Dangerous Discussion

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There are three types of people who play Elite Dangerous. Those who play it a bit, get bored and go play something else. Those who love it to death and play it for many hundreds of hours.
And finally, a group of people who want desperately for the game to be something it isn't and was never meant to be. These people constantly complain about how much the game has let them down, yet play it obsessively. I do not understand this last group.
 
Although I do regret that small pet peeve has taken over the thread. Should have been a by-the-way and that's that.

Point taken. (I do hope those two words don't 'take over the thread' again - huh - the power of words.)

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I just thought I'd post my six dollars worth - purely a personal opinion - I can't claim to speak for those hundreds of thousands of gamers out there who agree with me.. :)

But there is a convergence of opinion I've noticed on these boards. I think there is a general groundswell of opinion that Elite is not shaping up, and that the game-playing content is lacking. Powerplay was an initial marker for this lack of imagination, and it doesn't bode well for the future. It now seems there will be some seriously random elements even in crafting. FD need to step back and reconsider the twin concepts of fun and engagement.
 
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OP- Sorry for the short reply, you've obviously put a lot of thought into your post.

This isn't the game you're looking for.

Yours sounds kind of cool, if it ever gets made I'll try it out.

But this is Elite Dangerous. It's rather good just as it is. I've enjoyed almost everything FD have done to improve and develop it so far, I see no reason to doubt them continuing to do that. I'm not frustrated, I'm having a ball. I would like to see many changes, but I'm not a game developer or a play tester. I suspect the changes I'd like to see would have consequences I haven't thought of and wouldn't want in my game. So I'll let FD do their thing and pass comment on here, amongst like minded customers. If anything our community say makes sense to them I'm sure someone will pick up on it. :)
 
Elite: Dangerous is a text-based adventure game for the 21st century.

I have never had so much hope in a more beautiful game.
I have never spent more time trying to love a game as dull than this one.
I genuinely believe that the amount of mud slinging that occurs on this forum is directly related to the frustration some of us feel towards the current state of Elite: Dangerous as we take it out on each other.
You know, I've been engaged in forums from 1998 and let me assure you, no matter what the subject, environment or community, mud will be slung. It's one of the great life's certainties. :)

Whenever people with differing opinions post on the internet, mudslinging will commence. And this community is actually not really too bad in this regard.

Skipping forward a bit...
I guess what I'm saying is... don't remake Elite from 1985... make something new that has never been done before.
Don't be afraid to try something creative or expressive that comes from your artistic side rather than relying on procedural generation for everything.
The best sandbox games are successful because players were allowed to modify the game.
The game is pretty far removed from the original Elite. I'm not sure why people keep claiming they're remaking Elite from 1984.
There's plenty of innovative ideas in Elite as it sits already. Players might not like them all, but that's what always happens when something new is being tried.

And don't be fooled that procedural generation doesn't require an artistic side. All that procedural generation does is combine artistic elements into different setting to create new environments. The building blocks still require artist performing their craft. And Elite's artists have done a bang up job as far as I'm concerned.
 
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When I was a kid my mum worked at the Technical Institute in the big city.
In the maths department.
They had a computer.
It was the size of two filing cabinets.
The input output device was a golfball typewriter thing.
It had a lunar lander game.
it would type out your current height, vertical speed, and mass.
You would input how much fuel you would use in the next time period.
And you would keep doing that and try to land.
If you could parse the Tsiolkovski Rocket Equation you could figure it out, but it was also possible to land at less than 2 meters per second by guesstimation and repetition.

And I did.
And I still do.


uh there's a point to that anecdote I think, might even be on topic, not sure.

uh Repetition and rules of thumb?
Text based space sims have got better since the seventies?
 
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