[O.A. VIDEO] Does Elite Dangerous Have a Content Problem?

He is right tho, open this game up to the workshop or allow mods and wait for amazement.

If FDev are out of ideas or money, then this is the way to go for sure.

Actually I am with you and I think like you.

But still, it is not easy to come up with a good idea of new content in the game. Just saying "others will do" is not content at all. It stays speculative.

What I say is, we, the community (I know, not all), don't present good ideas of new content. Thats not true in this strictness, but it is true in a general sense. We complain about lack of content, but there is not much content proposals here. Not much means very little.

Yes, I can easily produce ideas of new content, but I can not easily produce ideas of content which are realistic and possible to implement in a reasonable way of costs and effort and still bring good "content" into the game. And there is more: "content" is a very general word. Try to define what is ment by "content". I fail.
 
I have not played long
...I haven't found a shortage of things to do yet
Well, it's easy for those two things to go hand in hand.
After a while, much of the repetitiveness will become painfully obvious.

There is plenty of content. The issues are with it is that it feels pointless. The game has most things needed for a good game, it's giving a purpose to those things which isn't just credit gain.
Exactly this.
 
Loads of content! Unfulfilling interaction with content. Mechanics (and therefore by proxy the repetitive, short gameplay loops that lead to people feeling grinds) need work. Content makes a game world, the game world in ED is massive, rich and beautiful so it must have masses of content. How you interact with that world is where it starts to get ropey.

FDEV are superb at world building. Fdev aren't as great at polishing satisfying loops.
 
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Well, it's easy for those two things to go hand in hand.
After a while, much of the repetitiveness will become painfully obvious.


Exactly this.

By not very long I mean ~1000 hours, if it all became unplayable tomorrow due to repetitiveness, I would have still gotten 10 times more fun from this game than I ever expected, but I think I've seen enough to know what's in store for the next 1,000 hours (regardless of new things to come), and don't see myself tiring any time soon.
 
Wanna good idea? Fdevs should connect ED to Steam Workshop, or make it offline with dedicated servers for multiplayer with custom mods = more and better content, problem solved, thank you goodbye.

He is right tho, open this game up to the workshop or allow mods and wait for amazement.

If FDev are out of ideas or money, then this is the way to go for sure.


The problem with the ideas with allowing this game to be modded, is that the modders cannot change the design of the server system supporting it. Yes, there could be client side mods, of HUD's or ships, but the base gameplay is always going to feel disjointed, unattached, because the server model only allows for one type of gameplay....competitive bucket filling. It really is all the game is based on.

Why is PVP a sideshow? It has not bucket to fill.

Why is the game 'grindy'? You are just filling a different buckets...the basic mechanic of gameplay is the same...do something bring it back to the station...


My opinion of mods for games is that the mods are only as good as the modders supporting it and how well the mods work with the games design...Spore was a moddable game...and the game, its systems, and the community could not save that from the poor design.
 
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looking at the beyond timeline for (gameplay fixes and new mechanics) there is this Player codex, that peaked my curiosity, because it heavily hints at player-driven narrative.

I'm stunned to see Squadrons being the first discussion, and it's move towards player owned facilities, and (hopefully) they will have "upkeep" progress bars for fuel, and raw materials, so jumping a Squadron ship into deep space, will require miners and explorers(with prospecting scanners) to keep those things flying..

For player factions and BGS players, I guess one of these things will be a "must".

A squadron home-base, will of course been a staple of the fuel rats, who can then keep a base far away to service the stranded players and even those who think being stranded in a system by the latest c&p was some oversite. (fix is in the pipeline in the form of squadron ships.)
 
looking at the beyond timeline for (gameplay fixes and new mechanics) there is this Player codex, that peaked my curiosity, because it heavily hints at player-driven narrative.

I'm stunned to see Squadrons being the first discussion, and it's move towards player owned facilities, and (hopefully) they will have "upkeep" progress bars for fuel, and raw materials, so jumping a Squadron ship into deep space, will require miners and explorers(with prospecting scanners) to keep those things flying..

For player factions and BGS players, I guess one of these things will be a "must".

A squadron home-base, will of course been a staple of the fuel rats, who can then keep a base far away to service the stranded players and even those who think being stranded in a system by the latest c&p was some oversite. (fix is in the pipeline in the form of squadron ships.)


Having just found the external sites that already do this type of thing (INARA, EDDB, etc.), it will be nice to have this within the game. As far as squadrons and the squadron ships, I am looking forward to the upcoming design discussion that will be burning up these forums when they get added...
 
I'm stunned to see Squadrons being the first discussion
I think it's the first discussion because it likely has the most question marks for FD. Plus they don't have the best track record with doing multiplayer all that well in ED.
I just hope Squadrons doesn't become the main focus of Q4 and overshadow the exploration and mining updates.
 
I think it's the first discussion because it likely has the most question marks for FD. Plus they don't have the best track record with doing multiplayer all that well in ED.
I just hope Squadrons doesn't become the main focus of Q4 and overshadow the exploration and mining updates.


It's one of the first public discussions of how the devs are looking at one of the most basic design ideas of the game, no hegemonic player control. Many see control as a must (only available in Open, only available to squadron members, usable for conquest in systems..as well as control within systems)...the design and implementation of this feature, is going to make, or break, this game for a lot of people....
 
Half baked RNG repetitive content with no actual depth to it doesn't count as actual real content, it's just smoke and mirror and a poor excuse for real deep player and story driven content.

I don't want to learn about the green alien puddle or spend the next months looking for it after I found out from CMDR Deepchokingballs69 on a forum board.
 
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It's one of the first public discussions of how the devs are looking at one of the most basic design ideas of the game, no hegemonic player control. Many see control as a must (only available in Open, only available to squadron members, usable for conquest in systems..as well as control within systems)...the design and implementation of this feature, is going to make, or break, this game for a lot of people....
I don't doubt you, and I don't have any numbers to back this up, but I think the exploration update is going to make-or-break the game for a lot of people as well.
 
I like to fly space ships around in an open universe. Elite scratches that itch for me and has since the 80's.

It feels a little weird for people with 1000's of hours of playing time to complain about lack of content. Why are you playing this game so much instead of another game?

I think we all have ideas that could make the game better. However the devs made a game with realistic scope. Is StarCitizen a finished product yet? It has a lot of the ideas that I've heard people ask for in Elite.

Take breaks from the game if feeling burned out. I stopped playing for two months to play through Subnautica. It was an awesome experience and now I'm back to Elite and feeling refreshed.
 
There is content, sadly however, not all of it is perfect, and not all of it melds together perfectly.

What the main issue is, is that the gamer wants the moon and more, wants it right now, and wants the developer to pamper to their every whim or idea. The gamer believes that his or her own idea of fun and good gameplay is the only concept of fun and good gameplay. The gamer also views their own personal band of likes to be observed only for what they think is good. A perfect example of this is the constant use of 'But EvE online has ... ' when in truth, EvE online in a very real way, has pretty much the same if not even more leborious gameplay. BUT hey EvE is big so, no one wants to see it.

So EvE - At the time I stopped playing it (after about 5 years) had
Player run Market - Elite has a player influenced market, but not run, trading actually works at a more profitable level in Elite, in EvE, the actual profits were not worth it unless you could invest many billions... and wait for a month.
Missions - Elite has missions, with argubly the same amount of veriaty. The difference is that EvE has a few different dungeon style encounters, but all boiled down to, sit still, blow stuff up with your OP battleship, go back home. Repeat
Player Owned structures - None in Elite - Great but no real purpose unless you had a corportation of a few hundred people if you want to do anything worth while, other than saying "look at what we have..." Keeping those running was almost like paying to play a game to do a second job, it was not fun at all.
Space Combat - Both have, EvE is a point and click adventure with argubly less skill and more predictable outcomes.
Mining - Both have - and in both cases you sit and watch materials appear in your hold. Argubly Elite has more interactive a process than EvE.
Multiple ships- EvE does have more ships, that is a granted, but, the way they are set out, you argubly by default only have access to one factions branch of ships, which thus means most people have access to less ships than in Elite. Oh yeah, and it takes actually months to get into some of them.

So yeah... tell me again why EvE is like the second coming of Christ and Elite sucks again? (more a question to the community to any poster)

I just dont think people actually view things very objectively, and OA does tend to round up the feelings of rediters, but even then, i think more objective analysis needs to be done. Yes there are issues, but far too often, weight is given to the issues that are not at all really issues, the whole RNG thing is a perfect example... it shows Gamers don't understand stats as well as they think.

I don't want the moon. I would like to land on it however. We are all on Earth. I've done basically nothing related to Earth or the moon except visit it... from space. I cannot develop much care, even fake care, for planets in systems I've never heard of IRL.
 
Half baked RNG reptitive content with no actual depth to it doesn't count as actual content, it's just smoke and mirror and a poor excuse for real deep player and story driven content.

I don't want to learn about green alien puddles or spend the next months looking for them after I found out from CMDR Deepchokingballs69 on a forum board.

You have to admit though, that guy knows his stuff. He's got all the ins and outs of the "game" as it were.
 
There is more content in Elite than I'll ever be able to get through. Granted that this is due in large part to gated content, and unnecessary grind. *cue the "what grind?" brigade*

The problem is a lack of cohesion and purpose to it all. Did somebody say sign-posts?

I gave the Guardians a miss. Not through lack of interest, just that I made the decision to stop looking outside the game for clues to finding the content. If FDev can't figure out a way to get me there through a normal game cycle, I'm not going to bother with it. It might be there in game, and me not playing enough to stumble across it yet though.

Then there's the half-baked content like Power Play. Surely there is some way of introducing a dynamic that doesn't involve more repetitive gameplay?

Did they give up on CQC? They could actually get people using it if they filled it with NPCs, so that you could figure out the maps in a less intense environment. Or how about giving player control over it, like joining a friend or friends in your own instance? How about letting players create their own leagues which they could invite people to join? Or create their own tournaments? Or how about having a Global leader board? You can bet your behind that an ego magnet like that would draw a bunch of players in. I wouldn't be surprised if they did this, that there would be players who only play Elite for CQC. Sure, there would probably be a certain amount of toxicity, but even water will become toxic if you allow it to stagnate for long enough.
 
I disagree. The problem here is that "content" in Elite means something different than in, for instance, a story driven RPG.

I'd say if one needs "content" in Elite to have fun, they just didn't get it.
So aside from the fact that I find ridiculous that someone who spent thousands of hours in the game is complaining that they "ran out of things to do", I think that the only thing Elite needs are mechanics. Deeper exploration mechanics, deeper mining mechanics, combat is fine, maybe the trading would use a little boost though with the new 3.0 stuff it's already much better. All these things are coming, though.

Elite for me will never be a game. It's more like an interactive LARP engine. So only thing I really need are more tools. Not "content".
 
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