That's entirely subjective.
I personally play DCS A-10c because it's so complex, and as a result I don't like DCS World (the basic free-to-play simplified version).
*Makes a mental note to also find time for Rogue System*
I think a lot of the complaints lately have to do with the complexity of the game. Granted, the main flight mechanics and module upgrading isn't bad, but other portions of the game seem needlessly complex, to greater or lesser degrees. The biggest example is engineers, with a billion materials and commodities and multiple layers on layers of unlocking and upgrades.
But there are other examples too. The surface scanner could be a lot simpler, just have blips fade in when in range and have a marker indicate direction, like most other game compasses.
Mining could be simpler.
Location of commodities could be simpler (yes I know there are "hints") but you should just be able to check all stations in a system.
I don't think the game is overly complex. It just looks like that because all the mechanics are obscure.
snip.
I think the core gameplay mechanics need to be far more complex. Scaning a ship/planet/whatever is a joke. "Mining" on a planet is a joke, yeah shot the rock as a skimmer really deep. Mining is a joke as smuggling and passanger missions. Exploring is a joke, theres no exploration mechanics, everything is there to "discover" without any mechanic.
The key is making the mechanics complex so playing the game could involve actually doing something, operating your ship systems, scanners, utilities. Complexity in the mechanics would end the grind. I don't think engineers is complex. The problem is there's no mechanic to gather materials, its just RNG. You cant modulate a frequency in your scanner to find certain items, you cant use a probe and search items through a UI like a map. Theres no gameplay involved in the process, its all magic.
Im saying this since a long time on the forums and people say to me "Use your IMAGINATION". "You don't have enough IMAGINATION".
Its really funny.
The state of the game is a joke and I don't see it improving but getting bigger.
The thing is FD is focusing in other things and are very happy of the simplicity of their game.
Then why are you playing? Walk away from this joke of a game and it's forum. I, for one, love the game.
I don't think complexity is a sufficient condition for fun, but it is a necessary one. If the game is too simple, then there is nothing to figure out, and people get bored and drift away. Power Play is a perfect example of a system that is too simple. Sure it seems complex at first, but is really so simple that it is almost infantile, 2 mission types. Interdict or get interdicted. Add in a government by referendum, and a massive Excel sheet accounting sim, and you're done.
The only time the above would be an issue is when people are in a hurry to get a rank, ship or credits. SRV scanner works well and lets you differentiate mineral versus artificial contacts at a glance. Regular contact sensor screen does not.I think a lot of the complaints lately have to do with the complexity of the game. Granted, the main flight mechanics and module upgrading isn't bad, but other portions of the game seem needlessly complex, to greater or lesser degrees. The biggest example is engineers, with a billion materials and commodities and multiple layers on layers of unlocking and upgrades. And now that engineers made a complicated mess, it needs a complicated fix. But there are other examples too. The surface scanner could be a lot simpler, just have blips fade in when in range and have a marker indicate direction, like most other game compasses. Mining could be simpler. Location of commodities could be simpler (yes I know there are "hints") but you should just be able to check all stations in a system. Most of these things aren't really hard, but many just seem more complex for the sake of being complex than they need to be. Meanwhile, core gameplay remains very simplistic (fly here, shoot/scan something/fly back). I understand there's a balance between making things too easy and making them rich enough to be interesting, I just think the balance of some aspects of the game is off. Sometimes people just get married to an idea of how something should work, when something simpler would work just as well, and I see this at work and in everyday life too.
Because it's a game and the same comparison can be made to any video game ever made. Pacman, Far Cry, Assassin's Creed, Zelda...Complexity is a good thing if the process is engaging. If you ask yourself why you're doing something in ED there's often no depth to the answer.
I think a lot of the complaints lately have to do with the complexity of the game. Granted, the main flight mechanics and module upgrading isn't bad, but other portions of the game seem needlessly complex, to greater or lesser degrees. The biggest example is engineers, with a billion materials and commodities and multiple layers on layers of unlocking and upgrades. And now that engineers made a complicated mess, it needs a complicated fix. But there are other examples too. The surface scanner could be a lot simpler, just have blips fade in when in range and have a marker indicate direction, like most other game compasses. Mining could be simpler. Location of commodities could be simpler (yes I know there are "hints") but you should just be able to check all stations in a system. Most of these things aren't really hard, but many just seem more complex for the sake of being complex than they need to be. Meanwhile, core gameplay remains very simplistic (fly here, shoot/scan something/fly back). I understand there's a balance between making things too easy and making them rich enough to be interesting, I just think the balance of some aspects of the game is off. Sometimes people just get married to an idea of how something should work, when something simpler would work just as well, and I see this at work and in everyday life too.
but other portions of the game seem needlessly complex, to greater or lesser degrees. The biggest example is engineers, with a billion materials and commodities and multiple layers on layers of unlocking and upgrades.