It feels like someone is doing their job wrong

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This.

Sadly, as much of a nice guy that he is, I think he needs to move on to other projects, and someone who actually plays the game should take on his roll

Completely agree.

That, or its the Suits. Kick the monetizers out of the room so you can stop designing a business model with HOTAS support and start making a GAME.
 
Problem is - with more transparent communication we all would see that only a few people still work on the game...

Well, thats a bit sarcastic... but hey :)

I don't think it's a problem of lack of resource I think it's a problem of people designing a mechanic who's more focused on getting the mechanic to work, rather then how fun the mechanic is to the player.
A great example of this is RNGineers at launch. While it's not perfect now, at launch it was a fiasco. How this passed the design stage is beyond me. Rather than add depth and layers of gamplay between the starting point and the end point of your final engineer mod, they just added the same gameplay that was increasingly dependant on RNG.

So, how it works now is:

1) Spend hours driving around looking for arsenic.
2) Spend hours flying around looking for data-mined wake exceptions.
3) Fly to but-fkk nowhere to collect random item number 1337.
4) Gamble on the wheel of fortune. If you unlucky, go back to start.

How a gamer whould have designed it:
1a) Buy a resource scanner mod, and fit to your ship.
1b) Fly to land-able planets and scan for resources.
1c) Mark Location of high concentrations of Arsenic on the planetary map with a custom waypoint.
1d) Land, use SRV wave scanner to refine search area to find the best concentration of arsenic, and mine. If a particualr material is quite rare allow the synthisis of that material by combining other elements on the periodic table.

3bkDwMq.jpg


2) Data-mined wake exceptions should be a 100% drop rate from a particulare ship in a particular situration. So, the requirement should be to go to a Capital Ship signal source, and scan the comings-and-goings of military craft. The risk is the ship destruction by the capship for spying, but the reward is the scans. These should also be available on the "black Market" for a metric shipton of credits.

3) Any commodities needed for Rngineers should either be for sale (like a few of them are) or we should be able to synthesise them. It's remtarded that I need to Murder transport ships to collect some minor component (which might not even "drop") but the fighter bay in my ship can 3d print a whole fighter craft in minutes. Things like modular terminal should be craftable themselves, from things like consumer electronics, silver, and Iron (and Iron can be gotten the same way though the suggestion 1 above).

4) The random outcomes should not be a thing. Rather than random outcomes, we should have to manually balanced the benefits we get, through a series of offsetting sliders. Things like increased jump range should be balanced against charge-time, cool-down, heat generation, and mass. Also, a Tier 5 mod should require a tier 4 mod of the corresponding type. This would be an abstraction of more modifications being added to the same device, Like a car engine, with Fuel Injection and super chargers added on.
 
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Your design looks good, but I think it´s quite impossible since you need persistance for it. And as we all know, "persistance is something we are looking into, but there´s nothing to announce yet".

On the other hand, it could be "just" a matrix of coordinates. Who knows, good idea at least - when state changes (like in the mining rings).
 
Your design looks good, but I think it´s quite impossible since you need persistance for it. And as we all know, "persistance is something we are looking into, but there´s nothing to announce yet".

On the other hand, it could be "just" a matrix of coordinates. Who knows, good idea at least - when state changes (like in the mining rings).

I don;t see why it's impossible, since (from what we were told in the "worldbuilding streams" before 2.0) the materials of the planets are static and are already persistent. Hell the game already remembers the visual map of the planet, and shows this on the planetary map, and that's persistent. Why would a resource map be any different?
 
Hey all,

I want to start this off with saying that I like the game and find it playable enough to have fun and I definitely got my money worth out of it. But in the last year, or more like since the horizons release, I feel like I'm in a positon where I have to write this here even tough my career goal is in the same area. I don't want to be offensive or anything, but this completely irks me and I simply can't understand what I'm going to say here, so maybe I will get some enlightment here.

What is actually happening in your development process, Frontier? I simply can't follow what takes so much time with what you actually create.

I am just going to quote the first lines. Yeah, it's difficult to understand what devs do and think most of the time. In most games I played I have always noticed a lot of negative responses from the players to the devs and I have yet to see players saying "this dev does his/her job right".

Having that said, what alternative is there that sort of replaces elite dangerous? I mean, the recent eurogamer article got bashed mostly by the (current) playerbase and rightly so!
Is star citizen going to "replace" elite dangerous? Unlikely from my pov.
Any other game(s) on the horizon? I am not aware of any that will replace elite dangerous.

So in the end, the devs may have an "easy" job to keep the playerbase satisfied and we continue to play it. Heck, I think I still play this game in 2020, maybe less then now, maybe more. Time will tell.
The game has unlimited content which is it's primary selling point.
 

Jex =TE=

Banned
Yeah... thats special.... Kudos for effort though..

You know, one of the key paradoxes with Elite, is the technology level vs gameplay.

I mean, cmon, its 2017 and in a few years time we will have self driving cars. That means by 3030 or whatever it is, EVERY thing in our space-ship should be auto. Pilots not required, combat, fully auto, repair, automated, ship loading / unloading automated, etc.

I mean, where is the fun in that.

So, as a result we have ships that need to be manually flown from one star to the next,even though the route is ploted. We still have to fly the ship (Id vote for that to be automated eh?).

But we also have lasers that cant really aim themselves very well.

Dumb fire missiles (because it takes skill to hit with them...)

We have Air-traffic control towers inside station, though they also appear to be always empty :/ (!?!?!?).

And we also HAVE to have pilots for our Figthers, even if today, we have drones that can fly themselves.

There you have it. Tension between Canon, and gameplay

Reality vs fun.

Again, a really hard thing to balance.

Well you do have an autopilot - it's called the docking computer. Some months ago I put up a poll to remove the DC I think. Then I put up a poll asking for an AP to make jumping less boring. 80% I think screamed "don't take the DC away" - 70% detested the idea of an AP to jump for you LOL.

The thing with ED is there is no flying. When do you need to "fly" anywhere? Even combat is pulling back on your stick with a few things to remember and some pip management. Anyone who's ever played a combat flight sim will note just how poor ED is as a flying game.

Now ED could have more "flying" stuff in it. We could have huge space hulks ravaged from a battle with massive holes and tunnels to fly through, stuff like that rather then a bit of boring, empty space. AP's should be there (FE2 had one) but you can turn them off at any time.

In fact, FE2 was by far the better game and it had AP.
 
a considerable expensive teleporter would be nice to go places you already visited or even places you will do nothing more than visit
 
Actually Evochron Legacy does most of what Elite does, and does it better. It's just not as graphically pleasing.

I never heard about the game so I checked it out, reviews, video's etc.. I am going to say, I will not buy it. Not (just) because of the dated graphics but mostly because it feels like there is too much complexity. It also feels restricted somehow. I mean, in elite dangerous you can do everything on a single character while Evochron looks like you need more then 1 character.
However if Evochron does things "better" then perhaps the devs can copy some of the ideas that game has.
 
This.

Sadly, as much of a nice guy that he is, I think he needs to move on to other projects, and someone who actually plays the game should take on his roll

I'm hoping that the movement away from the season business model gives Frontier the freedom to start developing the game for the players instead of for the marketing department. Less bolt on independent features and more core mechanic improvements. More working on the foundation before building the house on top of a foundation that isn't ready yet.

I never heard about the game so I checked it out, reviews, video's etc.. I am going to say, I will not buy it. Not (just) because of the dated graphics but mostly because it feels like there is too much complexity. It also feels restricted somehow. I mean, in elite dangerous you can do everything on a single character while Evochron looks like you need more then 1 character.
However if Evochron does things "better" then perhaps the devs can copy some of the ideas that game has.

I have it, and have played it, and it gets a lot of stuff right that Elite gets wrong. That said though, Elite is better in many ways than Evochron too. Elite has better graphics, sound, and simulation of flight model, but Evo has some great game mechanics at it's core. It's unfortunate that IMHO actually flying the ship in Evo is terribly lackluster, and this is one area where Elite just kills it. And it's an important area at that.

Still, for one guy developing, Evo is pretty fracking awesome. It's a miracle that it does so many things better than Elite at all.
 
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I don't think it's a problem of lack of resource I think it's a problem of people designing a mechanic who's more focused on getting the mechanic to work, rather then how fun the mechanic is to the player.
A great example of this is RNGineers at launch. While it's not perfect now, at launch it was a fiasco. How this passed the design stage is beyond me. Rather than add depth and layers of gamplay between the starting point and the end point of your final engineer mod, they just added the same gameplay that was increasingly dependant on RNG.

So, how it works now is:

1) Spend hours driving around looking for arsenic.
2) Spend hours flying around looking for data-mined wake exceptions.
3) Fly to but-fkk nowhere to collect random item number 1337.
4) Gamble on the wheel of fortune. If you unlucky, go back to start.

How a gamer whould have designed it:
1a) Buy a resource scanner mod, and fit to your ship.
1b) Fly to land-able planets and scan for resources.
1c) Mark Location of high concentrations of Arsenic on the planetary map with a custom waypoint.
1d) Land, use SRV wave scanner to refine search area to find the best concentration of arsenic, and mine. If a particualr material is quite rare allow the synthisis of that material by combining other elements on the periodic table.

https://i.imgur.com/3bkDwMq.jpg

2) Data-mined wake exceptions should be a 100% drop rate from a particulare ship in a particular situration. So, the requirement should be to go to a Capital Ship signal source, and scan the comings-and-goings of military craft. The risk is the ship destruction by the capship for spying, but the reward is the scans. These should also be available on the "black Market" for a metric shipton of credits.

3) Any commodities needed for Rngineers should either be for sale (like a few of them are) or we should be able to synthesise them. It's remtarded that I need to Murder transport ships to collect some minor component (which might not even "drop") but the fighter bay in my ship can 3d print a whole fighter craft in minutes. Things like modular terminal should be craftable themselves, from things like consumer electronics, silver, and Iron (and Iron can be gotten the same way though the suggestion 1 above).

4) The random outcomes should not be a thing. Rather than random outcomes, we should have to manually balanced the benefits we get, through a series of offsetting sliders. Things like increased jump range should be balanced against charge-time, cool-down, heat generation, and mass. Also, a Tier 5 mod should require a tier 4 mod of the corresponding type. This would be an abstraction of more modifications being added to the same device, Like a car engine, with Fuel Injection and super chargers added on.

This. This. THIS. This is the type of stuff we need this the game. Not mindlessly driving around worlds waiting for the RNG gods to smile.
 
I don't think it's a problem of lack of resource I think it's a problem of people designing a mechanic who's more focused on getting the mechanic to work, rather then how fun the mechanic is to the player.
A great example of this is RNGineers at launch. While it's not perfect now, at launch it was a fiasco. How this passed the design stage is beyond me. Rather than add depth and layers of gamplay between the starting point and the end point of your final engineer mod, they just added the same gameplay that was increasingly dependant on RNG.

So, how it works now is:

1) Spend hours driving around looking for arsenic.
2) Spend hours flying around looking for data-mined wake exceptions.
3) Fly to but-fkk nowhere to collect random item number 1337.
4) Gamble on the wheel of fortune. If you unlucky, go back to start.

How a gamer whould have designed it:
1a) Buy a resource scanner mod, and fit to your ship.
1b) Fly to land-able planets and scan for resources.
1c) Mark Location of high concentrations of Arsenic on the planetary map with a custom waypoint.
1d) Land, use SRV wave scanner to refine search area to find the best concentration of arsenic, and mine. If a particualr material is quite rare allow the synthisis of that material by combining other elements on the periodic table.

https://i.imgur.com/3bkDwMq.jpg

2) Data-mined wake exceptions should be a 100% drop rate from a particulare ship in a particular situration. So, the requirement should be to go to a Capital Ship signal source, and scan the comings-and-goings of military craft. The risk is the ship destruction by the capship for spying, but the reward is the scans. These should also be available on the "black Market" for a metric shipton of credits.

3) Any commodities needed for Rngineers should either be for sale (like a few of them are) or we should be able to synthesise them. It's remtarded that I need to Murder transport ships to collect some minor component (which might not even "drop") but the fighter bay in my ship can 3d print a whole fighter craft in minutes. Things like modular terminal should be craftable themselves, from things like consumer electronics, silver, and Iron (and Iron can be gotten the same way though the suggestion 1 above).

4) The random outcomes should not be a thing. Rather than random outcomes, we should have to manually balanced the benefits we get, through a series of offsetting sliders. Things like increased jump range should be balanced against charge-time, cool-down, heat generation, and mass. Also, a Tier 5 mod should require a tier 4 mod of the corresponding type. This would be an abstraction of more modifications being added to the same device, Like a car engine, with Fuel Injection and super chargers added on.

A very good collection of all the best ideas we've seen floated about on how to fix the engineers. I hope they adopt this approach in the future as it seems a reasonable approximation of what the playerbase wants, and what makes the best sense from a game design perspective.
 
Well you do have an autopilot - it's called the docking computer. Some months ago I put up a poll to remove the DC I think. Then I put up a poll asking for an AP to make jumping less boring. 80% I think screamed "don't take the DC away" - 70% detested the idea of an AP to jump for you LOL.

The thing with ED is there is no flying. When do you need to "fly" anywhere? Even combat is pulling back on your stick with a few things to remember and some pip management. Anyone who's ever played a combat flight sim will note just how poor ED is as a flying game.

Now ED could have more "flying" stuff in it. We could have huge space hulks ravaged from a battle with massive holes and tunnels to fly through, stuff like that rather then a bit of boring, empty space. AP's should be there (FE2 had one) but you can turn them off at any time.

In fact, FE2 was by far the better game and it had AP.

Don't forget the part where everyone who was against AP actually agreed to letting an NPC copilot flying your ship for you.
 

Jex =TE=

Banned
Don't forget the part where everyone who was against AP actually agreed to letting an NPC copilot flying your ship for you.

LMAO I was trying to remember that but couldn't! Unbelievable that an NPC is fine flying it but a computer AP isn't (even though they'd both use exactly the same code) - How thick is that lol ;)
 
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