Creating a flow of new players

Before all that I would like to hear the Frontier Development response whether things I am talking about could be implemented, some general comment would be much appreciated.

I really enjoy the game itself, yet what I enjoy even more is the percieved living Milky Way - meeting other CMDRs. Be it pirates, bounty hunters, traders, or just marks on my radar I don't even bother to scan. The thing is, with solo and private there are too many people not in the actual multiplayer. Yet it is their right to be there. So, what could be done to increase the overall number of players, which will bring all the benefits to both players and Frontier Development? Making the base game free-to-play is most probably not an option, BUT. There is one way to let people experience all of the games features for free, to then decide if they want to actually buy it. It is implemented in Overwatch and is called free weekend. Every now and then there are special 3 days when every player can download and play the game for free. I fully understand that for Elite it would bring a lot of things to take care of, like BGS impact, griefing at the starting locstions, server load. Those things can be worked around (Some CG can be implemented to mentor/protect newbs, they could have their several starting systems cut from the rest of the map or have their features limited), solved or even ignored to an extent, since the immense benefits are worth it, for everyone - players get a growing, not decreasing community, developers get more copies (and more cosmetic items) sold. This would help the community a lot by driving the in-game mechanics to the next level, having more encounters and interest-based contacts (be it trading, exploring, war between huge player factions etc. This would simply make the world richer, as well as push developers for new forms of content and technical develolment (let's be honest, connectivity could and should be better - having more players would require a solution). Powerplay would finally be alive, CGs would be full of players, CQC might rise again, wings, fleet carriers and multicrew would be heavily used by those looking for a teamed-up gameplay. More players = more player-driven content, more excitement and detail to the world. What do you say?
 
Well... I fear it would be necessary to avoid CGs and other hot spots even more if the game was free to play since I am very sure the number of jerks shooting people for no good reason would increase a lot. :D
 
Are you suggesting somthing akin to a 3 day free trial (sorry not had morning coffee yet)?

While this would generate a lot more interest during the 3 days I strongly suspect it wouldn't have a high rate of player retention i.e ppl actually purchasing it

Something like this works well for a pick up and play title like Overwatch, less so for something as immersive as Elite that requires a very high level of investment in terms of player time
 
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sollisb

Banned
Em, wall of text is bad. Especially for aging eyes...

Anyhow I made an effort and read the entire paragraph :)

Here's the scenario with Elite as a new free game...

Download Elite, Install and Run.
Launch Sidewinder from pad and try to exit.
Get a fine for loitering
Get a fine for crashing into NPC ship
Get stuck in grill
Get killed by station and end up in detention centre
Logout Uninstall

Launch sidewinder from pad,make it out of grill
zip around and some hobo kills me
launch from pad and make it out of grill
look in galaxy map and then I've been killed.
logout and uninstall.

Elite requires a determined effort to learn to fly your ship via the tutorials. ( Have any idea of the amount of peeps that do not finish the tuts?)
Elite is so vast, it's hard to know where to start.

A free game, means no impetus to learn or try to progress. If it doesn't work straight from the launch pad, then logout and uninstall and write Steam Review, which will be along the lines of 'dudez this game sux, you need a degree in flight mechanics just to take off'.
 
I dunno, when Elite came to Xbox, we started with a one hour trial, which was just the tutorials. I spent that time trying to dock my sidewinder, didn't even make it to the other one's haha.

I bought it through the Game Preview Program afterwards because even though I had no idea what I was doing, I was certain this was the game for me.

I think a free trial is a good idea to bring back. But throwing new cmdr's into a CG would be an awful, if not entertaining, idea.

Maybe permit-lock a system with everything they need? And also allow veteran cmdr's the ability to access a free camera mode so we can just float around and watch? :D
 
An Elite: Dangerous branded PS4 bundle with HOTAS and PSVR and a custom fugly orange PS4 would suck in a lot of console kiddies...

Elite is a very niche game by its nature. And given its largely storyless sandbox style the appeal to niche players is fairly focused. Just is.
 
My thinking is that a limited demo version of the game would be a better way of doing this. Free to play through the tutorials and perhaps a couple of extra "beginner" missions. Limited to solo, mainly to avoid the griefers who would inevitably camp any starting locations.
 
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I think an increase to all payouts for Open (entire mission must be done without switching modes) would draw more people to Open than Private Groups and Solo. Either that or include Solo and Private Group commanders in the Open instance, but make it so they cannot be affected by other players in different modes and their icons show up differently so it is easy to differentiate them. While this would be messy in terms of possibility for ships passing through each other, it would at least make the galaxy look more alive.
 
I think an increase to all payouts for Open (entire mission must be done without switching modes) would draw more people to Open than Private Groups and Solo. Either that or include Solo and Private Group commanders in the Open instance, but make it so they cannot be affected by other players in different modes and their icons show up differently so it is easy to differentiate them. While this would be messy in terms of possibility for ships passing through each other, it would at least make the galaxy look more alive.

Increasing pay-outs will not do the trick as most of the people that left Open for Solo or Private Groups did so because they didn't want to become the victims in involuntary PvP. Your second suggestion could easily be achieved by the inclusion of a PvE flag in Open, which would prevent a player flying the PvE flag from being attacked/destroyed by PvP enthusiasts. I'm more than willing to exclude some of the PvP oriented gameplay (such as Power Play) from players who fly the PvE flag.

That will be the only way you'll ever get the Solo/Private Group players back into Open.

And since this will never happen (the PvE flag I mean) I wouldn't get my hopes up for drawing more people into Open.
 
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I would be more concerned with driving away the existing ones through inaction.

Hey everybody (and any FD staff checking in),

We were chatting in our Discord earlier today, and this resulted in a list of bugs with the current BGS as far as we know. This seemed wise to share with all of the BGS community, and may be an easy list for FD to work from, should they come across this thread.

Edit (sunday): there is now a bit of duplication in the bugs, and some bugs are in there in slightly different wording, or highlighting a different aspect. For instance, it's pretty clear that all "negative" actions are positive at this point in time.

Known Issues with the 3.3.02 BGS


  • Explo data not working for inf (inconsistent results)
  • Trade not working for inf (inconsistent results)
  • Mining not working for inf (inconsistent results)
  • Assassination/Murder/Pirate missions give inf to the victim
  • Wars/Elections with factions on different inf
  • Factions gaining inf during elections
  • Inexplicable influence drops for ruling factions
  • Smuggling gives benefit to non-anarchist station owner
  • Wars being lost while working hard for the losing faction (without opposition)
  • Possibly all negative influence effects not working, or all missions targeting factions give positive influence, economic, security or conflict benefits to the target faction, leading to no Famines or Bust throughout the galaxy, and minimal Outbreak
  • Installations messing up scenario factions and rewards horribly
  • Assassination targets still fail to have Mission Target tag sometimes
  • Massacre missions can target own faction
  • CZ NPCs fail to spawn
  • Salvage/assassinations sometimes don't have any signal to find with FSS - this is for the meet contact in other system wrinkle, have to scan nav bacon for the thingy to trigger. The target appears in system, even jumps into other USS where you are, but its not tagged as target
  • Murder broken/doesn't affect influence or conflict states
  • Some conflicts seemingly broken and all actions benefit wrong side
  • Inf does weird stuff while there are multiple conflicts in one system
  • Wartime massacre missions targeting the source faction
  • salvage missions gives "red" extra rep and increased inf to the faction the cargo was salvaged from
  • Installation scenarios give the same faction on both sides, while not being the owner of the installation

If you have more, post them below, and I'll add them to the list

  • Some factions lose influence instead of gaining it.
  • During a war, a faction offer massacre against its own npcs
  • During conflict, factions can gain/lose 2 positions (i.e. from Draw to Victory) in a single BGS tick. When this happens the faction status summary counts each jump as a day, so you go from 1 day of domination to 3 days of domination
  • negative trading is interpreted as positive actions for station owner now
  • Some systems seems also to be stucked at particular influence threshold, fluctuating by 3-4% despite all kind of positive and negative actions done (i.e. 10 Kappa Pegasi). This in particular seems to be partially related to bigger population systems (Kammato suffers this issue occasionally)
  • In CZ the defeat of a capital ship cause the victory bars to disappear, resulting in neverending battle
  • we did a test on untra-quiet systems [ones that have not changed influence in the last 10+ days] we did 10 points in missions of various types (but not shopping missions) so black box, surface scans, data delivery, assassination etc. In each system the factions the mission were done for FELL in influence
  • in War fighting for our side had either no, or a negative effect for the faction. We completed around 40 scenarios and made around 40 combat bond drops on day 1 of the war and lost it, despite moving our security slider a long way and the oppositions not moving at all. We won the war using bounties and left the CZ completely alone
  • biowaste mission delivery from agriculture are extremely rare/ non existent
  • CZ : killing SLF has same impat than killing a player
  • The PlayerJournal does not contain the correct value for Influence in the MissionComplete Event. It shows '+++++' every time
  • 10,000 commanders dropping data and mined goods for a CG 5kLY out is tanking the controlling faction
  • no activities seems to lower the economy slider
 
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