Elite Dangerous is the Largest Empty Sandbox Ever Made

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Was just thinking about that, it would be very easy for FD to create a PvP Only server. It would only need to have one system in it, one station, no NPC's because there would only be maybe a dozen players using it. Since there wouldn't be any non-PvPers on the server, there wouldn't be any easy targets, no salt to mine.

Which is the point everyone's been repeating since the beginning of Hotel California ad nauseum- everyone who WANTS to PvP is already IN Open.
 
I can't rep your rep with my rep because I need to spread rep, but thanks :)

You've gotten admirable posts again. Can't rep you, waiting for the 24h 'you've given too much rep' cooldown. Thank you for existing. Don't you want to become a Mod?

It's downright eerie to read some (many) of the posts on this thread from people who are dedicated to the idea that this game never really improve.

It improves…weirdly .
 
Still mostly a hollow experience three years into full release... Let us review:

Starting with the Good:

  • Flight model is excellent, rewards skill that takes a long time to master
  • Decent visuals (mostly)
  • Audio is fantastic and atmospheric
  • Ship designs are nice IMO
  • Great variation in possible ship builds and weapon variations
  • Good variation in available customisations and cosmetics
  • Character creator is decent
  • Scale of the galaxy is impressive
  • Community goals are good for creating player bottlenecks
  • Wings are useful
  • Thargoid ships look and sound very cool
  • Strong background lore and the game is faithful to previous titles in the series

The not so good:

  • Still have done nothing with PvP bounty hunting - no tracking tools, no central most-wanted lists, max bounty capped at a level which makes it totally pointless to try
  • Still have done nothing with criminal careers - they just seem to want to focus on the punishment side. Punishment without reward will just push players away.. (will piracy ever get any focus??)
  • Exploration is still basic and repetitive (honk if you're bored)
  • Trading is repetitive and most of the commodity types are valueless and only useful for new players. No player to player trading of any sort (open goal missed)
  • Rare commodities have never been utilised properly, they could be the cornerstone of the open play trader-pirate-bounty hunter ecosystem... but allocations are too small (and drip-fed) to be attractive to traders
  • Landable planets started off looking ok with some nice variations and colours.. but this was clearly too interesting so Fdev made them all grey and beige
  • PvP is still a useless sideshow because Fdev seem to be scared to give it a purpose - 'meaningful' DB said in the kickstarter days, it's anything but
  • Mining is eclipsed by all other activities in terms of profit when it should be the best earner (mineral, metal and high tech commodities are all way too low in value - this hurts piracy too)
  • Naval rank is still a horrific, nonsensical grind, with most ranks serving no purpose whatsoever - has little to do with conflict zones either which is odd
  • Capital ships look nice but are actually pretty underwhelming
  • Galnet is a wall of text that is full of uninteresting waffle and is hidden away where you forget about it
  • Community goals are over-used, and are pretty much the only interactive way to carry the narrative forward
  • Powerplay was too grind-driven to ever be successful with it's 'free to play' style treadmill super-grind.. Restricting it to open might have made it work on some level but that would require them to come of of their comfort zone regarding mode parity (open goal missed)
  • CQC was fun for a couple of hours but the lack of depth made it a novelty that about 99.99% of the playerbase got bored of pretty much immediately. Concept was based on assumptions about what console players and PvPers wanted... both were incorrect assumptions
  • Engineering effectively gated PvP to all but the most determined players. It's also a mixture of horrific grind and online casino (draggable sliders were such an obvious avenue, why the multi-tiered RNG which everyone was bound to hate?)
  • Multicrew, pretty much the same as CQC, nice idea but it lacks depth so nobody bothers - requires a turret or fighter to actually serve a purpose (turrets suck and fighters are limited to a few ships)
  • Thargoids, while well designed (visual & audio), are pretty much a ride you can choose to go on... this removes any sense of mystery/fear from them
  • Lack of new ships in the Horizons season made things a bit stale
  • Still only one ground vehicle two years into Horizons
  • No new planet types to land on since 2.0 - many assumed volcanic planets were on the agenda for season two - but Fdev were probably in retrospect referring to those small volcanic features found on some rocky worlds - disappointing
  • Its taken Fdev 3 years to realise that player factions/squadrons need proper mechanics, will be four years by the time they arrive - they listened too long to the 'go play EVE' crowd
  • Fdev have let combat logging run rampant throughout the game for three years.. Alluded to a solution but always seem to kick the can down the road. Where's this karma system then, beyond beyond?
  • They have provided too many ways to circumvent player opposition, rendering proper faction conflict an impossible pipedream
  • Giving players the ability to block other players from instances is a ridiculous concept - it's too open to abuse. Should be comms only (also adds to the game's instancing woes)

To summarise, it seems FDev are a company that have a lot of nice ideas, but have trouble manifesting these ideas into engaging gameplay. They either miss the player desires completely (powerplay, CQC, engineering casino) or whittle down a good concept into 'minimum deliverable product' (multi-crew, Thargoids) for the sake of a quick release. Saying requested features are 'too difficult' to implement has been a reoccurring response - why is this? There was so much ambition in the early days, now the bar is seemingly in the process of being lowered. Remember many still are expecting at the very least, 2 more Horizons sized expansions to make the their lifetime expansion passes worth buying... Anything less and it will kick off big time around here (I'm personally not bothered, I'll have probably jumped ship to SC by then).

Looking at the list above, that is a colossal amount of work to either deliver or improve on, and given Fdev's usual practice of tinkering around the edges rather than wholesale improvements - I'd say we will never see most of those things improved.

I hope I'm wrong, but I can't see this game getting too much better than it is currently.. Too many of Elites core concepts, along with some of Frontier's central design philosophies are bizarre and don't translate well into an engaging mmo game.

I think ED's players will always have one eye on the next update...

The two cents I'd like to add is that we still can't build anything in the giant sandbox that is the galaxy of Elite. I would have thought that player-built bases would have been quick to follow planetary landings in Horizons. Deciding to build a base on an airless moon would be part Planet Coaster and part survival game. Needing to haul materials to my moon-base and trying to figure out a decent way to supply hydrogen would be fun puzzles to solve, for example. I'm a builder. I'm building up my CMDR: rankings, money, fleet of ships... At some point soon, i'm going to run out of things to do.
As to the Thargoids and Community Goals, etc -- I don't care. (My guess is most people don't.) It's like all of that is just part of the background simulation and only makes for good release trailers. The trailer for The Return was like an old time news reel: here's what's going on someplace else... Now you're informed. If i want more news reels, i can just look at Obsidian Ant's Youtube site for the latest. I don't mean this to sound insulting to anybody's hard work, but it's honestly how my experience in Elite has been for the last year or so. (Watching YouTube vids of stuff that doesn't concern me.)
If i were building a remote base somewhere, perhaps between the Bubble and Colonia, and had to worry about NPC pirates or Thargoids (etc) trying to wreck my hard work I would most certainly care. Right now though, the only "asset" I have is my CMDR, and my CMDR has no incentive to get involved with the Thargoids or any of the political ooga booga going on in the background.
:\
 
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Roughly 80% (or more) of all people who bought the game (nearly 3 million copies sold) aren't playing anymore. Some log in a few hours per month then they're reminded of the shallow sandbox and lack of in-game guidance. That should make a game designer go "hmmmm" why did they stop playing?

ED shouldn't become the same as Eve Online (spreadsheet mmo). However, they did do some things right. That's why Eve Online is still online and alive today after all those years. Eve has a bigger active player base who log in every week.

What Eve Online does right is it has a truly player driven sandbox where the players can mold a great many things. Players can create and join massive guilds. Players can construct anything from goods to capital ships to stations and control those things. This is what makes those players truly care about the game due to such deep vested interests. Comparatively, ED has extremely little things for player to construct, control or mold. There's just too little sand in ED to play with.

To understand these criticisms one must first understand what a Sandbox-Game is. A sandbox game lets the PLAYERS create and mold things around them to shape their world. A Theme-Park game is a linear game with many limitations where the game designer wants players to go in a specific direction.

Elite Dangerous is supposed to be a sand-box type game where you can "blaze your own trail".

Anyway it's crystal clear Elite Dangerous will gradually decline into obscurity if Frontier doesn't add a ton of sand to the shallow sandbox.

You can disagree and say "these people lack imagination" etc, but that is a cheap argument saying people should make their own fun and not complain about the lack of sand.

The bottom-line is a proper sandbox game has a lot of sand. It's as simple as that. ED has too little sand.

there's no point in trying to reason with evangelists , whales are being farmed and at some point will be extinct
 
LOL

First, I looked at the correct number on steam spy which is active playbase during two weeks and that one is at 65k (= unique active players). It's also the number I used for comparing the other games in my earlier post. You are looking at concurrent players which is the number of players in the game right now.

Second, according to your source 41,736 is the all time player record for Eve. I am sure Elite also had more than 2,662 concurrent players on the launch day...

Third, your source must be either completely wrong or the point you are trying to make is utterly ridiculous. According to your source there are currently 3 players playing Eve.

Try again.


why change the statistic to make his look wrong hes talking about " Right now 2,662 are In-Game via steam" 2662 out of 2.5/3 million sales even for currently playing the game right now is kinda weak ,i would expect at least 20,000 people to be playing "right now" with them numbers
 
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.... and what proportion of PC players actually use Steam to launch the game?

Not forgetting that console players are not reflected in any way by Steam stats.

If steamcharts can be used for anything, they'd suggest that E: D has had more concurrent players than EvE (on Steam, of course) for some time: http://steamcharts.com/cmp/8500,359320#3m

i would say as its the market leader on pc for distribution ....quite a lot more then who buyed from the frontier store
 
I was just reminiscing in game with some good guys I winged up with for the thargoid cg. Remember the battle of Lugh! Please correct me if I get my facts wrong, going completely from memory and it's been a while.... I think it all started with the Fed President bombarding a planet from orbit, killing thousands(millions??) of innocents. Bunch of farmers that were growing onionhead. They rose up against the feds, just a small band of independents that culminated in the greatest battle in ED history. I remember it was all out war, many of the empire covertly supporting the independents, traders running the blockades, two OPPOSING CG's and whoever was the first to complete won. Damn, looking back that was quite a good storyline, got the players involved, created a sense of community, and was one of the first CG's in the game. All of that was what 2 or 3 years ago. This game has the magic it's just been a while.
 
This has been an interesting 40 pages of thread. I largely tend to agree with the sentiments that Elite as a sandbox game is rather on the empty side, almost to the point that yes it really isn't a sandbox game at all. Great potential is there but it remains mostly untapped thus far.

It's like a sandbox that only barely has enough sand in it to make a few roads for your Matchbox cars to drive around, but nowhere near enough sand to make any hills or caves or cities for the Matchbox cars. Just flat, thin roads, nothing else.

Core mechanics and features are desperately needed to add a few more inches of depth to that mile wide Elite river. Not bolt on separate features like CQC, Power Play, or Multicrew, but rather serious development of the core of the game itself with the basic tenants like trade, mining, exploration, bounty hunting, piracy, search & rescue, and even (to a much lesser degree) combat. New tools and ways to interact with the game world which enable much more engaging and varied outcomes from simply playing the game. Fortunately Beyond for 2018 is supposed to address exactly this, finally, at long last!!!!!

Let's just hope that Beyond will be more like Horizons and less like Multicrew....
 
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Haven't read all the comment, so just providing my perspective.

I don't think ED is intended to be a sandbox-type game like EVE or Planet Coaster.

I think that ED being part of the Elite franchise, the primary benchmarks should be the prior iterations in the franchise.

From this perspective, there are quite a lot of 'good' elements from earlier Elite games that ED has yet to match or improve upon.

Took years for this version to be made and I think DBOBE and FD is taking a long-term road to realizing his vision. It's like a musician creating an album that explore specific new musical areas to the chagrin of loyal and genre fans.

Personally feel that the pace is too slow and area of focus a bit random (Roadmap? What? Artists don't have roadmaps, we got areas of creative expression), but appreciate that there will at least be some on-going development.

I'm fine being on the ride and asking "are we there yet" or "I want to go there" on occasions.
 
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The EVE devs called it a fake sandbox at the last fanfest. That just goes to show.

  • No player driven economy.
  • No tools to build clans, corps and alliances..etc
  • No ways to manufacture stuff and sell them.
  • No ways to influence the universe in a meaningful manner.
  • No industry focused gameplay.
  • No player owned contracts.
  • No player owned outposts.
  • No player owned stations.
  • No player owned space.
  • No real player career progression with reputation and consequences to your actions.
  • No player driven narrative stories based around meaningful interactions.

The list goes on.

Even the BGS is adjusted by the devs when there's enough cry babies crying on the opposite side of the spectrum.

It's a cheap theme park with the illusion of a sandbox. The poor implementation of gameplay mechanics is what is holding Elite Dangerous to become a "Good" game.

I always thought the BGS was a good half-measure to completely player owned entities, and I also thought Powerplay was an acceptable compromise...

but after they fumbled both of these so badly, I'm starting to think the player option is just easier and better.

A good example of bad sandbox design is mining. It is worthless in every regard.

1) You cant do anything with ores. No manufacturing or refining.
2) Ores simply do not mean anything, if nobody mined, the NPC's would auto spawn it in commodity markets still, it does not affect the universe at all.
3) Ore is valueless because you can use exploits or other farm methods that are 20-30-50x more profitable.

That's the trifecta of fail right there.

EVE

1) Ores are used for refining, manufacturing and building
2) Ores have a strong gameplay trade mechanic in local and regional markets. And have proper supply and demand.
3) Ore is not valueless. It can be low risk and low effort monetary reward or high risk high effort monetary reward. Additionally, in the context of far away, localized markets - ore has a non-monetary value as its used for production of items and ships. Adding extra gameplay depth past "MOAR MONEY FARM" which everything in Elite revolves around.

I think you're supposed to be over there with this post...
https://forums.frontier.co.uk/forumdisplay.php/223-Modes-of-Elite

Every game you listed is nothing like Elite: Dangerous and is a bad comparison (or plain false).

This is about adding more sand to the sandbox, not about you being able to throw sand in peoples faces.



The EVE devs can think/say what they like, I've seen phone games with better control schemes that EVE.

Target something;
F1, F2, F3, F4 .... wait for target to blow up. New target;
F1, F2, F3, F4 .... wait for target to blow up. New target;
F1, F2, F3, F4 .... wait for target to blow up. New target;
F1, F2, F3, F4 .... wait for target to blow up. New target;
F1, F2, F3, F4 .... wait for target to blow up. New target;

Riveting game play there.
Edge of your seat stuff pressing F keys for 2 minute auto orbit fights or 12 hour mining ops.

Perhaps they should make a decent space game before knocking other peoples efforts.

Yeah! Chess sucks too because all you do is move pieces on a board! eeeee
 
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The bottom line is...

There is still A LOT of potential in this game. I know they have a long term vision, and are still creating the playing space as it were, and the tech with which to actually make a fun and interesting game.

My hope is that eventually, it's going to be awesome. There are a lot of great ideas in the forums. Hopefully they are listening.

[yesnod]
 
It's downright eerie to read some (many) of the posts on this thread from people who are dedicated to the idea that this game never really improve.

I'm not sure what you mean. That the game will never improve or that the game doesn't need to improve. (and of course, improve being subjective and unique to each person).

I know there are some "haters" around here who think the game will never improve, and its doomed to fail - can't do anything for people like that. I'm not aware of anyone who thinks it doesn't need to improve though. Fairly sure most fans think its good, but could be better. I think you could include the devs in that group as well.
 
I always thought the BGS was a good half-measure to completely player owned entities, and I also thought Powerplay was an acceptable compromise...

but after they fumbled both of these so badly, I'm starting to think the player option is just easier and better.

A good example of bad sandbox design is mining. It is worthless in every regard.

1) You cant do anything with ores. No manufacturing or refining.
2) Ores simply do not mean anything, if nobody mined, the NPC's would auto spawn it in commodity markets still, it does not affect the universe at all.
3) Ore is valueless because you can use exploits or other farm methods that are 20-30-50x more profitable.

EvE is a very different game. In Need for Speed i can race against NPCs. I can't do that in ED, therefore ED is bad.... eee.

Ok, let's take a look at your points.

1) You can sell them for profit. Now, let's consider, what if you could use them for something else, like building something..... so, what do you want to be buildable that you can't buy anyway? I suppose they could be used as Engineer materials... ugh! No, let's not go there again.

2) Well, that's because there is no way players could generate the amounts required for traders to trade in. You'd have entire systems without any ores. ED can't have a player drive economy simply because its playable area is too large in relation to the number of players. For a player driven economy to work, you have to have enough players in a given region for it to work.

3) That's not a problem with mining. That's a problem with the exploits.

Its also worth keeping in mind some people mine because they enjoy mining. Some people don't mine because they don't enjoy mining. Pushing people to mine who don't enjoy it by requiring the mining be useful for something is going to annoy a lot of people, c.f. Engineers.
 

ALGOMATIC

Banned
I think you're supposed to be over there with this post...
https://forums.frontier.co.uk/forumdisplay.php/223-Modes-of-Elite

Every game you listed is nothing like Elite: Dangerous and is a bad comparison (or plain false).

This is about adding more sand to the sandbox, not about you being able to throw sand in peoples faces.



The EVE devs can think/say what they like, I've seen phone games with better control schemes that EVE.

Target something;
F1, F2, F3, F4 .... wait for target to blow up. New target;
F1, F2, F3, F4 .... wait for target to blow up. New target;
F1, F2, F3, F4 .... wait for target to blow up. New target;
F1, F2, F3, F4 .... wait for target to blow up. New target;
F1, F2, F3, F4 .... wait for target to blow up. New target;

Riveting game play there.
Edge of your seat stuff pressing F keys for 2 minute auto orbit fights or 12 hour mining ops.

Perhaps they should make a decent space game before knocking other peoples efforts.



Lol whats exploration in ED? Scoop charge fsd honk (2 buttons) , scan a planet: fly towards it in straight line watch the counter (exciting) wait for the scan to complete while doing nothing, take screen shot repeat
 
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Still mostly a hollow experience three years into full release... Let us review:

Starting with the Good:

  • Flight model is excellent, rewards skill that takes a long time to master
  • Decent visuals (mostly)
  • Audio is fantastic and atmospheric
  • Ship designs are nice IMO
  • Great variation in possible ship builds and weapon variations
  • Good variation in available customisations and cosmetics
  • Character creator is decent
  • Scale of the galaxy is impressive
  • Community goals are good for creating player bottlenecks
  • Wings are useful
  • Thargoid ships look and sound very cool
  • Strong background lore and the game is faithful to previous titles in the series

The not so good:

  • Still have done nothing with PvP bounty hunting - no tracking tools, no central most-wanted lists, max bounty capped at a level which makes it totally pointless to try
  • Still have done nothing with criminal careers - they just seem to want to focus on the punishment side. Punishment without reward will just push players away.. (will piracy ever get any focus??)
  • Exploration is still basic and repetitive (honk if you're bored)
  • Trading is repetitive and most of the commodity types are valueless and only useful for new players. No player to player trading of any sort (open goal missed)
  • Rare commodities have never been utilised properly, they could be the cornerstone of the open play trader-pirate-bounty hunter ecosystem... but allocations are too small (and drip-fed) to be attractive to traders
  • Landable planets started off looking ok with some nice variations and colours.. but this was clearly too interesting so Fdev made them all grey and beige
  • PvP is still a useless sideshow because Fdev seem to be scared to give it a purpose - 'meaningful' DB said in the kickstarter days, it's anything but
  • Mining is eclipsed by all other activities in terms of profit when it should be the best earner (mineral, metal and high tech commodities are all way too low in value - this hurts piracy too)
  • Naval rank is still a horrific, nonsensical grind, with most ranks serving no purpose whatsoever - has little to do with conflict zones either which is odd
  • Capital ships look nice but are actually pretty underwhelming
  • Galnet is a wall of text that is full of uninteresting waffle and is hidden away where you forget about it
  • Community goals are over-used, and are pretty much the only interactive way to carry the narrative forward
  • Powerplay was too grind-driven to ever be successful with it's 'free to play' style treadmill super-grind.. Restricting it to open might have made it work on some level but that would require them to come of of their comfort zone regarding mode parity (open goal missed)
  • CQC was fun for a couple of hours but the lack of depth made it a novelty that about 99.99% of the playerbase got bored of pretty much immediately. Concept was based on assumptions about what console players and PvPers wanted... both were incorrect assumptions
  • Engineering effectively gated PvP to all but the most determined players. It's also a mixture of horrific grind and online casino (draggable sliders were such an obvious avenue, why the multi-tiered RNG which everyone was bound to hate?)
  • Multicrew, pretty much the same as CQC, nice idea but it lacks depth so nobody bothers - requires a turret or fighter to actually serve a purpose (turrets suck and fighters are limited to a few ships)
  • Thargoids, while well designed (visual & audio), are pretty much a ride you can choose to go on... this removes any sense of mystery/fear from them
  • Lack of new ships in the Horizons season made things a bit stale
  • Still only one ground vehicle two years into Horizons
  • No new planet types to land on since 2.0 - many assumed volcanic planets were on the agenda for season two - but Fdev were probably in retrospect referring to those small volcanic features found on some rocky worlds - disappointing
  • Its taken Fdev 3 years to realise that player factions/squadrons need proper mechanics, will be four years by the time they arrive - they listened too long to the 'go play EVE' crowd
  • Fdev have let combat logging run rampant throughout the game for three years.. Alluded to a solution but always seem to kick the can down the road. Where's this karma system then, beyond beyond?
  • They have provided too many ways to circumvent player opposition, rendering proper faction conflict an impossible pipedream
  • Giving players the ability to block other players from instances is a ridiculous concept - it's too open to abuse. Should be comms only (also adds to the game's instancing woes)

To summarise, it seems FDev are a company that have a lot of nice ideas, but have trouble manifesting these ideas into engaging gameplay. They either miss the player desires completely (powerplay, CQC, engineering casino) or whittle down a good concept into 'minimum deliverable product' (multi-crew, Thargoids) for the sake of a quick release. Saying requested features are 'too difficult' to implement has been a reoccurring response - why is this? There was so much ambition in the early days, now the bar is seemingly in the process of being lowered. Remember many still are expecting at the very least, 2 more Horizons sized expansions to make the their lifetime expansion passes worth buying... Anything less and it will kick off big time around here (I'm personally not bothered, I'll have probably jumped ship to SC by then).

Looking at the list above, that is a colossal amount of work to either deliver or improve on, and given Fdev's usual practice of tinkering around the edges rather than wholesale improvements - I'd say we will never see most of those things improved.

I hope I'm wrong, but I can't see this game getting too much better than it is currently.. Too many of Elites core concepts, along with some of Frontier's central design philosophies are bizarre and don't translate well into an engaging mmo game.

I think ED's players will always have one eye on the next update...

Some decent points, but I think you're also too critical. The game doesn't need a complete overhaul. CQC, Powerplay, Multicrew don't require overhauls. The foundation is decent, they just need to integrate it better into the main game and give it more variety and depth in terms of gameplay.

CQC needs bots to fill matches and option to wait for a match while in the main game. Powerplay needs to be more player driven and player controlled. The player factions in Powerplay should be player managed guilds imo, that would add so much depth. Now player actions in Powerplay are superficial, because we're tiny gears with little agency. Multicrew needs more PVE gameplay and should be more like Star Trek: Bridge Crew. Add NPC crew for solo players.
 
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I'm not sure what you mean. That the game will never improve or that the game doesn't need to improve. (and of course, improve being subjective and unique to each person).

I know there are some "haters" around here who think the game will never improve, and its doomed to fail - can't do anything for people like that. I'm not aware of anyone who thinks it doesn't need to improve though. Fairly sure most fans think its good, but could be better. I think you could include the devs in that group as well.

I think the problem is that some here categorise anyone who doesn't adhere to their: doom and gloom, the game is dead, FD suxs, FD dropped the ball, SC is a far superior game - well you get the drift, must think the game is perfect and doesn't need changing. It seems beyond normal comprehension that someone can enjoy the game, have some semblance of faith that FD is trying to fix things (i.e. fixing the core game as proposed for Beyond) but can still be critical or at least acknowledge that there are faults in the game that need addressing. I know this little fact that all White Knights only say the game is perfect keeps on being trotted out, but I have yet to read someone who only carries the FD line (hell even FD don't carry the FD line as evidence by Dale's excellent post in this thread) and only proclaim the game is 'perfect'.
 
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