Mystery event disaster review

Nice story and sure in a single player game that'd be easy. In a living galaxy there'd be enough people vying over the space sufficiently well armed to make such thoughts incredibly naive - anyone planning on camping out there needs to turn up with a battlefleet before the big guns arrive to try and stake their claim

Well, then people destroy it and take some rep and karma hit... part of the narrative. There are enough weird places in the universe, that you can do your missions and base quests around. Various "rare/large mineral deposits", vistas, memorials etc. Hell, you can setup a listening post in some distant star with unique radiation and continue to support it via supply missions with very similar narrative. I heard there are over 9000 systems in our galaxy. Surely, man can have privacy from SDC and be able to invite friends at the same time.
I know, i know.. (CrapForge tech FDev bred from inhouse does not permit it.)


This is just to illustrate depth of failure to deliver from FDev. All above is relatively easy to script/code and would help ED immensely. But no, we get CGs and awesomely silly chained missions.
Key word here is open mind and sense of continuity and kind of a wild west colonist spirit. I think Braben could take a lot from Wild West and colonization era narrative. I don't know where he gets inspiration now. I think it must be a huge sad artificial wasteland with no imagination. It is not exploration or wild west for sure.
 

nats

Banned
If this is the standard of their attempt to add some much needed excitement into the game its pretty pants. I actually missed the whole event because I was away like probably many other people - it should have been covered over a few weeks and been gradually extended/altered/updated as time went on to reflect this living breathing universe. But at the moment the game is very stale and static - no flaming dynamic nature to the gameplay at all presently. I hope they will gradually develop these events over time add cordened off/blockaded systems, ongoing space skirmishes, increased activity and all that.

A picture tells a thousand words you know Frontier. Less of the ''words' more of the 'pictures' please from now on.
 
The most annoying part about this event was that it distracted me from taking part in the CG - which turned out to be the largest paying one ever and finished the next day, so I didn't get a chance to contribute.

The event itself was quite frustrating - instancing stopped most players from getting the actual clues, then a Chinese-whispers style wild goose-chase would ensue after each reveal. I started the night at Shinrarta Dehzra, then flew all the way to Apedemak where I was told it was all happening, only to be immediately told by another commander on arrival that we all had to go back to Lave to get some Lavian Brandy for some reason - and then take it back to Apedemak...

I wish I hadn't got involved with this event and just did the CG for an easy 100 million cr - the end result was discovered in an anti-climatic style anyway, I wouldn't have missed anything.

FD please plan your player events better - all this goose-chasing cost me a new Anaconda...
 
Well, then people destroy it and take some rep and karma hit... part of the narrative. There are enough weird places in the universe, that you can do your missions and base quests around. Various "rare/large mineral deposits", vistas, memorials etc. Hell, you can setup a listening post in some distant star with unique radiation and continue to support it via supply missions with very similar narrative. I heard there are over 9000 systems in our galaxy. Surely, man can have privacy from SDC and be able to invite friends at the same time.
You seem to have moved on from this topic there.
 
A bit harsh, but I'd be lying if I said I wasn't in general agreement. The crash site itself is cool, but everything leading up to it was a mess that served little purpose except to highlight just how lacking in narrative features the game is. That staff members had to log in to act as non-player agents, then were destroyed thanks to their own game's chronic lack of deterrence and balance for PVP... well I don't know whether to laugh or cry.

The puzzles themselves were pretty lame, too. The hidden signal in the UP transmission was cool but the Puzzler Magazine level logic tests that formed the core of this "hunt" were very weak and didn't seem to fit the tone of the unfolding plot at all.

8/10 for the alien ship, 3/10 for the forum game.
 
Well, then people destroy it and take some rep and karma hit... part of the narrative. There are enough weird places in the universe, that you can do your missions and base quests around. Various "rare/large mineral deposits", vistas, memorials etc. Hell, you can setup a listening post in some distant star with unique radiation and continue to support it via supply missions with very similar narrative. I heard there are over 9000 systems in our galaxy. Surely, man can have privacy from SDC and be able to invite friends at the same time.
I know, i know.. (CrapForge tech FDev bred from inhouse does not permit it.)


This is just to illustrate depth of failure to deliver from FDev. All above is relatively easy to script/code and would help ED immensely. But no, we get CGs and awesomely silly chained missions.
Key word here is open mind and sense of continuity and kind of a wild west colonist spirit. I think Braben could take a lot from Wild West and colonization era narrative. I don't know where he gets inspiration now. I think it must be a huge sad artificial wasteland with no imagination. It is not exploration or wild west for sure.

I am always sceptical when I see that phase as an argument on why a Dev should implement everyone a poster suggests
 
I am always sceptical when I see that phase as an argument on why a Dev should implement everyone a poster suggests
Right in principle to be skeptical, but it raises an interesting point- would dynamic mission content, or things like the poster above described, have been baked-in from day 1, it'd not be 'that' hard. As an afterthought, I've no idea. But not having a really dynamic system that would auto-generate things like these is a bit of a bummer.

Things got a bit better, though. Remember the initial void on anything interesting in the mission boards? Or the time before CG were available?

The lack of anything 'dynamic' in this 'dynamic' galaxy short of trade good price changes and state/controlling faction of systems (which, if I were a cynic, could be argued make not one piece of difference to general game play, but different story) is part of the reason why FD have to resort to out of game videos, forums, etc. The game engine simply doesn't support otherwise. If memory serves, this was called 'curated grinding' last year, and it's issues are still seen.

PS: I wrote online games in a former life so I know a thing or two about mission systems and state triggers etc.
 
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Few assets that barely look like a crashed ships to which we were lead by arbitrary merry chase, that was done for "fun" plot wise, no deeper drama or motive, no narrative enhancing and expanding ed lore, nothing. Hints were fine logical puzzles requiring thought. Crossword level entertainment, variation on old Einstein puzzle, yet simpler at that.

Nothing to interact with, no tangible or intangible reward like titles, special engineering mod or at least cargo that could be sold. Who wouldn't just collect the whole alien debris? Secret is out, yet galnet is silent.

No cordons being erected around it by Imperial xenocorps. No Feds arriving with cruisers, no hastily erected tent structures in the vicinity of the crash site - of religious fanatics expecting some sort of miracle.

The execution was poor, the concept was badly thought out, puzzles were acceptable. FailedDevelopments should get a hint and try harder. This is level of questing you would expect of people running pirated WoW shard in their basement.


FailedDev treats everything they do for this game with the "minimal viable product" mentality. There is no love in this beyond work of audio and simulation team. Game design guys are the worst here. Funny enough, this is not the case with Planet Coaster. They put in quite a lot of extra work and far more passion.
Leads one to speculate, that FDev has already given up on ED and leaves only skeleton crew. Shiplaunched fighters are honestly not a gamescom level key announcement and rest of the features took even less time...
Such a waste.

Sadly i have to agree and what makes me ven more sorrowful is that there would have been possible so much more with the core structure of ED. And if you look to SC you see that they could have made millions with a space sim.
 
I am always sceptical when I see that phase as an argument on why a Dev should implement everyone a poster suggests

Creating assets is hard. Fdev do good assets, but soo slowly, it looks like they have only one 3d artist.
Creating new types of gameplay like planetary landing, riding buggies on planets or space legs is hard. No doubt about it.
Turning StellarForge to something, that supports dynamically created objects and persistence is likely hard - but far less so, than things above, but super critical.
Adding ability to place persistent objects to planets is not exactly difficult and fdev stated, that can do it.
Running a little state machine quest, showing wall of texts to him and making him haul cargo from A to B with some conditions. That is intern level development in lua or whatever they chose to use.
Does it need a framework? Yes. Would that framework be far more appreciated than ship fighters? Yes.
This also reminds me of braindead NPC scheme FDev chose to go with. They have persistent NPCs, right. As figureheads of factions, meaningless and passive.
NPCs should be created, when you run missions for them. Not everytime, just sometimes. Then, they should follow up and give you a phone number, so to speak and also leave messages for you, offering quests or soliciting money for retrieving inheritance of weathy imperial from grubby greedy federation banks. If you follow up on it, they give good quests, money and build a rapport with you. If you ignore them, they get deleted from database. Simple things to code.
Few hundred semi randomized conversation strings and conversation choice more along the line of response text selection and fdev is golden. Nobody bothers them with features like shiplaunched fighters, that nobody asks for.
 
B tier developer is a B tier developer... everything created post launch is cheap and I don`t think it will ever change
After I have somehow accepted it I`m a bit happier with the game... I might even buy an expansion once a couple of years

I just pretend it`s not elite. Because thinking of it as a sequel to Frontier games makes me very angry.
 
My only real complaint is the "Open Only" section of the hunt.
It is however a critical issue to me, and I will never participate in any part of the game that requires open play. (maybe change my mind if proper C&P is implemented).

I would like to add that the long standing FD principle of "play the game how you like", is broken by Open Only requirements, so please dont do it again.

I will reserve judgement on the quality of the logic and clues till the full story has been played out.
 

Deleted member 38366

D
My 2 cents (and what saved me of all that frustration) :

Remember the very 1st hint that got everyone crazy and started it all?
Did you listen to it?

Now like most other Players, I was intrigued. But also irritated. Something about that Forum Post fired up a few Red Lights in my head. Couldn't quite nail it, though, so I just thought "This must be fairly important stuff".

It wasn't until a few months later (wild goose chases already in full motion - I participated and found nothing but dud after dud, be it due to fake/misleading hints in GALnet or other Frontier-provided Sources) that I got "the missing link".
After realizing who was in charge of (apparently) both Exploration and that entire Storyline, the dots connected.

Immediately I realized why I had Red Warning lights in my head when I read that original Statement about the UA.
It wasn't the Message itself - it was who delivered it.

That moment, all Expectations and Hopes I once had for an immersive, interesting, challenging, credible and fascinating narrative created in-game literally vanished. Instantly. Because I understood what was wrong about it all, all along.
That very moment, I lost all Interest and Motivation to participate in any such events, chase hints or decypher anything - now knowing that at any given time there was nothing significant there.
Just cheap Micro-Teasers, no big discoveries. No Scenarios. No dynamic Story. No effect of Players. A wild goose chase orchestrated only for one purpose : apply minimal Dev efforts to gain maximum time while actual asset design was in progress and far from anywhere usable, let alone finished.

And passively reading up once in a while on what became a small series of super-slow-motion riddles impossible to decypher in-game, spread out over what turned out to be well over a year - looks like I was right all the time.
My then-found new Motto "Nothing to see here - No Action Required" saved me from all that failure and endless frustration.

Gotta say, painful lesson. But at least one I learned before totally burning out.
Plus, I find it much easier ever since I dropped all expectations for such or similar events. Turns out I didn't miss anything, but at least I didn't expect to :)

PS.
Reading up on the latest "Minimal Asset" that replaced the Crashed DiamondBack Frontier was so proud of (mentioned several newsletters in a row), I still considered visiting it.
But then, realized it would be pointless to do so - as I know there's nothing to it. Sufficient Screenshots from others exist, so that's that.

Maybe V2.2 can surprise me, I guess we'll soon find out if it merely contains new Micro-Teasers or "the real thing".
But again - I have no expectations that go beyond an extremely basic "Space Invaders 3D" and more PewPew.
 
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Totally agree OP, that was a total anticlimax.
Why couldn't there be an exploration bonus or at bare minimum a rare item to collect.
Can't believe I actually wasted a few hours on this.
 
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A static wreck is not my idea of a cliffhanger. We're almost two years into the game and the plot is near-absent IMHO.
Was listening to the Lave Radio podcast and the ship wreck has actually been in the game since 2.0 but no-one found the clues or found the wreck. They were also mentioning there could be a few other things that are still undiscovered.
They were also speculating that the wreck is just a small scout ship - the mothership is going to be one big ....
 
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Maybe a little bit too harsh, but I agree that the storyline and the way it´s driven is not touching me at all. The riddle with the audiofile and the embedded picture was a great idea, but well.. execution was ... not so nice. This starts with the moderation of this mega-thread, making it unable to follow when you are a working human with limited time, and leads to an unfinished storyend.

I don´t like it. I think there should be storylines pre-designed in the game. And not "developed on demand". That doesnt work well, but is of course a matter of ressources.

While being an elite-enthusiast, all the outcome of the UP/UA-Thing has almost kicked my motivation out of the door. That, combined with the missing information about 2.3 and 2.4, Season 3 and the missing of any developers updates or any other progress makes me almost believe Elite doesn´t have a 10 years, but a 10 minutes plan.
 
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