Since 2.2 patch, more gameplays were added to the game.
While personally I enjoy the game very much, I would like to take this opportunity to address the current state and problems in ED.
I hope FDev would take a look.
Please feel free to discuss!
1. Gameplay
The gameplay of ED in general is very very shallow. It is very straight forward to go to the RES, killing NPC and collect bounties. But in some aspects, there is a learning cliff and the gameplay is deep to a point that most player would not even bother. I would like to address them separately.
1.1. Tutorial
Please make it compulsory for any new player first login. It would help a lot. I invited 2 of my friends to join ED. One of them don't even know what he was doing and drop the game immediately. I have to teach him step by step on how to land the ship, station to station travel, star to star travel and etc. I think the tutorial in 2.2 has improved a lot. But starting the tutorial at first login would help a lot.
1.2 Mining
Mining seems easy (and boring IMO). But controlling the prospector limpet & collector limpet requires and managing the refinery require certain amount of knowledge. I have to watch a youtube video to know you have to lock onto the prospector so that the collector limpet would collect the fragment correctly.
Suggestion:
A tutorial maybe?
1.3 Trading
Trading is generally ok. But it requires player to search in the internet to see where the cargo should be transported so that they can make some profit.
Suggestion:
Show the "Station +Profit +Distance" information in the market for each cargo so that player can have an easier life instead of tabing out of the game constantly.
1.4 Signal source
It is one of the deep gameplay I mentioned above. There are so many types of signal sources in supercruise which I never bother to look at.
Especially it is very disencouraging for player to take some types of missions such as savage mission. I took savage mission for once, and search all over the signal source, finally gave up and never touch it again. It just doesn't worth the time.
Suggestion:
Maybe Nav beacon would show all the signals within the system?
1.5 Planetary landing
I am giving credit to the Fdev that the planet is indeed very beautiful.
There are some problems:
a. Controlling SRV on a HOTAS setup is very very difficult.
b. The POI is too rare to find (at least in my experience).
c. Even you find the POI, the thing you find is mostly not worth your time.
d. Air combat on planet above station is in too low attitude. The damage is mostly done by crashing.
d. We need more things to do on the planet!
e. It feels like what player can do on planet can also be done while in space.
Suggestion:
Please please please explore what exactly can player do on the planet.
2. Mission
Well there is a big problem. Generally the data/cargo transfer is straight-forward. But some missionare not:
2.1 Salvage Mission
It is way time-consuming and the payout is not worth it.
Wanted NPC might pop up and try to kill play when salvaging and it is too problematic.
There should be something straight forward for normal gameplay, for example salvaging pilot in space near the CZ.
And the pay out should be reasonable so that players can feel their kid by salvaging. The no-so-straight forward mission should be used to level up the rank with major fractions.
2.2 Payout
TBH, I think pre-2.2 ceo/sothis long hauling is an exploit.
For example, it does not make any sense to a fairly new player to pop into ceo/sothis run and earn millions within days so that they can upgrade their sidey directly to a conda.
Suggestions:
1. FDev should think about how much should the player to earn in an hour or so. Please take the ship size/type and player's assets into account.
2. Please think about should mission stacking be allowed?
3. For those boring mission, please increase the payout.
4. Chain mission
5. Story driven mission
3. UI
Three words to conclude the problem i face..."Too much words"
Mission bulletin board has too much words and no one would really read.
People are complaining they got "wanted" and killed for passenger missions after 2.2.
I know it is because they don't read about the mission information, but who does?
No one would ever read the station galnet news, market news and bla bla bla.
Suggestion:
More graphics instead of words. The UI plays a significant part of the game time. We are constantly looking at it and we need some eye candy.
For example, the sub-target and module panel would be displayed graphically instead of a list of words. The holographic of the target and the ship might be in color instead of monotone.
Voice acting in the bulletin board might help too! With such large number of mission generated, I believe the community would help in voice acting!
4. Powerplay
It totally needs a rework. It is another thing deep as f and I don't even bother with.
It is soooo complicated and it confuses with the major fraction and minor fractions.
I just don't know how should I play it. Orz
And I think the things like engineering is being constantly reviewing. So I don't put it here.
Please feel free to discuss! o7
While personally I enjoy the game very much, I would like to take this opportunity to address the current state and problems in ED.
I hope FDev would take a look.
Please feel free to discuss!
1. Gameplay
The gameplay of ED in general is very very shallow. It is very straight forward to go to the RES, killing NPC and collect bounties. But in some aspects, there is a learning cliff and the gameplay is deep to a point that most player would not even bother. I would like to address them separately.
1.1. Tutorial
Please make it compulsory for any new player first login. It would help a lot. I invited 2 of my friends to join ED. One of them don't even know what he was doing and drop the game immediately. I have to teach him step by step on how to land the ship, station to station travel, star to star travel and etc. I think the tutorial in 2.2 has improved a lot. But starting the tutorial at first login would help a lot.
1.2 Mining
Mining seems easy (and boring IMO). But controlling the prospector limpet & collector limpet requires and managing the refinery require certain amount of knowledge. I have to watch a youtube video to know you have to lock onto the prospector so that the collector limpet would collect the fragment correctly.
Suggestion:
A tutorial maybe?
1.3 Trading
Trading is generally ok. But it requires player to search in the internet to see where the cargo should be transported so that they can make some profit.
Suggestion:
Show the "Station +Profit +Distance" information in the market for each cargo so that player can have an easier life instead of tabing out of the game constantly.
1.4 Signal source
It is one of the deep gameplay I mentioned above. There are so many types of signal sources in supercruise which I never bother to look at.
Especially it is very disencouraging for player to take some types of missions such as savage mission. I took savage mission for once, and search all over the signal source, finally gave up and never touch it again. It just doesn't worth the time.
Suggestion:
Maybe Nav beacon would show all the signals within the system?
1.5 Planetary landing
I am giving credit to the Fdev that the planet is indeed very beautiful.
There are some problems:
a. Controlling SRV on a HOTAS setup is very very difficult.
b. The POI is too rare to find (at least in my experience).
c. Even you find the POI, the thing you find is mostly not worth your time.
d. Air combat on planet above station is in too low attitude. The damage is mostly done by crashing.
d. We need more things to do on the planet!
e. It feels like what player can do on planet can also be done while in space.
Suggestion:
Please please please explore what exactly can player do on the planet.
2. Mission
Well there is a big problem. Generally the data/cargo transfer is straight-forward. But some missionare not:
2.1 Salvage Mission
It is way time-consuming and the payout is not worth it.
Wanted NPC might pop up and try to kill play when salvaging and it is too problematic.
There should be something straight forward for normal gameplay, for example salvaging pilot in space near the CZ.
And the pay out should be reasonable so that players can feel their kid by salvaging. The no-so-straight forward mission should be used to level up the rank with major fractions.
2.2 Payout
TBH, I think pre-2.2 ceo/sothis long hauling is an exploit.
For example, it does not make any sense to a fairly new player to pop into ceo/sothis run and earn millions within days so that they can upgrade their sidey directly to a conda.
Suggestions:
1. FDev should think about how much should the player to earn in an hour or so. Please take the ship size/type and player's assets into account.
2. Please think about should mission stacking be allowed?
3. For those boring mission, please increase the payout.
4. Chain mission
5. Story driven mission
3. UI
Three words to conclude the problem i face..."Too much words"
Mission bulletin board has too much words and no one would really read.
People are complaining they got "wanted" and killed for passenger missions after 2.2.
I know it is because they don't read about the mission information, but who does?
No one would ever read the station galnet news, market news and bla bla bla.
Suggestion:
More graphics instead of words. The UI plays a significant part of the game time. We are constantly looking at it and we need some eye candy.
For example, the sub-target and module panel would be displayed graphically instead of a list of words. The holographic of the target and the ship might be in color instead of monotone.
Voice acting in the bulletin board might help too! With such large number of mission generated, I believe the community would help in voice acting!
4. Powerplay
It totally needs a rework. It is another thing deep as f and I don't even bother with.
It is soooo complicated and it confuses with the major fraction and minor fractions.
I just don't know how should I play it. Orz
And I think the things like engineering is being constantly reviewing. So I don't put it here.
Please feel free to discuss! o7
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