Elite Dangerous | System Colonisation Beta Details & Feedback

Feedback:
  • The default System Map UI has gone from pretty bad to really bad.
  • The amount of cluttered, overlapping, and cryptic info and items to click on is just bad.
  • In my industry a UI screen like this would be unacceptable.

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Okay, I just finished my base and here is my final feedback. Unfortunately it is not very positive.

Feedback:
  • This update successfully showcases a lot that is bad with ED.
  • Terrible visual and clunky UI that player must heavily engage with.
  • Very poor presentation of information specific to this update.
  • Long standing Fleet Carrier issues that Frontier seems not capable of resolving.
  • Horrible repetitive gameplay loop that quickly becomes not fun.
  • No clear explanation to the player why they should build a base. Advantages to the cmdr? The fun game aspect of having a station that is exactly the same as thousands of other identical stns that already exist in the game? Expanding the bubble? Maybe hundreds of cmdrs over a couple years. Not me, today.
  • Player has extremely limited creative or strategic involvement in building the colony or creating the facilities. The system "architect" gets to somewhat plop a prefabbed facility in a location. No other "design" function. Facilities have no customization.
  • If the "Trailblazing" update was sold as a brand new standalone game it would be a complete failure. It is a A-B space trucking game. Nothing else.
  • For me this was an overall negative experience. I completed a small base. Now I will take a few weeks away from the game.
 
Here's my actual feedback.

1.- The UI isn't as bad to me as it is for others. Feels unpolished, but definitely usable. It's not horrible nor unusable. However there is a lot of information, requirements, etc, that are missing. A lot of this would go well in the codex, so far the pilot's handbook for colonization is very barebones. I think you should let go of the approach of "letting players figure it out themselves" (wastes a lot of time, has to be said) and just put every piece of information in the handbook, as if it was a wiki page.

2.- Takes too long to build stations. You always have to strike a balance between realism, immersion and gameplay: Do you want players to be able to pop out an orbis station every hour? No. Not only does it pollute the galaxy and makes things move way too fast, it breaks immersion and makes the task feel less rewarding. You want it to feel challenging and be a time investment, otherwise it doesn't feel very good once you do complete it.

But for gameplay? Perhaps putting in 14 hours a day for 4 days to build a Coriolis isn't striking that balance either. I think the shopping list needs to be reduced, not by 99%, but by something. Specially considering the repetitiveness.

3.- Repetitiveness: The only way to build bases is by picking up a cutter, and going back and forth all day. I actually don't think stations would need a "time to complete" buff if you could complete it in multiple ways (Supply missions rather than mere trading, protecting the ship from pirates through scenarios similar to those of megaships or installations, donating some money, hiring NPC's to do a small percentage of the work for you, financing it through selling exploration/exobio data, etc...), but as it stands, literally the only way to engage with this is by going back and forth in a cutter or a type 9. Gets old quick and this contributes to why it feels like it takes way too long to complete a station, even though from the outside (Devs that look at the numbers, time to completion, etc... but without playing it) it looks fine. For the players it doesn't feel very fine.

4.- Money sink? Colonization shouldn't feel prohibitively expensive, and it is not. 25 million to start out is a fair price. But you don't really get the option to spend money to speed up the process. Of course you wouldn't want players to pop out a billion credits and voilá, your station is built. No gameplay there, boring and uninspiring. But you should have the option to spend some of that money that is completely useless otherwise in order to skip a portion of the grind. In a way that if that's all you do you'll go broke quickly, but if you just help yourself with a few hundred million now and then, it saves you from yet another 30 cutter trips back and forth.

5.- Content: This update has lots of content and is awesome besides the numbers and the lack of multiple ways to engage with it other than hauling. Being able to choose from so many options is great, placing stuff where you want it is great. Asteroid bases? It rocks, no pun intended plus the ice asteroid bases are amazing. I can see you adding more stuff and more options/models for Stations, surface ports/settlements, space installations, etc. in the future and I'm looking forward for that.

6.- Please fix the goddamn carriers issue.

7.- Yeah you've heard it a million times already, but it doesnt make it less true: Please just delete CMM composites from the list. It's like 50% of the work.

8.- More incentives to develop the system instead of moving on? Passive income and discounts are great. But it would be a lot more engaging if building more bases and more stations in your system actually made development easier and shorter. You obviously wanted to imitate that with the construction points system so that star systems weren't just 30 orbis stations in a row, that you do in fact need a supporting economy in the form of outposts or planetary settlements and installations and so on. But that is very artificial. I don't want it removed don't get me wrong, but it would be great if building a smaller installation was a way to reduce the costs of building the bigger ones too. I figure most players would then follow a pretty balanced approach to system building in a very organic way. Why start out with an orbis if you could reduce its costs by 70% by building a dozen smaller assets first throughout the week. It'd also feel like progress since building a settlement isn't as soul crushing as building a station.
 
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Feedback:
  • The default System Map UI has gone from pretty bad to really bad.
  • The amount of cluttered, overlapping, and cryptic info and items to click on is just bad.
  • In my industry a UI screen like this would be unacceptable.
I suppose we'll just have to differ on that. I can genuinely say that at no point after the update (or for quite a long time before it) the thought has ever crossed my mind that the system map is somehow "cluttered" and "cryptic". In fact, I find it quite clear and easy to understand, as the symbols are quite clear and distinctive.

Sure, I see that you are referring to those icons overlapping with the symbols behind them, but still I can genuinely say that the thought never even occurred to me to think that it was somehow as horrendous as you are making it sound.
 
Interactive building gameplay with new modules would have been swell imho. Use up the ressources you haul, limited by a few rules so that you could come up with something somewhat custom but enough restraints and conditions to be met to fulfill it. "Timesink" from hauling would have been present, but brain menagerie and executing the builds would have been a great way to spend time!
I can't reach my desired place anyway as it's out of the bubble, so I'm just contemplating the update still ^^
 
  • Very poor presentation of information specific to this update.

What do you mean? I think that the tutorial texts that pop up the first time, and which you can reread from that one button, are unusually verbose and explicit for ED, which is notorious for its lack of hand-holding and explanations, where 90% of the stuff in the game are very little explained, or not explained at all, and for you to discover on your own (which is not a bad thing).

What exactly are you expecting them to explain?

  • Long standing Fleet Carrier issues that Frontier seems not capable of resolving.

The game worked just fine for over 5 years without any fleet carriers, including several absolutely massive cargo transport events. I myself have never even purchased a fleet carrier, because I don't see a use for one. I don't feel the need for one.

I think people have gotten too addicted to fleet carriers and seem to be using them for absolutely everything. Need to transport a bit of cargo? Fleet carrier! Sometimes it genuinely sounds to me like people are spending more time on something because of trying to shove their fleet carriers in there somehow than it would be if they just did it directly with their ships only.

(Seriously, some days ago I witnessed someone asking help to transport cargo for the community goal, to stock up his fleet carrier in another system, and then unload it in the CG system. The kicker? That source system was about 20 Ly from the CG system, meaning that even a poorly optimized Type-9 was able to make it in one single jump. Which, of course, meant that it would have been genuinely faster to just transport the cargo directly from that source system to the CG system with a ship than using the fleet carrier. And do you know what's even funnier? It turns out that all the fleet carrier slots in the CG system were full, so the commander ended up having to jump the carrier to a different system and unload from there. The entire thing took probably at least 5 times longer than it would have been to just directly transport the cargo from that original source system to the CG system, seriously. But some players seem to be so addicted to their fleet carriers that they can't see the forest from the trees.)

  • Horrible repetitive gameplay loop that quickly becomes not fun.

You could say the same thing from most things in the game. Just look at how long it took for thousands of players to take down one single thargoid titan, doing the same thing over and over, literally hundreds of times each.

  • No clear explanation to the player why they should build a base. Advantages to the cmdr? The fun game aspect of having a station that is exactly the same as thousands of other identical stns that already exist in the game? Expanding the bubble? Maybe hundreds of cmdrs over a couple years. Not me, today.

As mentioned, like with pretty much everything else, it's up to you to discover. Is there anything else in the game that has an explanation of "why" you should do it? I can't name a single thing off the top of my head. Why would this one particular feature be different from the rest? Why should this feature have an unusual amount of hand-holding?
 
Is there anything else in the game that has an explanation of "why" you should do it?
Yes. Imperial Rank, Federal Rank, Powerplay Ranks, Engineering unlocks, Guardian Unlocks, System Permits, Fleet Carrier, CGs. Each has very obvious reasons for doing.

I can't name a single thing off the top of my head.
Exactly my point. Neither can I. What does colony outpost provide that 1000's of existing outposts don't already provide?
Well...pretty minor but...
1. Supposedly you get a passive credit income from facilities you build. Credits are meaningless, but ok.
2. You can name your station. Yay.

If a player loves mindless A->B trucking with minimal rewards this update is fantastic.
You could say the same about activities like exobiology. But I found it fun. Maybe because I didn't have to visit the exact same planet 80 times to scan the exact same bio.
 
Just completed my first platform station.
Working solo and not using a fleet carrier, it took 8.5 hours of actual playing time.
The bottleneck is still CMM composites. Not many sources, all on surface facilities which take longer in travel time and not much of it there, typically 350t or less, when you actually get there.
The profit made from delivering the materials made up almost exactly for the 25,000,000 credit outlay for the claim.
 
Yes. Imperial Rank, Federal Rank, Powerplay Ranks, Engineering unlocks, Guardian Unlocks, System Permits, Fleet Carrier, CGs. Each has very obvious reasons for doing.
You asked for a "clear explanation to the player", not just for a reason for those things to exist.

I don't remember the game explaining to the player why those things are desirable.
 
You asked for a "clear explanation to the player", not just for a reason for those things to exist.
I didn't say the game needs to give a clear explanation. I said there IS no clear explanation. Its certainly not self evident. Even after I have gone through the whole process. I can't give an explanation, can you? I don't feel like quibbling over grammar. I think most people can understand my statement.

Edit: And yes, very basic information is missing. Obvious example: What are the colony structures a player can build? Each structure's advantages, costs, and commodities required? BEFORE pressing the "Make A Claim" button. This should be easily accessible.And accurate.
The tutorials look like they were thrown in so someone at Frontier can check a box and say "yep, tutorials included".
 
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If a player loves mindless A->B trucking with minimal rewards this update is fantastic.
You could say the same about activities like exobiology. But I found it fun.

Astonishingly, different players like different things.

For you, exo is "fun", trucking is "mindless", for others the reverse is probably true. I enjoy both in moderation.

Doing trucking is not really "mindless" if you are optimising for speed, btw, in terms of routes, logistics, SC/SCO use, docking, etc., though for some it can be done for as a background activity for sure.
 
You could say the same thing from most things in the game. Just look at how long it took for thousands of players to take down one single thargoid titan, doing the same thing over and over, literally hundreds of times each.

For what it's worth, something feeling repetitive doesn't always have to do with "doing the same thing again all the time". Playing shooters isn't repetitive even though "all you're doing is clicking to shoot at people 500 times per game". You have fun doing it, it's engaging. It's not gonna feel repetitive after 2 hours, you're gonna get burned out after a while sure, usually months or years though. Not in a week or less.

Sandbox games like Elite that have a ton of 'repetitive tasks' shine because of the variety. Sure, everything in the game is somewhat repetitive, but you can do a bunch of different things whenever you feel like it. You could explore or do missions or piracy or bounty hunting or trading or mining or whatever, you name it. You can alternate between them. Some people find their calling in 1 activity and do it all the time, most others engage in different things here and there.

You're making a comparisson between the high paced gameplay of bombing titans which is the coolest sight in the game, and just going from A to B hauling goods in a cutter until you fill up the progress bar. Which one do you think is more exciting?

Some hauling isn't bad. It's alright, it's relaxing simple gameplay and obviously it thematically makes a lot of sense. You just have to keep in mind it's also something that gets a bit old quick for a majority of people, so this NEEDS to be accounted for in the "time to complete" a station. We're talking about doing this literally hundreds of times per station. And while trading is also very simple (A to B to A to B) it's also deceptively time consuming. You're not completing a trade run in 1 minute. It's closer to 5 ot 6 minutes per run.

This might be the reason why there's a disconnect between the time the developer intends for you to spend and the time you actually spend doing it being a lot longer. I imagine on people's brains and imagination, trading takes a lot less time than it actually does.

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Astonishingly, different players like different things.

For you, exo is "fun", trucking is "mindless", for others the reverse is probably true. I enjoy both in moderation.

Doing trucking is not really "mindless" if you are optimising for speed, btw, in terms of routes, logistics, SC/SCO use, docking, etc., though for some it can be done for as a background activity for sure.
Yep, absolutely. As I said, If someone likes A-B mindless trucking, basic same route over-and-over then this update is fantastic. (y)


Edit:
Also, I didn't say trucking is mindless. I have done lots of trade in ED. And it was not mindless. And I enjoyed it, it was fine.
Trucking can be mindless if you are trucking the same commodities between the same stations over-and-over-and-over.
 
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What are the plans for fixing carrier jump times? I attempted to plan a jump well over an hour before I planned to have it full of supplies, but there were no time slots available.
This has become a serious blocker to progressing gameplay for me. My primary port is too far out to haul to realistically - adding several minutes to each run, which is tedious and not enjoyable. Yesterday it took me nearly 5 hours to schedule a carrier jump. Today, I'm faced with unloading my carrier from a system 40ly away from my colony and the 50,000ls commute to unload - if I can't get a jump slot.

Whilst I know it's a bit of a gold rush, I don't see it letting up for at least the initial 4 week build period, before everyone gives up.

This definitely needs fixing.
 
This has become a serious blocker to progressing gameplay for me. My primary port is too far out to haul to realistically - adding several minutes to each run, which is tedious and not enjoyable. Yesterday it took me nearly 5 hours to schedule a carrier jump. Today, I'm faced with unloading my carrier from a system 40ly away from my colony and the 50,000ls commute to unload - if I can't get a jump slot.

Whilst I know it's a bit of a gold rush, I don't see it letting up for at least the initial 4 week build period, before everyone gives up.

This definitely needs fixing.

time your jump at the 00 of the minute on the in game clock... you'll get a 1 hour 15min wait slot. Yayyyyy fun.


Maybe because there is no base building in system colonisation?

True. You aren't base building ...you're creating semi-custom bgs systems and maybe sticking a hand picked name on a station or two.

so. is there a clear explanation on the benefits to the player or the game for why players should want to create more bgs systems, considering we have thousands right next door?
 
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