I ASSUME your intent was to point out the opposite, this was someone who quit the game because they LOST a ship they wanted, not GOT a ship they wanted?
Please show me a single time someone quit the game just because they got a ship they wanted. I mean...come on, that's a ridiculous statement on it's face.
The fact that things are too easy these days leave me personally often playing other games, even though I love ED.
I played from the very beginning. For the ASP Explorer I had to work quite hard and that is why I still enjoy it.
For the Anaconda... The money was just there. I didn't even grind or use an exploit or YT guides. And now I hardly use it, because the ASP is better suited to my needs and preferences anyway.
People do not leave because they buy the ship they wanted. People leave because it is worthless, they already "beat" the game (without ever really exploring it) and they get bored of their freebie toy.
It's like playing any other game with progression and saying: "Come on, don't tell me starting at max level and with godlike weapons and armor makes people leave!"
It does, because they are bored and they also don't understand the mechanics well.
Two people, who have been repeating the same unfounded assumptions.
It doesn't seem to be a very accurate observation. Perhaps I haven't properly articulated my position on the points I've been addressing, but no one else seems to be particularly confused.
Is there something you'd like clarified?
I have to disagree. Skillfully implemented, the whole process of earning money can be an interesting addition to the gameplay in its own right. However, it needs a well-balanced risk/reward ratio and should always feel at least a little challenging. No gifts etc... Money in games should always feel like a reward - and not just in the first few days.
You are either content to explore and adventure in a legit 1:1 map of the Milky Way - in the ships of your choosing - or you are not. It it what it is.
True - however my point was they quit the game shortly after obtaining the ship they wanted because they weren't sufficiently preparedthis was someone who quit the game because they LOST a ship they wanted, not GOT a ship they wanted
We DO understand your point.
I know you believe your points to be so well articulated and made with such pristine knowledge that we should find your logic infallible , but that's not the case in real life.
If you think jumping into empty pointless system after empty pointless system is "exploring" and in any way good gameplay then the only projecting being done is by you in thinking that your extremely low bar of entertainment is applicable to the majority of players.
I think it's downhill once players get whatever ship they want - not because there's absolutely nothing else to do in the game, but because there's no point in doing anything else. "Exploring" doesn't impact the game. Powerplay is repeating the same exact actions every week for no change. As a player, you have no agency in impacting any lasting change in the game that makes any difference. So the sandboxy aspect has no objective. There is no rpg aspect to build your own characters' narrative thru mission playing etc, no real reaction by factions from actions you have done in other factions etc. No real tools for player created content to help costruct gameplay that exists layed on top of the game. It's all gotta be basically in your own imagination. That's why the central narrative was so important but the rate of progression there is so woefully too slow for the userbase that it does little to nothing to help this situation.
But the situation isn't hopeless. It wouldn't take a rewrite to to vastly improve things and create worthwhile objectives within the sandbox and more. That's why the non-glassy eyed or non-rose colored glasses wearing users stick around. Because the gameplay is super weak - and it's a choice that fdev is making to leave it as that and that choice can potentially be swayed to change.
True - however my point was they quit the game shortly after obtaining the ship they wanted because they weren't sufficiently prepared
Yes you're correct. Probably wasn't the best example. However if they'd been able to obtain the ship after a couple of weeks, then would they have quit then in the same circumstances? As it stands, they played the game for 18 months or so.Sure, but they didn't quit because they got the ship they wanted, they quit because they lost it.
I can't disagree with that. Players will leave the game for a variety of reasons - ragequitting is possibly more rare than those who quit because "I've already got all the ships" etc, rather than still having goals to aim for?And players leaving the game is bad: I want the game funded long enough we get ship interiors.
Secondly, discussing this with someone who seriously needs the game completely rewritten to make happy is pointless.
I get that this game doesn't allow you to be a special snowflake and that frustrates some.
Morbad has argued in favor of greater danger of loosing ships and having progress wiped out.
So, the thread you linked to is a direct indictment of that idea, showing players are more likely to leave the game if it moved in that direction.
Morbad has argued in favor of greater danger of loosing ships and having progress wiped out.
CMDRs get handed everything and can do no wrong; they play by better rules, are rapidly catapulted to the vanguard of society, and never allowed to fail.
I can't disagree with that. Players will leave the game for a variety of reasons - ragequitting is possibly more rare than those who quit because "I've already got all the ships" etc, rather than still having goals to aim for?
This game assumes every CMDR is a "special snowflake", and that's the problem this thread was fundamentally based in. CMDRs get handed everything and can do no wrong; they play by better rules, are rapidly catapulted to the vanguard of society, and never allowed to fail.
ragequitting is possibly more rare than those who quit because "I've already got all the ships" etc, rather than still having goals to aim for?
Fenwe: Yeah, amen.
Define fail? Yeah, you loose everything you still get a free-winder and not an alley to get drunk alone in for the rest of your short life. IT'S A GAME MORBAD.