I think the Elite: Dangerous gaming population
should be polarized into 2 camps:
Group 1: Long standing - Kick-starters / Fans / and players otherwise sympathetic to Fdev.
Group 2: General gamers.
Some Group Features:
Group 1 =
a) Small population.
b) Long stay player-base footprint.
c) Have helped co-produce a gaming experience/doctrine that minimizes player
social/economic/ownership/trade/crafting/pvp freedoms - to retain control of game development direction, and to stay within networking restrictions of P2P instancing client.
d) High level of presence in forums.
Group 2 =
a) Small to medium population.
b) Short stay player-base footprint (
http://steamcharts.com/app/359320 )
c) A mix of casual to professional gamers - who's cross-gaming experience exceeds 100's of 1,000,000's of hours.
d) Have expectations of
social/economic/ownership/trade/crafting/pvp freedoms to facilitate a worth while meaningful gaming experience, equal or better than current and historical games.
e) Low level of presence in forums.
Result:
Group 1 + Group 2 =
a) Satisfied Group 1
d) Dissatisfied Group 2
b) Pressure on DEV team to maintain customer satisfaction in both groups 1 + 2
c) Inaccurate / bias feed back to DEV team
d) DEV team inaccurate focus on development priorities
e) Continuous fluctuation of members in Group 1
f) Potential loss of members in Group 1 as they identify with issues raised by Group 2
I would say there is something going wrong with Elite: Dangerous - and it is being voiced at Reddit/Steam/Fdev forums - and many other places.....
Regardless of using features of Eve/WoW/Earth and Beyond/Privateer/Freelancer/X-Series/Original Elite/Damocles as comparisons for arguments in various discussion topics - there needs to be a deeper discussion on how to reconcile Group 1 and Group 2 - without making different games/modes, that further split the fragile community that currently exists...