows the difference. The clock is ticking and they are still working on both games. We can only wait and see what happens.
Sorry, but your position on Elite is that it's a flight sim that needs more depth, but you offer nothing to that save non-specific rhetoric. Same thing has been said many times and in many forms before.Nice Stawman. You have nothing too add nor any way to debate my actual position, so just create your own windmill and joust away.