I need to address Stuart's post, here.
1) "Disrespectful?" No, as a customer who pays for a product, I'm not going to shirk from speaking my mind when the product doesn't deliver. I'm not the crazy type to obsess and do death threats or whatever, but I
am going to be upfront when a developer (catastrophically) fails to deliver on its sales pitch. Elite was
sold as an expansive space sim. Walkable ship interiors were literally advertised as "ready" in the Kickstarter. The words were literally "everything is ready for you to walk around your ship." This is a big part of what I paid for: the fantasy of being a ship pilot in a well-realized science-fiction world. I am
quite perturbed that what we got (and keep getting) is Euro Truck Simulator in Space with metagame PvP that looks like it's getting less optional all the time.
Hence my frustration. Elite: Dangerous "THE" space game? It's barely *A* space game at this point. It's more and more becoming a Korean "free" to "play" MMO, despite its premium price tag. Half the content is a shallow grind to occupy your time in the absence of meaningful simulation.
2) X4
might be great. What it claims to
want to be is what Elite: Dangerous claimed it
would be years ago. I didn't like Rebirth for a great multitude of reasons, and I never much cared for the original X games, either. However, X4 is shooting for a first-person experience with a simulated economy. The
promise is what's got my attention. But its execution? Time will tell.
3) Evochron's planetary flight model
is lackluster. Its space-based flight model is quasi-Newtonian, which I won't say is straight up
better than Elite: Dangerous' approximation, but I'd hesitate to call
it lackluster. The fact that it ISN'T an MMO, yet still features reliable multiplayer, is vastly in its favor. Multiplayer in Elite: Dangerous was clearly shoehorned in, because at the time, multiplayer-anything was all the rage. To paraphrase one Ian Malcolm, they were so focused on the fact that they
could that they didn't stop to think whether or not they
should. Multiplayer as added to Elite: Dangerous has only hindered the game and held back development of key features, with extraordinarily little benefit. Compare this with Evochron: you get the pleasure of playing with other humans,
without the core experience being utterly hamstrung by MMO-based design limitations. You just get the core spacefaring experience, but with friends (or enemies), period.
4) Star Citizen. *sigh*
5) "Development takes time." I hear that an awful lot, but when one guy is doing everything a team of 100 is doing, that just doesn't hold water. It might have taken Evochron 10 plus years, but that's almost completely a one man show. There's no sane ratio for comparison there. Elite: Dangerous has been consistently under-performing on all fronts, and there's just no rational excuse for it anymore. It's still the messy beta it was two or more years ago, functionally the same as its earliest releases, and still just as utterly barren from a features perspective.
People here are g out about exploding
asteroids for crying out loud. I find this, perhaps, most distressing of all.
A very astute observation
Hardly. The teleportation mechanic is to aid the player in managing hundreds, perhaps
thousands of ships, without forcing them to pay an exorbitant fee and then sit and wait at a station for 30 real time minutes to get into the ship they want. It's not to "bypass" having a physical presence, it's to facilitate getting right to the action when you've got hundreds of ships at your beck and call. It's not a good observation - it's not even in the right
ballpark.
Heck, the system planned for X4 conceptually allows for next-level craziness, like using a global command menu to give a ship an order, then teleporting into that ship to carry out that order as a mission objective yourself.