It feels like someone is doing their job wrong

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Yeah exactly, give me a planetary survey scanner. Show me where the important bits are and let me go to them. I mean, even if the scanner just gave me a break down of the surface composition so I could look at it and make an educated guess as to where certain minerals can be found it would be better than the completely random and completely blind easter egg hunt we have currently!

For me the worst part is that due to the RNG, nothing I find seems like an accomplishment. The game just decided that I have driven enough in a random direction and it's time to reward me with a treat. I'd much rather discover things for myself.
 
They wanted to force you into driving the SRV, definitely one of the most stupid designs they ever came up with. It's not just the 2 km thing, I hate the whole mechanic with POIs randomly popping up, circles behaving like drunk, etc. They should remove it completely and add procedurally generated persistent POIs instead. Number of POIs should also be significantly lower, but give us better ways to search / scan for them. It would already help if they just use the scavenger hunt mechanic used in the planetary salvage missions.

I could not agree more. :)
When I first read about it, I thought it so bad it astonished me.
It got even worse when I tried it.

That this was all they had to get people to drive the SRV, was really, really bad.
Surreal.

Hopefully FDEV will, eventually, come up with good alternative. [yesnod]
 
Chasing after POIs is just frustrating, I spent few last days going after elusive geysers and all the time I was dreaming about proper scanner to narrow down possible locations. Instead we have to literally eyeball the things on the surface.
 
Chasing after POIs is just frustrating, I spent few last days going after elusive geysers and all the time I was dreaming about proper scanner to narrow down possible locations. Instead we have to literally eyeball the things on the surface.

Don't you have to basically drag the landing gear across the surface in order to see them?
 
4-ish pages worth of replies ahead, you were warned!

A massive percentage of xbox players would disagree with on the game isn't unplayable part of your post as they are stuck on the main menu and the temporary fix doesn't work for everyone.
The time line for the xbox fix hasn't moved.

I presumed that xbox gets bugfixes at the same time as PC, same as major updates, but you are likely right, thinking on it more; it could take longer for the Xbox team to sort the Xbox things out, which is downright unfortunate.

At the same time, the Xbox issues right now seem to be different from the PC ones. Which isn't good, of course, but regarding the subject of unplayability, it's two separate things with PC and Xbox. And I do hope the fix comes soon for you Xbox-ers, cause from what I've seen in the bug report forums and so on, it's a real PITA!
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A few major bugs got reported very early and it was pretty clear that people suffering from these bugs will not be able to play the game properly if the update goes live. The game is unplayable if you can't use the galaxy map.

There *are* workarounds, though...I'm not denying it's a painful bug, but, I was able to navigate in the galaxy map and play in spite of it, which is why I said what I said.

Regarding whether bug reports got *ignored*, I'll address that below.

Additionally:
I think my post was rather constructive compared to the other "feedback" they received over the last few days.

A fair claim, honestly; I don't think I meant to direct that purely at you.

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You can't throw any accusations because the fault of playability is on your end with ancient technology, not the game its self.

Um, what? The function of my 550 ti graphics card has absolutely nothing to do with the galaxy map problems. And in fact I have not crashed once in 2.3?

The "unplayablilty" complains from basically everyone else stems from the fact that the game won't function due to various faults with its design and implementation.

Except that it does function, for me and other players...just not all of it, and not all of it as intended. Hence the impending bugfix in a couple days. It's not actually the end of the world, and it's not thanks to someone having a laugh in the Fdev office at player expense.

You seem to like being rather obtuse with your arguments. Perhaps indicative of a poorly formed argument...

You seem to like being unintentionally ironic....

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I think I can tell you. ED is working on a skeleton crew as the rest are working on planet coaster and their next big game ( the 'big movie IP' ) thing.

People have tossed this accusation before, and it's already had direct dev responses explicitly declaring that Elite's team and Planet Coaster's team are and always have been two separate teams. Nobody is doing double-duty and nobody has been leaving Elite alone for the sake of another game.

Horizons and the planets were the last big thing, and holome is the latest big thing. There's no resources for anything else. They are putting most effort into store items to generate revenue which at the end of the day is what the business is all about.

The problem is simply one of limited time. There's not enough time in the world to get everything done, done right, and done in the right order. Which of course impacts us all and causes us all to react in different ways, that's just life, but surely we could at LEAST be more understanding about it?

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Really?
"How dou you have any basis for saying reports went ignored?"
"Yes it sucks bugs didn't get addressed."
Really? You literally answered your own question, and yet you're still asking, like the claim was incredulous or in doubt or some such.

Incorrect. Bugs, like suggestions, get seen and put on a list oftentimes without any direct reply. (Fdevs have said so themselves, multiple times in many places.)

The bugs that were reported during the beta likely have been noted on that list for some time now but could not be quashed in time, for whatever reasons - possibly including being unable to accurately/reliably replicate them in-house, which is an ongoing and quasi-permanent nightmare for any QA team as I understand it.

So it's highly unlikely they were outright *ignored*, yet it does absolutely suck that they weren't fixed in time.

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There is no point conversing with him. There is never a point or logical consistency. Contrarianism is his game. Spend your energy elsewhere.
True. Seen that before, to be honest.

Boy, it's like I'm confronted with a neverending supply of indignant hubris that I can't stand to let go unchallenged, or something.

Just because you don't *like* my points or can't refute my logic without insults and passive-aggressive character attacks, doesn't mean I don't have a point or that there's no consistency to my thoughts, nor does - despite what you seem to think - being flexible in my thinking mean I lack logical consistency.

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If I had my way, they would both buff stats but also act as action modifiers of sorts. Think engineer blueprints that you can freely hire and fire instead of grinding for.

FRELL. THAT.

The instant I saw this mention *anything* replicating Engineer blueprints, the single most imbalancing aspect of Elite Dangerous right now (in spite of the other rather significant imbalanced aspects of combat equipment), I was completely turned off and ready to start a full-on pitchfork-and-torch tirade.

Suffice it to say I think that's a very bad development viewpoint to take. But I'll try to read the rest while ignoring it:

Each crewmember could have one or more attributes taken from a pool of various things, stuff like:<snipping for convenience of reading>
  • Combat Specialist
  • Trading Specialist
  • Science Specialist
  • Engineer

I like the idea of NPC crewmembers with roles here, but I do not like *any* of the bullet-point items you listed for each role, at all. I specifically do *not* want yet another means of being able to super-power every conceivable variable in the game.

Instead, I would have a Combat Specialist be able to do things like:
- Auto-manage your power distributor for you
- Designate priority targets for SLFs and turrets (read: be able to engage multiple enemies at the same time, including individual turrets targeting many different ships) for you
- Auto-manage use of utility items (ECM, heatsink, chaff, SCBs, PD targeting, kill warrant scanner, etc.)
- Auto-manage module repair and AFMU usage (a bit risky, probably would need high amounts of customizability and control by the player, sort of like what's going on with Multicrew at the moment)

A Trading Specialist, I would maybe have do things like:
- Auto-request docking for you when you're within 7.5km of a targeted destination station
- Highlight profitable values in the station's market for you when browsing it (anything with notably low purchase prices or high selling prices, or rare goods)
- Make recommendations to you for nearby systems to sell on-board commodities to (basically if eddb.io became EDI from Mass Effect?)
- Notify you if there's a black market nearby that could be worth your time (perhaps only available with shady types of NPC crewmembers)

Science & Engineer I would merge into the more simply-named Exploration Expert:
- Helps you locate POIs and navigate on planetary surfaces
- Gives you ways to make new materials/data out of combinations of collected ones
- Maybe points out nearby systems of interest while you're out exploring (e.g. ones with tourism beacons, or ones that have high-value planets, with an intentionally vague hint like "I'm picking up interesting signals from _ system, CMDR")
-edit: Actually, maybe keep your idea to keep tourists a bit happier for you?

Basically, quality-of-life additions and strictly *not* tinkering with game variables.

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They wanted to force you into driving the SRV, definitely one of the most stupid designs they ever came up with. It's not just the 2 km thing, I hate the whole mechanic with POIs randomly popping up, circles behaving like drunk, etc. They should remove it completely and add procedurally generated persistent POIs instead. Number of POIs should also be significantly lower, but give us better ways to search / scan for them. It would already help if they just use the scavenger hunt mechanic used in the planetary salvage missions.

I admit that second to combat RES-farming, SRV-driving has been the least-liked part of Elite Dangerous for me. Flying my ship near planet surface is grand and I love the planetary bases and starports, but I do not find SRV-driving in general to be an enjoyable experience, in parts because of the things you describe.

I think we desperately need more available variants of planetary vehicles, too.

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Yeah exactly, give me a planetary survey scanner. Show me where the important bits are and let me go to them. I mean, even if the scanner just gave me a break down of the surface composition so I could look at it and make an educated guess as to where certain minerals can be found it would be better than the completely random and completely blind easter egg hunt we have currently!

I would like this.

(See that? Despite the rather nasty attitude taken with me prior in this thread, I'm able to acknowledge and agree with something you said. Or am I just being inconsistent now? :rolleyes: )
 
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Personally I'd hope for atmospheric planet landings first. Elite 2 and Elite 3 had them, and it's the last major feature ED doesn't have that its predecessors do.

eeerrmm... so we do have seamless space, no loading times, full Newtonian physics, procedural cities, spying/reconnaissance missions, npc crew, orrery map.???

Wow, that`s great! Can I please have a link to the store where I can buy this particular expansion with that feature set?

thanks in advance
 
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I like the idea of NPC crewmembers with roles here, but I do not like *any* of the bullet-point items you listed for each role, at all. I specifically do *not* want yet another means of being able to super-power every conceivable variable in the game.

Instead, I would have a Combat Specialist be able to do things like:
- Auto-manage your power distributor for you
- Designate priority targets for SLFs and turrets (read: be able to engage multiple enemies at the same time, including individual turrets targeting many different ships) for you
- Auto-manage use of utility items (ECM, heatsink, chaff, SCBs, PD targeting, kill warrant scanner, etc.)
- Auto-manage module repair and AFMU usage (a bit risky, probably would need high amounts of customizability and control by the player, sort of like what's going on with Multicrew at the moment)

A Trading Specialist, I would maybe have do things like:
- Auto-request docking for you when you're within 7.5km of a targeted destination station
- Highlight profitable values in the station's market for you when browsing it (anything with notably low purchase prices or high selling prices, or rare goods)
- Make recommendations to you for nearby systems to sell on-board commodities to (basically if eddb.io became EDI from Mass Effect?)
- Notify you if there's a black market nearby that could be worth your time (perhaps only available with shady types of NPC crewmembers)

Science & Engineer I would merge into the more simply-named Exploration Expert:
- Helps you locate POIs and navigate on planetary surfaces
- Gives you ways to make new materials/data out of combinations of collected ones
- Maybe points out nearby systems of interest while you're out exploring (e.g. ones with tourism beacons, or ones that have high-value planets, with an intentionally vague hint like "I'm picking up interesting signals from _ system, CMDR")
-edit: Actually, maybe keep your idea to keep tourists a bit happier for you?

Basically, quality-of-life additions and strictly *not* tinkering with game variables.

Oh definitely, that would all be fantastic! My suggestions were simply with a nod towards what I felt Frontier was capable of implementing. Your idea, while much better, adds new deep and interesting game mechanics which to date we've not really seen Frontier do yet. I'm not really sure they could do what you suggested.
 
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I like the idea of NPC crewmembers with roles here, but I do not like *any* of the bullet-point items you listed for each role, at all. I specifically do *not* want yet another means of being able to super-power every conceivable variable in the game.

Instead, I would have a Combat Specialist be able to do things like:
- Auto-manage your power distributor for you
- Designate priority targets for SLFs and turrets (read: be able to engage multiple enemies at the same time, including individual turrets targeting many different ships) for you
- Auto-manage use of utility items (ECM, heatsink, chaff, SCBs, PD targeting, kill warrant scanner, etc.)
- Auto-manage module repair and AFMU usage (a bit risky, probably would need high amounts of customizability and control by the player, sort of like what's going on with Multicrew at the moment)

A Trading Specialist, I would maybe have do things like:
- Auto-request docking for you when you're within 7.5km of a targeted destination station
- Highlight profitable values in the station's market for you when browsing it (anything with notably low purchase prices or high selling prices, or rare goods)
- Make recommendations to you for nearby systems to sell on-board commodities to (basically if eddb.io became EDI from Mass Effect?)
- Notify you if there's a black market nearby that could be worth your time (perhaps only available with shady types of NPC crewmembers)

Science & Engineer I would merge into the more simply-named Exploration Expert:
- Helps you locate POIs and navigate on planetary surfaces
- Gives you ways to make new materials/data out of combinations of collected ones
- Maybe points out nearby systems of interest while you're out exploring (e.g. ones with tourism beacons, or ones that have high-value planets, with an intentionally vague hint like "I'm picking up interesting signals from _ system, CMDR")
-edit: Actually, maybe keep your idea to keep tourists a bit happier for you?

Basically, quality-of-life additions and strictly *not* tinkering with game variables.

Very good. It seems like you would do this job very well.

But the reality of the game is quite another.
 
Why did it even happen in the first place is my question? Who designed and implemented a POI that disappears when you get close and though "Yep, that's really useful!".

I don't even bother looking for things on planets any more. It's a wild goose chase.

POI and RNGineers are some of the worst game design I have seen since I returned to playing video games. In 2005. And that includes multiple Bethesda games, AND Warframe. And when you're not clearing a bar set by games like that, you've almost got to TRY to do that bad.
 
Apart from the wall-of-text I agree with the OP. There does seem to have been a lot of missed opportunities and a mucking-up of many of the great aspects of the game with some disparate and (to me) misguided diversions (CQC, engineers, etc). I suppose F D know what the majority of their players use / do in game, but the apparent concentration on combat disappoints me.

Time for F D to revamp their engagement with the players I think (and no offence meant to Ed et all but I really don't think the way to do it is in live-streams).
Yep.

Just wanted to say I agree with the OP. I've kept myself going over the years by making small goals for myself and accomplishing them, but there is no shortage of clear missed opportunities. I think many of us could go into great detail about the kind of depth they would love to see in any given career path...and in fact many of us have done just that in our time here since release. Whether they listen or care is anyone's guess anymore. If they cared, I think we would have at least seen crime & punishment addressed by now. It's been literally years of frustration, with thousand-post threads and comments that FDev was working on it. Well 2 years on we still have nothing to show for it and a demonstrated lack of imagination or ability to implement the better ideas that have been proposed. Both are indictments. I hope the game can become more in all things, but my faith that it will is dwindling.

POI and RNGineers are some of the worst game design I have seen since I returned to playing video games. In 2005. And that includes multiple Bethesda games, AND Warframe. And when you're not clearing a bar set by games like that, you've almost got to TRY to do that bad.

Warframe is actually quite solid now.
 
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Yep.

Just wanted to say I agree with the OP. I've kept myself going over the years by making small goals for myself and accomplishing them, but there is no shortage of clear missed opportunities. I think many of us could go into great detail about the kind of depth they would love to see in any given career path...and in fact many of us have done just that in our time here since release. Whether they listen or care is anyone's guess anymore. If they cared, I think we would have at least seen crime & punishment addressed by now. It's been literally years of frustration, with thousand-post threads and comments that FDev was working on it. Well 2 years on we still have nothing to show for it and a demonstrated lack of imagination or ability to implement the better ideas that have been proposed. Both are indictments. I hope the game can become more in all things, but my faith that it will is dwindling.



Warframe is actually quite solid now.

Agreed. Its a great example of what NOT to do in game design. Should be studied by every college game design class in existence today. Worst bosses, worst quest structure, abusive business model, multiple layer RNG grind for the sake of it, pay to progress, bullet sponge enemies, terrible scaling and pointless frustration. It is, however, very consistent: Absolutely everything about it outside of the things you look at, absolutely sucks. So its got that going for it, which is nice.
 
I like the idea of NPC crewmembers with roles here, but I do not like *any* of the bullet-point items you listed for each role, at all. I specifically do *not* want yet another means of being able to super-power every conceivable variable in the game.

Instead, I would have a Combat Specialist be able to do things like:
- Auto-manage your power distributor for you
- Designate priority targets for SLFs and turrets (read: be able to engage multiple enemies at the same time, including individual turrets targeting many different ships) for you
- Auto-manage use of utility items (ECM, heatsink, chaff, SCBs, PD targeting, kill warrant scanner, etc.)
- Auto-manage module repair and AFMU usage (a bit risky, probably would need high amounts of customizability and control by the player, sort of like what's going on with Multicrew at the moment)

A Trading Specialist, I would maybe have do things like:
- Auto-request docking for you when you're within 7.5km of a targeted destination station
- Highlight profitable values in the station's market for you when browsing it (anything with notably low purchase prices or high selling prices, or rare goods)
- Make recommendations to you for nearby systems to sell on-board commodities to (basically if eddb.io became EDI from Mass Effect?)
- Notify you if there's a black market nearby that could be worth your time (perhaps only available with shady types of NPC crewmembers)

Science & Engineer I would merge into the more simply-named Exploration Expert:
- Helps you locate POIs and navigate on planetary surfaces
- Gives you ways to make new materials/data out of combinations of collected ones
- Maybe points out nearby systems of interest while you're out exploring (e.g. ones with tourism beacons, or ones that have high-value planets, with an intentionally vague hint like "I'm picking up interesting signals from _ system, CMDR")
-edit: Actually, maybe keep your idea to keep tourists a bit happier for you?

Basically, quality-of-life additions and strictly *not* tinkering with game variables.
I like Mengy's version of NPC crew more than yours. What you're basically offering is a way to automate large parts of the game. In the case of your suggestions for the Combat Specialist; an almost complete automation of all of the combat mechanics. That doesn't sound like a fun game to me. It sounds like switching on ED and letting it play itself for a couple hours while I go read a book, watch a movie, do some cooking, or find an actual interactive game to play :(

Keep in mind that while Mengy's version of crew offers you all sorts of improvements and buffs it is NOT on the same level of ridiculous God-hood or tedious merry go round fetch quests of the Engineers. Few people for example have the stomach or the time to fully unlock access to all the relevant Engineers and then grind their souls out for enough materials to generate the upgrades. Whereas with Mengy's crew idea, everyone can have access to crew members that provide specific, measured, upgrades. It then becomes all about finding your ideal crew and tailoring your crew to what you want to achieve with your ship - none of the wildly random and uncontrolled by the player variables of RNGineers - with the crew you actually (finally) get to control the customisation of the capabilities of your ship!

It is basically an extension of the ship load outs mechanic.
 
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