This is a review I recently wrote and its a shame, it had so much potential and still does.

Status
Thread Closed: Not open for further replies.
The entire opening post, well... It's not a review of the game

It is a representation of the shallow approach and lack of understanding that OP has towards the game.
It's also a bad attempt at pooping on various aspects of the game that many other people love

Tell that combat is basic to a high level pvp-er.
Tell that exploration is basic to the players that devoted almost all their gameplay to exploration
Tell that mining is basic to someone that enjoys popping cores or the relaxing humming sound of the mining lasers

And so on.

To highlight this, let's have a look at exploring. Currently, exploring is nothing more than jump, scope and honk, rinse and repeat. Yeah, you can fire off explorer limpets to do some basic scanning, but it needs more than that.

See what i mean? 👆
That's not even exploration, that's travelling. An explorer will pay attention to the peculiarities of certain orbits or certain bodies or the combination of features.
Jump, Scope and Honk is what i do when i travel from Bubble to Colonia, but even i will do some exploration along the way, unless i'm racing to destination
 
IMO, the difference is that Mr Braben is on record saying that they prefer to get something less than perfect into the player hands rather than not to release because it isn't perfect, whilst SC still isn't a game, it's still a demo.

I totally agree that many things are barebones and could be made a lot more engaging. One can only hope that the game survives, and at some point the devs can circle back to add more engaging mechanics to the different facets of the game.
I think there is a difference between less than perfect and minimum viable product.
Looking at the suggestion forums, there are heaps and heaps of great ideas, that would add meat to the bare bones of the game. Asking your players, what would make it better, and you get heaps of answers. It's the lack of implementing any of that is what causes the game to be in the state it is.
Unless there is an Open letter thread to the team, very little to nothing happens.
 
Tell that combat is basic to a high level pvp-er.
Tell that exploration is basic to the players that devoted almost all their gameplay to exploration
Tell that mining is basic to someone that enjoys popping cores or the relaxing humming sound of the mining lasers
I was about to post something along those lines, but with the caveat that the the way the game presents them can easily make the systems feel less deep than they are and engaging with those systems isn't really rewarded or otherwise pushed much by the game itself.

You can overthink and make any game deep, but a good game subtly supports you as you do it.
 
You can overthink and make any game deep, but a good game subtly supports you as you do it.

Well, i wouldnt count ED as subtly.
Master fixed weapons and FA off, and Combat suddenly changes dramatically, but there is nothing subtle about it.

But indeed, people have to discover stuff in the game since ED will not hold their hands.
And i think this is what makes ED rather unique and appealing to some players

Edit: however... getting really good at mining and going beyond the basics and being able to get hundreds of millions per hour, even without mapped mining, means getting to know the difference made by some subtle things like position of the cargo hatch, position of the ship when mining, controlling the path taken by the flow of fragments and many other subtle things.
I always said that mining can be an art, but for a lot of people it only means mindlessly firing a pair of purple lasers at a rock and alot never cracked a core.
 
Last edited:
That's problematic. Whatever being brought up, it would never be a valid comparison, because it lacks X or does Y differently, right? Thus, ED can only be compared to itself by definition. It is unique.
That's true, but equally there's a reason that NMS and X4 didn't "kill Elite" (or even cause a noticeable change in player numbers) as they were vocally predicted to on this forum pre-launch, and why none of the other games released since have even been suggested that they will.

I'd say Elite Dangerous has three and a half key features which it's entirely possible for another game to have, but none actually do right now.
  • Extremely large but not entirely homogenous play area. You can explore it without ever running out of new places to visit that not only you but no other player either has seen before, but where you are does also matter somewhat.
  • Dynamic environment (approximately the BGS in the case of Elite Dangerous but there are plenty of other ways to do it) - your actions can make both temporary and persistent changes to the game environment with more or less consequence.
  • First-person realtime flying of spaceships
  • [and a half] All the above while having persistent multiplayer
There are lots of games which do any one of those points way better than Elite Dangerous does. There are a very small number of games which do more than that (generally the ones people think are ED's "competitors").

There are no other games attempting to do all three, and no rumours of any either ... yet. It's certainly not impossible for there to be a game which does all of those things and is better than Elite Dangerous - but it might be quite a while before one shows up.
 
The entire opening post, well... It's not a review of the game

It is a representation of the shallow approach and lack of understanding that OP has towards the game.
It's also a bad attempt at pooping on various aspects of the game that many other people love

Tell that combat is basic to a high level pvp-er.
Tell that exploration is basic to the players that devoted almost all their gameplay to exploration
Tell that mining is basic to someone that enjoys popping cores or the relaxing humming sound of the mining lasers

And so on.



See what i mean? 👆
That's not even exploration, that's travelling. An explorer will pay attention to the peculiarities of certain orbits or certain bodies or the combination of features.
Jump, Scope and Honk is what i do when i travel from Bubble to Colonia, but even i will do some exploration along the way, unless i'm racing to destination

Exploration is basic. I don't care of players dedicated their time just to that. If people like it that so be it.

I know people who have one 15+ accounts all ranked to elite in exploring, in next to no time, because it is that easy.

And like I said, if exploring was that deep and well thought out.

Why are explorer class ships pointless?

Why do explorer class ships have no specialist equipment?

Why is there no real wear and tear mechanic to stimulate long term stresses?

Why can you go exploring in combat class ships?

Pooping on things people love? No, because not everyone loves it. There are hundreds of threads about how poor exploring was done. So?

Exploring really is very basic.

You are right though, combat it's self is not basic, but what I was referring to combat zones. There is no nuance to them, they are just basic and boring. Always in open space, never defending a facility, defending or attacking a convey, in an asteroid belt or anywhere else that is interesting.

Shall we look at pirating then.

Let me ask you these questions if you think pirating has depth.

Where are the secret pirates stations that only recognised pirates would know? With big better supplied stations revealed to the player the more you make a name of your self as a crim.

Where are the pirate engineers supplying unique equipment that only they can use? As why would a crime based engineer engineer the ships of bounty hunters?

Where are the proper smuggling mechanics? Other than just boosting through the letter box.

Amazing depth, amazing.

Why is it, that the ships are the ones that start to feel consequences of a player's action, rather than the player themselves?

The ships become "hot", restricting where they can go rather than the player becoming "hot". When the authorities and sales persons will ask, who is buying this murder machine for a billion credits and who do we pay the insurance too? Of course the police are going to know who is flying the ships.

To raise but a few simple questions. And it's not like these are difficult question, these are simple basic and common sense factors you should be

I think mining is the best feature in this game, it's actually really really good and well done. Problem is, as I explained before. You log back in a 1000ly years from nowhere and suddenly you got pirates spawning out of nowhere for no reason.

And it completely ruins the mining experience... Along with the ridiculous ease at which you make money, making money meaningless.

The lack of any content thought throughout the game, is as obvious as it is shocking.
 
My take on some of your points.

Trading
Trading is only basic if you use 3rd party tools to look for the most profitable trade loops. I've read some posts from traders who don't use tools like inara or eddb and instead do their own groundwork by visiting various systems and taking note of their economy & state before doing their trade runs. To these hardboiled traders, using 3rd party tools to generate trade loops with a few mouse clicks is an "I win" button and takes away all challenge and after really thinking about it, I agree with them.

Mining
Yea, laser mining is kinda basic but before the actual mining starts, you still have to fly around to search for lucrative pristine rings with the correct hotspots. Again without relying on 3rd party tools, find your own mining spot is an endeavor itself. Building a mining ship also can be more complicated than you think. Do you sacrifice cargo space for more limpets controllers for faster collection? Do you want to add guns to defend against pirates? Downsizing your shields for more cargo?

Sub-surface & core mining are far from basic. It requires a certain level of proficiency in motor skills & ship handling to hit the deposits/fissures on a moving asteroid. With core mining missiles having 3 level of charges, you have to decide if you want to use a high charge on a low strength fissure (high risk but faster results) or play it safe by matching the charge with the fissure strength but risk running out of fissures if you overshot the optimum yield range. And the sound of an asteroid cracking... mmm <chef kiss>


Combat
Um... are you for real, combat received the most love from FDev. Sure if you're flying any of the big 3, you basically point your ship at the target and overwhelm them with superior firepower. That's why I got bored and switched to flying med or small ships with fixed weapons in combat and the experience is much better.
 
I think this review is wrong. If it was right I wouldn't have spent thousands of hours in the game.
The game isn't the one the OP thought it was going to be. Common enough.

A bit like CP2077 for me, I guess. Pre-ordered, it changed from a RPG to a pile of dross in my opinion. (The only game I believe I wasted money buying)

I don't play it, simple... I don't frequent the game's forum either.
 
But it didnt asked for 450 millions either to deliver... well i wont even comment on the delivery...
Just throwing it out there, didn't Destiny cost $500 million dollars to make originally. Then launched the with the dlc already installed?

And that game is nowhere as detailed or as big SC will be.
 
Master fixed weapons and FA off, and Combat suddenly changes dramatically, but there is nothing subtle about it.

But indeed, people have to discover stuff in the game since ED will not hold their hands.
It doesn't have to resort to hand holding - for the most part Elite actively discourages experimenting with different loadouts due to the way engineering is set up (no refunds and even no uninstalling mods on foot gear). The only place you could experiment with fixed loadouts for free would be CQC maybe, but that's perhaps not a relaxed environment to learn stuff you're unfamiliar with.

Giving out pre-engineered fixed weapons as CG rewards (extra ammo rails, the current phasing MCs, salvation-weapons) and having AX combat heavily rely on fixed weapons (but you might not really know that without out-of-game resources) are the only small steps the game takes that might make players try using fixed weapons.

And that's just one mechanic for one play style that suffers from this.
 
SC is a disgrace. ED is just a disappointment.
Have you tried a freeplay week on SC?
Or just formed an opinion through 2nd hand sources?

I 'pledged' a while back. It is, as expected for an ongoing alpha, incomplete and optimisation is lacking hugely. It is quite pretty and has potential to be a reasonable game in another 10 years or so.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom