is there enough hook to keep veteran players after 2.4, Sandro?

Agreed, although I tend to just load up a huge amount of music when doing long sequences. The Beatles and Radiohead Anthology got me to Colonia. I find my BKGamer helps the situation a lot, feeling the rumble of the ship keeps me a lot more connected to the game, it feels very empty and lifeless without it, combined with voice attack and VR, my tolerance for long range trips is quite high. I've also programmed Astra to auto jump for me.

Christ, if I'd listened to Radiohead on a trip to Colonia I'd have probably just flown into a star somewhere near the Eagle Nebula when I got to Kid A :D
 
Wow, I don't think I've ever had such a response to a thread I started - and almost everybody disagreeing with what I said. :)



I'm probably less hung up on titles and ranks than my post suggested, although for me anyway, it is somewhat encouraging to have something to work towards, and although I'm only Elite in Exploration and Combat (still basically rubbish at it) I'm just not that bothered about Trading. It doesn't follow that I grind away for a title - I have found certain things a bit longwinded but I didn't feel that about Engineers, for example, I really enjoyed it.

I do the stuff in the game that I enjoy, but yup, I still like having something in the game that I can aspire to.

As I say, or tried to say, I just hope that FD can make the core gameplay improvements as much fun and involving for the veterans as for the new players.


that's all,


....honest. :)
 
One word solves so much of the "got my ranks now what" / "Dang progressions looks more entertaining now than when I did it" - that word is...

wait for it...

medals.
 
Well Op. That´s more your problem than the game´s fault in my humble opinion.
How about you come back then, try it out and then decide.
It is far more realistic. I think.
 
Wow, I don't think I've ever had such a response to a thread I started - and almost everybody disagreeing with what I said. :)



I'm probably less hung up on titles and ranks than my post suggested, although for me anyway, it is somewhat encouraging to have something to work towards, and although I'm only Elite in Exploration and Combat (still basically rubbish at it) I'm just not that bothered about Trading. It doesn't follow that I grind away for a title - I have found certain things a bit longwinded but I didn't feel that about Engineers, for example, I really enjoyed it.

I do the stuff in the game that I enjoy, but yup, I still like having something in the game that I can aspire to.

As I say, or tried to say, I just hope that FD can make the core gameplay improvements as much fun and involving for the veterans as for the new players.


that's all,


....honest. :)

You're probably exactly like me. I like to fool around, do some exploring or just generally what feels like fun. But I also enjoy seeing at least some kind of progress in my character or whatever cause my character fights for. Ranks is what gives you that. And when you hit the end ranks, that's where you hit a bit of a psychological barrier.
Having said that, I don't think it has anything to do with Fdev not providing enough hooks, I think it's just an unevitable result from the game being in ongoing development. All kinds of cool things get added that add to the enjoyment of progressing your character, but when you're already pretty much full Elite, those cool things are not that valuable to you.
I see only a couple of options: focusing on working the BGS for a player faction, taking part in races or large group-exploration missions or..... reset your character.
I sometimes kinda wanna reset mine, but I also know I probably never will muster the courage to throw all that progress away [big grin]
 
One word solves so much of the "got my ranks now what" / "Dang progressions looks more entertaining now than when I did it" - that word is...

wait for it...

medals.

I don't know about medals. I mean I could probably display a few of the ones floating around, but they don't really turn my crank. Now, hats. That's where it's at. :)
 
Player groups, and by extension the BGS, are the heart and soul of Elite, and are what will carry the game forward. Would be nice to see FD implement some fleet/guild mechanics to facilitate the games biggest driving influence.
 
Now, hats. That's where it's at. :)

If you're lucky, they'll appear in the Frontier Store soon, along with the tattoos, warpaint, patches and spacesuits.
Shortly followed by hats for all your bobbleheads, along with tattoos, warpaint, patches........

New ships?
Nup!
 
The answer is simple for me: Exploration gameplay is shallow.
When I bought the game, I had a very similar attitude to yours now, yet I haven't got further out of the bubble than a few hundred ly. If I scan more than a few systems in a row I get bored to the point that I either return and do something else or stop playing the game to play something more ... interesting.

Agreed. I can handle exploring for short spurts, but that's ll. After 1500+ hours, I still like the game but can see why people burn out. I guess we'll just have to wait and see because it's pretty early to speculate now.
 
There really isn't an end game in this game, there is just as much to do as a veteran player as there is to do as a newbie. To me, leaving grinds behind and gaining access to more ships just opens up more of the game.

However, I understand that the need to be motivated to reach some goal can be important for some players to enjoy the game. I'm expecting them to add new ships ranked locked at higher than Duke/Admiral at some point, and to introduce other things for players to work towards. It may not be soon, though.
 
If they make NPC's more than just ducks to shoot with more than just 3 archetypes, then that will go a long way to making the game completely different.

Then add mutually exclusive missions, that have branching missions that depend on them, and turn these into "careers". Have them follow the varying roles you can have in the game, forcing you, as a player, to invest in your character and that role.

Then incorporate better zones for high crime, low crime, high security, low security, and adjust the npcs to spawn appropriately.

Then change military ranking to be mutually exclusive, so that you have to choose if you want to be in the fed or empire or alliance (create the alliance military also). You can only be in one at a time and there are repercussions similar to powerplay for jumping ship. Old players will be asked to choose the first time they load the game after the patch.


All of that would basically make the game completely new. But i'm not done yet.

Then throw away the engineer blueprints/recipes. Instead, give all materials certain intrinsic attributes that are directly related to the material (immersion). Then allow the player to pick and choose whatever they want to combine and give to the engineer to mod their item. Each material has a upside and a downside and each level would have a total materials requirement. But there would be no set recipe and it's up to your imagination and supply on what you choose and how you choose to build your own "recipe". The order and type and quantity of materials will determine your mod attributes organically. No random chance plays into the mod.

With so many materials and ways they can be combined (especially since order matters, as well as the module type/class) it will be quite a long time before people can figure out the min/max of the new awesomely improved engineers.


but that's fantasy land.
With so little communication going out about what these "quality of life" improvements are... i'm going to guess they'll be a bunch of stuff i hate.
 
Then throw away the engineer blueprints/recipes. Instead, give all materials certain intrinsic attributes that are directly related to the material (immersion). Then allow the player to pick and choose whatever they want to combine and give to the engineer to mod their item. Each material has a upside and a downside and each level would have a total materials requirement. But there would be no set recipe and it's up to your imagination and supply on what you choose and how you choose to build your own "recipe". The order and type and quantity of materials will determine your mod attributes organically. No random chance plays into the mod.

With so many materials and ways they can be combined (especially since order matters, as well as the module type/class) it will be quite a long time before people can figure out the min/max of the new awesomely improved engineers.
That is the best suggestion for improving engineers that I have seen on the forum.

I'd like to add one small suggestion that would even make the players who like RNG happy. A very few materials and/or data could be random by nature. So their inclusion in a blueprint could have a similar random effect to what we have now.
 
I've been playing since alpha too.

For me, the community is what makes this game what it is, not shiny. And as the community has grown, so have player driven events. I'm an active member of CoR, and that little bunch of players is one of the main reasons I keep coming back. Just think about the Salomé event. Player driven, masses of fun, crushing result, zero Grind.

Elite Dangerous is an escape from the real grind that is RL.

o7
 
As I said many times the game needs more sandbox features like:

1. base building, base management
2. player housing, guild housing (that could be done with Megaships)
3. some kind of territory control (there's enough space and it would be optional).
4. Some kind of guild features for deep social interaction (we want to manage our own minor factions with in-game tools).
5. non-combat roles for multicrew
6. space legs (basic version)
7. hunt "wild game" alien wildlife
8. Atmospheric landing (basic version)
9. Enable Fleet battles (more than 4 players per wing)
10. Add multiplayer missions

These deep sandbox features would keep people playing for years and years, because it generates a lot of emergent gameplay.

Don't listen to old school gamers who want to replay the classic Elite with modern graphics. They are stuck in the past, and aren't the future.

This game has so much potential, but it's held back by:
A. Slow development speed
B. Lack of game designers who embrace sandbox features and emergent gameplay. The grind is Not fun.
 
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Teach me mighty grasshopper for your kung fu is strong, picked VA and Astra a few days ago and had a potter around.



Oh and hats solve most problems these days....

https://static.giantbomb.com/uploads/scale_small/1/13313/1373436-beerhat.jpg

I'm not sure what 777Driver means by AutoJump, but Astra has "Exploration Mode On/Off" command that will auto-scan the system when you enter after each jump. Then after I re- fuel I just say, "Engage jump" to initiate the jump to the next system on the route.

HTH
 
People who grind for rank always burn out. They won't quit the character but will happily quit the game. So the solution is more rank which they'll meta game to grind to again.

Which brings me to the term grind. If you see it is a grind then why are you playing? Ah yes, the rank, the best ship etc.

There is enjoying the game and then there is collecting trophies. No one cares about your trophies but you so if you don't enjoy getting them you have wasted hours of your life.

So the question has been answered. - It will still be cool for veterans. - If not why do it?

Play the game enjoy the game. I took a break due to time constraints. What am I looking forward to, kitting out a nice little Keelback to do some prospecting.

Not mincing your words there Valan, though have to agree.

I play ED for the enjoyment period. Mmmm, seems obvious when I think about it, but what I'm really trying to say is it should only be about the enjoyment. Ranks, ships, etc. are just nice little treats creating the impression that I'm actually going somewhere. :)
 
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