i think this is why so many of us are hyped for 2.1......... whilst it may not seem like much, putting a name and a face to all those guys giving us missions, esp because they persist, and we can build a rep and actually see how we are treated differently (apparently.... proof in the pudding and all that) but I really think (hope) that 2.1 will start to give some personality to the elite universe.
imo it is hard to argue FD have done a simply outstanding job of creating a fantastic game arena, they have build a brilliant (imo) flight model with great ships to fly, and cracking stations to land at etc..... What ED needs now, and arguably has needed for some time, is to inject the human element into the game (by this i mean characters, not meat suits.... the REAL human element is already there, for better or for worse)
perhaps i did not explain well... (and yes perhaps i did over egg (a little) how easy exploration is)
it is not that i think it should take 2 years to get to Sag A now....... it is that i think it should have taken 2 years to get to Sag A the 1st time.
once the route is mapped, then i think the travel mechanisms we have now is fine, I just think the 1st time we go to a new destination (or one which has not had the route sold to universal cartographics) that it should take longer and involve some form of "work", and it is that "work" which separates the exploration from mere tourism.
of course that "work" needs to be enjoyable, and embrace some interest/excitement, or at least promise the potential of one or the other of those things.
This is actually true in any game. Once you know the mechanics, how things work, there's not much left to do but beat the game and move on. Except, Elite has no 'win' scenario. Then the question for this game is 'What next?' I can certainly give you lots of answers to that...but they only are expansions using the same basic mechanics. On that, I have no answers. You have to find a way to keep enjoying playing the game.
Indeed.
The definition of shallow to many is the absence of imposed hallways and steps so to speak that dictate what you are to do next, and what you cannot.
To engage a game like this and experience that freedom and aliveness requires one to operate from self depth.
The only way one can possibly perceive this game as shallow is if one requires those hallway handrails and walkers and all those imposed story line dictates that appear to create depth...when in fact that form of depth refers to superficial cognitive slavery.
That grind will immediately release as soon as one releases demand for the game to dictate your next action and determine what that action actually means.
Everyone has there opinion and I truly feel for those that already are bored with ED but, to me, when I picture it in my mind I see two kids at a playground. One is having fun running around trying the various equipment provided and playing with other children. The other is bored because a parent isn't there to tell them to go swing, or slide or to play with other kids.
If you stop waiting for the "parent" to tell you what to do and instead go and see what you can discover and are still bored, well I honestly feel for you, because us other kids are having a lot of fun. This is just an analogy, I'm not calling anyone a child.
Yes but your mixing up your adjectives, combat isn't mindless - combat is the only part of the game that actually challenges your mind. Which is why there are constantly posts of people complaining about being blown up by A.I. or being unable to escape interdictions but never posts about people being unable to make profit trading or unable to fly around exploring.
Occasionally people encounter capital ships in combat zones. From what I've read they fight and fight and then when they can take no more punishment they run away. After a year and 3 months I have not yet encountered one.
That's about it on the interesting/engaging events that might happen.
USS's could be considered interesting events but because you have to "wait for them to spawn" they feel less like interesting events and more like random encounters - kinda like running around in Final Fantasy VII on Playstation back in the nineties. Occasionally something random would pop up and you would have an encounter and occasionally it was peculiar or funny. You would make the random encounter happen by literally running backwards and forwards on the same two spots, similar to how we just throttle down and wait for the USS to spawn in front of us.
Fortunately in 2.1 they are changing how these occur (or at least baking them into the Mission system somewhat) so, all being well, this should make what used to be USS into something more like 'interesting events', at particular locations, rather than just random encounters that "spawn" right under your nose.
In my game I can't land on planets - what do you suggest I do?
*Mod hat off
I think this response is precisely an example why the OP is right on the money in many respects. If you agree with the quote above then you may be very close to enter in full the "grinding" mode and "gaming the game" territory. Which is also a perfectly valid way to play the game, dont get me wrong, but one that I suspect will make you burn out faster imho.
On the other hand you have players who currently enjoy exploration in a very very different way to what you would imagine or expect from more traditional MMO´s and very differently to what the quote above suggests, i.e. emergent actions and activities that have their own depth and fun in the sand of this great sandbox. And by their standards, there seems to be depth a plenty, plenty of things to learn and decisions to make. Just not the way you may like it to be.
There are plenty of things that can be done to improve many aspects of the game and its mechanics (including exploration), no doubt, but thinking of exploration (as the quoted example) as shallow because it is just honking and jumping is a bit disingenuous:
I appreciate what you're saying but you're migrating the features of gameplay towards the artistic and technical merits of the experience.
And the saddest thing is that your opinion is soundless for Frontiers. They have already got what can get from you and are not interested in if you are satisfied or not. The current payment scheme is extremely developers’ profit friendly and puts the players, especially LTEP owners in *Silence of the lambs* novel. You have to count on their good will.
Mr braben now said it too, peopel repeat the same stuff over and over again too often.
Oh man I imagine Distant Worlds in a real game enviroment like they was proposed in the DDA, That would be awesome!!! but FD decided to do a game for kids instead. Jump, honk, fly straight and wait for spining thing to finish. Repeat n times as you want.
Elite appeals to me, since I can roleplay in my head as I'm doing things. I play a pompous Imperial Baron who deals in human trafficking, gliding around in my Imperial White Anaconda (with a blue hud), occasionally dipping my toes in a hazres to practice my combat tactics, all the while sucking up to ALD so I can get the rights to utilize the Imperial Hammer, the epitome of imperial over-engineering to turn a deadly weapon, into a weapon that may or may not be legal in certain systems.
I think a lot of the problems that people have with the game, is that you've really got to imagine a lot of things in your mind. My selling mass slaves only pads my bank account in-game; I've got to imagine the reality of what I'm doing. Players unable to roleplay without the game deliberately telling them what they're doing just see "A->B->A->B" trading and mindless NPC slaughter grinding, and even more grinding to get a slightly better railgun.
EDIT: I should also add, that I think Elite would do well to actually flesh out their universe. I'm able to imagine stuff, some people aren't, and there's nothing wrong with that. Frontier need to add more impact to our actions, and hopefully they'll move in that direction with future patches.
I'm a little curious, where did he say that?