Bring more danger to Elite Dangerous?

It maybe should have - however with over 12M copies out there, it's probably a bit late to make significant changes in that regard.
I wouldn't say so, there are plenty of ways to introduce almost any updates without breaking the game continuosity.

Though it will definitely require a huge rethink of the game design overall, which is, it seems, not an option for FDevs…
 
It maybe should have - however with over 12M copies out there, it's probably a bit late to make significant changes in that regard.
It's an issue, but with a bit of imagination it's not so difficult to evolve some things to reflect the spectrum of players without exposing people that rely on having a cakewalk to them, or creating shocks that radically alter people's experience from one day to the next.

For instance, have the introduction of difficult NPC-related conditions tied to CMDR traffic levels (busy systems unaffected). (That's just to illustrate that degrees of freedom are available to the devs to soften change, rather than an earnest suggestion.)
 
There is a great concept in game design - "easy to learn, hard to master". I believe ED should follow that concept, instead of the current one "hard to learn, easy to master"
Basically you would more likely at this point of this games lifecycle get hard to learn hard to master. Plus stuff that is pure nuisance. Like that enhanced wear&tear mechanism. Or random jump malfunctions.
 
I don't see that, i had thought my initial rush through the starting half-dozen ships (in my first week of playing) was down to the 'starting area' i was in and it maybe being extra generous in the in-system trade routes (i was hauling biowaste in one direction (for small profits) and food in the other direction for what seemed like big profit as it got me to an Asp X pretty quick).

Then i flew to Sol and was able to think about my next ship during the next week. I got the money for a Krait Phantom and headed towards Alliance space and the system of Alioth.

Now this is just after a few weeks of playing, so i certainly have not seen everything or know the best most efficient ways to make money, but in all the systems i've been in for any length of time (so starter system LHS 3447, then Sol, then around Alioth) i've not been able to stop the cash pouring in, just doing trade and board missions for the most part. I think in another few weeks i could be in a Python if i wanted that, but i might head to Imperial space and see about going for the Clipper? But yeah money is not a concern at all, and i know whatever ship i want, i can have it pretty easily, especially if i looked at a few guides on how to make money quickly.

So some systems are in a bad economic state and trade is difficult, so you avoid those and find the 'boom' economies and the usual connections around to feed the 'Agriculture to Industrial to Refinary' type trade routes. So much money everywhere and believe me when i say a decent cargo hold (like 100 tones upwards) of silver bought and sold in the right markets will get you the ships you want soon enough.
My experience of lately running some missions, meager payout, especially considering my running costs. Okay for a newbie those would pay well...but for me scale is on "meh" side.
 
It depends on your loadout probably? And what you want to do? And what the motivation is for needing the money? If i'm lucky i can look to make about 100 mill per hour with my not very efficient jack-of-all-trades single ship build. I just made a small move up the ship scale from the Phantom to the Mk II, but it more or less gives me the same cash making potential (128 tons cargo+3D passenger cabins).
 
My experience of lately running some missions, meager payout, especially considering my running costs. Okay for a newbie those would pay well...but for me scale is on "meh" side.
What's your status with the factions?
For myself silver is the standard paying ~15k per tonne. So on ZGs 100 tonnes he'd get 1.5 million.
A 250 tonne Python will bring in 3.75 million.
A 750 tonne T9 makes 11.25 million.
A 20k tonne carrier makes 0.3 billion.
 
What's your status with the factions?
For myself silver is the standard paying ~15k per tonne. So on ZGs 100 tonnes he'd get 1.5 million.
A 250 tonne Python will bring in 3.75 million.
A 750 tonne T9 makes 11.25 million.
A 20k tonne carrier makes 0.3 billion.
Typically I choose one system and be there long enough to get high reputation with local factions.
 
There is the key difference between a single-player game and a persistent game. The single-player game can be hard because you have nothing really to lose. A persistent game has to be easy enough to not put new players off. Sorry, but ED isn't designed for us Elite players, it's calibrated for noobs. It has to be.

A good multiplayer game is designed to cater for players of different skill levels. Just like many good MMO have a lot of content which can be done by John Doe or, if he is away, by his cat walking over the keyboard. And the same good MMOs have content which still provides a challenge for the top 5% of all players. The difference being: that hardest content of course is fully optional, nobody ever needs to do it, it's merely there for bragging rights. And thus indeed is opt-in.

So according to those MMOs, the design of ED kind of works: any danger is opt-in. But ED also wants to be seen as an actual world. (If they would not, the whole BGS could be scrapped with no damage done. ) And then the given design fails.

So mostly your statement is right, the game has to be designed in a way that a new player can make his way. Without studing stuff for a week... as during that week, most will just go to another game, where they can have fun right from the start and all of the time.

But i also dare to say that ED at some time shortly after launch was much better in the aspect of realism vs. new player survivability. [Getting into the game and learning all the cryptic stuff is a different story. The game got a bit better there, but could still also be improved a lot. ] Police and pirated did interdict. Without the player having to have a mission which triggers it. The world felt more alive. But with power creeping up, especially with engineers, and the developers feeling the need to upgrade NPCs, the gap between new player and veteran just got wider all of the time. Till FD decided that the "feels alive" part of the game had to be cut down, to allow new players to still survive.

I still wish that a lot of the changes were reverted and cut to size. I believe that it would improve the game in many aspects, including having the option again, to have a more "alive" universe.
 
So according to those MMOs, the design of ED kind of works: any danger is opt-in. But ED also wants to be seen as an actual world. (If they would not, the whole BGS could be scrapped with no damage done. ) And then the given design fails.

So mostly your statement is right, the game has to be designed in a way that a new player can make his way. Without studing stuff for a week... as during that week, most will just go to another game, where they can have fun right from the start and all of the time.

But i also dare to say that ED at some time shortly after launch was much better in the aspect of realism vs. new player survivability. [Getting into the game and learning all the cryptic stuff is a different story. The game got a bit better there, but could still also be improved a lot. ] Police and pirated did interdict. Without the player having to have a mission which triggers it. The world felt more alive. But with power creeping up, especially with engineers, and the developers feeling the need to upgrade NPCs, the gap between new player and veteran just got wider all of the time. Till FD decided that the "feels alive" part of the game had to be cut down, to allow new players to still survive.

I still wish that a lot of the changes were reverted and cut to size. I believe that it would improve the game in many aspects, including having the option again, to have a more "alive" universe.
ED is supposed to be a sim, buyer should be awere it's rather MS Flight simulator than Ace Combat. If steam shows that only half of players bought second ship, that means people didnt knew what they done, but also ED after realese was poor game to what we have now after all those expasnions
Problem with ED difficulty is there is practically no hi threat scenarios for those top 5% players, and 95% of content is based around noobs, mission that can be completed by a player in not engineered cobra shouldnt be even offered to elite ranked vet, and those mission shouldnt even pay any similar liek they do, ED have issues with too fast game progress, wing missions sharing or carrier commodities sharing abuses that boosts new players financially too fast, but OTOH PvP bounties are still locked to 2mln, i sometimes think that devs were on purpose doing game for least skilled ones, rather than for avg gamer. Skill should matter in MMO, for BGS and PP noob and vet have similar influance on both
 
ED is supposed to be a sim, buyer should be awere it's rather MS Flight simulator than Ace Combat. If steam shows that only half of players bought second ship, that means people didnt knew what they done, but also ED after realese was poor game to what we have now after all those expasnions
Problem with ED difficulty is there is practically no hi threat scenarios for those top 5% players, and 95% of content is based around noobs, mission that can be completed by a player in not engineered cobra shouldnt be even offered to elite ranked vet, and those mission shouldnt even pay any similar liek they do, ED have issues with too fast game progress, wing missions sharing or carrier commodities sharing abuses that boosts new players financially too fast, but OTOH PvP bounties are still locked to 2mln, i sometimes think that devs were on purpose doing game for least skilled ones, rather than for avg gamer. Skill should matter in MMO, for BGS and PP noob and vet have similar influance on both
Well it is more like "space truck sim" than action backed shooter. Most of PVE danger is optional.
 
Or attempt to once I've ripped through their shields and a chunk of their hull...
Ah yes, the old "I'm not mass locked here with you, you're mass locked here with me" switcheroo!


Problem with ED difficulty is there is practically no hi threat scenarios for those top 5% players, and 95% of content is based around noobs, mission that can be completed by a player in not engineered cobra shouldnt be even offered to elite ranked vet
Well for one thing, they're not. Take the data delivery missions for instance. The text is the same, sure, but the Elite version pays a good deal better than the harmless version, and comes with much higher chance of mission opponents, whose difficulty scales with the mission rank. Obviously you can do those in a stock Sidey if you want, but you'll have a very nice challenge level if you mess up one of the interdictions and get pulled.

It's good to keep in mind in these discussions, that running around everywhere in a highly engineered Python or whatever is easy mode.
 
Ah yes, the old "I'm not mass locked here with you, you're mass locked here with me" switcheroo!



Well for one thing, they're not. Take the data delivery missions for instance. The text is the same, sure, but the Elite version pays a good deal better than the harmless version, and comes with much higher chance of mission opponents, whose difficulty scales with the mission rank. Obviously you can do those in a stock Sidey if you want, but you'll have a very nice challenge level if you mess up one of the interdictions and get pulled.

It's good to keep in mind in these discussions, that running around everywhere in a highly engineered Python or whatever is easy mode.
Lol mission opponets that are imcapable of interdicting player 99% of the time in any ship vs any ship, it's same dull mission for noob in sidey and for vet in engineered cutter, only payout is diffrent, difficulty is exactly same, only challanging missiosn are wing assasiantions agianst wings of fdl and 2-4 vultures that for reason only Fdev knows give same reward and same influance as mission for killing competent fdl....
Btw, i was doing delivery missions, whatever rank you like, just a rated cobra was enaugh IF i had urge to deal with interdiction, as being dicted is 99% opt in as i sad before, so ;listen to yourself, you are talking about opt in challange in opt in mission, that is made in opt in bottom level ship incapable of okish boost speed, problem is that 95% of horizosn content look like this. TBH i would have little problem with this if solo/pg had no inflaunce on BGS or PP, or game would be open only, but if you set difficulty level so low, it bring other issues, like "gankers" that are product of extremaly low pve difficulty compered to pvp interactions
 
Lol mission opponets that are imcapable of interdicting player 99% of the time in any ship vs any ship, it's same dull mission for noob in sidey and for vet in engineered cutter, only payout is diffrent, difficulty is exactly same, only challanging missiosn are wing assasiantions agianst wings of fdl and 2-4 vultures that for reason only Fdev knows give same reward and same influance as mission for killing competent fdl....
Btw, i was doing delivery missions, whatever rank you like, just a rated cobra was enaugh IF i had urge to deal with interdiction, as being dicted is 99% opt in as i sad before, so ;listen to yourself, you are talking about opt in challange in opt in mission, that is made in opt in bottom level ship incapable of okish boost speed, problem is that 95% of horizosn content look like this
Depends on your flying skills. I do submit to all interdictions, rather than get pulled after failed minigame.
 
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