Modes ED "Beyond" Disappointing, anyone have similar feelings?

I read the OP and couldn't find anything to disagree with.

It seems like an honest and accurate review.
 
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I find the codename beyond amusing. For me, the 2018 roadmap look like below-minimal-plan and i find its beyond disappointing. Shocking in fact.

After days of mining players were telling that the mechanic is annoying, limpet stocks are super-annoying, and "shooting-rocks" apart from being insanely boring, can be best described as "tech-demo". ED was ignoring the community for 3 years, then, finally, gave in and admitted this needs a full redesign. And it will take a year. Jesus. Who was the person taking money for the design, ticked it as "working-as-intended" and refused to listen to community for 3 years? :(
The only problem with mining is that pirates find you in systems that are otherwise uninhabited where they'd have no reason to even look for you, in ships that probably couldn't make the journey and can't haul anything if they stole it from you.

Sure I would like larger payouts, better rings, all that. Sure gathering the broken rocks is tedious and repetitive, but mining is a whiskey sippin' game, not a Red Bull slamming game.
Combat. Yes the building block is there now. What about taking the chaotic 1v1 dogfighting tech demo and putting it into larger battleground/invasion/ctf environment? Do you need supersmart game designers to do that? Every half-wit can notice that :(
The digs at the end of your suggestions detract from your ideas.
Trading. Animated slider and flying station to station. Big change for q1 is "you wont have to keep the webbrowser open (as much) to find trade routes". Thing is, why are you building a space truck simulator that centers around shoving cargo over. (if anything passenger mission is exactly the same abstract cargo, just different looking menu with other type of slider). Again, do you need to hire someone competent as a game designer? Instead of the procedural dumb way of station-to-station, maybe tweak it. Change the amount of cargo to RARE goods only, and allow oth traders and pirates easily find the routes and ppl flying there. There, you have content. Group 1 farms cash. Group 2 steals from G1. Group3 bounty hunts Group2. Hard?
Rare goods only suddenly aren't rare. Rare has to be "also" as "common" is the large majority of goods in that scenario. As for the rest, that's how it works now.
What else is there? Powerplay? Implemented and left to die. Dead now. How about increasing the salaries from PP so everyone WANTS to sign up and then basing the missions available on your standing/rank?
So you think FD should force funnel players into cartoon god serving mode when they don't want to play RISK and just want to be left alone to piddle around in their cruiser looking for opportunity or curiosity? No thanks. If we aren't playing it it's because we don't want to, not because the payouts are too low.
Planet surfaces? Shooting rocks for engineers.
Enjoyable actually. I'd like to see more to do there, but it's a good start. Until you've shot rocks in VR, you've never shot rocks.
Engineers. Well. Grind to unlock, then 60seconds to rank5 with each. Then treated as a new-baselevel for power. Good desgin? HELL NO!
I'm not a huge fan of the engineers but you can take it or leave it and there's something to be said about knowing you can fly to Farseer and leave with a longer jump range or faster boost speeds and such. As for the rest, I haven't experimented with it. I'd like to check out the fuel scooping engineering if it's anything at all. Otherwise I'm ok.It doesn't hurt anything and I only wish I could use an "opt out" option to avoid seeing my radar screen littered with materials in a res site or CZ.
Sound in space - please, for the love of god, let us at least optionally disable the "space sounds". AspX flying close to my ship, with the sound of diving messerschmidt is not something that should be heard in space and it completely breaks the immersion. Space is silent. Cold. Dead.
You have a volume button, right? I like the sounds.

I've said for years to various "sim" players that a real sim would be unplayable. You'd spend days just checking your equipment.
Problem with sandboxes is that your procedures are naive and after seeing 50 solar systems theres nothing new. Reducing the scope to 1/100000000th of galaxy (putting the rest behind a story of "you-cant-jump-farther-because-of-reasons" - whatever lore reasons) and putting the content into these few systems would benefit the game much more.
No it wouldn't. You'd have Call of Duty, Space Version.
The game gets boring very fast because theres nothing new in it. Combat/trading/mining looks exactly the same all the time. The only thing keeping some ppl in gameplay is some temporary cash exploit. This is sad.
That's because those people are better suited for a different game type. That's why there's more games being developed all the time. If making money is that much fun, why? So you can buy a ship for a game you don't like? Some people like the feeling of knowing they are getting over on the game. I get it. It doesn't say any more about the playability of the game than people flocking to "free beer" says about the drinkability of other non-free beers.
Ship selection is horrible too. Basically great majority of people settles for flying python and some upscale to bigger 3. AspX as the bubble-commuter. Not a very good plannning :(
Which really makes your previous point even more moot. Why do people want Cr exploits when there's nothing worth buying.

You really should just play a different game, one you like. Heck you should build it.
How many people did the guardian mission (scan 100 objects while keeping a combination of cargo items)? How many people found it "fun"? How many people did it on their own, without printed out cheat-sheets where-to-click-what?
Not me. If you have that time and you like puzzles, why not?
Thargoids... I can fly somwhere far to drop into USS which is
always the same and after seeing it on utube once, i dont really see the point of doing that. Fighting thargoids can be done in that one scenario too, and requires few people at least. So... Is that realy a good content design?
It's added content. Any added content is good as long as it doesn't break or remove the existing content.
Well. See you in 4-6 months. Will download the patch and check if ED delivers on their promise of not having to launch EDDB in order to trade. 6 months. Wohoo. Maybe a new ship too.

God.
So you're going to come back in 6 months to a game you abhor because...??

I hear Star Citizen calling you... saying "What's in your wallet?"
 
As a game developer with over 10 years of professional experience(much of it building MMOG's), I find the feature list fairly impressive. In contrast the only other multiplayer flight sim(need I name it) with more money are still futzing around trying to get players to manipulate cups....No game is perfect from the get go, so the fact that they are iterating and willing to throw out old designs is impressive. Still I hate the grinding for materials. Their server stability and performance could be improved. They need to address that soon in lieu of all the multiplayer features they are rolling out.
 
Frontier emailed me today with the video recap of the ED presentation. I just finished watching it and was pleased with what I heard. People have been complaining that Frontier never listens, but 2018's roadmap seems to be all about Frontier listening to the griping of the past year. :D In many ways, I find 2018 more exciting than what we have gotten in 2017. And the fact that the core improvements are going to be free was a nice surprise.

Well done, Frontier! It's been a bumpy road but you are cruising now. [up]

There he is. Apparently the only sane person on this forum ;)
 
As a game developer with over 10 years of professional experience(much of it building MMOG's), I find the feature list fairly impressive. In contrast the only other multiplayer flight sim(need I name it) with more money are still futzing around trying to get players to manipulate cups....No game is perfect from the get go, so the fact that they are iterating and willing to throw out old designs is impressive. Still I hate the grinding for materials. Their server stability and performance could be improved. They need to address that soon in lieu of all the multiplayer features they are rolling out.

For subjective POV of mine people rush out to compare different games and their feature sets. While it works from gaming experience POV, it tells almost nothing about how those features are implemented and rolled out.

ED majority of features might feel simple, but work laid down for them in background is colossal, to ensure longevity of features and possibility to extend them. This 'future proofing' can be costly and slow, but it seems it's the way FD have decided they will do that so they wouldn't code themselves into corner.

Lot of features got dropped in previous updates because of lack of time to fully develop them. Beyond is basically house cleaning operation of all things FD haven't completed but they have both code and design readied up for them.
 
Whilst having some (slight) worry about squadrons making the game to 'guildy' I think the future looks pretty rosie.
To me FDEV are doing the right thing by focusing on core game play for a while.
 
+1 rep for you!

This update series called "Beyond" looks like a real "filler". There are things I like, and there are also things I do not like ... but what makes me worried is especially the bad roadmap that was shown to EXPO2017.
It is too vague ... and there is a danger that players will fill this empty roadmap with unrealistic ideas and thoughts ... that will end up creating false expectations that could further damage the relationship between the players and the developer.

This roadmap is a joke, I am very surprised that the frontier has really shown such a thing.
https://elitedangerous2016.files.wordpress.com/2017/09/roadmap.jpg?w=702

Specific screen is just part of presentation - it is combined with text both in audio and readable formats.

Also for being vague - for example can you tell me when you will finish one specific project next year? You most likely can't be very sure. It is not being vague. It is called being honest. Too much things in the air. Have ever heard of go/no go meetings at dev houses? Things get cut at last minute.

For all things considered major points are touched upon - there are improvements coming, most of these improvements are non-combat related, there are new ships and improvements of quality of the game.
 
Whilst having some (slight) worry about squadrons making the game to 'guildy' I think the future looks pretty rosie.
To me FDEV are doing the right thing by focusing on core game play for a while.

I would be weary about squadrons at launch.

At this point however I have seen quite lot of nice player groups - Canonn is just one example, there are many more, Lave Radio, I am part of few other player groups too - so I think such feature is worthy implementation because it actually will improve game for people already playing it. Most of them feel natural for the game...and it also gives FD a chance to take a refreshed look at this 'must have but not really' feature of MMOs.
 
The roadmap has a few planets on it, but it needs an advanced scanner (better than ADS) because, apparently, there are also other bodies to add to that map at around Q4 distance.
They made them near to beige orange for a reason. Q1 and 4 have an atmosphere, but since those aren't in the game, this roadmap can never work.
 

sollisb

Banned
In relation to his words on Thargoids..

It's added content. Any added content is good as long as it doesn't break or remove the existing content.

Actually no, it's not. It's a mini-game in a USS. It effects nothing outside the USS. It's development time (a lot of it) spent on fluff, that should be spent fixing the problems the real game has, and has had, for many months.
 

sollisb

Banned
Specific screen is just part of presentation - it is combined with text both in audio and readable formats.

Also for being vague - for example can you tell me when you will finish one specific project next year? You most likely can't be very sure. It is not being vague. It is called being honest. Too much things in the air. Have ever heard of go/no go meetings at dev houses? Things get cut at last minute.

For all things considered major points are touched upon - there are improvements coming, most of these improvements are non-combat related, there are new ships and improvements of quality of the game.


Actually no, we don't have go/no go meetings. We're professional enough to use our calendars to schedule what needs to be scheduled.

I can't tell you, but I do know.. Exactly to the date and the time, when any product I'm working on will go live. See, unlike this amateur outfit, real professional developers have things like Gantt charts to show what is being done, by whom, and what the deadline is.

Things do not get 'cut' last minute. Again, the difference between professional and amateur.

The truth is, what you heard was vapourware. What they're 'trying' to achieve.

I notice there was no actual roadmap. Just a bit of marketing fluff, which some people lapped up with cream on top.
 
Actually no, we don't have go/no go meetings. We're professional enough to use our calendars to schedule what needs to be scheduled.

I can't tell you, but I do know.. Exactly to the date and the time, when any product I'm working on will go live. See, unlike this amateur outfit, real professional developers have things like Gantt charts to show what is being done, by whom, and what the deadline is.

Things do not get 'cut' last minute. Again, the difference between professional and amateur.

The truth is, what you heard was vapourware. What they're 'trying' to achieve.

I notice there was no actual roadmap. Just a bit of marketing fluff, which some people lapped up with cream on top.


I'm not disappointed in what FD presented, however you're right regarding how a professional project is planned and executed.

All my projects for this and next year is scheduled including milestones.

We need to plan hundreds of people traveling all over the world to different locations so there is a lot of planning before anyone arrives. So yes that road map was a pointing finger nothing more :)
 
Well, compared to Horizons roadmap, which had only one thing I cared for - planet landings - Beyond has more things I care about: improved visuals for celestial bodies, and more flesh on mining and exploration's bones. So it sounds good so far; nothing to be overwhelmingly excited about, but it's good they're working on these. Of course, it remains to be seen what they'll actually deliver. Let's hope the improved mining and exploration will be more than just some new shallow trinkets thrown on top.

And it was strange to see people's (and devs) reaction over voiced galnet. Like it's "wow" the second coming of Christ or something. I mean, yeah, it's nice to have, and probably now more people are going to actually bother with it, instead of ignoring it completely, but it's not something to be so excited about. It's like this game is keeping players on such a meager diet, they get excited over anything. Less is more I guess. Ascetic game design. There's a certain elegance about Elite that I like though, despite any flaws. A British design spirit that shows throughout (or should I say shines?). There's quite a few things to complain, as there is also lots to love about the game (that's why we're all still here, both complaining and happy players side by side).

So a mixed bag I guess, with more on the positive side this time.
 
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Actually no, we don't have go/no go meetings. We're professional enough to use our calendars to schedule what needs to be scheduled.

I can't tell you, but I do know.. Exactly to the date and the time, when any product I'm working on will go live. See, unlike this amateur outfit, real professional developers have things like Gantt charts to show what is being done, by whom, and what the deadline is.

Things do not get 'cut' last minute. Again, the difference between professional and amateur.

The truth is, what you heard was vapourware. What they're 'trying' to achieve.

I notice there was no actual roadmap. Just a bit of marketing fluff, which some people lapped up with cream on top.

So why didn't you professionals develop a space game superior to ED?
 
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