When will it become a game? Will it become a game?

It is a game. Its a really bad and boring game.

For me its like Im playing with placeholders. Its exactly the same experience since 2014 in Beta.
The gameplay mechanics are EXACTLY the same HAHAHAHA. Sad.

I only log in every 6 months to drive an hour aimlessly in the srv.

Now why do you do that?

Your like someone who hates brussel sprouts but eats them every 6 months just to remind themselves of how much the hate brussel sprouts!
 
Mu. Your question is based on an incorrect premise.

Elite Dangerous is not a game. It's a toy. So it will never be a game.
 
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"It's in the game."

Yes, but what IS IT? It's IT, I guess. But then again - I want it all but I can't grab it.

If you have it, you don't need it. IF you need it, you don't have it. If you do have it, you need more it. If you have more of it, you don't need less of it. You need it, to get it. And you certainly need it to get more of it. But if you don't already have any of it to begin with, you can't get any of it to get started which means, you really have no idea how to get it in the first place, do you? You can share it, sure. You can stockpile it if you like, but you can't fake it. Flaunting it, needing it, wishing for it. The point is, if you've never had any of it, ever..... people just seem to know.
 
I'm not trying to win anything. I liked pottering about being a nobody pilot. I find it sad that there are so few ways to interact with the galaxy. I mean, that's a bit lame, isn't it?

Maybe this year's changes will get to grips with this and if so I shall be very glad to see it.


"So few ways to interact with the galaxy", Hmmm,

And how would you do that? Do you think you should be able to undermine and possible stage the overthrow of say Emperor Duval? You, this lowly polite in the vast Galaxy!

There are places you can influence, you can help a faction gain or maintain control of a system, but unless you have a large player group your are not going to become the leader of a faction.

What we have here is a fundamental misunderstanding if what Elite is all about.
 
If you have it, you don't need it. IF you need it, you don't have it. If you do have it, you need more it. If you have more of it, you don't need less of it. You need it, to get it. And you certainly need it to get more of it. But if you don't already have any of it to begin with, you can't get any of it to get started which means, you really have no idea how to get it in the first place, do you? You can share it, sure. You can stockpile it if you like, but you can't fake it. Flaunting it, needing it, wishing for it. The point is, if you've never had any of it, ever..... people just seem to know.

It would appear that everyone missed the Faith No More reference... Never mind... :D

(It's in your face, but you can't grab it)
 
No offense but, you write a lot of words saying how "bland" the game is yet I see no offer of what you think the game should provide for you?

People have been suggesting more involved game play for years, but too often we get investment in small limited additions. We can only imagine how if multicrew's development time had been spent elsewhere how much more interesting the standard game and indeed the current alien attacks might be for example. Or indeed what could have been achieved had CQC for example been made into fighter tours of duty in the core game.

And consider the amount of build up and development time for Generation Ships. Now consider how much gameplay time that development gave on average across the player base? A fraction of an hour?

FD have spent years generally bolting on little self contained mechanics, which give limited options of re-use and building upon. This has left us 3+ years in with a pancake set of mechanics, such that there's precious little of depth, especially to leverage and built into interesting layered gameplay.

I mentioned this back when multi-crew was being (still)born - https://forums.frontier.co.uk/showt...is-now-coming-back-to-bite-ED-in-the-boosters!
 
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"So few ways to interact with the galaxy", Hmmm,

And how would you do that? Do you think you should be able to undermine and possible stage the overthrow of say Emperor Duval? You, this lowly polite in the vast Galaxy!

There are places you can influence, you can help a faction gain or maintain control of a system, but unless you have a large player group your are not going to become the leader of a faction.

What we have here is a fundamental misunderstanding if what Elite is all about.

No, I think what we have here is a fundamental misunderstanding if engaging and fun 'game'. ;)
 
People have been suggesting more involved game play for years, but too often we get investment in small limited additions. We can only imagine how if multicrew's development time had been spent elsewhere how much more interesting the standard game and indeed the current alien attacks might be for example. Or indeed what could have been achieved had CQC for example been made into fighter tours of duty in the core game.

And consider the amount of build up and development time for Generation Ships. Now consider how much gameplay time that development gave on average across the player base? A fraction of an hour?

FD have spent years generally bolting on little self contained mechanics, which give limited options of re-use and building upon. This has left us 3+ years in with a pancake set of mechanics, such that there's precious little of depth, especially to leverage and built into interesting layered gameplay.

I mentioned this back when multi-crew was being (still)born - https://forums.frontier.co.uk/showt...is-now-coming-back-to-bite-ED-in-the-boosters!


I have no issue with suggestions and/or constructive criticism,even if said suggestions are something I would absolutely not want in the game, i.e. micro jumps.

What i find annoying are the comments like "game play is terrible" with no with no attempt to explain why that is and what they want.
 
No, I think what we have here is a fundamental misunderstanding if engaging and fun 'game'. ;)


Of course I don't understand, you have consistently failed to explain what that means to you. You have consistently failed to tell us what "engaging and fun gameplay" is for you!

As has been stated, you want it, you just don't know what it is!
 
I have no issue with suggestions and/or constructive criticism,even if said suggestions are something I would absolutely not want in the game, i.e. micro jumps.

What i find annoying are the comments like "game play is terrible" with no with no attempt to explain why that is and what they want.

Don't be annoyed. It's only some waffle on a forum.

Maybe take a break or find another forum? ;)
 
It's a game? I thought it was work.
No wonder Tesco chucked me out for threatening the cashier with my python when they wouldn't accept micro weave cooling hoses.
 
I think the OP means he's expecting a game to have more depth. Unless you are the the pew-pew stuff in the game, you got to admit that the game is very shallow. There is the Thargoids storyline being slowly introduced but that's it. Otherwise, check the mission boards: "take this to that system", or "bring us such and such thing", or "go kill this guy", or "go eradicate skimmers at that planetary settlement" or "go mining that stuff". Check passenger lounge and you find: "take that number of prisoners to such place", or "this guy wants to travel to xyz", or "this woman wants to go see A, B and C" or "this guy wants to travel to the center of the galaxy to observe it". That's it. There is no sub-plot of further development to these missions. What about you're sent to go mining some stuff but then you have to find a place to refine it so that you bring back some finished stuff, like appliances? Or when going to a sightseeing mission, what about finding something that would need investigation? Or some kind of phenomena that would require further analysis? I don't know, I'm not a game designer, I'm just a lowly programmer. I just think that these missions could be expanded in scope and could be done in multiple stages, instead of essentially being "go from point A to point B".

Its why they have started on chained missions, which do exactly that. Its still WIP, but it is there. But the usual suspects will just say:"Now its just two bland things after another." What these people want is an infinite amount of hand crafted missions so they can enjoy this game forever. It wont happen.

"But what if you take stellar forge, and the flight model, and customization, and BGS, and add cities like in GTA, and FPS, and atmo planets, and EVA, and discovering wreckages and tape recordings that start an adventure and you can find and tame animals on planets and sell them on the player market? I would pay for that game!" It is called a dream. Which is why that game doesnt exist, will not exist, and those who cannot deal with that will hang around on random game forums complaining other people wont make their dream come true. Its why they complain:"There should more and better stuff added faster!". They havent learned that just because they want something dont mean it should or will happen.

Thankfully, others do make meaningful suggestions, and FD is improving the game. But for these few, who have been making the overwhelming majority of whine topics, it'll never be enough, they'll never be happy, they'll never stop complaining. It is because they just cant separate dreams from reality, and get frustrated when confronted with this gap between the two.
 
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I have no issue with suggestions and/or constructive criticism,even if said suggestions are something I would absolutely not want in the game, i.e. micro jumps.

What i find annoying are the comments like "game play is terrible" with no with no attempt to explain why that is and what they want.

Understood, but I just feel that many individuals are at that stage now, having seen years pass by, and release after release dedicate effort to such questionable "dead end" development goals, that they're now just venting frustration (at the missed opportunities)!

As I said in my previous post, Mutli-Crew and the Thargoid attacks and now just highlighting how so very little effort has been put into improvements and additions to gameplay that could have improved the core experience and at the same time given assets/mechanics to then leverage for things like multi-crew and Thargoid attacks etc.

I don't understand how time has been given to things like Generation Ships and Multi-Crew (to name just two recent things) when the core game is crying out for more depth and variety, and when these sort of improvements could also have given this Thargoid attack much needed mechanics ot leverage too!

eg: If CQC had instead been invested into the core game as fighter based tours of duty. This would have given military type missions at least for PvE fighter based gameplay (with/against NPCs). This could have then been potentially used for CGs and offered PvP fighter gameplay (for those interested). And right now, we could have been undertaking fighter based tours of duty (solo or co-op) against Thargoid related (fighter) craft.

And why will this year, or next year, be any different? FD have dedicated themselves to core improvements this years, so I sincerely hope they're truly impressive improvement in mechanics and gameplay depth... But if they're little more than the same design ethos as we've seen for the past X years? We think we see negativity now? Wait till then!
 
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To all wight knights around I have a COMPETITON. Rules are simple, one WHO present a concept of exploration mechanics that could be applied in AAA space game and at the same time is more dull that what we have in ED after 3 years win the game.
 
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To all wight knights around I have a COMPETITON. Rules are simple, one WHO present a concept of exploration mechanics that could be applied in AAA space game and at the same time is more dull that what we have in ED after 3 years win the game.

Automatic honk? I'm not really a white knight though.
 
To all wight knights around I have a COMPETITON. Rules are simple, one WHO present a concept of exploration mechanics that could be applied in AAA space game and at the same time is more dull that what we have in ED after 3 years win the game.

I submit another competition for you. Find me another actual space game that has exploration mechanics better than ED or that has exploration mechanics at all.
 
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I get where you're coming from, but I feel you miss my point. Ludicrous statements and hyperbole are unhelpful - they foment toxicity, sensationalism and knee-jerk reaction, not constructive discussion. And it's certainly not a good way to get your point across to a developer or to even get them to listen in the first place.
Indeed, I agree. I was answering the question of why people make those statements - it's because they don't understand how FDev can be missing what seems so obvious to so many people - the lack of varied or interesting gameplay. And so they get because the foundational gameplay mechanics are so great, that the wasted potential is enormous.
So when you dont understand something you must use disingenuous hyperbole? I am missing the logic here... Anyway, I always get the impression 'space people' expect stuff far beyond what can be expected from what is essentially just a game. Your quote pretty much reads like a parody of 'what did the romans ever do for us?!" sketch. You got a staggering universe, great combat, flight, docking, audiovisual presentation, ship customization, BGS etc. So why not other stuff as well? Because they were busy with the stuff you just listed as being great. That is just how the world works. They are working on more stuff. Which takes time.

Dont worry, FD knows the missions could use more work. They have been slowly improving them since launch, and will continue to do so. Inane arguments from either side have zero influence on the development anyway.
I can't speak for anyone else but I'm not expecting anything ground-breaking or revolutionary. I don't think very many people are. What people want is interesting and varied gameplay. For example, missions that take place at locations other than another identical blank patch of space/bit of an asteroid belt. You know, missions that take place at a derelict base or a pirate base, or around some other structure... so if you have a combat or infiltration mission it's actually interesting because you can use the environment to your advantage and so on, and it won't always be exactly the same every single goddamn time.
And other basic things like, I don't know, canyon run missions where you have to deliver something in a very limited time along a certain route (for whatever reason - stealth or something).

Or theft missions where you have to sneak into some base using stealth and scoop up a bit of cargo. Or you could choose to use a big combat ship and just blast your way in there.

You know, actual, varied, interesting gameplay that is not just basically the same mission templates that have been in since launch (how exactly you think they've improved missions, except for adding new 'types' which are exactly the same as the original templates, is beyond me).

These are not revolutionary or crazy ideas that would be pushing way beyond what can be accomplished with their resources in 2017. These are basic gameplay ideas and designs that have been implemented in various forms in countless games over the past couple of decades.
 
If anyone else here is struggling with the idea of what people are asking for when they talk about the lack of gameplay, there are some more nice ideas (mission-based, but can be applied elsewhere in some form I'm sure) in these threads - many of these ideas are entirely plausible to be implemented in ED and are not insane or revolutionary or asking too much, they're just basic mission designs that would be more interesting than what we have now:

https://forums.frontier.co.uk/showthread.php/397802-Wing-Missions-community-suggestions!
https://forums.frontier.co.uk/showt...planets-amp-moons-more-exciting-Mission-ideas!
 

Deleted member 110222

D
I think it is a game. The adventures I've had on my Xbox account in the past 24 hours have been amazing.
 
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