Doing the same mistakes for 25 years?

You must surely be joking :D
I probably didn't express it correctly. "Handling" was supposed to consider GUI and menus as well (not flight model).

It's not a mistake to make something some people like. If your business model is supported by the people that like it, then you've won.
You have to see it the other way round: To all the players who already have no issues with Elite 2 and ED, there is no harm for them, if said aspects were fixed or solved in a different manner.
 
To all the players who already have no issues with Elite 2 and ED, there is no harm for them, if said aspects were fixed or solved in a different manner.
Hold on, hold on. That is just massive conjecture on your part. If things are 'fixed' in a different manner then that might not work for those players and might effectively make it a completely different game to the one they bought. So, potentially plenty of harm. On what basis are you making the 'no harm' claim?

And what about other types of players, have you thought about them at all?
 
Last edited:
Yup. Which of ones are you? Because I won't deal with the second (unless they also give *actual* target which is acceptable).

Either is acceptable, it depends on the circumstances. With targets I accept there is an element of risk that it may not go according to plan. With promises I expect the statement to be fufilled, the risk is on them.
 
Hold on, hold on. That is just massive conjecture on your part. If things are 'fixed' in a different manner then that might not work for those players and might effectively make it a completely different game to the one they bought. So, potentially plenty of harm. On what basis are you making the 'no harm' claim?

And what about other types of players, have you thought about them at all?
I don't see a problem if we get:

-more exciting (like Wing assassination missions), maybe even handcrafted missions
-a more interesting narrative
-better GUI for outfitting and managing modules and Engineering in general (the added trade prices to Galmap where a good addition)
-an more user friendly design especially for starters, more explanations in-game
-a galaxy which is more than a beautiful backdrop and a tech demo
 
  • Like (+1)
Reactions: NMS
I don't see a problem if we get:

-more exciting (like Wing assassination missions), maybe even handcrafted missions
-a more interesting narrative
-better GUI for outfitting and managing modules and Engineering in general (the added trade prices to Galmap where a good addition)
-an more user friendly design especially for starters, more explanations in-game
-a galaxy which is more than a beautiful backdrop and a tech demo

Trade prices in the galmap will entirely remove any requirement for finding out for yourself, it'll reduce it down to simply being led by the hand. The steep learning curve is a good thing for many players, and exactly the same as trade prices.

The quests in morrowind are better than skyrim/oblivion because you read and follow directions rather than a hud arrow (for some players).
 
Yeah they are.

I disagree to a point.

The one thing that is NOT a flaw is "lack of storyline" which would not really be useful in the sandbox they have.

And at the same time, there is an overall story arc of the Thargoids...being read very slowly over several years...
 
Trade prices in the galmap will entirely remove any requirement for finding out for yourself, it'll reduce it down to simply being led by the hand. The steep learning curve is a good thing for many players, and exactly the same as trade prices.

A better way to make trading work would be to handle EVERYTHING like rare goods.

- Distance to another similar market sets the price.
- Finding trade routes would be to actually study the starmap and find each type of market at the furthest distance from a possible customer
- Transporting fresh food to Maya would be profitable but any goods FROM that area would be met with competition from the bubble (except alien artifacts)
 
A better way to make trading work would be to handle EVERYTHING like rare goods.

- Distance to another similar market sets the price.
- Finding trade routes would be to actually study the starmap and find each type of market at the furthest distance from a possible customer
- Transporting fresh food to Maya would be profitable but any goods FROM that area would be met with competition from the bubble (except alien artifacts)

Sounds good however a simple distance markup would have to be limited to prevent filling up at one end of the bubble quickly popping across to the other and then selling. The bubble's not as big as it used to be since FSD upgrading. Rares work because of their limited spawn rates, they were one of the first big exploits to get nerfed people would just hammer back and forth.
 
I disagree to a point.

The one thing that is NOT a flaw is "lack of storyline" which would not really be useful in the sandbox they have.
A sandbox game doesn't exclude story driven, handcrafted missions.

And at the same time, there is an overall story arc of the Thargoids...being read very slowly over several years...
It is so thrilling people stopped playing...

Trade prices in the galmap will entirely remove any requirement for finding out for yourself, it'll reduce it down to simply being led by the hand.
I agree partly. Since before the latest overhaul Galmap enabled you to take an educated guess on supply and demand on a star port. You then had to travel to it to be able to see the prices. You then had to do some kind of spread sheet, though "this game isn't about spreadsheets", in order to keep track of every commodity. It was far from optimal and the game mechanics derived from it (fly to and dock at stations) is extremely simple and not engaging or challenging.

The steep learning curve is a good thing for many players, and exactly the same as trade prices.
The steep learning curve is mostly the resulst from the game being obscure. It is like: "Racing is extremely hard to learn, I didn't know how to start the car". That is usually not what defines "difficulty" in a game.

The quests in morrowind are better than skyrim/oblivion because you read and follow directions rather than a hud arrow (for some players).
Depends on how this is designed. "Searching for things", which is a big part of time playing in ED, is not ideal either.
 
Last edited:
yes they are because it's one of the things the game industry as a whole have overcome

bear in mind that one players "flaw thats been overcome" is anothers "feature thats been lost" It would be a very boring world if we all liked the same things and found the same kind of games and gameplay fun.
 
bear in mind that one players "flaw thats been overcome" is anothers "feature thats been lost" It would be a very boring world if we all liked the same things and found the same kind of games and gameplay fun.
The article is specific about what should be improved not necessarily replaced.
 
I don't see a problem if we get:

-more exciting (like Wing assassination missions), maybe even handcrafted missions
-a more interesting narrative
-better GUI for outfitting and managing modules and Engineering in general (the added trade prices to Galmap where a good addition)
-an more user friendly design especially for starters, more explanations in-game
-a galaxy which is more than a beautiful backdrop and a tech demo

The problem with most of them is that they are all very subjective things. One of the things you set out in your original post was vastly divergent viewpoints. So given that, how will what is exciting, what is interesting, and so on be arbitrated?

Not actually sure what you're meaning with the last one, but I would guess that the points above would still apply.
 
Ye ED basically is Elite 2 with nicer graphics. Lazy way to make a game if you ask me but the diehards seem to enjoy it and will defend it to the death. They have a point though - it's not going to get any better so maybe worth cutting your losses and stopping playing before you sink hours of your tine into it looking for materials bored out your skull.

Aww poor little guy! I gots my materials just fine should I be convulsing in the floor like you?
 
Yes me too OP title, ended up with a small house full of kids and I had to sell them all off for medical experiments
or to the workhouse. like in monty pyphon The meaning of life, because I can't use a condom on my John Thomas
when pleasuring my old lady.
 
Last edited:
The problem with most of them is that they are all very subjective things. One of the things you set out in your original post was vastly divergent viewpoints. So given that, how will what is exciting, what is interesting, and so on be arbitrated?
There are common rules for games in general, so there is a huge objective part in that.

Not actually sure what you're meaning with the last one, but I would guess that the points above would still apply.
Ask yourself the question, what this full scale galaxy adds to ED?
 
There are common rules for games in general, so there is a huge objective part in that.

Ask yourself the question, what this full scale galaxy adds to ED?

It's an interesting thought.
Try to imagine a game like WoW or ESO.
Take out the storylines, overarching quests and long term narrative, explicit MP content like raids and group dungeons and factional conflict and replace it with fetch, delivery, kill quests plus some resource gathering.
Now add a few hundred million square miles of empty landscape, rivers, mountains, woods, plains and lakes around the populated game world.
Throw in 35 or so customizable mounts, and voila, you'd have planet based ED.
 
Last edited:
Back
Top Bottom