From watching a play through (Many a True Nerd) the new game seems like a D&D RPG with a space theme.
And it appears to have grind, which does not seem to attracting negative comments.
The player seemed to have a vast experience with similar type games and that appeared to help.
Just waiting for a mug printed "All I got was a mug from Hutton" to appear in game.
Steve
mostly agree, but "...appears to have grind, which does not seem to attracting negative comments" is wrong, i have to say.
it does come & go though, sometimes it is quite strong and Frontier apologises, and makes changes, other times it's only bubbling along with players trying to learn parts of the game,.. or also, over-time, accelerations have been added, like the 3X pickup for space-debris (manufactured mat.s for your ship), and the accelerators have blunted what used to be more of a frequent thing.
They particularly do, when something new is added and perhaps more playtesting or listening to predictions from playtesters, of what-will take unnecessary time, is ignored, perhaps in the best intentions of letting the early comers get stuff faster, but it has a backlash, in that 'grindy' reputations for particular unlocking, or other only-after-progressional-quest-completion accessings ... get a bad reputation, BEFORE everyone else, eventually gets access.
There's been a lot of universally-usable items, rather than one-off items, with smaller quests, with-also, less-programming & testing for the dev. teams, to have to do, too, so when something comes out, it's playtested for use anywhere, and so Frontier values it highly and makes it need more, to unlock / get.
IMO, Frontier could attract new players, keep current ones, and perhaps even bring ones who've left back, by having more of the latter - more smaller quests, with LESS universally useable or even sometimes, not even transportable, gear, that works for some temporary purpose, and especially inamongst specially written and programmed CGs,.. so say, like,.. RECYCLING code,.. while only having to re-write small amount of new code, for temporary events that have PHYSICAL differences, in game ;
ex. a mining CG, has a massive open-cut mine, actually programmed into the surface, of a moon - there's a massive fight over it, some temporary programming in terms of special AI,.. a megaship perhaps,.. and you have to use some temporary-scan, that sits in your inbox,.. just data,.. easy!.. in order to get-past entry-turrets which will otherwise blow you away?.. and afterwards, in the next week, there's a massive debris field, with a permanent scavenger theme - local missions, extra little bots whizzing around, etc. The scan you had to do,.. barely even counts as gear,.. a bit like permits?.. and so the QUEST, can be almost not grindy, at all. A mini beacons and signals quest. MORE of those ... = less grind, for just ONE object, essentially.
A mini quest, for,... mmm a on-foot telescope. Equipment! i'd happily do lots of mini grinds, for assembling say,.. a ... mm... jump-length-booster, that reduces how much OTHER gear, you can carry - a dominator is down 1 primary, weapon, a maverick or artemis can only take 2 pistols instead of 1 & 1!! How about, a,.. survival camp? a backpack carryable very-low (just enough)pressure & highly fragile, tent & particle-panel power source, to synthesize O2? used in new on-foot survey missions, or just to survive with, if you guess some system authority ships are not going to leave you alone, so you stop your SRV, get it out,.. let them destroy your SRV,.. and then ask friends, squadron members, or perhaps fuel-rats or something, to come and pick you up? or perhaps very-remote observation missions, setting up a portable anntenne, like a spectroscopy RL scientist - you have to log in and log out, with some minimal time requirement, and max-bonus? a bit like the surface-scanning of planets, with the probes?
in order to unlock the whole mission-OPTION, you have to grind for a advanced survival tent system. can't carry bog-all, when you're setting it up.
would change what you can do, like when with a demolitions-explosive that destroys barriers, in 1st person shooters. can't switch to other items, a little special programming, and there you go... in 1st person,.. it takes a few moments of rolling out the tent, hooking up the power-panel, turning it on,.. etc etc
programming like that's not difficult - that's the thing,.. Frontier's got the skill to, but they don't seem to realize how just a little like that, could add whole new type of experience, compared to SRV-security / risks,.. OK, being on foot at bases, is one thing,.. but survival out in the open? surface-deposit prospecting, on planets, where unlike in floating asteroids in rings, gravity and compression, make it less easily mined, but potentially convenient for terrestrial bases, so where are the missions for it? a unlockable tent, could COMBINE,.. with that likely realism.
there's HEAPS, of realisms like that, they ignore, when only little additions, like equipment, could be adding, and adding, and still adding, to the game. there are HUNDREDS, probably thousands, of ideas in the forums, it's a untapped goldmine of new play, but instead, we're forced to care? about the imperial mother carking it,.. really? give me a reason. pfffff. expend the EFFORT, of what will bring new types of PLAY, frontier. it is a GAME, after all,.. not a ongoing novel series that everyone's read all the previous editions of.
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The more TOOLS Frontier makes for things like that, the easier more and more unique content could be created, instead of them being stuck with 'standard' tools, for anywhere-in-the-universe application - standard orbitals, standard platform ports, standard vacuole formations, all the same height and size, despite vastly different temperature, denisty, pressure, chemical composition, and liquid flows beneath the surface? oh come on! TWEAK IT! add more variables in the code, even if they only end up a little distorted, a little longer, a little squatter,.. with RANDOM numbers of tubes ... take for example, the meta-alloy barnacles,.. an EXACT number? of branches?
sigh.
Same with components, in terms of whatever engine Fdev uses - i have no idea, which one it is, but if is something that can modularly assemble, and say,.. have functional-code go-along with models, meaning, if you cut & paste PART of a larger model, functional , behavioral code, can be cut&paste with it, making re-cycling of models, a lot faster, sometimes pieces of things only needed a tweak, instead of the whole object's parts having to be done and checked individually, when being combined with others.
some engines keep the objects and the code separate, others allow for high amounts of associated functional code, with 3D objects. IMO the latter, make for a LOT LESS work, when it comes to creating unique locations.
ED's got quite a few (unique locations),.. but many of them are standarISED,.. despite having unique plot,
like, historical locations. unqique history, to READ,
but then when you get there,.. it's like... ehh... abandoned base, with 3 transmitters to scan,.. aaaaaand i'm off. pfff.
what im saying, is that with modular 'recycling' , you might say Frankenstein or something,.. design, flexibility,.. they could make uniquely different LOOKING, as well as functional locations, where there are substantially different & unique combinations of what is around you,.. and what you INTERACT with.
Ed's fairly criticisable, for having a somewhat narrow range of things terrestrially, especially. Refusing to try & fail, to make a insane amount of complex terrain of plants, cities, infrastructure, etc, is understandable/acceptable,
but more variety terrestrially in everything ELSE, other-than populated planets,
was needed many moons ago, perhaps more than a year, at least. how old's Odyssey by now? 1-2 years?
caves, for instance, don't even exist. errr... why? even if having to guess and get-creative in terms of underground structures, could've been problematic, something would be better than nothing.
growths from rooves, floors, pools, diving equipment, on-foot mining gear,.. etc
VERY obvious, but totally absent. Like that, there are many games out there to imitate much FROM, and only-then, would the quantity of art and programming remain, but instead, we can't even park in one, to hide from overhead shooting from system authority ships, when we're escaping in an SRV. I sometimes simulate it myself, by RP-quitting, ( sort of like rage-quitting, but with more of a justification ) ... when a VERY obvious location for a cave exists, and instead, there's nothing but dust, gravel, and rocks to end up going out-of-control on. what fun!
While i'm at it ... liquids! where the bleep, are all the liquids, in ED?
Ocean planets with endless cities and domestic ships to have to program,... sure. too much.
but no lava-pools? no ice-OVER flowing water? no streams, from liquid geysers? errr... why?
like that, there is a LOT that Frontier could've added to it's terrain generators, with perhaps only a little more tweaking, and it would've made a lot of difference, to OPEN UP many more kinds of things to be doing, with only SMALL amounts of unique gear, to potentially have to unlock, or get access to, from ranking, say,.. only elite explorers, get... long-distance connections to universal cartographics, with a special deep-space relay-system transmitter? grinding for gear and upgrades, DOES exist, and many of us have especially in the past, grumbled a lot, actually,
but because there is much you can do withOUT having to have everything, many choose far-less of the grinds, to do - explorers might only need a few mods,.. traders might only choose to mod one ship, combat obsessives, might choose to ignore all explorer gear, or familiarize themselves with how to engineer for it, etc
I think that REDUCES? how much everyone has experienced, of all the grinds that there are, out-there, to potentially do?
i.e. not a matter of us doing that, but THEN, complaining. i think if everyone tried everything, there would be a lot more.
From watching a play through (Many a True Nerd) the new game seems like a D&D RPG with a space theme.
And it appears to have grind, which does not seem to attracting negative comments.
The player seemed to have a vast experience with similar type games and that appeared to help.
Just waiting for a mug printed "All I got was a mug from Hutton" to appear in game.
Steve