Is Elite: Dangerous too difficult?

I think the issue in the case of ED is the lack of proper documentation*...I mean there is documentation, but it is neither proper nor does it have the depth that the game requires...

* Proper Documentation covers the information required to play the game without external tools. Some to most of this documentation should be in game. In ED's case, the documentation falls short because it is incomplete and the bugs in the game make it worse. But it is still very far from unplayable as it is (not that anyone in here said anything like that, yet).
The game really has had quite a bit of criticism for its lack of in game tutorial that really highlights the basics.

The original (84) Elite which did/does the same thing. At least that one came with a paper manual you had to read, these days people rarely read paper manuals, or even PDF's unless they're practically displayed before them automatically preventing them from proceeding unless they click 3 agreements, etc. (even then, they skip, skip, skip and wonder why they're having issues and blame the developer...)
 
The game really has had quite a bit of criticism for its lack of in game tutorial that really highlights the basics.
It has a tutorial now, at least when I started playing 3/4 of the way through 2020. Not sure when that came along. It also has a starting area now which is completely free of non-newbies. These really helped me get the basics, not having played an Elte game since the mid 90's.

The original (84) Elite which did/does the same thing. At least that one came with a paper manual you had to read, these days people rarely read paper manuals, or even PDF's unless they're practically displayed before them automatically preventing them from proceeding unless they click 3 agreements, etc. (even then, they skip, skip, skip and wonder why they're having issues and blame the developer...)
Yes, its a different generation of gamers these days and things are not like they were back in the day when all one had was the bent, twisted, dogeared, mangled and stained but still useful and pertinent manual.

Personally, I enjoy the challenge of figuring stuff out for myself while many others do not and would rather have it spelled out and spoon fed...not that there is anything wrong with that if that is the only way they can come to grips and play the game. ED takes a lot of time and patience to play and make progress. Many do not have that kind of time...
 
The game really has had quite a bit of criticism for its lack of in game tutorial that really highlights the basics.
Voluntary tutorials and documentation isn't much fun when you just want to begin a game and have fun. And ya, impatient people just skip through anything that seems unnecessary.

IMO a nice smooth staged introduction within the game is the preferable method. Not a faked-out quasi-starter zone exercise, but what appears to be actual game progression that teaches the player how to play the game while having some engaging fun.

When I started in Horizons it was pretty crude. A bunch of tutorials and videos a player could select from a list. Finding my own youtube videos was better. Then jump in a sidewinder and figure stuff out. The weird UI (Futuristic dystopian stylization? Or just crappy. As a new player, not sure.) certainly doesn't help a new player figure stuff out.

When I started Oddesey it very much had the feel of a fake starter zone. Just a simulation tutorial of what the game is like. And at 8 fps it just didn't work (EDO game release). I struggled through part of it, then somehow exited and returned to my regular ship activities. The point is... the intro was not smoothly integrated into the game. It was just an OOC exercise.
 
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Voluntary tutorials and documentation isn't much fun when you just want to begin a game and have fun. And ya, impatient people just skip through anything that seems unnecessary.

IMO a nice smooth staged introduction within the game is the preferable method. Not a faked-out quasi-starter zone exercise, but what appears to be actual game progression that teaches the player how to play the game while having some engaging fun.

When I started in Horizons it was pretty crude. A bunch of tutorials and videos a player could select from a list. Finding my own youtube videos was better. Then jump in a sidewinder and figure stuff out. The weird UI (Futuristic dystopian stylization? Or just crappy. As a new player, not sure.) certainly doesn't help a new player figure stuff out.

When I started Oddesey it very much had the feel of a fake starter zone. Just a simulation tutorial of what the game is like. And at 8 fps it just didn't work (EDO game release). I struggled through part of it, then somehow exited and returned to my regular ship activities. The point is... the intro was not smoothly integrated into the game. It was just an OOC exercise.
I dont like constant interruptions. I think ED was kinda neccessary tutorial since it's not just mouse, map and moving the view about. It was a proper intro to flight, supercruise and landing. Actually the landing wasn't dione properly since it failed to mention how to align correctly. I tried landing the wrong way because it looked like the reight way. But in general I prefer hopping into game and have some kind of tooltip guidance, info popups or encyclopedia to look stuff up. And I like them to be offline. TW and Paradox had them online and often they are very unresponsive in game.
 
I dont like constant interruptions. I think ED was kinda neccessary tutorial since it's not just mouse, map and moving the view about. It was a proper intro to flight, supercruise and landing. Actually the landing wasn't dione properly since it failed to mention how to align correctly. I tried landing the wrong way because it looked like the reight way. But in general I prefer hopping into game and have some kind of tooltip guidance, info popups or encyclopedia to look stuff up. And I like them to be offline. TW and Paradox had them online and often they are very unresponsive in game.
When I started ED in 2018 I only remember the combat tutorial. I did it about 10 times trying out various things. And I remember other items on the training list that didn't work and/or weren't populated or linked. I think there were some videos maybe too? I really wanted to play the game so I went to google and got the info I needed to get going.

I found the Codex had info in it but was too unpleasant to use. Again, that crappy dystopian stylization UI. 3rd party online stuff was just better.
 
3 years almost and l just went out into the black. Spent months out there learning hotas binds etc.
Horizons was dull...
Now post odyssey I'm out in the black once more. Only this time it's alot more work.
Cmdrs have their reasons for playing. Mines out here.
Love it.
 
When you can reasonably say that a significant portion of current or potential players simply would not play your game at all without access to community support, it's worth asking whether that situation is optimal or desired. That isn't to cast blame or indict anyone, devs or players or whatever. It's just a thing worth looking at.
At the end of the day it is quite simple: FD needs to pay their employees money, and money is limited. The more they spend on documentation, tools and such the less they can spend on other things. Its why pretty much every single complex/complicated game I play requires the community to do that part. The only real alternative would be to spend more resources on documentation, and less on actually creating the game. Not that there is anything wrong with that choice, but there is no real and/and here, its always a form of either/or.

Its notable that this community would find this problematic, because similar choices also tend to baffle this community more than others. Most communities of other games not only easily accept the above, but also understand its either/or rather than and/and when it comes to actual features itself. The X4 community readily accepts there are no 1:1 scale planets to land on, or planets to land on in any form at all. The NMS community understands the 'flight sim' part is largely absent, nor do they expect any kind of sensible scale, orbits or any other astronomical realism. Not so with this community.

Q: Why doesn't FD not only create a 1:1 scale galaxy, full planetary landings, an engaging flight model, loads of ship tweaking, aliens, CGs, on-foot combat&stealth, a decade-long storyline and so on, but not also ELWs, EVA, more ships and base building? And why don't they also create all the tutorials, guide, apps, tools and videos to support it?

A: Because that would take more resources than a game studio realistically can spend on a single commercial product without excessive financial risks to the company.
 
Not that there is anything wrong with that choice, but there is no real and/and here, its always a form of either/or.
Sure. I've worked in professional game development for a long time now. I get it.

When I say, "this question is worth asking / looking at," it's not some passive-aggressive way of saying that I secretly expect ED to be Star Citizen, or that I'm unaware of the million trade-offs game dev requires. I get that people make pie in the sky complaints here and on the subreddit, but, like, don't lump me in with that crowd, dude. :)
 
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They ought to have included a tutorial where you take off, supercruise and hyperspace, supercruise, drop into a station, request docking and land. It could have been a pseudo "this is your test to join the pilots fed" and then completion gives you 20% off your first purchases, or a decal or something. This makes it optional but gives you a reward of you choose to compete it.

Likewise, the other tutorials should give a "reward" on completion and be accessible through a 1980s style flight arcade cabinet in most stations. A leaderboard on fastest times to complete (or similar) could have been created and each tutorial also offers some in game reward, decal or discounts.

There's almost no limit to any game loop or concept you could introduce in this way - and expanding the idea CQC would also be accessible through this cabinet.

That's how you encourage players to actually do a tutorial and making it "fun" whilst also catering for those who want to jump right in and maybe come back to "how to do mining" at a later date.

Sadly, we're stuck with 1980s design that deliberately obfuscates information, relies on third parties or leads to requests for "manuals" that disregards all we have learnt about effective learning techniques.
 
Having played it since 2014 i can say its waaaay easier to get credits now than it was originally.
I wasn't around back then, so my experience dates from Sep 2020.

In the very early game, credits were still hard to get and I had to be mindful of my bank balance. But after I worked my way up to a T7, that limitation pretty much fell away as I was able to make real cash on a regular basis after that...which is very different from how I remember FE2 and nearly always being strapped for cash and having to make sure I could complete delivery missions in by the deadline before I even accepted it...
 
I challenge anyone to earn 5b with smuggling, combat or exploration and tell me that 1) they kept learning and improving a lot right until the end, 2) they kept overcoming novel and difficult hurdles.

Hardly anybody complains ED is too difficult: if anything it is far, far too easy. The complaint is that progress is too frequently measured by the 'ability' to endure repetition devoid of challenge.
Dealing with repetition is a challenge. Patience is a virtue. Quantity has a quality all its own. Etc.
This game doesn't reward short attention spans.
 
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