This game has become to complex (to use).

Yep, pretty much this. Casuals and company's who cater to them (for obvious reasons) have ruined the game market for non-casuals.

Without a majority of casuals would games even be financially viable? without them there probably wouldn't be sufficient profit to make development worthwhile.
 
I like the complexity!
I want there to be lots of modules and trade offs and settings to twiddle with.
I agree though that the interface for all that should be made better - especially in relation to the beta where things have hit a bit of a tipping point I feel.
I also think some things need to be reworked like limpet controllers (that's as much gameplay as control streamlining though, I still want module based specialisation) and standardising on a slots/bays and ammo type approach (SLF have bays each with an effective ammo count, SRV are bays but no ammo (so you just get that srv in the bay), limpets use your cargo space??)..

That's me though..
 
Complexity doesnt necessarily result in good gameplay, of course. Maybe someone should tell FD? I’m not sure yet, though, as I havent bothered with the beta.
 
With all the additions of the last and current season (crime and punishment and now mining and discovery) i think the game has come far to complex to anyone not in the game yet.
To be honest, the complexity of the base game at release was for many people that i know already to high, but now it got bonkers!
Especially in the upcoming part. A dedicated weapon and analyzing mode, and (what? 8 or so?) different probe controller types, special Weapons against Ships and Weapons against Aliens.
Four Types of Mining Lasers and Missiles... Discovery Mode, Surface Scanner Mode (Or how the heck this stuff is named).

I don't know, i think Frontier should rework all that stuff and make it more streamlined and simple.
By just putting more and more features into the game it isn't necessarily becoming better.
Heck, I really have trouble to remembering all my different Hotas Button Combinations by now!
Let alone the Firegroups and Powermanagement settings on my Exploration and Mining Anaconda.
It is getting hideous!

Some things could "easily" (i know it will be quite a lot of work, but on the concept side) made more simple.
Just one Type of Probe Controller but maybe with different add on abilities applied to it (like a firmware add on).
This would eliminate the need of having so many different fire groups, but could preserve the gameplay / balance of limiting the availabe slots per ship.
(But to be honest, i don't like those limits anyway.) What you have targeted with it would determine the use of it. Well mostly. Repair or Refuel is an exception.
But Hatchbreaker on Enemies, Repair (or refuel) on Friends, one type on asteroids, the other on thargoids etc.
There isn't really a need for all those different scanners all with their own firegroup entry either.

It isn't about having less to do in the game, but to make it more user friendly and accessible.
I really think frontier should work on stuff like that in the future.

And at the same time every detractor says it's "one inch deep".

Schrodinger's game...
 
Yes, very difficult for new players.
If it was complex it would not be so bad but much of what happens in ED is illogical.
This makes it very difficult for new players to work things out by simply persevering. It really requires accessing the forum, youtube and 3rd party software.
 
Yes, very difficult for new players.
If it was complex it would not be so bad but much of what happens in ED is illogical.
This makes it very difficult for new players to work things out by simply persevering. It really requires accessing the forum, youtube and 3rd party software.

Youtube, 3rd party and forum is NOT necessary.
It's how people are nowadays I don't blame em but its a trend especially with the kids.
Somehow alot have lost interest in discovering things for themselfs. IRL and Online.
Can you imagine how lazy kids/everyone will be in 10-20 yrs.
 
there are tons of games tailored to casuals... ELite thank god stays true to how it should be! Its brilliant the way it is...
I hate casuals and I hate what the games industry is doing to tailor every damn franchise towards casuals making them pointless to any real gamer...

You have a lot of hate for people.

Are these real gamers?
[video=youtube;l0hEUGC5dwk]https://www.youtube.com/watch?v=l0hEUGC5dwk[/video]

I'm sad that you hate me.
 
They're big changes and will take some getting used to. Some of the issues brought up by people are worthy of attention and hopefully they can simplify some processes without making them simplistic.

It just goes to show that when gamers say "I want more depth, I want more tools, I want more complexity" many of them don't really have a clue what this means or how they'd go about implementing it in practice because when presented with it they then claim its too complicated. Personally I don't really buy this, it's just a learning curve that most people doing exploration and mining have to learn. Combat to me is 'complex'. There's so many possibilities of builds and weapons and engineered mods and that's before you get into getting good at flying a ship and using FA off etc.. That is way more complex. Exploration and mining is not *that* complex. A bit clunky - yes.
 
Great isn't it!

No pandering to the lowest common denominator in computer games. Elite takes time an effort to master. If you don't want to take that time, go play something easier. Me, I like the complexity.
 
With all the additions of the last and current season (crime and punishment and now mining and discovery) i think the game has come far to complex to anyone not in the game yet.
To be honest, the complexity of the base game at release was for many people that i know already to high, but now it got bonkers!
Especially in the upcoming part. A dedicated weapon and analyzing mode, and (what? 8 or so?) different probe controller types, special Weapons against Ships and Weapons against Aliens.
Four Types of Mining Lasers and Missiles... Discovery Mode, Surface Scanner Mode (Or how the heck this stuff is named).

I don't know, i think Frontier should rework all that stuff and make it more streamlined and simple.
By just putting more and more features into the game it isn't necessarily becoming better.
Heck, I really have trouble to remembering all my different Hotas Button Combinations by now!
Let alone the Firegroups and Powermanagement settings on my Exploration and Mining Anaconda.
It is getting hideous!

Some things could "easily" (i know it will be quite a lot of work, but on the concept side) made more simple.
Just one Type of Probe Controller but maybe with different add on abilities applied to it (like a firmware add on).
This would eliminate the need of having so many different fire groups, but could preserve the gameplay / balance of limiting the availabe slots per ship.
(But to be honest, i don't like those limits anyway.) What you have targeted with it would determine the use of it. Well mostly. Repair or Refuel is an exception.
But Hatchbreaker on Enemies, Repair (or refuel) on Friends, one type on asteroids, the other on thargoids etc.
There isn't really a need for all those different scanners all with their own firegroup entry either.

It isn't about having less to do in the game, but to make it more user friendly and accessible.
I really think frontier should work on stuff like that in the future.

After checking out the ED beta, i have been playing DCS. The su25t is childs play compared to my ED corvette :)
 
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This, game is starting to feel 'clunky'.
For me this so true, I don't have a problem with the game being complex or a changle to lean, and even though I poked some fun at people using the term real gamers, (and yes I have sat up till the early hours waiting for a raid to start as a lot of the corp was US based only to find it didn't happen, thankfully sofa’s are long enough for me to sleep on.) This game is not in general aimed at the casual gamer. Saying that I always thought those who played games on consoles were casual gamers (I know this is not true one of the youtubers I watch often runs 8 hour missions in Warframe on the PS4)


But with the addition of even more keybinds, cockpit modes, etc its becoming a slog just to get things moving even before you get to where you are going. I like a lot of what's come into the game with beyond in terms of what it brings to the game overall, I don't however like its design in terms of user experience.


So we have core improvements be nice to have some streamlining for those of us who prefer not to have a PHD in Quantum physics and like to lord it over the peasants on the forums. My degree was in Graphic Design, I'm better with thinking something into being, than adding long lines of numbers together.

 
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DeletedUser191218

D
With all the additions of the last and current season (crime and punishment and now mining and discovery) i think the game has come far to complex to anyone not in the game yet.
To be honest, the complexity of the base game at release was for many people that i know already to high, but now it got bonkers!
Especially in the upcoming part. A dedicated weapon and analyzing mode, and (what? 8 or so?) different probe controller types, special Weapons against Ships and Weapons against Aliens.
Four Types of Mining Lasers and Missiles... Discovery Mode, Surface Scanner Mode (Or how the heck this stuff is named).

I don't know, i think Frontier should rework all that stuff and make it more streamlined and simple.
By just putting more and more features into the game it isn't necessarily becoming better.
Heck, I really have trouble to remembering all my different Hotas Button Combinations by now!
Let alone the Firegroups and Powermanagement settings on my Exploration and Mining Anaconda.
It is getting hideous!

Some things could "easily" (i know it will be quite a lot of work, but on the concept side) made more simple.
Just one Type of Probe Controller but maybe with different add on abilities applied to it (like a firmware add on).
This would eliminate the need of having so many different fire groups, but could preserve the gameplay / balance of limiting the availabe slots per ship.
(But to be honest, i don't like those limits anyway.) What you have targeted with it would determine the use of it. Well mostly. Repair or Refuel is an exception.
But Hatchbreaker on Enemies, Repair (or refuel) on Friends, one type on asteroids, the other on thargoids etc.
There isn't really a need for all those different scanners all with their own firegroup entry either.

It isn't about having less to do in the game, but to make it more user friendly and accessible.
I really think frontier should work on stuff like that in the future.

Generally agree with this. The best games aren't weighed down by overly convoluted and complex systems. They're simple and enjoyable. I think this kind of highlights the issue with FDev. They're good at beautiful graphics, ship design, sound design is superb, intricate abd complex systems etc...but they struggle to make an enjoyable game.
 
relative to what it does? yes, it is. of course it's much more complex to take off in a plane in il2-sturmovik in full realistic simulation mode, but there you are actually simulating a real takeoff, that's the goal.

the point here is that to collect some materials you need 3 different hardpoints (while firegroups are limited to 2), switch between two artificial modes, of course needing two specific bindings, and several controls more to bind for scanning. yes, for what it does it is indeed quite complex. and it will get even more complex if frontier keeps adding 'core' (joke) stuff in this fashion without streamlining the 'core' (serious) mechanics and interface first.

whilst i dont agree with your definition of core, you are right on this.... complex is great... clunky however isnt, and imo the number of different fire groups we need to assign is clunky not complex.
I think i get why FD did it, so that it keeps those on a 2 button mouse or a single control pad happy.................................. but my view is the game should not be held hostage to those on the minimal control set.

sure, keep the current modes as options for those who cant do any better but imo let us unlock the potential of our gear if we have it.... (and then FGS protect our controls once made. i will happily dedicate 5 hrs into getting a good control method..... but if i do that it is vital it does not get lost.
 
Without a majority of casuals would games even be financially viable? without them there probably wouldn't be sufficient profit to make development worthwhile.

Depends on the type of game. If you spend 40 million on marketing like CoD the game needs to be casual, otherwise the audience is too small. If you create a niche game for a formerly dead genre it doesn't.
 
Generally agree with this. The best games aren't weighed down by overly convoluted and complex systems. They're simple and enjoyable. I think this kind of highlights the issue with FDev. They're good at beautiful graphics, ship design, sound design is superb, intricate abd complex systems etc...but they struggle to make an enjoyable game.

I disagree here enjoyable is obviously subjective, however i dont want ED to be simple. .... i want it to be complex in terms of the stuff i do, however i want it to be logical and i want the UI to be intuitive.

obviously the more complex the game the harder it gets to make an intutitve UI.

look at it this way.

take golf..... conceptually it is easy, take a stick and hit a ball in a hole in as few goes as possible.

but i do not think anyone would suggest it is simple....... just think how complex it is, having to think about wind velocity, length of grass, positions of trees and bunkers, and then slopes and divots etc.... and then you have to choose the right club for the right shot

and yet golf is a really intuitive game.

in the context of elite.....
i want to manage power levels of my ship
i want to manage heat
i want flying my ship to be a challenge and if i screw up i want to pay for it (way more so than it is now)
if my ship is getting mullered i want to have to make a call on when to call it a day and either run or eject
i want to have to understand my sensors to find cool stuff, not sit and wait for cool stuff to spawn in front of me (improvements coming on that)

BUT

I dont want to spend precsious seconds working out HOW i eject from my ship
i dont want to get angry because i know i want to scan a planet but i cant find the damn option to turn on the scanner.


TLDR i want it to be a challenge to figure out what i need to do sometimes, i want it to be a challenge to do stuff well....

I DONT want it to be a challenge to figure out how to turn on the scanner or to arm the probe, ot to select the weapon before i begin do what i want to do, if that makes sense.
 
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