Are we any closer to understanding what FDEV have in store, or is it still radio silence?
I get deja vu every time I login recently. Same old threads, same old arguments, same old lockdowns for unfair pulling of opponents chest hair.
It's like marking first year students essay papers after they copy and paste from the same Google source...
Are we any closer to understanding what FDEV have in store, or is it still radio silence?
Missions on moons feel barebones too. Why aren't, at least in the bubble near populated systems, some generated human bases with turrets and protective fliers? Or anything at all. To not make it barebones.
That being said Multi Crew is a waste of development time
Well, I handed out a bunch of rep to the peeps that deserved it. OP included, he hit the nails right on the head.
Elite is broken and won't be fixed. Why do I say that? Look at every feature headline brought out. CQC, Multicrew, Wings and RNGineers. All broken and no patches to make them right.
Dragging up from the history of this thread saying that offline single player can't be done is yet another reason of why not to believe in FDev. Elite released in 1984 fit onto a single floppy disk for the BBC micro (I don't know how much storage space as I had a speccy at the time and that was 48k) that used less memory than our pc's use to load in our bios. Elite: Frontier (my favourite and most frustrating) I played it on the Amiga, 1.2mb 3 1/2" floppy disk. Loaded everything. Flying from one system to another (with the use of a time skip function as well) with planetary landings and day/night cycles (actually Frontier was a heck of a lot more of a game than this one is). What I'm saying is that apart from the huge amount of storage that textures take up, its not too far fetched that we couldn't have an offline single player game. But we don't.
FDev have bankrolled our nostalgia and are squeezing the last vestiges of life out of this game with microtransactions. I'm sorry to say that other than the love of just flying around and dogfighting, there's nothing holding me to this game. Even moreso with all the crashes and not even a 'yeah we're working on it'.
Edit: One really good thing about this thread has been stocking my killfile with the white knights.
For me, one single addition makes the game worse than it was at release. Telepresence. I know it's a silly thing to get worked up about, but when the game launched I imagined myself as a "Han Solo" type character, making his way through the galaxy. I imagined cool encounters in port, and came up with head-cannon to explain any long breaks in the game, when my ship was docked for few weeks/months.
Telepresence destroys the plausibility for the universe for me, and my inclination to return has evaporated.
That being said Multi Crew is a waste of development time that could of been spent on other features. I feel like it shouldn't be in the game much the same with the wing mechanics. Elite Dangerous is a single player game I would rather keep it that way, even if we can all play together online.
The only silly thing is that you came up with head canon that Telepresence goes against and you can't "re-write" your head canon to accommodate that. Months long escapes from the game you can "write" around but any sort of made up head canon around how Telepresence works you can't do.
I once worked on a video game, back in the day. When I joined the team, it had already been in dev for 3 years. By the time it was released it was 4.5 years in dev.
So, considering that game was a lot simpler than ED (much smaller team as well mind you). Its not that surprising that ED is where it is today.
We have to be patient.
Im a founder, and yet, having played the game since beta, I'm still not Elite an any of the three roles. Why? Well, I simply will not slave myself to a game. I made Elite back in the 80s.
Ill play devils advocate here.
Lets say we wanted to allow players to get together, in one ship so they could play at being in Star Trek. How do you make this happen. By having a strict rule, meaning for multi play you must.
I’d like to argue against this, but it’s hard to given Frontier’s actions and update history. In one of the latest livestreams the absolute most enthusiastic Sandro ever got was while talking about potential micro transaction revenue streams from the 2.3 update. He had lots to say about the commander creator and the DLC for it and even visibly got excited when speaking about it. Questions about most actual game issues were met with either a “no comment” or a “never thought about it” or even a “maybe someday”, some of these questions were extremely common ones amongst the players too. What this behavior says to me is that Frontier is more concerned with keeping the shareholders happy than making the paying customers happy. I might be wrong, but based on what I see, this is how it appears.
Sadly my impression of the game’s development seems to mesh fluently with Frontier’s actual development history on Elite thus far; preferring to work on marketable shiny new features to generate sales and revenue rather than game mechanics for the people playing the game. Updates go live with a plethora of known bugs, features get reduced in scope to improve release dates, broken or unpopular features continue to be neglected to instead work on brand new features. Actions speak louder than words sometimes.
That’s not to say that there haven’t been some great new things added to Elite since 1.0, there have been, it’s just that they’ve been the exception rather than the norm. The dedication of dev resources has seemed very slanted in one direction while neglecting others. From an art and sound point of view Elite’s development has been outstanding, top notch in the industry honestly, but from a game mechanics or gameplay point of view it has been less than stellar and oddly often misdirected compared to what the game really needs.
It makes me feel like Elite is a football team of best in league superstar players being led by a first year rookie high school coach. Sure now and then a player will make a great play due to skill and heart alone, but overall the plays being called are keeping them from ever making the playoffs, let alone the Superbowl…
Ill play devils advocate here.
Lets say we wanted to allow players to get together, in one ship so they could play at being in Star Trek. How do you make this happen. By having a strict rule, meaning for multi play you must.
* Fly to a single point in space, say a start port.
* Opt to leave your ship and enter another, that has an invite.
* Fly out into space and do stuff.
* If that ship is destroyed, you have to meet up again to get on board
* If you are killed (in a fighter say) you have to meet up to get on board.
Be honest. That would suck so so badly. The logistics involved and frustration would mean only 0.1% of players would ever even try to use this feature.
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No. You don;t need to explain the hot-join MP. No explanation is given for the black screen between Pilot's chair and SRV's Players just understand that this part of the game isn't developed yet. To make something up like telepresence, isn't needed and actually harms the gesamtkunstwerk of the game.So telepresence was added. This may seem immersion breaking. But consider these points
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All of those are sacrifices to make the game functional. It's not a realistic expectation to expect players to wait for weeks to be rescued from an escape pod. It's not a good idea to make players start from scratch with each ship destruction (although some would like that, I suppose). It's not fun to make a player wait for hours while cargo is loaded and unloaded, or for modules to be swapped out.* Ships have a maximum top speed. Just a few kms max. We already have ships that fly at 25,000mph +, so this is VERY odd.
* Ships can travel faster than the speed of light. Considered to be impossible in current physics, but we accept this.
* When your ship is blown to slag, you ALWAYS survive (really good luck eh?).
* When your ship is blown to slag, you appear, instantly at a near by station, kind of telepresence like...
* When you change load-out on your ship, or buy / sell cargo, its loaded instantly (Those cargo bots are amazing....).
* When your ship loses a fighter, its re-built, within minutes (amazing future tech).
* Engineer research can take a few seconds to develop new tech.
Its a game, and these blips in its reality make it playable.
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