Some Feedback for Frontier

I know I have plenty of everything now, mainly because of the number of hours sunk into playing and enjoying the game... But...

I don't understand the Cr/Hr fixation, honestly! In the 'good ol' days', for me, it was mostly: "How much do I need? How much do I have? How can I get the rest?"
Then go out and do something until that target was reached, no matter how long it took.
I've only been playing a little over 3 years, but even I remember the sense of achievement in making my first Million...
(and recently spent quite a long week getting 7 billion together to get this account a FC! - not a minute of mining in that week either!)
 
(and recently spent quite a long week getting 7 billion together to get this account a FC! - not a minute of mining in that week either!)
That must be quite a significant amount of hours spent per day! I have a hunch that the obsession with Cr/h have a lot to do with variable view how many hours one expects to put to the game to achieve things. Don't think I would've managed a FC without the LTD boom.

Anyway, one certainly never forgets the first forays to the game when there was a clear purpose to earning credits (I specifically avoided all cheesy road to riches guides and stuff).
 
That must be quite a significant amount of hours spent per day!
It was all done with another FC on my main account - but yes, it was around 5 hours each day split over a couple of sessions - but was quite deliberate and to achieve a target within a 'window' of moving the FC elsewhere :)

Not something I would normally do, but it was still a fun task ;)
 
Hello, returning player here also. I am not even sure where to begin with this discussion ! Back when I was saving up credits for the Advanced Discovery Scanner which I believe was 1,500,000 and top mission payouts were 10,000 I spent many 10's of hours searching for planets using the parallax method. Someone on the forums advised mining to gain credits faster and for the incredible views. When I got out there I found I had to manually scoop the individual fragments and merge about 9/10 to form one saleable unit.

Eventually I aquired the scanner but unfortunately most of the systems within 5000 light years had already been discovered by other players. This game is pretty hardcore !

I still quite like parallax searching, I tend to avoid reading mining threads though !
 
Ah, I remember that famous quote from Edmund Hilary when asked why he climbed Everest : "Because it's there the most CR/hr" ;)
Whether they wanted fame, money or what-not from climbing Mount Everest, they still got it, because it was an activity valued by those around them.

They didn't get to the top of Everest only to have people go "Eh, it's not as big a deal as my cousin who went to the shops last week".

Honestly, I'm getting a bit of de ja vu these days from back when i was pushing for a fix to the war state not being picked up by some factions, most notably the faction i was supporting, so I'd never get war missions (and hence, no massacre missions). There was numerous responses claiming the issue was mine only... "oh, your isn't offering massacres? Just go to another that does" or "oh, well that's just your bad luck, sometimes you don't get them, nothing to fix here".

The amount of revulsion at the idea of challenging gameplay having commensurately better rewards is pretty unique to Elite's community... and quite bizarre.
 
I don't understand the Cr/Hr fixation, honestly! In the 'good ol' days', for me, it was mostly: "How much do I need? How much do I have? How can I get the rest?"
Part of that problem is that's all FD offers as an outcome.

Ranking up exploration? It's all about credits.
Ranking trade? Credits again.
Hijacking a private courier, with all those unique goodies like SAP8 Core Containers? Only use of v to sell for credits.
Tissue sampling tree pods? Credits.
Scanning surface features? Credits.
Finding more barnacles? Credits.
Fighting vanilla Anacondas vs Fully engineered FDLs? Credits.

That's the way FD's made it.
 
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The amount of revulsion at the idea of challenging gameplay having commensurately better rewards is pretty unique to Elite's community... and quite bizarre.

The ironic part is FD have come so close to getting things right only to veer away again inexplicably.
 
Hi. Returning player, here. This is an FYI for any developers who may care about the player base. I left the first time in silence, but I wanted to leave my feedback for you this time, before I uninstall the game again—possibly for good (we'll see.) I think it's important that you understand my angle, because it's likely the angle of countless other players who will undoubtedly follow suit at some point soon. The so-called 'temp's who were never worth the effort in trying to hook, the long-term players who've finally seen more than enough. And make no mistake, the problem is your decision-making—it's not that we're simply getting bored of your game.

Credits
Firstly, when I joined the game, it became apparent very quickly that there is a very strong emphasis on making money by completing long, repetitive and mundane tasks. Fine, I'll stick with that, but then you've already lost points in my book there. Only a few ways were ever really worth the effort for that purpose, and the absolute best at the time was core mining. It wasn't unheard of for players to earn 200Mcr/h. It helped me purchase, outfit and maintain my Anaconda (I'm sure you're aware of the insurance cost here), among a few other ships.

In practice, core mining was generally engaging enough to not be as dull as the other options (normal mining, passenger runs, etc.), so I got most of the ships that truly interested me, and I kept playing. Then my friends stopped (friends who chose not to core mine, by the way), and it got pretty lonely, so I stopped too. I figured we'd probably return later on when you'd added more content.

The trouble with this, of course, is that only core mining was worth the time. The other activities—namely fighting and exploration—simply didn't ever pay out enough to warrant doing them for any other reason than curiosity or fun. When it comes to 'fun', they're only marginally so. There always has been a ridiculous emphasis on money making in Elite Dangerous, which, in retrospect, is a shame, when I consider the truly incredible idea and engine that the game is built on.

Fleet Carriers
So a year or two passes and you've added the fleet carriers. There was a lot of flak at the time regarding their cost, and I ignored it when reading about it. I thought it was just standard whining about changes, the sort of retaliation that often happens when something new is introduced to a game that might mix things up a little. I knew you were going to nerf something about my mining, but I didn't realise that it was going to be as bad as it is. So it has recently dawned on me that the complaining wasn't completely unfounded.

The biggest issues that turn me away are two: fleet carriers exist and are being abused in their current embodiment; and sell prices were hit hard by a nerf to the way demand works.

So, as demand drops for a commodity at a station, it will offer less payment, correct? The result is that mining is now no more lucrative than any other activities. The important thing here is that each of these activities have to be played religiously in order for them to pay out anywhere near the 100Mcr/h mark.

To make matters worse, you introduced carriers, which players can purchase and use for mass storage (whether or not you intended them to be used this way is another matter entirely), and that's exactly what they're doing. Mine as much as possible, hoard it in your carrier. When the carrier has a nice amount or is full, you move it near a station with a great buy price, and unload it all. Profit, right?

Because of the nature of demand fluctuations, when a player does this, they destroy the profit venture there for everyone else. They leave with full pockets, but the silly little man in the brand-new Asp Ex', out in the middle of nowhere, mining his Asp off to save up for that carrier, is still going on and on, braving sheer repetition on the premise that by the time he gets to that same station, his work will have paid off. Then he arrives and finds that the buy price is barely even half of what it said on some completely external resource, and the demand has shrunk. He has to look elsewhere. Maybe nearby? Again, other carrier owners were beaten to it, so they've gone to the next best areas. He has to go further afield, ultimately increasing the amount of time he's spent on one trip. Every time I've gone on mining trips since I returned, this has been the result.

Because of this, the little man isn't making 100Mcr/h now. He's spending all that time accumulating cargo, sure, but he's spending even more time just finding the best places to sell it to make the effort worth-while. Yet, I would argue that the effort wasn't worth-while in the first place—a hard hour for a measly 100Mcr? You have to be joking.

I had already thought of how carriers were being used and initially I would try my hand at grabbing one for that reason. In the end, they're now the best way to make money. And then I researched alternative ways to get credits, and then I worked out the simple numbers involved and discovered that I'd be expected to mine for a full 50 hours (assuming my best, religious mining) before I could buy one. And then I cringed.

When it comes down to it, the only people who could really afford the carriers were those who had saved billions up before you changed the way demand works. They've bought their carriers, and now they're back to accumulating money again in the best way available, even if that means that they're doing it at 50-60% effectiveness, past considered. But the way they're doing that is affecting the way other people can do the same thing. You've effectively catered for the rich few. But it isn't the newbies' fault—I mean, should they have started playing Elite earlier? Maybe if they were a bit more proactive about it, they'd be rich, too... Lol, wrong.

Other Activities
Missions aren't exciting, period. They're pretty dull and straight-forward. One or two have a payout not dissimilar to 100Mcr/h when you get down to it, but they're even more repetitive and mind-numbing than mining. The rest just aren't worth the effort beyond what I've stated.

Most importantly, what you've done here is balance everything down, not up. Credit gains on all other activities needed to go up to 200Mcr/h potential—mining didn't need to be brought down to 100Mcr/h at best consistency.

The most fun I've had in this game to date was unlocking my FSD booster—I went to a particularly creepy planetoid, the structure located on what appeared to be a permanently dark side. The atmosphere was great and the activity itself was a perfect mix of minor grind and engagement, so much that I'm almost interested to go and see what getting the rest of it is like. You know what could be interesting with that concept? FPS experience. Hmm... Odyssey is coming soon, right?

The Result
I've spent near enough ten hours working through ways that I might get good credit gain (that's time not spent playing your game), i.e anything more than 100Mcr/h, because I have ships that I won't use for anything more fun in case I get smacked with an insurance claim, and I've given up. As I understand it, the idea here is to balance out all of the ways players can get money—capping it at something like 100Mcr/h—that way, anyone can do almost anything in order to get rich, yes? No. Because of the cap, they won't get rich 'too quick,' buy all their stuff and then get bored and leave. You want us to spend about the amount of time that we might spend in real work on your game, doing the chore-like activities, enduring endless loading screens as we hop through systems countless times like zombies (because still no Hyperdrive Assist...) All for very little to show and little more than chores to experience.

What bothers me is that this was the only option you could think of for preventing player loss, but this option is undoubtedly going to cause even more players to stop, too. How many hours do you think is reasonable to ask of us to devote to playing your game? You realise that you're selling something for a flat price, yes? You sell microtransaction cosmetic items that are completely impractical. Presumably, you want players to hang around and add the odd payment so that the game makes even more money. But your in-game store doesn't offer anything even remotely interesting enough to warrant the cost. Furthermore, you've effectively nerfed credit gains and don't even have a means to get credits with premium currency. I'm not suggesting that would be a good idea in a pay-to-play game, rather, I'm saying that you've nerfed credit gains to beyond a reasonable state.

And that leaves DLCs. Look, Horizons brought something pretty neat to the game. Planetary landings was pretty cool at first, if hilariously unrefined and bland after the first few trips. This needs to be built on. Odyssey, too, sounds like it might be a real blast the first few times, but what you need to remember is that by bringing in some FPS elements, you're bringing the game in FPS territory—that's why it won't keep players around for long. There are games out there that will always be better for that particular thing. So if I were you, I would think very carefully about how it all weaves into your existing game, because we don't simply want 'space legs,' we want it to fit in with the rest of the deal and we want it to be something that hasn't been done hundreds of times before, better, by other developers. If it isn't on-point then I'm pretty sure that it's going to be the final straw for a lot of people.

What we actually want for Elite is more engaging content, and I'm not talking about a samey FPS experience. We want the world you've made on an actual galactic freaking scale to present meaningful activities that don't require hundreds/thousands of hours of our lives to experience first-hand—and it does at least demand hundreds. 50+ (more realistically, 70-80+) hours solely for a fleet carrier, just to exploit their bad implementation in order to pay for end-game things. Making money to buy everything is currently the only true end-game, but now you've crippled that venture, it will leave people wondering why they're bothering to play your trading/mining simulator. There's no wonder, there's no engaging content worth passing on to non-players for their consideration. I can't quite believe I'm saying this about Elite Dangerous of all games, but there's not much of anything noteworthy. I've sunk around 200-250 hours into playing Elite so far. Far too much of that feels incredibly wasteful. Moreover, after that amount of time, this is the conclusion that I've reached. No bueno.

I truly wish you the best of luck, whether I come back or not. I'd like to see this game go strong but at the moment I'm more than burnt out on it and don't have any faith in its current form at all. It's left me feeling bitter, not sweet. I don't usually choose to leave feedback like this, but ED has shown an outstanding concept in my mind that could really blow people away. It's just being mishandled. Badly. In fact, it is blowing people away, albeit not in a good way.

I'll pay close attention to the reviews and feedback of Odyssey when you release that, because I am interested. But make no mistake, that feedback is probably going to dictate whether I (and those in similar mindsets) come back or not.
bye then

thanks for that
 
The amount of revulsion at the idea of challenging gameplay having commensurately better rewards is pretty unique to Elite's community... and quite bizarre.
I would reply that the number of people who know the price of everything and the value of nothing is also interesting. I think you're making the same mistake as other grinders - seeing everything with a dollar value. I'd rather they rebalance around fun/hr
 
I'd rather they rebalance around fun/hr
I've been doing that since I started playing the game - if I'm not having fun playing a game, I'm not going to play it... Masochism has never been my weak point 🍻

That's not terribly relevant in a discussion about the extrinsic rewards. Fun is not something you balance around, fun should be more or less a constant. Every activity ought to be engaging, and from there you balance the rewards to fit your vision (whether you want more people to engage in one activity over the others, f.e the mining profitability boost following the release of the mining update back in Beyond).
David explicitely told us about his vision on this matter (see my sig), which clearly tells us he understands those rewards are important to the player, and that a certain balance should be achieved.
 
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The trouble with this, of course, is that only core mining was worth the time. The other activities—namely fighting and exploration—simply didn't ever pay out enough to warrant doing them for any other reason than curiosity or fun. When it comes to 'fun', they're only marginally so. There always has been a ridiculous emphasis on money making in Elite Dangerous, which, in retrospect, is a shame, when I consider the truly incredible idea and engine that the game is built on.

Mining was indeed profitable. Indeed it did and It did indeed made money sorry could not hold that
Certain aspects of Combat were profitable too - namely sharing combat/massacre missions in a wing of 4. Making 150-200 millions per hour was achievably.
Exploration, i dare to say, it profitable enough. But not if you do it for credits. You dont have expenses while exploring, you get to see more or less interesting places, you get to slap your name on them. And you get credits too. Especially if you map certain type of planets. But expecting to get 200 millions per hour exploring... is well... wrong.

Carrier's Upkeep is more than decent.
You dont need to make 100 millions per hour. Seriously, you dont.
Minimum upkeep is 5 millions. The upkeep for a more than decent Carrier (no shipyard and no outfitting - which has no impact on the owner whatsoever) is 15 millions per week.
You can earn that in 10-15 minutes of gameplay.

Game is not focused on credits. Players are... and most of them get burned by it.
So it seems to me you played for the wrong reasons.

The Result seems to be it's not your game type. And, again, it's ok. Nothing to worry about it.
It is supposed to be fun and if it isn't for you, just play something else.
 
David explicitely told us about his vision on this matter (see my sig), which clearly tells us he understands those rewards are important to the player, and that a certain balance should be achieved.
This is the David who sold Odyssey based on the fact it gives a 'Neil Armstrong' moment. Maybe you can tell us the monetary value he assigned to that? ;)

Intrinsic and Extrinsic rewards are both important. I just don't think all this focus on CR is healthy for the game - the fact that some people are willing to stare at an Egg for days at a time isn't a reason to add more Eggs ...
 
I would reply that the number of people who know the price of everything and the value of nothing is also interesting. I think you're making the same mistake as other grinders - seeing everything with a dollar value. I'd rather they rebalance around fun/hr
Like I've been saying all along though. Not getting a reward commensurate to the challenge of an activity isn't fun. That's a hard coupling that won't change for me.
 
Like I've been saying all along though. Not getting a reward commensurate to the challenge of an activity isn't fun. That's a hard coupling that won't change for me.

People do challenging stuff because it is challenging and (sometimes) fun.
They to boring stuff to make a living.
They very rarely do a challenging and fun stuff to make a living and if they do it, it's usually challenging and fun for everyone else except them. For them it turns into routine.

Edit: i might be wrong tho...
i'm having the exact same job for 25 years already, and i still find it interesting (working in IT admin and support)
But IT changed and evolved continuously ... what never changes is the stupidity of some people asking for support :D ... but i digress and i hope FD does not see this, i still have a support ticket open :D
 
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Deleted member 38366

D
Kinda makes you wonder where the "I need MOAR and FASTER!" would stop?

I'd >bet< there would be still people unhappy with 500M Cr/h, 1B Cr/h or 5B Cr/h. MOAR, MOAR, MOAR.

All in a Game that by design is intended to be played and be playable over years.
In that context, reaching "endgame" in 50 hours or less would be to kill off Player retention with a C4 charge.
Folks unaware how inexperienced they are getting bored already.
Barely Novice Rank (actual skill) but sitting bored on their Fleet Carrier, looking at a fleet of Ships they haven't even mastered yet.
Large Combat vessels - that still need an Advanced Docking Computer and SuperCruise Assist so they can perform basic Flight and Navigation lol

ELITE is alot of things - but it's not an "Easy Access" title. There's no "Executive Billionaire Starter Option" when creating a new CMDR.

I really would like to have seen these guys during the days where being able to purchase an E-Grade Python and still have a rebuy in the balance required over 50hrs of high-intensity Gameplay.
In a time there something like xxxM Cr/hour wasn't even a concept - but earning 2M Cr/hour was considered good and worthwhile income.
 
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