Doing the same mistakes for 25 years?

Lol, I love how this topic has become whiner anonymous, with everyone competing to be the one who hates this game the most. [haha]
 
To be honest.

Elite has never been the same since Ian Bell, fell off the Galactic Map.

He evidently brought to the party, that which has been missing ever since.

If you mean black&white graphics, sure. The original game he worked on has absolutely nothing the latter games didn't have, and obviously ED vastly outperforms at every single thing the Elite he contributed had. Nothing has been missing ever since, except for maybe a nostalgic sense for when you were happy. :p
 
Never had to do *that*...

Duly +1'd.

The keys on those things would crack and expose the gubbins. They had to be patched over eventually.

Same on the Spectrum when the rubber keys went, cut up a Staedtler eraser and puncture glue for a bike tire.
 
If you mean black&white graphics, sure. The original game he worked on has absolutely nothing the latter games didn't have

Indeed, shame he couldn't build on it. Something about that partnership just turned things into gold in a way that hasn't happened since.

Nothing has been missing ever since, except for maybe a nostalgic sense for when you were happy. :p

I have never been happy.

How dare you.
 
25 years ago most people didn't play computer games - only those people who had computers and had the will to fix them when they went wrong and with no internet.

It was an heroic time, that's for sure. :D The first game I owned was a wireframe heli-gunship flightsim called Tomahawk on an old green screen Amstrad desktop, that beast had 256K of RAM and a dot matrix printer.

I never played the first Elite, but I played the bejesus out of FE2, I still have my Amiga 500 and copy of FE2 in a box somewhere. There wasn't really anything like it for scope. There were great games like Birds of Prey, Dogfight, Sensible Soccer, Cannon Fodder, Another World, Flashback, Worms, Shadow of the Beast, Streetfighter 2 etc etc...but I was always amazed at the sheer size of FE2, the massive number of systems... blew my mind at the time, nothing came close.

On getting into ED though, I was really quite surprised, and not a little dismayed from the outset, to see a lot of the familiar old mechanics. I quickly remembered how the huge, open free playground had been marred by the fact that, although you had traveled to different systems for hundreds of LY, the only interface into that system was through yet another near identical mission board with the same old weird looking portraits. It wasn't such a big issue back then, when you had to use a lot of imagination because you were spending most of your time scooting about in a basic polyhedron 'spaceship'.

To face that in the 21st century though, post Voodoo/nVidia/ATI, Playstation 1,2,3,4 and all of the wonderfully immersive and inventive games along the way (just too many to list), was and is a huge disappointment.

The ships are great, certainly the best thing about ED for me, and the galaxy itself is an incredible achievement. But the sterility of the FE2 experience that has been carried over for some misplaced sense of nostalgia, or cheap corner cutting (whichever it may be) has killed all of the excitement I had for the game from when I first heard that Braben was going to resurrect the series. I've persevered, and certainly enjoyed a lot of what ED has to offer, but this feeling has never left me since the first day.

Not to overstate it, but it has been probably one of the most disheartening experiences of my long gaming history. I was really, really looking forward to it. And it's not getting any better as the years drift by. I get the impression that many ED players are really realising that it's going nowhere fast now, that too much time has passed with too little progress - despite having held out so much hope for so long, and having been strung along by so many promises and paper thin features.

Frontier have had more than enough time to produce something better for their incredibly loyal, passionate and patient fanbase, but they seem content to just *urinate* the opportunity away as if it were inconsequential. It doesn't make any sense.

I honestly wish I'd never picked ED up sometimes, I really really do. That might seem melodramatic, but I'm just being honest.
 
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Just logged into the game for the first time in a few weeks, looked around at the available missions, the community goals, the still lacking bug-fixes and couldn't bring myself to take off and play, so I logged back out again.

"Bonus Weekend". Big deal. I have two accounts, all the "end game" ships, all of them A-rated and engineered to the hilt, no need for me to work toward discount engineering services, no Guardian FSD Booster (still), just . . . nothing I want to do in-game.

There's nothing new under the many, many suns of Elite Dangerous . . . o7
 
All I see here is, "People who don't like Elite annoyed that Elite is still Elite, despite the fact that Elite is Elite, and has always been Elite over several decades of Elite".

Thats the real problem: this game is nothing more than 1984 in HD.

I mean... That's hyperbole. But the core game is the same, and that's the way long-term fans like it.
 
Coming from the discussion from Yamiks' video "we" came to the point where it was speculated where this partly weird game design came from. Today I came across an article from the German PC magazine Gamestar, which has a monthly article series on bad, old PC games and the circumstances at the time, called: "Legendary bad". In January it featured "Frontier - Elite 2" (online article here (subscription only!). It shows, even back then journalists and players strongly disagreed on a verdict on this game. While some liked the complexity and diversity, some criticized flight model, controls and lack of story. Mostly the technical achievement of the galaxy simulation was acclaimed, while the game mechanics are said to be lacking. On that, even Ian Bell was agreeing: "It is one thing to write a simulator, but games are about fun, not realism".
Further the article states it was possible to land on planets and see cities, but with nothing to do besides "generic and boring missions". "First encounter", the successor of "Frontier - Elite 2", is being described as having a lot of bugs and having fundamental problems.

tl;dr: While FDev has solved the performance problems of earlier titles, it seems they are doing the same mistakes, they did 25 years ago:
- generic, boring missions
- lacking story
- overly complex gui and handling
- in general "user-hostile"
- a whole galaxy empty of content

Edit: As some readers misunderstood, the statements above are from the author Heinrich Lenhardt (and partially from other game reviews). This thread is not about my opinion on the game.

I haven't played the old titles, but it really shocked me to see the same flaws in Elite: Dangerous 25 years later.

I wouldn't consider these to be flaws, however if you feel that these should be improved. Then I suggest you bring this up in the Focused Feedback forum now while you have the time.

Personally, the story is great but slow. The missions could use some voice acting, some risk as well as naval missions like flying with a fleet in battle. The GUI I find to be okay, but regarding the galaxy "lacking content", it will be addressed this year for an Exploration update.


Regards,


- StarfireIX
Lavigny's Legion
 
Edit: As some readers misunderstood, the statements above are from the author Heinrich Lenhardt (and partially from other game reviews). This thread is not about my opinion on the game.

I haven't played the old titles, but it really shocked me to see the same flaws in Elite: Dangerous 25 years later.

Huh?
 
All I see here is, "People who don't like Elite annoyed that Elite is still Elite, despite the fact that Elite is Elite, and has always been Elite over several decades of Elite".



I mean... That's hyperbole. But the core game is the same, and that's the way long-term fans like it.

So...the long term fans like that FDEV is limiting a game made in 2015 or so to the same technical limitations inherent in a game made in 1984...

Why? Why would you NOT want to see more interactivity? More impact behind your actions, at least on a local level? Why would you not want to be able to make friends and enemies with REAL characters, and have a legacy? I mean, you dont have to be the chosen one or anything; but your actions should matter at least on a local level. The people you interact with regularly should remember you and your rep.
But no; we are stuck playing a high res version of 1984.

Why should we be ok with technical limitations from 1984, in a game released in 2015?
 
All I see here is, "People who don't like Elite annoyed that Elite is still Elite, despite the fact that Elite is Elite, and has always been Elite over several decades of Elite".

I mean... That's hyperbole. But the core game is the same, and that's the way long-term fans like it.

Speak for yourself, I expected a substantial evolution along the lines discussed in the kickstarter. Very disappointed in the over-reliance in RNG proc spam and near-total neglect of story telling and player agency.

The fact that they can't even figure out what's wrong with Galnet speaks volumes about all that is wrong with the game.
 
Coming from the discussion from Yamiks' video "we" came to the point where it was speculated where this partly weird game design came from. Today I came across an article from the German PC magazine Gamestar, which has a monthly article series on bad, old PC games and the circumstances at the time, called: "Legendary bad". In January it featured "Frontier - Elite 2" (online article here (subscription only!). It shows, even back then journalists and players strongly disagreed on a verdict on this game. While some liked the complexity and diversity, some criticized flight model, controls and lack of story. Mostly the technical achievement of the galaxy simulation was acclaimed, while the game mechanics are said to be lacking. On that, even Ian Bell was agreeing: "It is one thing to write a simulator, but games are about fun, not realism".
Further the article states it was possible to land on planets and see cities, but with nothing to do besides "generic and boring missions". "First encounter", the successor of "Frontier - Elite 2", is being described as having a lot of bugs and having fundamental problems.

tl;dr: While FDev has solved the performance problems of earlier titles, it seems they are doing the same mistakes, they did 25 years ago:
- generic, boring missions
- lacking story
- overly complex gui and handling
- in general "user-hostile"
- a whole galaxy empty of content

Edit: As some readers misunderstood, the statements above are from the author Heinrich Lenhardt (and partially from other game reviews). This thread is not about my opinion on the game.

I haven't played the old titles, but it really shocked me to see the same flaws in Elite: Dangerous 25 years later.

That old review only shows even some reviewers back then didn't get the scope vs. handscripted content limitation tradeoff. The first elder scrolls game "Arena" had a similar review where the reviewer said too many tasks felt like grinding things over and over again repeatedly with little to no variation except rng and mostly procedural dungeons and generated cities.

And what were the games back then during the time of E2: Frontier? Wing Commander I&II, Dungeon Master, Eye of the Beholder etc.? Sure plenty of handscripted stuff, but nowhere near the scope of FE2's galaxy of thousands of star systems. Once a player was done with the missions in those other games, or levels, there was nowhere else to go. In a sense FE2 was more like Microsoft's Flight Simulator World, which was steadily builit upon and became bigger and more complex until today FSX, X-Plane and Lockheed's Prepar3D now cover the whole globe, but that only happened after over 15 years and hundreds of third party development addons. If ED was limited to 50 stars it'd be not much different than the limited scope of the WC games, ME:Andromeda, or even the X-games, where once "done" with the scripted content, most would just leave for other games. ED isn't made of 'mistakes', it's an awesome space sim that many players have got their money's worth in hundreds to thousands of gameplay hours yet too many still at the end take the achievements for granted and then some write ED off as some kind of inferior failure to other games in the genre which it certainly isn't. The main goal of ED was to update FFE and the model playable galaxy to a higher standard (not make another clone of ST: O, ME or COD:IW and others of the like) and they certainly stuck to their guns and did that and are continuing to gradually add to it as it becomes feasible in both tech and resources.
 
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vonHeinrich Lenhardt,
18.04.2018 08:00 Uhr


No surprise if someone in 2018 writes about a game from 1993. Measured on the modern standards, there are just a handfull of games which could still competed today in terms of gameplay.
At that time, it was a great game. Nothing more to say.
The article also covered contemporary sources, but was also written with the limitation of the technology during that time.

Elite Dangerous today is still progressing and in further development process. I'm very sure, there will be more in the future to do.
But beside of that, i don't think that it's empty. There were games which were full of content, yet i'm playing Elite Dangerous for whole 3 years and still have fun. There is NO other game, where i have spent so many hours. And even if i would have played only until i've done everything at maximum one time, i wpuld have still spent more gaming hours in Elite without repeating anything than i've spent on Elder Scrolls.
Scope and "hours spent" are not very reliable sources to measure a fun game. Especially ED with its slow progress especially in the beginning, takes a lot hours until you can review it decently. Hoping for future updates, this is what a lot of players do since release.

That old review only shows even some reviewers back then didn't get the scope vs. handscripted content limitation tradeoff. The first elder scrolls game "Arena" had a similar review where the reviewer said too many tasks felt like grinding things over and over again repeatedly with little to no variation except rng and mostly procedural dungeons and generated cities.
I wouldn't presume the author was/ is unaware of this trade-off. Can you really argue "this game is boring, but it is huge"?
While the simulators you mentioned derive their challenge from the simulation, Elite: Dangerours and seemingly part two of the series cannot archive that.
Can I help you?
 
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