You don't play Elite Dangerous, it plays you.
Players are humans and humans are animals. Because if humans are not animals, they would be plants, but this is factually wrong since there is no third category after flora and fauna.Players aren't animals and peaches aren't cucumbers.
This thread is about a game and not about nomenclature of flora and fauna though.Players are humans and humans are animals. Because if humans are not animals, they would be plants, but this is factually wrong since there is no third category after flora and fauna.
It would be sufficient if PvP wouldn't be discriminated as a gamestyle. Palyers don't drop materials, player bounties are capped at 2 million credits, player kills drop only 1 merit (instead of 30), no PvP missions.
There will always be until we get true AI.Indeed, that doesn't make any sense, there shouldn't be any kind of distinction between players and npcs.
There will always be until we get true AI.
I guess that has to do with players not liking to get farmed. Or spawn camped. C&P prevents not all exploits I believe. Then again, who'd bother with setting up such when the credits roll in like candy anyway. In any case, players abuse and game systems all the time. If it isn't for credits they do it for the BGS or whatever they like to exploit.I meant no distinction in game rules, not in how they act. Of course NPCs will never act like true humans, but there is no reason why a player ship doesn't drop engineer materials, or still has bounties capped at 2 million now that C&P prevents the original friendly kill exploit, and most especially being worth only 1 powerplay merit instead of the 30 like npc ships.
This thread is about a game and not about nomenclature of flora and fauna though.Players aren't animals and peaches aren't cucumbers.
huh?Well I hate to say it OP, but Elite Dangerous is
NOT A SIMULATOR
I've only just realized this in a big, bold font way. You see, I've been learning how to fly my newly-constructed Krait in Space Engineers, and holy freaking cow is that hard! In SE, weight and mass (two different things depending if I'm over a 1G planet or in space), inertia, ship orientation all matter greatly. This thing drifts way worse than the Dropship and takes much longer to slow down than a Cutter. I basically need to flip around like The Expanse if I want to slow down "quickly" by using the main thrusters for braking. In gravity it's even harder to fly. If I point the nose at a down angle while flying over a normal-size planet, I will pick up forward velocity because the braking thrusters cannot counter the weight of the ship. The vertical thrusters barely keep the ship in the sky, and if I fill my cargo bay to the max, they actually won't! If I turn upside-down, I will start to fall. As for routine things like docking, lining up with a docking collar takes serious precision, time, and practice. And then there is combat - engagements feel more like Navy ship battles than jet fighters in space (unless I'm using an actual 'jet fighter' SLF). Big ships do not turn and flip like they magically do in ED.
And then there is power management, which is much more involved than ED. I can burn through a quarter of my fuel just landing, and if I'm not careful my batteries can give out causing my atmospheric vertical thrusters to die, at which point my Krait falls from the sky like a brick. To manage fuel and power, I have "pips" for all the various class of thrusters - main thrusters, vertical thrusters, lateral thrusters, braking thrusters, and atmospheric thrusters, all of which I toggle on and off to save fuel. Flying FA-Off is pretty much a requirement except for docking and course correction, as FA-On consumes way more fuel and power.
While all this probably sounds like a nightmare to the average ED player, I personally LOVE it. It makes flying challenging, fun, and realistic. After all, I'm flying a freaking factory-sized building with wings, not Bruno Stachel's aerobatic airplane. This along with well-implemented space legs gives a way better sense of scale, which is ironic since I play SE on a laptop screen and ED in VR. Let me say it again, the Krait is a freaking BIG ship - bigger than the factory I used to build it! In SE, it feels properly big. In ED it does not, even in VR.
So yeah, my lego / Minecraft space game is much more of a simulator (even though it's not truly a simulator) than ED is. ED is a complex arcade game in comparison, a truth I only recently have come to learn...
This statement is true. Nothing to add here except that I just corrected your previous statement that was false.This thread is about a game and not about nomenclature of flora and fauna though.
I am with you there. I cannot be bothered to invest the energy in to this game any longer.I had typed out a long piece about where the game in my mind falls short.
I deleted it. I don't think it makes a difference.
It does not matter, if it is "ones thing" or not, game mechanic wise it is objectively weak, because it does not demand anything but patience. However, as you said, the distances are intrinsic to to ED, because it is one of the main features, the 1:1 scale galaxy. Is it realistic? To a certain degree, for sure. Is it the best playground? Probably not.If you don't like staring at the vastness of space while in supercruise, then this game or space games in general are not your thing. This is a very specific niche and many of us only have this game to fulfill that itch of flying a spaceship while get a feeling of the scale of space.
The quote is ultimately correct, though. ED is hard to learn and easy to master in most areas. And where it is the other way round (high level combat), FDev "forgot" to make it really worthwhile. The hardest part of ED is finding out how things work or how things need to be accomplished. If you now that, it is just down to a simple, not very challenging (and repetitive) game loop for the most part.'Mile wide inch deep' is just a cheap way of saying your are not familiar with the game - otherwise it also often said that the learning curve is very steep. In-between the stellar forge and the sheer complexity of outfitting, there is a lot to learn to play this game, saying it's lacking depth is nonsense.
I'm not surprised you imagine there was something to be corrected, because you contradict yourself.This statement is true. Nothing to add here except that I just corrected your previous statement that was false.
Nice! More pics ?I grew bored
I'm currently playing Space Engineers. I've been spending a lot of time welding, which reminds me of mining in ED but in reverse. The major difference is that I have a real sense of progress as I'm welding my ship together, something that mining in Elite never really gave me, despite both activities being "zen".
Though I guess I haven't totally quit Elite, seeing that I'm building a KRAIT in Space Engineers, and after that I want to build an Elite-like docking pad (minus the dumb record turntable). I may even build a full-blown orbital station someday!
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Pretty much. It's a galaxy-wide game for the sake of it. ED works best in the bubble. The rest shows how early it still is with procedural content generation.It does not matter, if it is "ones thing" or not, game mechanic wise it is objectively weak, because it does not demand anything but patience. However, as you said, the distances are intrinsic to to ED, because it is one of the main features, the 1:1 scale galaxy. Is it realistic? To a certain degree, for sure. Is it the best playground? Probably not....