why does every fanboy have to make their own thread about this.
use the search function.
Hmm, maybe for the same reason that whiners have to make their own threads about the "too hard" AI.
why does every fanboy have to make their own thread about this.
use the search function.
I'm sorry, is recorded history too intangible for you?
Tens of thousands of people have lost their jobs, careers, businesses, etc... By doing exactly as you suggest. Go tell them they were just the victims of random misfortune.
No.
No no no this is not how you make a game commercially successful in the long term. This is how you burn out early and get your development cycle cut short.
People buy the game, they get their quick sense of satisfaction and they leave. ED's player retention is horrific and getting worse. People aren't sticking around. Just look at the forums, most of us who've been here have been here over a year, meanwhile 10 times our number have come and gone, each staying a couple weeks or months. If nothing else, even if you don't take the numerous statistics available as credible, just looking at what happens here should tell you everything.
Every game that has tried to cater to everyone has failed in the end. Doesn't matter whether it's WoW or Call of Duty or Civilization, you cater to everyone you satisfy no one. WoW went from being the definitive MMO experience to being just more of the same because that's what was selling copies, and now they're at less than half their subscriber base, which started to decline when they started to change the game dramatically to satisfy this ephemeral "everyone" that doesn't really exist. Call of Duty sells less copies every year, they've just been bulldozing through on sheer marketing hype which also every year is met with more and more outrage by the intangible "everyone". Civ:BE was an attempt to draw in a larger crowd by simplifying things about a strategy game that many people often find awkward or confusing. Go look on Steam at how many people are playing Beyond Earth compared to Civ V.
Countless examples going back to the 80's showing that if you try to cater to everyone, you don't do much except get under their skin.
On the other hand, a good game is a good game. It becomes timeless and can be appreciated by anyone and enjoyed at any time. Games like Chrono Trigger, Super Smash Brothers, Sim City 4, etc.... have withstood the test of time and continue to be played by a large number of people 10, 15 and 20 years after their respective shelf lives. They don't get stale because they're good games that can be appreciated by anyone who finds that type of game fun. They're not games for everyone, far from it, but for the people who enjoy them they will never be bad games.
Elite: Dangerous can easily be a bad game if the wrong decisions are made. The most common wrong decision that gets made during ongoing development cycles such as this is catering to everyone.
Just make a good game, and your game will last forever.
You insist on an inaccurate view of what I say. You're determined to dismiss opposing points of view with insults and absolutism. I won't be run off a topic, but I will leave you to yourself. We have no avenue of communication between us on this subject.
The game can make room for all tastes. I suggest that not only should FD do that but, in the end will do that. I just hope they find a way for me to enjoy the challenge I seek, while all others can do the same.
I agree wholeheartedly with this, and the original post. Many say they want an easy game and instant satisfaction, but when they get it they get bored quickly and move on. My pre-teen son is a great example. He wants to dominate every game he's got ASAP, and as soon as he does, he's onto the next game. He's got countless games on his iPad and many on the Xbox. He gets bored quickly with easy games, and most games these days are easy.
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The original Elite is a classic example of a game that was difficult. I don't think it'd be the cult game it is today if it had been easy. I don't think this forum would exist if the original Elite had been devoid of challenge. I personally believe that games with longevity provide entertainment through challenge. Heck, the most fun I had in ED were the first 6 months when I felt the steep learning curve. Thankfully some challenge has been introduced - I hope it continues to ramp up over time.
Ah yes, the "lowest common denominator approach". That will spell the death of Elite: Dangerous if they go down that path. Truth is that there are already options out there for people who want to take the "low risk" path in the game......as I proved when I sat in a Resource Extraction Site for over an hour, mining gold, without once getting attacked.
It would be if there was an Iron man mode.I win an interdiction, I successfully evade an interdiction.. I win a PvP dogfight with another commander, I was successful in beating another commander. Same damn thing to me, I win or lose, am successful in the task or I failed.
I understand where you are coming from, ED is about long term survival, that doesn't change the fact that it involves performing tasks that involve winning and losing.
I have a nice amount of cash tucked away, successful in most of my fights. I'd say I'm winning and surviving quite nicely.
I suggest that the same approach to the modes, be applied to the AI. If accommodations to the many destroy games, it should all be over by now. One anecdotal situation doesn't even come close to proving anything. Just as one story of an OP AI isn't going to change my mind. It's the overall tenor of the combined information on this subject that suggests to me many aren't enjoying their experience with the new AI. I have compassion for those players, and I am willing to accept changes to improve their gaming.
Risk vs. Reward.
It's finally coming back to the game for traders, miners, etc.... and people have forgotten that this is a fundamental, irreplaceable part of the gameplay mechanics. You want to take a risk in a squishy ship to get that sweet sweet high credit reward? Guess what, it's risky now.
Did you somehow not get the info that the NPCs behaviour was a BUG that created unsurvivable, let alone unwinnable scenarios?
That has nothing to do with balance of risk and reward, it frustrates most people and will lead to 90% of p(l)ayers to leave the game.
And you obviously haven't encountered the bug or are trolling. I encountered a FAS in my Anaconda (D-rated, but with Shield Boosters and gimballed Beam Lasers in all positions) - after interdiction, I had its shields down and its hull at 93% in 10 seconds, while it had stripped my shields and my hull to 23%, no thrusters and no FSD left ... I've never seen anything like it.
In all fairness without a savegame function that sets the bar very very very high for a lot of folk and can you imagine the carnage after a bugged update like the one we just had?It would be if there was an Iron man mode.
FD had to take that out because they would not be able to handle the support tickets from kiddies begging to have their ship back.
Unless it is Morrowind!
Come on now, invalidate my points with facts if they're wrong, don't just Ad Hominem your way out of a valid explanation.
I have no compassion for people who got rich & powerful by exploiting things like Robigo & the previously poor AI. If they feel the new AI is now too great a challenge, then maybe they should start from scratch-like I did-or ask support to drop their Combat ranking, as the NPC's you meet are definitely scaled towards your Combat ranking.
Meanwhile, if you want to avoid danger, then stick to High Security systems, low end RES's & Low intensity Conflict Zones.....as they already exist to accommodate those who value safety over danger.
It's hard enough right now to imagine how the playerbase would cope if a Proper war broke out, the bloodbath and wastage of a proper war would be unbearable.
Risk vs. Reward.
It's finally coming back to the game for traders, miners, etc.... and people have forgotten that this is a fundamental, irreplaceable part of the gameplay mechanics. You want to take a risk in a squishy ship to get that sweet sweet high credit reward? Guess what, it's risky now.
Don't start with the "But mining pays beans, and Explorers are the homeless of ED!"
Yeah, I know, Exploration has been my main gig since combat was trash. Doesn't matter. Until the risk is brought back into balance, the rate of reward can't be estimated and then adjusted to fit. You're just going to have to deal with the fact that FDev is slow and does these things one step at a time just like combat oriented players had to deal with it for a year waiting for FDev to rebalance combat.
That is all. And remember Devs, games that challenge players keep them playing. Once it's beaten that game is replaced and forgotten.
Why are you bounty hunting in a 400 mil ship when something that's worth 4 mil will work just fine?
Stop flying the hard mode ship.
I have no compassion for people who got rich & powerful by exploiting things like Robigo & the previously poor AI... as the NPC's you meet are definitely scaled towards your Combat ranking.
Ok, no compassion for those guys. How about all of the rest of the players, that don't fit that model, that are still struggling, or just don't play the game for combat?
I can find room in my gaming for all types, and I am dismayed at how many simply cannot.
Personally, I prepared and capable against the current state of the AI. I generally use High RES for my hunting because that's what we have in our system. All told, it surly seems that you are saying 'get good. or get out' to me, and I'm pretty convinced FD doesn't agree with you either.
You've kinda dodged my question of how do you expect us all to exist in the same galaxy if the threat level is wildly different between different players?How about all of the rest of the players, that don't fit that model, that are still struggling, or just don't play the game for combat?
I can find room in my gaming for all types, and I am dismayed at how many simply cannot.