its a good rebut therefore it deserves a good answer.
Frontiers Way is... To recycle gameplay over a universe without real progress.
Glass Walls is... To try and progress story, lore, discovery without results i.e. you try to learn and progress but the reality is its so hard to do so or its RNG or worse its fed as clues to select groups...
Hmm...
Let's see if I can parse this out...
Except you can't play you're own way, you're forced to "recycle gameplay over a universe" in order to progress only to find "its so hard to do so or its RNG or worse its fed as clues to select groups..." everywhere unless you want to perpetually take screenshots or repeat what you've done previously. If you like Frontiers way all is rosey, if you want to step outside that YMMV...
Okay... I
think I understand you.
This is my experience. I've been playing since the Alpha... the
original Alpha back in 2013. Now, I consider myself a "hardcore" gamer who is time poor at this time, so I prefer difficult games, but don't have the time to play them as often as I'd wish. Back in Alpha 4, Frontier introduced their economic sim, which IMO they nailed perfectly, but there was one flaw:
capability increases were
logarithmic, while cost was
exponential.
In other words, as ships and components slowly crept upwards in power, their cost increased at FTL speeds. Since operational costs scaled with the
cost of the ship and its components, as opposed to their
capabilities, it became
very easy to have too much ship for your relative skill level, and the largest ships were unprofitable to trade with unless you traded in the most profitable commodities, and fighting in them was right out.
This cost scaling, which exists to this day, is IMO Frontier's "original sin." It's fairly common in most MMOs, but those are designed in such a way that encourages players to leave an area once it becomes to easy. Elite Dangerous, like every other game in the franchise, is a wide open sandbox, so this approach isn't really possible. Pretty much all content is accessible anywhere, at any time, so its possible for a player to attempt actions that are
way beyond their skill level and ship capabilities, as well as repeatedly perform actions that are so below their skill level and ship capabilities that those actions become an uninteresting and unbeneficial grind.
Frontier's solution to the problem of large ships being unprofitable to operate wasn't to fix the
cost of ships and components so that they were more in line with the
benefits they provided, but to increase
rewards exponentially over the years. This has had two side effects:
1) New players
quickly move from the smaller ships that are new player friendly into ships
way beyond their skill level in this game. Empowering players to essentially skip the ships that allow you to make inexpensive mistakes as you learn how to play the game is a recipe for new player frustration. This game already has a steep learning curve, due to it falling more on the "simulation" side of the "arcade vs simulation" spectrum of games. Allowing players to jumps straight from "training sidewinder" to "difficult to operate larger ship" just increased the learning curve that much more.
2) It filled in most of the depth that this game started with. There is little need to weight the benefits and costs of various actions in the game when any action you can take is equally rewarding. There are no temptations to push you out of your comfort zone, to tempt you to take risky actions
just beyond your skill level. This isn't a great way to develop skills in the game.
It doesn't help that most of the readily accessible "how to" guides and common forum wisdom about this game is stuff I would describe as "How to waste your time and ruin your experience by grinding and relying on data mining websites." I don't want to waste my limited time in this game, and I definitely don't ruin my experience, so I... dare I say it... blazed my own trail.
I primarily play as if my character is a poor commander struggling to make ends meet, always on the look out for opportunities for salvage or profit, while helping brave freedom fighters resist the might of the Evil Galactic Federation or helping to bring the light of freedom, prosperity, and integrity to independent systems.
Which is ironic, given how credit reward hyper-inflation has turned her into a billionaire dilettante. Seriously, reward inflation is so bad right now I can make several million while traveling from point A to point B in the Bubble with no extra effort on my part. I also enjoy exploration, so she occasionally heads into deep space for several weeks, and I've recently returned from a two year expedition as part of DW2.
The other aspect of this game where I blaze my own trail is when it comes to Engineering. IMO, upgrading
anything beyond grade three (except for your FSD) is overkill for most activities in this game, and the stuff to do that is
everywhere, just waiting for you to pick it up as you go about your business. It's just that players are too busy playing in the "forum recommended way" with "forum recommended builds" to take advantage of this. And it feels like to me that the "forum recommended way" is a strategy to maximize your time to watch Netflix, as opposed to making the most of your time in the game. In addition, using G5 engineering for
most activities in this game is also a good way to develop bad habits when challenging those activities where G5 becomes necessary.
Because IMO the
best way to play this game is to pursue your goals in
parallel, rather than in series. Superpower Rank, Pilots Federation ranks, credits, engineer unlocks, engineering materials, personal skills, and even engineering itself... developing all these things are best done along side each other, rather than grinding reputation to unlock a rank-locked ship, then grinding credits to buy the ship, and then grinding away at an engineer to unlock them, and then grind away... and away... and away...
Yes, there
is some RNG in this game, but its effects are minimized if you work towards developing your ship in parallel with other goals. If you don't need a particular material
now, you'll need it later date. This was as true in the original iteration of Engineers as it is in the current QOL enhanced version. And today, if it turns out you
don't need it later either, you can always trade it for the stuff you
do need.
Want to unlock a bounty-locked engineer? Don't grind away using the "forum recommended method" of visiting a low-risk mining hotspot and using the police to help you kill your target. This is a good way of artificially increasing your game's difficulty level while keeping your own skills stagnant. Instead visit "weapons fire" POIs of the appropriate difficulty while running missions in a multi-role ship to increase your superpower rank, or allow NPC pirates to interdict you, and kill them without help from the police. Use a limpet, or cargo scoop, to gather the resulting debris.
Take a mission to "kill x number of ships" mission along with the missions you enjoy, and rather than farm them at a system's beacon, just follow their high wakes out of a station, or interdict them while in Supercruise, and then gather the resulting debris. Take SRV (or on foot) oriented missions, and while on the surface of a planet, use your WAVE scanner to grab nearby metallic meteorites, or in settlements to steal components and data, rather than relogging to farm them. Don't be afraid to fail these missions once you've run out of time. The important thing is to
do the activities when the missions generate the opportunity to do them, and view completing them as a bonus. Any reputation lost will be more than offset by the missions you succeed at.
By the time you've got enough credits to buy and outfit your next ship, you've gathered enough materials and data to engineer your ship to at least G3. Save the G5 materials for later. You want to develop your personal skills at the game alongside developing your ship.
As for the idea that you
can't progress without joining a group... this is only true for the content Frontier adds for
the community as a whole. Which is as it should be. Frontier should not be adding special content for individual players, or even individual player groups, because Elite Dangerous is not a traditional MMO where every player will "save the city from the aliens" at levels 1-4; then "save the city again from gangsters" at levels 15-19; and then "save the city
again from demons" at
levels 35-38; ... to use an example from an MMO I played before ED.
ED is a wide open sandbox, and the reason to play a wide open sandbox is to create your
own story. To... dare I say it... blaze your
own trail, rather than follow the exact same story beats millions have followed before you, and millions will afterwards. Which is what I've done. My whole character's modus operandi is to mess with the Federation via BGS manipulation, or to help promote Imperial factions in independent systems. You can do this solo, like I usually do, or to join a player group with similar goals... which I have also done.
But the important thing to do is decide what
you want to do, not wait around for Frontier to tell you what
they want you to do. Which is one of the downsides of wide-open sandboxes. Not everyone is a self-starter, or able to craft their own narrative from disparate fragments of information.
And don't rely on sites like eddb.io to play your game for you. Ship component and commodity availability is deterministic, not random, thanks to being procedurally generated. Learning what conditions generate which allows you to easily search for them, but you'll never learn what those conditions are by using these sites. And quite frankly, I think traveling in-game to a likely candidate is
much more fun, and gives you more opportunities for adventure, than going to a website for
guaranteed results.
True, sometimes you'll fail because you overlooked something, but as the old saying goes: if you're not failing occasionally, you're not really pushing your skills to your limit. Which is why my completely fictional tourism company's motto in this game is: "If you're not willing to damage your ship, you're not really in a hurry."