Why did you stop playing Elite?

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.

Indeed, that doesn't make any sense, there shouldn't be any kind of distinction between players and npcs.
 
My first first long break was probably university, back in '87, though I may have stopped sooner, and it lasted all the way til Elite Dangerous.
The next break was Engineers, it put me off for a long time...
The latest... I just got bored and sought entertainment elsewhere. I keep coming back, but for shorter and shorter times. Fleet carriers are another thing that puts me off... Elite has changed a lot since it's origins as the "sole trader in space". Now we're fleet commanders. It's not what I signed up for in 1984, and not what I came back for either.
 
There will always be until we get true AI.

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.
 
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.
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.
 
Player interaction in Elite Dangerous has never been great but went even worse with wings, crew, powers and finally the engineers.
 
Players aren't animals and peaches aren't cucumbers.
This thread is about a game and not about nomenclature of flora and fauna though.

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...
huh?
 
Last edited:
This time I will post on topic. I've stopped (not quit, that's different) playing ED in favor of Space Engineers, which I'm greatly enjoying at the moment. As such, I've read through some of the community posts on Steam, which is kinda SE's version of this forum, and wow, I actually thought I was back on this forum! The major difference is that right now I'm a "white knight fanboi" for SE who doesn't understand much of the hate that Keen and SE is getting from a section of the community. I suspect I'm still in the early honeymoon stage where I have only experienced a few bugs and haven't tried doing anything on a grandiose scale, which is where I was almost three years ago with Elite. Regardless, it's funny how similar the threads there are to here.
 
Not sure when I actually stopped playing. I had reduced my play time over the last couple of years to maybe once a month but probably not played in a couple of months now. In addition, the duration of the game time has reduced substantially.

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.
I am with you there. I cannot be bothered to invest the energy in to this game any longer.
 
To pile the arguments as to why I play alot less then I used to.

  • Inconsistent changes, like we can 3D print ship launched fighters but not SRV
  • We cannot mix wings and multi crew, so every one that was 4 players doing things together could not enjoy multi crew as one could not join in on the fun.
  • Multi crew was mainly incorporated for combat, for other things there are very limited gameplay options. Sure I can get to visit an explorer and marvel at the scenery, but there are very limited use for me tag along friend out exploring using multi crew.
  • The inconsistent on changes, where game breaking stuff are left for long times, but things that affected the credit earnings could be panic patched very fast.
  • There is a huge lore of the game, and very little of this is used for game content
  • The state of the PvP activities, there could be systems "dedicated" to PvP conflicts where we could have 24/7 conflict going on, anyone could enter these systems regardless if they want to pledge for any side or not.
  • The sad state of C&P and the failure to use these mechanics to create new game play options, why not give players the option to be an outlaw, and thus they opt to avoid systems where they are wanted in or risk facing ATR class security response that will hunt them, the more wanted the bigger the response should be. Also this could be used to encourage players do criminal acts in high secrity systems and the payment is increased based on the increase risk, and also doing transport missions of high valuable cargo to anarchy system should be alot more dangerous and be high paying for successful delivery.
  • Power Play weapons/modules, the time gated way to earn these!
  • Engineering implementation and changes, to big power creep instead of more side grades, so that more options would be viable. Engineering 2.0 was a good change from 1.0, but to encourage players to convert most of their modules, the power creep was huge in that update, with a few exceptions, old god rolls was now mediocre compared to the new max rolls in the new system.
  • Modules variants, why use E, C and most B rated modules (there are use for this in combat ships), as we mostly use A-rated for the best in class and D-rated to shed weight. Before it used to be a credit incentive as you could not afford the A-rated module, and thus the progress was through the modules, now this is for most players a non issue
  • The insane increase in how much credits you can make compared to the first 2 years.
  • Fleet carriers presentation and
  • Very little content for small ships, there is very little reason keep using small ships, as everywhere they are usable, in almost all cases a medium ship can be used and would perform better. Like for example why do all outpost have both small and medium landing pads? who would use small ships to haul cargo to these places? when basically any medium sized ship could do it better? I would like to see good reasons to use any sized ship depending on destination etc,
  • I do get that FDev do not want to make this into a hand-holding experience like what WoW did. but adding some story missions (using the Lore) etc would give us stuff todo and explore the game world for interesting parts, here I think progress in Empire and Federation would have been a really good place to add this kind of content, so we could explore the history if these entities, and of course, Alliance could have the same kind of content too, even if they do not have any stupid ranks...
  • The empiric data that the game client is a mess.
  • The lack of customization, I would love to see some mod support to change the UI for example, move fields around, change the font size etc, so for example some enthusiastic VR CMDR's could create kick-ass UI mod, that enhances the VR experience for example! And we all could get easy access to change the UI colours etc Also think about the having a UI mod that enhances the exploration experience, and another one that enhances mining experience etc.



Just a few of all the things that have me to less and less login to my CMDR. I do hope they use this time for the New ERA to bring us new, improved, interesting and diverse things todo...as the pontential to fill the game with stuff todo is huge!
 
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.
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.
'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.
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.
 
Too busy to play the game right now.
My property is falling apart.🏚️

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!

EYvFuLOXsAEqy0x
Nice! More pics ?
 
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....
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.
 
Back
Top Bottom