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

Jex =TE=

Banned
Not everyone can see how their own post can be interpreted by others, this definitely applies in this case given your reaction. I pointed out how your comment was interpreted (in the context of the topic of this thread) so rather than persisting with your arrogant tirade, how about taking on board what I have said and actually saying what you meant in the first place.

As for Max's comment - it does not matter who it was directed at, it was hardly an insult (direct or otherwise).

OK I see my post gets taken down for literally pointing out that you are wrong and misrepresented what I said. It's not about be interpreted by others, it's about understanding what's said.

How about I take on board what youi have said? Because it's not relevant to what I said. How do you square that one then? That I say something, you don't get it, say I meant something else and then we talk about the point you now made that I didn't make?

That's not how conversations work and could Brett C or another community manger contact me please? I already sent Brett an IM.
 
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Lots of interesting discussion here. I just want to post something I mentioned to someone else today - I think it really highlights the issue many people are having with the game. I'm going to use the Guardian Blueprint run as an example here (but this applies to just about anything else in the game).

Many online games deal with game content in a way that appeals to all players, for example - here is a hypothetical example:

1) Players join together in a Wing + Multicrew (great for those that like to socialise)
2) Those players use scanners and tools to find hidden locations deep in space - such as Guardian Ruins (great for those that love to explore)
3) Wing needs escort protection on the journey and when at the site (great for combat players).
4) Players together gain an unlock or valued item (great for those who like to unlock things and gain new items).

In short different types of players each get something from the same game loop.

But let's look how this actually works in the game:

1) Players can't use in-game tools to find a Wing (bad for those who like to socialise)
2) Players cannot find hidden locations using in-game tools (bad for those who like to explore)
3) Players aren't in any danger when locating these sites and in very little danger at the sites (bad for those who like combat). (You could perhaps count PvP here, but preventing other players from accessing the Guardian sites serves no innate purpose).
4) If a wing of 3 complete the Blueprint puzzle, only the player who scans the Orb will get the blueprint. This means that a wing of three will need to complete the puzzle three times for each player to get the blueprint (bad for explorers, socialisers, combat players and those who love new items).

Again, this isn't about the Guardian ruins specifically, so please don't focus on that. My point is that Elite doesn't have a problem with the amount of content. Personally, I believe the issue is in how the game enables and prevents us from engaging with that content.
 
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So should the fact that I got a lot of game time with it mean I shouldn't voice my opinion of what I'd like from FD to make me engage to ED again? Surely be it that I enjoyed the game for ten hours or a thousand hours, if there's seemingly things that can be improve or changed, the time I've played is rrelevant to these views? Except possibly the longer I've played, the more insight I might have and therefore the more relevant they might be?

Everything right what you say.

What I was referring to: an undertone of doooom if new features are not added (they will but they will not include everything what‘s on the individual wishlists that are communicated here and elsewhere).
If FD concludes tomorrow that no further development will be made, it wouldn’t change my perception that ED delivered thousands of hours of good gaming time and ED would still be something I would play whenever I feel like it. Other games will have to achieve that, and it‘s not easy.

Still keep the good ideas coming - maybe some are already on FDs list, no ETAs etc.

Also (not referring to you personally): I see a correlation between FDs cautious and sparse communication on new features and the way the community conveys proposals (too often in an unjustified complaining mode, sometimes even rude and totally out of proportion to what the game has delivered so far).
 
Lots of interesting discussion here. I just want to post something I mentioned to someone else today - I think it really highlights the issue many people are having with the game. I'm going to use the Guardian Blueprint run as an example here (but this applies to just about anything else in the game).

Many online games deal with game content in a way that appeals to all players, for example - here is a hypothetical example:

1) Players join together in a Wing + Multicrew (great for those that like to socialise)
2) Those players use scanners and tools to find hidden locations deep in space - such as Guardian Ruins (great for those that love to explore)
3) Wing needs escort protection on the journey and when at the site (great for combat players).
4) Players together gain an unlock or valued item (great for those who like to unlock things and gain new items).

In short different types of players each get something from the same game loop.

But let's look how this actually works in the game:

1) Players can't use in-game tools to find a Wing (bad for those who like to socialise)
2) Players cannot find hidden locations using in-game tools (bad for those who like to explore)
3) Players aren't in any danger when locating these sites and in very little danger at the sites (bad for those who like combat). (You could perhaps count PvP here, but preventing other players from accessing the Guardian sites serves no innate purpose).
4) If a wing of 3 complete the Blueprint puzzle, only the player who scans the Orb will get the blueprint. This means that a wing of three will need to complete the puzzle three times for each player to get the blueprint (bad for explorers, socialisers, combat players and those who love new items).

Again, this isn't about the Guardian ruins specifically, so please don't focus on that. My point is that Elite doesn't have a problem with the amount of content. Personally, I believe the issue is in how the game enables and prevents us from engaging with that content.

Yeah, if I undertand what you are saying, I think most will probably agree with you.
 
It doesn't contradict what he said whatsoever. That's what you are in ED, just some random person making your way in a galaxy that cares not a jot for you. You're not special, you're not the hero of ED, you're not the villain of ED, you're nobody. There being other people in the galaxy who are in exactly the same position in no way makes it no longer correct.

Except you're not playing the role of the "lone commander". If you are, then kindly explain multi crew, wings, powerplay and to a large extent, CG's. All activities that are dependant on other commanders engaging with each other.
 
Except you're not playing the role of the "lone commander". If you are, then kindly explain multi crew, wings, powerplay and to a large extent, CG's. All activities that are dependant on other commanders engaging with each other.

If a bunch of pilots get together they are doing is as lone pilots who then go their separate ways afterwards.
 
Lots of interesting discussion here. I just want to post something I mentioned to someone else today - I think it really highlights the issue many people are having with the game. I'm going to use the Guardian Blueprint run as an example here (but this applies to just about anything else in the game).

Many online games deal with game content in a way that appeals to all players, for example - here is a hypothetical example:

1) Players join together in a Wing + Multicrew (great for those that like to socialise)
2) Those players use scanners and tools to find hidden locations deep in space - such as Guardian Ruins (great for those that love to explore)
3) Wing needs escort protection on the journey and when at the site (great for combat players).
4) Players together gain an unlock or valued item (great for those who like to unlock things and gain new items).

In short different types of players each get something from the same game loop.

But let's look how this actually works in the game:

1) Players can't use in-game tools to find a Wing (bad for those who like to socialise)
2) Players cannot find hidden locations using in-game tools (bad for those who like to explore)
3) Players aren't in any danger when locating these sites and in very little danger at the sites (bad for those who like combat). (You could perhaps count PvP here, but preventing other players from accessing the Guardian sites serves no innate purpose).
4) If a wing of 3 complete the Blueprint puzzle, only the player who scans the Orb will get the blueprint. This means that a wing of three will need to complete the puzzle three times for each player to get the blueprint (bad for explorers, socialisers, combat players and those who love new items).

Again, this isn't about the Guardian ruins specifically, so please don't focus on that. My point is that Elite doesn't have a problem with the amount of content. Personally, I believe the issue is in how the game enables and prevents us from engaging with that content.

Precisely. Well said, and spot on. Content isn't the problem, mechanics is.
 
Personally, I believe the issue is in how the game enables and prevents us from engaging with that content.
So you are essentially talking about crew finding mechanics for wings (sans Telepresence of course). I do not think anyone could reasonably object to that, but I am sceptical of the significance of such things in the context of accessing or engaging with content. I also do not believe ED ever truly prevents us from engaging with content - except where it is our own fault (e.g. C&P).
 
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Precisely. Well said, and spot on. Content isn't the problem, mechanics is.

I think fundamental change in mechanics will not happen this late in the cycle, and anyway many if not all of them are limited by the underlying system. OA's comment just highlights, that FDev did make effort to improve the game in that direction, like:
- Thargoid combat was/is mostly multiplayer affair
- Hidden sites are now much easier to find as Guardian and Thargoid systems are highlighted in Galmap

I'm not saying there are no flaws, and I'm highly critical of the direction Sandro has taken the game. But the constant noise on the forums about stuff that define Elite -for better or worse- is (I think) toxic and in some cases resulted in clunky layers that arrived with 3.0 (engineers for example, updating it was total waste of dev time).
 
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