Well, at least the OP uses paragraphs. I would still be tempted to break that down into even smaller blocks and edit out much of the rambling analogies, hypothetical conversations, and overstated reasoning 
Hey don't get wrong, I didn't even make it half way through your thread, I mean you talk about the game being grindy then post that lol.I mean... They can keep only listening to the "more grind, I love having 2 jobs" group if they want, but it only ever seems to get them constant turmoil and backlash for it, and prevents the game from gaining greater popularity, so it's their grave man. I don't think my suggestions would really impair that groups ability to continue enjoying grindy goodness... Though even a lot of this group has started waning over fleet carriers.
And I'm pretty sure most arguments begin "you should listen to me because...", and you're just mad at everything before "because" because you think it targets you personally... I'm sorry if this is the case, maybe I'm being rude, just remember I've sunk a lot of time into this game as well, and I do actually think the vets to the game can be helpful decent people to new players. But, this essentially sticks your counterarguments squarely in the "criticize tone" part of the pyramid of argumentation. The "because" is where logical based arguments actually start... I'd be interested if you'd actually read my suggestions for gameplay changes and come up with cogent arguments why they're bad for the game, if that's really how you feel about them.
Well, at least the OP uses paragraphs. I would still be tempted to break that down into even smaller blocks and edit out much of the rambling analogies, hypothetical conversations, and overstated reasoning![]()
Fair enough. You should see me write video game guidesYou should see me talk politics and counter conspiracy theorists, it's awful. I try to avoid doing it much anymore for obvious reasons.
Hey don't get wrong, I didn't even make it half way through your thread, I mean you talk about the game being grindy then post that lol.
Not having a go at your viewpoint either (not really) just find it funny how people always start these threads with 'everybody hates this or that' or the classic 'vocal minority or majority' as if they know everyone who's ever played the game.
It's a game, it's got it's ups and downs, who cares?!
Fair enough. You should see my write video game guides![]()
TLDR: Grind's broken, Economy's broken, Game mechanics are broken, etc,
There's one in my signatureGot any links? Some games really need them.
The thing is the people who are happy with the game the way it is are not going to complain until it changes in a way they don't like. You already have it happening now with people complaining about money being to easy, powercreep etc etc...Yeah, I guess you're right, I'm being very generalizing which isn't a great argument.
... But people do care. Like I said at the end of my OP, people get up in arms over this game for a reason. If it were a strictly bad game, people would just silently quit and not even care enough to suggest revision. If it were a strictly good game, complaints would be few and far between. The forums, reviews, youtube comments, etc, are full of massive debates over this game because it's a game worth caring about. There's not many others like it (except maybe Star Citizen, which has even more management issues), and watching FDEV.... It's like watching Usain Bolt trip right before the finish line or something. Everyone complaining does so because they know it's almost the best game in the world for space simmers, but marred by just a few issues in game design that have stacked up every patch. Everybody has different ideas on how to "fix" it, but one thing's clear, other MMORPGs have pulled it off before, there's no reason FDEV can't come up with fixes that would appeal to the most players possible.
So I read the entire post and I applaud that you went in so much detail. Most of these threads only ever do the TLDR version only, but at least we can see the thinking behind it. And I even agree with a lot of it (not the passenger bit though). The only thing I'm missing from your post is the actual suggestions that help improve the game (in my opinion less grind isn't a valid suggestion, just a criticism).
The passenger missions bit: Passengers don't rent seats but they rent cabins. If I booked a cabin on a boat (not a plane) I wouldn't want other passengers in my cabin. As you mention line flights aren't really a thing in Elite: Dangerous. They could be but that would need a totally different gameplay system.
The thing is the people who are happy with the game the way it is are not going to complain until it changes in a way they don't like. You already have it happening now with people complaining about money being to easy, powercreep etc etc...
But... They aren't sharing cabins, that's my main complaint there. Each slot is basically a module with so and so many cabins, like a cargo module has so and so many cargo racks... Isn't it?
... Are those modules really considered the entire "cabin"?.... That's a bit silly isn't it? Like, what, are they all sharing a room? With cots? Even the Luxury ones? Luxury cabin on a cruise ship would get you a room to yourself with a queen size bed. The only one that makes sense really is an economy "cabin" just being a big room full of cots, and... Well, actual passenger liners didn't rent out the entire room of empty cots just so one impoverished guy got some privacy. I thought each slot was its own 1 person cabin.
I guess this is an argument, but this only begs more questions than it answers.
And... Yeah, running lines would need a new gameplay system... One I was hoping would come with passenger missions, since that would give the player a lot of options in how to run their business, just like commodity trading does. FDEV makes content updates all the time, don't see why they couldn't expand on the passenger system, espescially if it makes bulk passengers more viable.
And, no, less grind by itself isn't necessarily a good argument to make... But if I were to sum that up, I would say either "less grind" or "improve gameplay", pick one. People only notice grind when the gameplay loops for it are unsatisfying for whatever reason. I covered a few points why people find gameplay loops unsatisfying, such as there really only being one option to make that many credits, and that's mining... And also how even mining could be made more satisfying, deep core mining being pretty engaging compared to diamond surface mining.
I mentioned how 309 hours felt like a slog just to even get to focussing on engineers. But... I wouldn't even notice things like hours spent in game if I felt those hours were worth my time. For example, I've got 893 hours logged in kerbal space program (and that's not including probably a thousand hours I spent on a pirated version when I was a broke kid). I don't regret a second of it because it's a fantastic game, despite it not even really having a goal of which to speak of. It's just... Satisfying. It's a fun game to play based on physics and creativity.
There are things in this game that are satisfying, but many of them not very rewarding progress wise. And there are other parts of the game that are more rewarding that... Aren't satisfying at all. I guess my goal would be to make the satisfying parts more rewarding, and the rewarding parts satisfying. I would honestly take more grind in this game if the risk/reward at least made more sense.
Look at how they are graphically represented when you buy them in outfitting. The cheaper ones are beds and the more expensive one are rooms. If you want I can draw up some concepts for passenger lines for a suggestion. I'm kind of intrigued by the idea myself.
These are all valid points, but my question to you would be: What specifically would you want changed to make it less grindy or better gameplay? The more specific a suggestion is the better chance it has of actually being picked up by FDev. Especially if it also has the reasons why attached to it.
No, it is a hat tip to the same 20 or so that pee all over posts that they find are not Fdev deferential.Is this not you telling FD not to listen to people?
Great! Now we´re getting somewhere!
Balancing earning potential over the different professions is generally what all commanders want (except for the get rich quick crowd). Up until the mining update FDev at least tried to balance the complex earning potentials, but they've been reluctant of making changes lately. My gut feeling tells me that the Next Era update is going to shake things up in the balance department.
While I understand your risk vs. reward argument, I reckon several careers (explorers, traders, miners, passengers) don't want combat or death to be the risk. What risk/reward mechanisms should be used instead, is an interesting question. FDev already added a little more risk/reward for FSD jumping by introducing neutron star boosts. Adding an optional additional layer of gameplay would be a nice way to expand on the risk/reward of travelling, but I suspect that would be a major undertaking for FDev (changes to route plotting come to mind).
As for the use of external tools, I agree. It's fantastic that they exist, but an in game solution would be preferable.
And finally your point about player/player interaction. Over the years FDev have done a lot of work to increase player/player interactions (multicrew, wing missions, squadrons, fleet carriers). Not all of them meet player expectations, but they have been working on it.
Final note: I'll post a suggestion on passenger lines in a couple of days.
And they have been making good strides in improving player interaction... But it's still very limited economy wise. There's a lot of untapped potential there. And if they really want to move over to player based economy, and community driven end goals like expensive fleet carriers... Maybe they should stop avoiding player/player financial interaction like the plague.