Little things that break immersion and world integrity.

All good stuff.

I would rather wait for any and all new features if they can get working the basics like this. Give us more stuff to do with what we have already.

Thankfully, atmospheric planet landing and spacelegs aren't coming soon, and when/if they do (not bothered about either if I am honest) I hope they also add gameplay at the same time.
 
Have read thoroughly and agree with every single one of your points.

The NPC crew factors/variables really stand out in particular (well for me at least), because it's very inconsistent from concept to implementation. There's simply no excuse or reason for why a ship that can accommodate NPC crew to begin with isn't able to portray them as an actual crew member, nor the lack of interaction available. Likewise, there's really no excuse for why NPC crew have to die off for lack of an escape pod- it's merely a credit sink. (Hell, my NPC crew could have bought their own Anaconda by now with what they've earned from my mission running... and if they die then all those credits are simply "lost" with no investment)

Some really in-depth improvements to this (as well as NPC Wings for Solo players) would go a long way to improving the game as a whole. It adds to the list of reasons for why I think their neglect of improving said features is that they eventually want to remove Solo and PG's hence why they don't even bother improving things that would make these modes better for players that utilize them. People keep denying that things like PPOO are an indicator... but what they're really not seeing is the "bigger" picture, only what they want to see in the here and now. That's only ONE small indicator- there's many others, such as Frontier's neglect to NPC mechanics tells me that they're shifting from reliance on NPCs to reliance on other players- which spells disaster for Solo players in a game that was marketed and advertised to both Single and Multiplayer alike. Some wish to dismiss my view as "hysteria" because of their short-term sight or gains, but we'll see how it all envelopes, won't we?

The Federal and Imperial ranking thing has always been a really major annoyance for me, too. You can go back and forth without any sort of penalty whatsoever, earning rank and faction favor shifting your allegiance from mission-to-mission. The only thing it ever has any real "bearing" on is what sort of ships you can purchase later with ranks earned. Why do they even exist then? Just get rid of the faction ranking and make it a lore thing for the BGS, and make all the ships available for regional purchase in the shipyards, or make this a viable system of some sort that actually includes engagement and consequences for choosing opposing sides. Make it so that each player can only have ONE allegiance and they LOSE the rank they've earned with an opposing faction, as well as the ability to purchase ships and/or modules or utilize services from the opposing factions. Sure you're going to hear a lot of "but the griiiinnnnnndddddd!!!" whining but it gives the system some purpose, whereas right now there's none at all.

QoL issues like these indeed make sense to be rolled up into the Beyond updates. Instead they're spending time with controversial ideas and driving wedges in the already fractured player base. Apparently pandering to "prospective" customers instead of taking care of the ones they already have is more paramount to their "future".
 
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Yeah, I realise that.

However it would be nice if they paid more attention to details at the planning and design stage BEFORE they sign off on the new content.

Was just about to reply to that with exactly this. Like, how difficult is it to plan for internal consistency before even getting to the writing-of-code stage? You look at what you've already done, look at what you want to do, and you plan the next Thing such that it's internally consistent with the narrative you've already created.

The SLF and Multicrew Telepresence is a perfect example of why internal consistency is important within ED's universe...

I can understand why FDEV decided on a 30km "limit" for SLF telepresence - more than likely for "gameplay reasons" rather than any technical reason. But 30km even as a "gameplay reason" seems pretty arbitrary - maybe it's to keep SLF's nearby if they're being used in Open and there's a bunfight happening? Multicrew telepresence seems to have no limit, but the players are kept nearby the action due to mere dint of being stuck in the one ship's cockpit.

So to at least some extent, there is a form of consistency in that both SLF and multicrew are being kept 'close to any action going on'. However, the 30km limit, or even, having to keep the mothership close-by limits other kinds of gameplay - like for example, I'd love to be able to dismiss the mothership and just fly around planets in an SLF without the mothership having to tag along, and also without having to stop for a while until the mothership catches up.

Removing the 30km telepresence limit of the SLF and also being able to dismiss the mothership would in my opinion be an awesome thing for ED.
 
One of the better improvements I remember was when NPC would run away when taking too much damage. But people complained.

A couple little things that bug me are that space is empty of human bodies and that only ships can be damaged. Let's see some people on stations walking around parks and control towers - not just driving trucks. This could do wonders for the sense of scale. They can apparently do it in their amusement park game, so it may not be that difficult. And if you crash into a light stand, how do you just bounce off of it? How can they be that tough? Maybe have them fall over and get fined 50000cr for station damage? Or maybe take ship damage instead? And that reminds me of the blown up ship debris bouncing around inside stations, probably killing people by the hundreds (if they were only there). How about some tugs to clean up the mess?
 
I think persistent Npcs would go along way to fixing part of the inconsistency feel of things.
 
Thank you for a detailed and thoughtful post.

It also doesn't make sense from realism point of view - why can't I put additional escape capsule for my crew? Who in their right mind would sign a contract like that? It's like in case of a fire, the emergency exit in my office was for management only and all regular employees were forced to stay in and burn to death.

The explanation is defective here, I think. Suppose they changed it to this:
"Upon ship destruction, contracts become voided. Your NPC pilot will lose confidence in you, and will take their money and move on to better opportunities."

The existing game code could stand.
 
One of the better improvements I remember was when NPC would run away when taking too much damage. But people complained.
Because only kills matter in ED. However I think they found a good middleground. Some ships still try to get away, some only so long for their shield to come back online.
 
Black markets were not always listen in station services in the system map, it was a QOL improvement as prior to that the only way to time them was to dock and check contact.

Even after they were added you only got the price data by smugging in the goods you wanted to sell to see the prices.

At least now you can use the new trade tools to work out smuggling profit and know a station has a black market.
 

rootsrat

Volunteer Moderator
Black markets were not always listen in station services in the system map, it was a QOL improvement as prior to that the only way to time them was to dock and check contact.

Correct. It's a shame they took the easy and unimmersive road on this one...

(They were always listed as an official station contact though)
 
Like the OP, I want as few glaring inconsistencies as possible to keep reminding me I'm playing a game. But at least we didn't get instant ship transfers - and that was as a result of listening to the community.
 
You have opened a worms nest, but I'm just going to add a couple of small things (because I'm at work :D ).

- Every single time you arrive at a sightseeing tour POI, there are always exactly 3 Belugas there that promply fly away. This is one of the cases where some RNG would actually be good. Instead of always 3 Belugas, there could be varying numbers of other ships, like Orcas, Dolphins or even regular ships (or even no ships), and they wouldn't need to blitz immediately just because you arrived.

- Every single time you drop into random spot in some random asteroid ring in the middle of nowhere, a couple pirate ships always appear out of nowhere. Not only it is completely illogical, but it does not serve any purpose.

I'll add more later.

This even happens 20k + light years from the bubble. Then they all fly off as if your presence offends them. Bonkers!
 
These are the little things that really kill the experience for me. They are not massive deal breakers on their own, but when you look at the game as a whole and put all of them together, they just break the world integrity and make the whole thing not very immersive.

I realise not everyone cares about this stuff and for many of you this is just a game, but for me personally it's more than that.

Please pay more attention to little details, Frontier. They make the world believable. They make us forget it's just a game.

Anyway, let's make a list! Feel free to add your own little imerrshun breakers in the comments :)




  • Black Market being listed as official starport contact, right next to the Authority contact. Also, black market being listed as an official facility of a starport on system map.
This has been in the game since the very beginning and it never made sense to me. I don't think there is a simple solution to that, because the whole smuggler career path is practically non-existent.


  • Lack of variety in generic NPC lines, that get old very quickly.
This should be really simple to fix - keep adding new lines, more variety and perhaps keep rotating them or not re-use the one that's just been used for n hours or something like that. I'm sure there are enough creative writers at FDEV to tackle this one


  • Idiotic scenarios, where a big ship like Anaconda is interdicted by a lone Sidewinder that claims "I'm gonna boil you up!" or an NPC that yells "This can all stop if you give me X tonnes of cargo" while being practically annihilated.
Yeah, there are more scenarios of this kind in game. Some more attention to details and more background checks before a scenario occurs in game would be good. I.e. if player's ship is in (insert list of relevant ships, i.e. Anaconda, Cutter, Corvette), the worst ship that can spawn is a Vulture. If NPC ship is losing hull do not pass "This can all stop..." message to the chat.

Just more attention to details here please!


  • Inconsistent telepresence. I can TP myself 65000 LY to my friend's ship at Beagle Point, but a SLF can't hold the TP link over 30 km distance...?
Another thing that does't make sense. I realise this is a compromise for gameplay purposes, but maybe think of some way to camouflage it better? I don't really know how to tackle this one, but it's really nonsensical.


  • Inconsistent NPC crew vs Multi Crew and Ship Launched Fighters mechanics
My NPC crew lives in SLF hangar. Where are they exactly, in the corner between the spare SLF ammo and repair tools? Even though they are physically on my ship, they have to live in the hangar all the time, but when another Cmdr enters my ship via telepresence (so not physically) they get to take a seat in the cockpit with me. Really?

Also, I can launch 2 fighters if I have another Cmdr in Multi Crew (either 1 NPC and 1 player or 2 players), but I can only launch 1 SLF with NPC crew (because I cannot take more than 1 NPC crew on board).

This is easy to fix. Allow us to take more than 1 NPC crew on board and let them both use 2 SLF's at the same time. Make it consistent with Multi Crew.

Also place the NPC crew avatar in the cockpit, using the extra seat.


  • No escape pods for NPC crew
This is a big one. The amount of time it takes to train an NPC crew to Elite rank is ridiculous. I'm fine with that, it makes sense. What doesn't however is the fact that all the effort can be wasted if our mothership is blown up. Not only it does't make sense from gameplay point of view (every other loss can be prevented, including the loss of our ship via the insurance), while this is a permanent loss with no way to stop it when it happens.

It also doesn't make sense from realism point of view - why can't I put additional escape capsule for my crew? Who in their right mind would sign a contract like that? It's like in case of a fire, the emergency exit in my office was for management only and all regular employees were forced to stay in and burn to death.

This is easy to fix - just add extra cost to the ship insurance for the additional escape capsule for the crew member.


  • Non-persistent USS and NPC ships
I'm in Super Cruise and there are 10 NPC ships all over the place. I drop to an USS. 2 minutes later I go back to Super Cruise. None of the previous NPC ships are there, it's empty and it's getting filled with new ships from scratch. Also, that other USS that I saw right next to the first one I dropped into is no longer to be found.

This is another big one. It reminds me constantly that all the traffic in the system is just 100% RNG and there is no consistency behind it. Just a dice roll, "generate 2D6 NPC ships".


  • RNG planetary settlements generation process
This is for Scan missions. The "search zone" is moving around and the actual settlement ends up being behind my ship every single time. Yes, I know, it's so that I can't actually see that it magically appears on the surface. What I see however is that it wasn't there 10 seconds ago, when my ship was turned that way.

Can't it be already generated on the surface when we scan the Nav Beacon or use ADS?


  • Tourist passengers jettisoning themselves into space thousands of LY away from populated systems.
Take a long range passenger mission. They "don't react well to danger". Crash on a high-G planet. They now tell you they are fed up and please take them to the nearest startport. But you're at SagA* and the nearest starport is 20k LY away. You start making your way back. All of sudden on the middle of nowhere they go "That's it. It's taking too log. See ya and thanks for all the fish" and they jettison themselves into the big black.

Riiiight...

(Oh BTW, so they can have the escape pod, but my SLF pilot still can't have one?)


  • Business as usual, while the system is being attacked by an alien race, a nightmare of the past
The local Coriolis is burning, 50000 people lost their lives, but there is a cheerful wedding going on at top 1% liner and (of course) the groom forgot to write his vows, while the controlling faction that just had their only station burnt and destroyed by Thargoids is enjoying an economic boom...


  • You can have a career in both Federal and Imperial Navy and you can achieve the highest possible military rank in opposing forces.
Yeah, I get the titles are ceremonial, but I can't imagine a Commander that is an Admiral for the Imps and still gets signed up to serve in Federal Navy. "So, you want to join our Navy. Do you have any ties to the Empire, our worst enemy? Ah, you're an Admiral of their Navy. That's fine though, hop on board, here's a Corvette!".

No easy fix for this one either (imagine the meltdown if one career path was blocked if you're at certain rank with the opposing force... and what about the people that already have both ranks?).

Can't win here. It never made sense and you can't just change it now, because people will get mad either way.


  • Engineers were supposed to be these mysterious strangers, eccentrics that are hard to find and even harder to please via some "favours" in order to get the upgrades for our modules.
Instead they became one of the main activities for many players, not to mention that all of them suddenly decided to give a special galaxy-wide discount for their services...


  • Fines issued in burning station for pad loitering when players are collecting dead bodies and black boxes all over the place...
Again, it makes no sense whatsoever. Everything is burning, the station is in meltdown, but the local authorities are still enforcing silly fines like that? When the station was practically destroyed by Thargoids?


  • Thargoids in NHSS only
They can't be found anywhere else. There are come extremely rare exceptions, like when they appear next to a destroyed mega ship, at a barnacle or at their own base. But those are so rare, that practically non-existent.


  • 0/1 station attacks (aka Thargoid Thursday).
While I appreciate a real time attack is not possible, why only have 0/1 mechanics? The station is either intact or already attacked and badly damaged. Alien ships are nowhere to be found in either case.

This could be enhanced by introducing a 3rd stage - station under attack.

If we don't stop the attack by killing Scouts, station is under attack and we can fight alien ships right next to it (which would probably result in fines for firing our weapons in no fire zone :p ). If we manage to repell the aliens, the station is still damaged, but not as badly, as currently when the attack happens.


  • Lack of missions to support new content + new content not being profitable enough to try it out
There is no incentive to go and try new content like Mega Ship looting or follow the Search and Rescue career path. The reward for those activities is ridiculously small and there are many other much more profitable things to do, which have missions attached to them.

Occupied escape pod is worth 30k Cr. Personal Effects are worth something like 400 Cr (yes, four hundred Credits). Why on earth should I risk my life to try and rescue people from Thargoids when I can comfortably earn gazillion more Credits by running passenger transport, planetary scan or other missions?

The same goes for mega ship loot. It's absolute peanuts which makes it a one-time activity just to see what's it all about and then one can forget about it forever. Why not use some of the existing commodities like Rare Artwork or Ancient Artefacts being included in the loot and introduce new mission type to get those specific items from a mega ship? Those missions could pay handsomely (considering the risk involved) and the other loot would then be a nice bonus.

Instead we get the ability to loot the space installations instead of mega ships now, which I bet will contain the same worthless loot that mega ships.


  • Lack of any NPC comms initiated by the player
So NPC's can talk to me, but I can't talk to them?

Let us ask them for directions or location of where to buy a specific ship or find the nearest black market or IFC or material trader or whatever. There are tonnes of useful communication options that could be introduced to replace the current 3rd party tools that we're often forced to use if we don't want to randomly fly around hoping the RNG will be generous enoguh to bless us with the ship we want being available in the next shipyard we dock at.


  • Engineer missions being issued on the local station rather than Engineer base
Yeah, what's that all about? This one is really a minor one, but it somehow still grinds my gears.





The list goes on, these are from the comments below:

  • In the 34th century, the ships onboard computer can't sync with orbital stations rotation unless it's inside the station. Even 200-500m in front of the station would be nice. If you you leave the station slow enough, you can get your ship stuck because the rotation sync ends at the letter box and not the end of the grills.
  • Every single time you arrive at a sightseeing tour POI, there are always exactly 3 Belugas there that promply fly away. This is one of the case where some RNG would actually be good. Instead of always 3 Belugas, there could be some different number of other ships, like Orcas, Dolphins or even regular ships (or even no ships), and they wouldn't need to blitz immediately just because you arrived. This even happens 20k + light years from the bubble. Then they all fly off as if your presence offends them. Bonkers!
  • Every single time you drop into random spot in some random asteroid ring in the middle of nowhere, a couple pirate ships always appear out of nowhere. Not only it is completely illogical, but it does not serve any purpose
  • The routines that spawn NPCs are gamey. Always an ambush. Always a lemming attack on me. Pursuers waits at the destination, though I got there first. Always Anaconda with escort. Sometimes it's two.
  • USS/Mission Critical USS - why can't I just have a scanner which I interact with, that forcibly spawns the relevant Signal Source(s)? At least I'll feel more like I've been involved in the process, instead of knowing that some arbitrary counter/dice roll is taking place in the background. Plus that waiting for the system to do it for me is boring and frequently unreliable.
  • Space is empty of human bodies and that only ships can be damaged. Let's see some people on stations walking around parks and control towers - not just driving trucks. This could do wonders for the sense of scale.
  • If you crash into a light stand, how do you just bounce off of it? How can they be that tough? Maybe have them fall over and get fined 50000cr for station damage? Or maybe take ship damage instead?
  • In SC, scanners have a range of light minutes. In normal space, it's less than 10km.


Agreed here, all valued points +1 OP. Time for FDEV to tackle all those breaking lines and make our galaxy more alive and realistic as possible. ED is more than a game, it's an experience, a path through the stars. Time to make it count ;)
 
Hitting a large rock on a 0.01G world ruins my SRV integrity (leaving no mark though?!?) however the rock doesn't move... really? i could perhaps understand if it was the tip of a massive rock, but we know it isn't..

Crashing or rolling my SRV,, No dust.. No dents.
 
Bonus weekend - because ...unknown (probably someones cat had kittens)


The Trade Weekend (posted by a friend elsewhere - names changed to protect all)

This is reporter Lex Mobile reporting live from Cubeo where Senitor Funguy is to announce two major trade initiatives which will have galactic wide ramifications. I don't know about you but I'm excited to hear his announcements. Could it be a stronger clampdown on the trade in tea, or perhaps a loosening of slave trading regulations in Cubeo, who knows but we're about to find out...

'Dear citizens and assembled guests. I'll be bringing you two announcements today which I'm sure will excite and amaze you. Please note these agreements have been long in the planning with considerable thought put in to enable our trading communities to reap maximum benefit. From this Thursday through the weekend and until the May celebrations are concluded (approximately) all civilised hubs, planet based and orbital will suspend tax intake. This applies to all independents, the Federation, Alliance and of course the Empire.' Lex Mobile Well folks that's a mind blowing announcement if ever there was one. I've seen grown men weep with joy as they calculate their increased profits. Senator Funguy is now going to take questions...

CMDR Random-guy asks Senator this is a most fabulous announcement and I'm both stunned and delighted. How did you manage to pull off such an undertaking and why for such a short period?

Senitor Funguy 'Clearly a lot of thought and effort went into organising this event. I would estimate the man hours were close to the double digit mark. As to why, that's easy, we wanted to test tax rates and we felt suspending taxes was the best option.'

CMDR IsowforKicks How do the generals feel about the reduction in tax income. We're at war with and I quote 'the biggest threat facing mankind this galaxy has faced'. Generals have been asking for more resources to protect mankind and you do this. Isn't it a little irresponsible?

Lex Mobile 'Well that was an interesting point from CMDR IsowforKicks but unfortunately we're not going to hear the response as the Senator is pressed for time.'

Senitor Funguy 'The second announcement and I'm sure you'll agree even more significant is the deal we've done with independent engineers. During the tax relief period these engineers will upgrade ships and reduce their material requirements by one rank. <gasps and cheers> sorry I apologise I should have said one grade <cue confusion>. This should assist with combating our new enemy. The senator will now take questions.'

CMDR Banjaxed 'Does this mean we'll all have access to Guardian technology to help combat our 'new enemy'? NO

CMDR Wonka-man

I was under the belief these engineers were, shall we say, underground, secret even, many requiring you to know someone who knows someone. How was this deal brokered? < mumble, mumble, handwavium>

Duke Hamlittleton 'Sorry folks the Senator is a VERY busy man and will answer any other questions in due course.'

Lex Mobile 'Well folks who'd have thunk it! The empire pulls off the impossible once again. Simply unbelievable!'
 
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