Critique and Recommendations
First and foremost, well done! With every update, you continue enhancing the game, making it more engaging and enjoyable. However, does this apply to the entire community?
Last year was fantastic—we finally saw the conclusion of the Thargoid War. That content will remain a cherished memory for all who participated. With a wealth of third-party tools, everyone was engaged and had a great time. The war spanned two years, which was justified, as it provided content in phases, keeping players invested.
Then came PowerPlay 2.0. Everyone jumped in, working together to conquer system after system. I’m sure the stats reflect how different factions engaged in this new competition, reshaping territories. This also impacted BGS-focused players, who had to rebalance and defend the systems they had long managed.
The Game in General
New features always bring back dormant players and attract newcomers. We’ve seen this happen with every update. The community understands that continuous content is essential for a game developer to keep things moving forward. Financially, through strategic releases, FDev saw positive profits last year.
From a player perspective, opinions are mixed. Some see it positively—a long-term game with fresh content and endless possibilities. Others, however, focus on the persistent and newly introduced bugs. I won’t go into detail, as the community could easily write an essay listing them all.
Fleet Carrier Jump Times
One recurring issue is Fleet Carrier jump delays. This started appearing mid-Thargoid War. Before that, since pre-Odyssey, we had grown accustomed to planning 20-minute jumps in expeditions. Carriers were a game-changer, allowing us to store exploration data safely, and we frequently organized events without fear of losing progress.
But now, with planned expeditions like DW3, involving thousands of players, how will we manage when jumps take over an hour—or worse, return a “No Time Slot Available” error?
What changed? Why was this never an issue before? Fleet Carrier jumps rely on a specific server handling their locations. Two weeks after an update, the issue seems to resolve itself. Why? Does it take that long for the servers to sync? Probably not. Instead, it appears that after an update, players log in to explore the new content, but after two weeks, many stop playing. If Fleet Carrier jumps return to normal after this period, does that mean players engage only briefly with new features before moving on?
Colonisation
A fantastic addition to the game, Colonisation was introduced as a feature allowing players to settle across the galaxy. However, nearly every unclaimed system within the Bubble has already been taken—except for those with bugs or those containing only stars with no planets.
We’ve learned the mechanics, and as expected, there’s a heavy grind involved just to establish an Outpost. For those who truly play the game long-term, we have a few observations:
- A player manages to find an unclaimed system within 15Ly of an existing station and claims it. Excited, they decide to build an Orbis/Ocellus station for 25 million credits—only to realize the insane amount of materials required, some of which are difficult to obtain. Filling up their Fleet Carrier 8-10 times and making multiple trips is simply not feasible. Discouraged, they abandon the claim, only to discover they cannot reclaim the system and must settle for an Outpost instead, in a different system.
- A group of five players forms a squadron, working together to haul materials and establish a single station in one system. After months of effort, each player finally has a system with just one Coriolis station. But to grow, they need additional stations and settlements, which means even more hauling. One of them realizes that getting their systems fully up and running will take several more months.
- We were told we’d be able to expand beyond the Bubble. A squadron sets a plan to establish a colony 350Ly away, aiming to create their own mini-bubble. But is this even possible within the current mechanics?
Recommendations
Game in General:
a.
Fix the bugs. Dedicate development resources to long-standing issues. Some bugs are tolerable, but persistent ones hurt the experience.
b.
Give features time to mature. Why release PowerPlay 2.0 without addressing its bugs first? Why not expand it further with CGs or Open Play mechanics, like rewarding PvP combat at strategic locations with significantly more merits than Solo/PG play?
c.
Analyze player engagement. If many players leave two weeks after an update, find out why. Consult content creators and community leaders to understand what keeps players engaged long-term.
Colonisation:
a.
Remove the 15Ly restriction entirely. Let players settle where they want, allowing true galaxy-wide colonization.
b.
Shift from system-based to planet-based colonization. Players should build stations and settlements around planets, not just claim entire systems.
c.
Reduce the grind. Colonization should be about expansion and strategy, not excessive material hauling that burns out players. Most of us are adults with jobs and families—this isn’t an RPG where we grind to max out a character and move on. This is a game meant to last for years.
d.
Balance supply and demand. Ensure resources are available in quantities that make colonization feasible. Do we really need to wait 10 minutes just to restock materials?
Final Thoughts
These are just my thoughts, but I hope you take the time to listen to the community. Understanding our strategies, achievements, and frustrations will ultimately benefit the game. More engaged players mean more revenue and a thriving community.
Oh, and one last thing—please, I’m desperate for new
LARGE ships! My Arx are ready!
