A Game At Odds with Itself and Why

Aside from the inevitable name-calling/personal jabs, there have been many interesting points made on all sides here.
BUT
I think that this has once again turned into a "here is how I personally think ED could be better" thread, when the OP was actually undertaking a very focused analytical task, i.e. the current state of the game vs an interpretation of Braben's vision. All issues of future development and "this is great"/"I hate this" aside, it is interesting to assess the game's current form in relation to its stated objectives (ala Braben and FD). I tend to agree with OP that there is some tension going on between those goals (as they've been interpreted here) and the present game state. What I'd be interested in seeing, is whether others interpret Braben/FD's position differently (and any evidence to support these interpretations!) and/or how the proposed tensions are actually reconcilable. Keep in mind that this (along with OP's initial point) is essentially an academic exercise. It doesn't invalidate anyone's personal experiences with the game, nor does it reflect positively or negatively on the current game state itself. It is simply a matter of objectively discussing what the game's actual development goals are (a thing of some contention), and how well those purported development goals have been realized as of yet (obviously understanding that there will be continued development).

You are correct. There is indeed a tension between FD and DBOBE's vision for the game as interpreted here and what they actually developed and released. However, the significant part of that is the "as interpreted" part. There's a lot of posters here that choose to interpret it as "they want to make the ideal game for me!" and gripe about every departure from that. They made the game that they made. If you like it, play it. They have no obligation to, and thankfully seem to have no inclination to, change it to suit any of us. If it suits us as-is, that's great. If it doesn't then that's unfortunate and the only question that raises is whether its a deal-breaker sufficient that we stop playing. I'm ok with it as it is, it's a game that has occupied more of my time since it hit beta than any other game I've played in the past couple of decades and for the most part I've enjoyed that time. Our interpretation of their vision means nothing. Their expression of their vision in the game in front of us is all that matters. That's the game I'm playing and enjoying.
 
This image bellow from x3 offers more features, sandbox tools, options and diversity of choices of what you can do, then everything elite dangerous can throw at you - combined. Game was done by 20-25 people and there are thousands of config scenarios if any of those ships is clicked.

And it's nice how it's done in X3. It's a complete freedom and not some procedure to which you need to stick to get something done. Example: I have a ship in elite that's 400ly away, a sidewinder. I don't want that ship anymore. The only way I can dispose of that ship is to fly 400ly, dock on starport, click shipyard, pick option to dispose of ship, then I need to fly back 400ly away to keep doing what I was doing or just give up on that and hang around the place I'm at now and find myself something to do there. So a procedure. In x3 I can go get the ship, or the ship can get to me. I can make ship come to me and I can escort is manualy if I want. I can assign bunch of other ships to escort it. I can make it avoid certain sectors. If I send it to go alone I can pick when it meets enemies if it will jump, fight, run, or whatever....

Do I want to do all the trading myself or have someone else do it for me? I can pick. 1 other trader or 1000 other traders. My choice
Do I want to have a place where I drop my gear? My choice
Do I want to buy missiles on station or make them? my choice. 1 missile an hour or 1000? I pick
Do I want to manualy fly or autopilot? Whatever I pick
Do I fire weapons or do they fire automaticly? I pick. What they shoot and how they shoot, I can choose for every single one.
What weapons what has, what fitting, I can pick.
Will npc wing help me or I'll fly solo, I pick. 1 ship in wing or 100 ships in wing. My choice.
Will I follow some story or do what I want? I can pick.
do I want to own a station? If yes, only question is one or thousand.
and so on and so on.


But here you aren't given options and tools to play how you want, you're said: you have "4" choices, pick one and play it how we've thought it should be played. And instead of just picking, if you'll be using some tool in a sandbox or not, there's a furious debate about even adding the option or a tool. And please don't point to me how if I pick a mission I can go all around the galaxy for example before dropping to that system and actually do the mission or how I can do it in various array of ships or in different place in system or something and use that as argument how it's not a specific way how to do something, cause the argument is really weak and I can point out that for every single action in here, x3 has hundreds more variations that can be picked.

But you need to use only imagination! Look at pictures from elite. People that got imagination, can do a cross from ships on a planet and they have great fun! True, but in x3 you can do a cross from ships, stations or you can drag huge asteroids and make a cross. The difference is in the amount of tools and the tools offer posibilities. Possibilities offer rich sandbox.


EHbpH.jpg
 
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Jex =TE=

Banned
So actually what there is a lot of content and you don't enjoy doing some of it

You need to differentiate by the way between Content being available and content you don't enjoy - just because you don't enjoy loads of things doesn't mean there isn't loads of thing to do

Even in your list there is lot of things to do

You can pirate
You can scavenge
You can do rares trading
you can bounty hunt
you can join the UA barnacles
You can power play

And that's without trying

Basically you cant call a game lacking in content and then list loads of content and say you don't actually like it that's two different things

Can you give a description of what you actually do in your list of things - break them down and explain each one.

I'll start one off - Bounty Hunting, go to a hazres and kill an infinite amount of pirates that just for some reason spawn there. So shooting ducks in a barrel. This is the kind of gameplay we're saying isn't good enough.
 
A pragmatic approach, to be admired :) And I agree with much of what you say, however the current state of Elite suggests that "difficult" or "challenging" is universally assumed to mean "takes a long time to do". The BGS is a great example. You don't need to do a single thing to alter a system that is actually challenging to do. You just have to keep doing easy things for long enough, and the status will change.

Elite is full of stuff like that. Even reaching Elite in Combat, Trade or Exploration requires only the most rudimental of skills that you learn while doing the tutorials. After that you just grind it out, if you so wish. It bares witness to a philosophy of game design that is sorely lacking. I share your optimism in that this will be sorted in the coming seasons, but then again I am often an overly optimistic guy :)

Oh, I understand what you are afraid of now, sorry, I couldn't see it before. :D

I totally agree. The game is in no way difficult. It's just some things you have to know, and once known they are easy to do. As an example, you can survive any interdiction if you don't want to engage. Even slowest trade ships can be outfit to high wake before dying with very little compromise from cargo space. I hope this illustrates what you mean, as it is what I understand from your comment.

I think what we need FD to do in this regard is to adjust the difficulty scaling to better fit actual in game experience.

What we are now talking about between the two of us has ventured outside of the OP's scope though. It was a nice exchange, +rep.
 
This image bellow from x3 offers more features, sandbox tools, options and diversity of choices of what you can do, then everything elite dangerous can throw at you - combined.

http://i.imgur.com/EHbpH.jpg

X3 has a fixed universe though, which gives you a much easier time making content thats genuinely dynamic . Sadly (at least for me) FD chose to have the thousands of systems in ED which are very impressive, but they have to be generated as a result. Still agree with the point overall just don't entirely think its a fair comparison as while they might both be space games, at their core they are different.
 

Jex =TE=

Banned
And here I'm enjoying this game immensely that I think this is the ULTIMATE Han Solo Simulator ever. Perhaps OP's expectation of an ideal space game is just too big for the likes of Elite as it is now. I wish I knew the best answer to OP why I like this game a lot, enough to make him reconsider his thoughts.

Could you explain how it is the Ultimate Han Solo simulator. By ultimate I take it you mean ultimate as in it could never be any better.

So where's your wookie co-pilot then?
 
Barnacles are once done.

Pirating - which is barely worthwhile if at all - and even more so, Bounty Hunting, are both Combat. As is CQC. I did list Combat.

Power Play - aside from being boring and woefully underdeveloped - is either Delivering Goods, or Combat. Both listed.

Do you get it yet? The problem, I mean? Attaching a different progress to the same activity does not make it something different to do. A difference exists between doing something different, and doing the same thing for different reasons. This is something gaming as an industry struggles to understand but badly needs to realize.

I made a thread about this, this game recycle all the activities with different windows. Thats not adding more gameplay, thats playing the same things over and over. It wouldn't be so bad if at least the activities were complex enough, so you actually are doing something in your ship with dynamic changing scenarios.

Its not about story or hand holding like the "defenders" of the game say. Its much more basic than that. Its about the core of the mechanics and gameplay.

If FD keep like this, Engineers is going to be another grind the same basic and shallow activities over and over.
 
It does seem the creator thinks its a great game. I would let him know ED is actually the butt end of many good jokes in Teamspeaks everywhere. The comments in other online locations regarding this game are seldom less optimistic than you would find on Steam forum or here (slew of locked threads notwithstanding). Perhaps we can all help FD figure it out, they don't seem to have a finger on the modern gamers pulse (Under 40 years of age). Delivering still birth upon still birth wont make it better, nor will bullying Ad campaigns until a few sales are subliminally made and a few more unsuspecting players set this game down for an indefinite period of time. Someone should, Elite Dangerous is more of a joke than any other kind of entertainment, and that is a shame because it has an amazing framework.
I have 0 faith in FD's ability to deliver exciting future content. To date I have not seen it, I have seen FD put out a horrible release schedule (late multiplayer, abandoned mini game mode, RISK ala space game), smoke and mirrors and wishy washy flip flopping; I played for nearly a year before learning it was the first 'season' (which did not mean expansion) NOW the second is sold as DLC, however; it had such poor reviews it doesnt matter - this company put me right off. Nah, I dont have faith in this Dev, nor do I have a nostalgic bone for this game. It is what it is; procedural and mediocre.
 
You are correct. There is indeed a tension between FD and DBOBE's vision for the game as interpreted here and what they actually developed and released. However, the significant part of that is the "as interpreted" part. There's a lot of posters here that choose to interpret it as "they want to make the ideal game for me!" and gripe about every departure from that. They made the game that they made. If you like it, play it. They have no obligation to, and thankfully seem to have no inclination to, change it to suit any of us. If it suits us as-is, that's great. If it doesn't then that's unfortunate and the only question that raises is whether its a deal-breaker sufficient that we stop playing. I'm ok with it as it is, it's a game that has occupied more of my time since it hit beta than any other game I've played in the past couple of decades and for the most part I've enjoyed that time. Our interpretation of their vision means nothing. Their expression of their vision in the game in front of us is all that matters. That's the game I'm playing and enjoying.

The game they made, however, is not the game Mr. Braben either envisions or claims he has made. This is objectively, demonstrably true. Listen to him state that there are lots of things to do (there aren't); or that it is the fault mostly it at least partly of players that we are not finding the content by traveling about, when the game's systems are intended to keep us in small "home" areas.

You can claim subjective interpretation all you like. Because you will in some measure (however small) always be correct. That's an easy road to take.

But do not insinuate that I have tied my complaints to some twisted and highly subjective interpretation of Braben's claims and therefore not bother to refute me.

Because that I have not done. I have only listened, and looked with a critical eye to improving something I care about, as opposed to blindly defending it's myriad shortcomings to all and sundry.

Joust at Windmills all you like. But don't claim to be slaying dragons you allege that others have created.
 

Jex =TE=

Banned
No game capable of being developed by human beings, or of running on hardware developed by human beings, will ever match the imagined games of some customers. Or compensate for the shortcomings of customers who lack imagination.

Nope, once again the snidey "imagination" comment that fails every time. It's people who lack imagination that can play the game isn't it? Lacking imagination would suggest a lack of intelligence, that's what you mean isn't when you say "people who lack imagination" but that is at odds with people who hate the simplistic game mechanics. Game mechanics need to be deeper and more imaginative and more complex for more intelligent people and there's no argument that as ED stands right now, it's game mechanics are incredibly simple and don't hit the mark.
 
My experience in the game is probably pretty standard. Was blown away by the cockpits, the take-off and landing sequences, the first visit to a RES, the first time I was interdicted even.. Even more so once I added head-tracking (I imagine VR is a cut-above again)

Then I started trying to follow a path: Fed navy progression. Back then we were told to head to Sol urgently and a contact would be in touch. Woohoo! And I went there.. and nothing. Several bugs were logged, we were told it's behaving as expected. Background storyline/lore - none in-game. Main questline - none. Side quests - none, unless you count basic fetch/deliver/kill tasks as quests, delivered with a wall of text.

At this point I was sooo close to quitting the game. It's just an empty, if very pretty, shell with little by way of progress, consequences, rewards, or challenge.

I'm glad I didn't. As a standalone game, it still is quite empty and unfulfilling. But for me it's the community (this forum especially) which makes this game. It's just a pity the community is reliant on out-of-game tools in order to organise and interact. But the Community Goals, Powerplay, the Canonn/UA/Barnacle hunt, and the Distant Worlds expedition etc. do help flesh out some of the missing bits. Without them, I probably wouldn't be playing this game in a week's time.

I am really looking forward to the changes over the course of this season, even 2.1 on its own is a huge step forward. I don't think it's going to be the panacea / magic-silver-bullet update that some seem to expect. We need more interaction mechanisms, and better narratives to tie these together, and it's going to be a long road.

Mixing up the gameplay (combat one week, exploring the next, CG the next..) makes it much more fun for me (even if it doesn't make a lot of sense from a role-playing perspective) as we wait for the game to be fleshed out more.
 
1. Longer jump ranges for all ships.Max an Asp Explorer at 50LY and let it set the bar. My shortest jump range: 20LY. Because fewer loading screens is better than more if them. People have lives; 20 jumps just to get to the CG, and 200 more to participate, simply isn't fun.

2. Dynamic economy with ship and outfitting finders. Was s would increase the cost of ships and arms in systems. Booms would drive costs down. Stuff would cost less nearer the source of supply. Give us reasons to travel.

3. More tools for the Sandbox: Repair Limpets (and by extension, Repair Rats). Economic exploration (gather and sell info about deals, discounts etc in the dynamic economy).

4. Scannable planets. Use DSS to reveal POI from space and lock in bases and wrecks as Persistent. Decide whether we want to land. Procedurally generated lost Alien ruins, wrecked explorers, major meteoric impact sites with unique samples, strange elements for recovery and resale, forgotten expedition bases, smuggler caches, pirate and scientific bases - all Persistent as they are discovered and reported.

5. Meaningful impact: I should not be able to rank with both navies. Smugglers whose stuff I Lise should remember that, and refuse me jobs or even look for revenge. I want to make friends, enemies and deals. I want to see the change as opposed to imagining it.


1 - Jump range is good where it's at I think, but you seem to be in a hurry, so if they increase the range now, you'll be complaining about it being too short again in a very short time because you are in a hurry. Old tired argument, exactly like your 'there's nothing to do in the game' which actually means 'what I want to do isn't in the game', big difference there, one of those 'you picked up the wrong game' things that people have already pointed out to you.

2 - And you have no clue how economics and markets work, which you and many other people make clear all the time. You are expecting to see local markets like you see here on Earth, where supply is usually quite limited and demand can easily outstrip it. That's not something you'll see in a market extending through thousands of planets and space stations. It's called hydraulic despotism, as Herbert said in Dune, 'he who can destroy a thing, controls a thing'. Outside of Rares, none of the market goods in Elite have a single source, so it's literally impossible to exert hydraulic despotism on the market and make prices fluctuate around the bubble, there's too many sources of the goods. Rares, FD foresaw the issues with hydraulic despotism and made sure it can't happen with them, and for damn good reason, which you know but don't realize you know because you don't understand how a galactic economy works and are still thinking your local market.

If I can buy gold at 100 different stations for 9k/t, why would I want to buy gold at 10k or 11k a ton from a single station? Why would anyone? We have access to ships that let us travel thousands of lights years in an hour, there is NO logical reason for prices to do anything across the bubble but even out, far too many supply sources and far too many markets to sell those supplies in.

Still, you can see 'local' market effects all the time, it's why Traders have to change routes so often, they flood their markets and profits drop. I've seen it, had a great little run, 3k profit per ton, for about a week, because it wasn't off in the hinterlands where no one else goes, it was near Lave and there were LOTS of other players doing exactly what I was doing, and the market was flooded, my profit actually dropped to a loss due to that. The economy works JUST fine, it simply works on a galactic scale and you are still thinking neighborhood market.

3 - We have AFMUs, but you want some way to remotely repair other ships, ok, I can actually get behind that, that could be fun and create a Fuel Rats subsidiary. Economic exploration, we already have, so..unless you mean stealing data from companies and selling it to another company? We do that now in the missions, you really should check them out sometime, and that's what David meant by 'there's so much that the players never see' and goes with his 'that's on us, we didn't communicate properly'. There IS a hell of a lot more going on then you realize, you simply haven't bothered to dig a bit to find it. For that, I personally blame the player, not the developers, because I'm used to tearing into a game and seeing exactly how deep the rabbit hole goes, but I'm old school I guess. Seems many gamers today, if it isn't shoved into their faces, it doesn't exist.

4 - Yeah, some nice ideas, but persistent random stuff isn't going to happen, this IS an online game, an MMO no less, there's thousands of people playing besides you, and if YOU get somewhere first and get all the goodies, then no one else gets them, and vice versa. That's why MMOs don't do that, persistent locations yes, but the goodies always respawn, it's not a single player game after all.

5 - we do have meaningful impact upon the game world, you not seeing that is, well, you not seeing that. You mess up a smuggling job, the people who gave it to you DO remember that, you will see it in the jobs they offer you, that happens right now and it's going to be made MORE visible in 2.1. Oh, and people do come after you for messing up a job or sometimes for doing the job correctly. I've been chased to Maia and back from Zelano because I took an assassination mission and completed it, the target's followers took exception to that and tried to kill me multiple times, had them showing up in ships ranging from Vultures to Anacondas, all hot for my blood because I killed their leader, for days after I completed the mission. I found it rather enjoyable and a clear sign that the game DOES register my impact upon it.

Naval ranks, that's something many of us have brought up, shouldn't be able to progress in both navies at once. However, there is a reason we can do that, and it's rather simple. We aren't IN those navies, we are members of the Pilots Federation, outsiders, neutral, and that is why the navies have us do the jobs we do for them, we're not part of their CoC, so if we botch the job, no blame on them. We're mercs, contract killers, they use us, pure and simple, and the ranks are simply honorifics, nothing more. Ever notice you don't get ORDERED to do a job and HAVE to do it, they are optional, you can take them or pass on them as you wish. If we were part of the navies, there would be no choice in the matter, you would have to accept the mission and complete it.

Previously, Elite games did actually make you part of the navy at a certain point in the process, and once that happened, you no longer got to work for any other naval force and it had negative ramifications for you with those other powers as well. I'M good with that being done in Elite Dangerous, but many people are not good with that, they want access to ALL the toys, not just specific faction toys, and they don't want to be tied to a specific faction at all, so the system works as it does. There are ramifications for working specifically for the Federation or Empire or Alliance, and that means the other major AND minor factions will not be so happy with you, which will limit where you can go freely inside the bubble, and many people really don't like that idea at all. As I said, I'M personally fine with it, I expected that since it's been the standard previously in the series, but I understand why it's done the way it is and agree with it in general. I'd prefer some way to actually become tied to ONE particular major faction's navy at some point, and from then on, well, you are an Imp or Fed or Alliance officer, you are tolerated at best, treated unkindly many places and outright hostility will be shown by many minor factions, especially criminal ones, so Anarchy systems will be very dangerous and will not let you dock anywhere. Again, I'm good with that, are you?
 
I think what we need FD to do in this regard is to adjust the difficulty scaling to better fit actual in game experience.

What we are now talking about between the two of us has ventured outside of the OP's scope though. It was a nice exchange, +rep.
Indeed :) And while a bit on the side of OP's post, I believe it is a big part of why Elite feels to be lacking in content and "things to do". Everything is so quickly learnt, and the mechanics are so easy to see through because they are barely connected to each other and certainly don't require much skill.

I'm hoping that 2.1 will add some much needed context to what we do, as that can make up for the lack of challenge from the mechanics themselves to a degree :) Maybe even the challenge itself will be upped with Elite missions being properly hard to do! And hopefully not just insanely time consuming...
 

Jex =TE=

Banned
Note: In a live QA session a few months ago we also need to remember when DB was asked when Piracy was going to get some attention and made more involved, the response seemed to be - please excuse me if I'm incorrect of course - what else could you really want?

Well then there's the death cry right there, isn't it. It seems as though DB could really use some of the imagination that everyone keeps talking about and use it to make the game play better. In 1984 you could get away with that but if that's his answer in 2016, that piracy in his mind is perfect then I really and speechless....just what?
 
no much to do?have you played destiny?division?those game are nothing but loot grindfest that you get sucked into but then you realiz(or dont realize) how much time you wasted with no sufficent rewards and even if there are rewards they always get twicked so they are not good anymore
elite dangerous has as much variety as you make it to be,it just takes skill and brains to understand the game-thats what i like about this game-its not dumbed down(at least not yet untill the cry babies make this game a 2 button press and you win game)

Mining? Exploration? 1 button press gameplay. Where's the skills and brains yo talk about? This activities aren't dumbed down? RES, Nav Beacons, Combat Zones aren't dumbed down? don't you see a patron in those instances? Do you see goals or an instance finishing by some event?

The gameplay is already a dumbed down.
 
I don't really understand how this is actually such a divided argument. Is it semantics? Are we simply wording the issue incorrectly? Yes there are things to do, sure, but they're repetitive and go nowhere. I put about 400 hours into this game, did everything but rare trading, and while there's plenty to do I just don't see a point to it anymore. To be honest, if the mission system was robust and beneficial I could spend literally 100% of my game time doing that and be happy. (I'm actually really excited for 2.1)

But seriously, for the people saying there's a ton to do... Be honest. You're doing a lot .... of the same exact task over and over and over and over. You then argue that when you get tired of one grind you simply switch to one of the many other grinds! You don't word it as "grind" because that would be counter-productive to your argument, but it IS what you're saying.

I can compare this game to a first person shooter. The gameplay of those games is literally the most repetitive of any game ever. You run, you shoot, you kill or die, respawn, repeat. Yet people play them endlessly. Why? Because it's engaging and often leads to frequent new rewards. Same with every rpg ever, mmo or not. Then we have E: D. Most of the content is not that engaging. Supercruise gets pretty old rather quickly. Mining, trading, running courier missions and similar, it's mostly just a ton of time spent in supercruise. Mining is like combat, only your opponent isn't moving and you have to manually sift through small percentages of ore repeatedly in a UI that isn't even facing forward to let you see what you're doing. Shoot, stop and sift, shoot, stop and sift. Combat is boring as hell because NPCs bug out, or suck. Depending on where you're at in the game some NPCs you can't kill reliably and rebuying your ship is expensive, so you shoot a bit and either kill them with minimal effort, or realize you might lose and leave, knowing that losing your ship over this one encounter isn't worth it. Powerplay is a joke and you all know that. Smuggling is currently broken, but aside from that it's not a "good" task. For people that like to feel immersed but don't want to operate illegally, smuggling and assassination missions aren't even an option.

I've put 400 hours into this game and I've shot and killed some ships, upgraded my ship with the exact same components it already had, just bigger, traded some abstracted items that mean nothing beyond their name, stared at floating orbs and then turned them into money (exploring, woot), and docked at thousands of stations. Btw, courier missions and trading? Same thing. Go to station, click on UI, fly to next station, get money. Courier missions just take the risk out of the venture and pay less. There are a few other things obviously but they all end with "Got some more credits for X amount of time played". After you've experienced all the content you find what's fun and lean towards playing the way you want to play. Not very many people are interested in everything a game has to offer. Most people just play a few aspects they thoroughly enjoy. The issue with elite is that once that happens, people are left with just a few dry mechanics that only give credit rewards, and once you're into a ship you like and have good components on it, there's really not much left to do.

Obviously a bunch of you are going to disagree with me and argue, but this is what I believe we're all trying to say when we say there's "no content".

Again, I'm pretty excited for 2.1. I think it'll bring the game back. Comprehensive missions and tangible rewards. Mmmmm.
 
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This image bellow from x3 offers more features, sandbox tools, options and diversity of choices of what you can do, then everything elite dangerous can throw at you - combined. ...

Then why aren't you playing that one and leaving us alone to play the game WE like?
 
FD need to start looking at ways to force players to experience content. Arena for pilot licences. Mandatory missions. Galaxy map showing only systems you have visited or bought data for forcing exploration.

Trust me, you really DONT want to force Arena on people. That...would go badly.

They already forced the awful SRV scavenging down our throats. Want to know exactly how useless particular blue circle is? Drive there. Every. Time. And it grew boring very quickly.

Forcing players to partake of content is a final refuge for developers too daft or selfish to create fun, compelling content people WANT to experience.[/QUOTE]

Most certainly. Any amount of cattlling/forcing players to play a certain way will always bring a flushing sound.
 
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