Everyone asking for "more content"... but what is it?

more variety in graphics & set up of space stations.

more meaningful & reactive commodity market (lack of supply means that stations production goes down)

NPCs to be relevant to the systems they are in (carrying goods that should be bought / sold that system)

NPC comms to be relevant to their actions (actual piracy / trading)

pirate / military / scientific outposts actually being pirate/military/scientific and having relevant access/missions/requirements

non-faction missions. long distance missions. exploration & mining missions. long-term threaded missions. military offensive missions. recon missions.

Lynx Bulk Carriers

more NPC comms chatter

localised generated events - famines / droughts / surplus harvests / mining motherlodes / terrorism / accidents etc

more variety in in-game adverts! (is there only one bank in the whole galaxy?)

in-game unique time-restricted rewards for missions (decals / permits / paintjobs / unique modules)

LIFE, GODDAMMIT
 
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more variety in graphics & set up of space stations.

more meaningful & reactive commodity market (lack of supply means that stations production goes down)

NPCs to be relevant to the systems they are in (carrying goods that should be bought / sold that system)

NPC comms to be relevant to their actions (actual piracy / trading)

pirate / military / scientific outposts actually being pirate/military/scientific and having relevant access/missions/requirements

non-faction missions. long distance missions. exploration & mining missions. long-term threaded missions. military offensive missions. recon missions.

Lynx Bulk Carriers

more NPC comms chatter

localised generated events - famines / droughts / surplus harvests / mining motherlodes / terrorism / accidents etc

more variety in in-game adverts! (is there only one bank in the whole galaxy?)

in-game unique time-restricted rewards for missions (decals / permits / paintjobs / unique modules)

LIFE, GODDAMMIT

All good ideas, some of which really should have been in from the start (the relevant npcs and the meaningful market ones)
 
Hey Nagual,
Where is that game you posted about? I'd like to buy it! Wow, that was the game I THOUGHT I was buying.
 
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yes it needs more content, and the 1.3 patch is a VERY slow one. Probably important, but slow.

Well 'The PowerPlay' should be (very) slow in my opinion; Since Michael Brooks apparently feels it's necessary and regardless of the #'s of players involved, for a player group to become a 'Power' in this game, it should take months if at all. For increasing (spreading) the rule of a 'lore' based power, perhaps quicker, but still a month or more.

Early stages quicker and later stages very long. So yes it (should) be a grind. Regardless I won't be participating in it.
 
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Honestly hand-crafted story missions would go a long way. Something to break up the monotony of everything else that is, when you get down to it, all a static grind. Trading is fly from A to B. Combat is sit in the same zone for hours.

Combat zones should also be made dynamic. Conflict zones should appear based on what's going on in the zone. They should only last for so long, dependant upon the resources each faction has. Which is of course based on traders and miners. Then disappear when the resources have been exhausted. It might do some of this already, I don't know, but that's another thing that should be fixed. It should be much clearer what state systems are in, and what that state means. And it should all be connected a bit more, and simplified/ explained easier.

Conflict zones could also be changed a bit. Like, say you want to do combat. You'll search for conflict zones, see which faction is fighting which faction, their resources, what systems will change hands if any, what benefits there will be for that. Then you go to the station of who you want to fight for, and sign up for the war. This will show you the conflict zones. Make it so they end. Maybe even throw in some audio "they're attacking one of our moon stations! get over there!"

I think making players go to the station and join them adds a lot, even though it seems like just a minor annoyance. It makes it feel like you're actually talking to a faction and signing up for a war, rather than just ticking a boolean in your menu.. which feels very gamey and immediately breaks immersion to what is already not that immersive - a never ending respawning combat zone.

Making them move around feels like you're actually making progress. Make it so the faction who wins the conflict zone gets a point, and the faction with more points for the duration of the war wins, maybe. Moving them around will make it feel like something is actually happening - there's a vague sense of enemies attacking different areas for different reasons, etc.
 
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^^
I very much have to agree, The universe seems very dead. Hopefully when they add the planetary landings things will be different... I mean think about it and it doesn't even make sense, why does everything revolve around the space stations? wouldn't the center of attention be the earthlike worlds where there are supposedly cities and such? (I say supposedly because of the lights in the dark side of the earthlike worlds) So shouldn't we be seeing hundreds of ships at least (assuming they're just 'truckers' and 'police'). The galaxy may have billions of star systems but when it's empty in the supposed "populated" areas it just seems so dead and thus sort of boring afterwards.

stormreacher, -'The DDF' for coming content; and you know FD could not have released this game with planet landings, walking in stations, and the space features by December of last year...You can see this game (has) to be phased. Content to your liking will come.
 
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For me content is more stuff to do and engagement with the universe. I don't need some sort of scripted story, what I'd like is more options and the game world to have a bit more character. More importantly what I need is REASONS to do stuff.

I don't mind doing a bit of something over an over if I've got a good reason to do so and if it's fun. Powerplay does introduce some reasons but sadly for me there are too many things I don't like about the initial offering for it to be something I'll get involved with, at least with my current character. I may have to buy a second account to do powerplay with.

Currently we have trading, fighting, mining, exploring but each of those (with the exception of combat) are simplistic. More options and systems for each of the remaining three would be good and I'm sure we'll get them in time. The problem I see at the moment is the game has few goals or reasons to do things other than 1) just simply enjoying flying a spaceship in an alternative universe (this is why I play mainly) 2) Get a bigger ship or module. This means for many people the reason to do most of the tasks we can do boil down to 'make money' which leads to grind mentality and min/maxing.

Basically I can make up my own story so long as the tasks I'm doing feel meaningful and make sense within the game world. Trading will always be shifting numbers from one place to another but if in boosting the economy of a system through my and others trade I start to see changes to the system both positive and negative I'd feel engaged with the world. More importantly will we notice if it does. Things like 'boom' and 'civil war' states currently are pretty inconsequential.
Sadly I don't think this will ever be possible due to the size of the game world and the need for the AI to handle the billions of behind the scenes trades that the background sim requires.

The 1.3 mission overhaul is a step in the right direction but its early days yet so I've not been able to determine how deep/branching the new missions are and whether they make sense in regards to the locations. Does the actions of the commanders doing missions have a tangible effect on the faction we're doing missions for, will the selection of missions change based on what we all do?
 
Whilst I know WE will never have our own stations etc I would love it if we had a mission where after we find a suitable system ie maybe an earth like with a pristine metallic belt nearby we could get a load of scientists and take them there and dump out a tiny research colony. IF we ignore them they fail and die/ or get picked up and go home BUT if we keep them supplied ( they would give missions for what they need) they over the course of months slowly expand until becoming self sufficient and eventually getting a proper outpost ( and base when landing dlc comes). It would not be our base others could find and help too...?? (Tho I would hope no one found mine ;) ) But it would get usninvested IMO. Our own tamagochi pet in elite!
 
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This is an incredibly bad idea. The second it's implemented, the forums are going to be outright drowned in endless (and not entirely unreasonable) complaining about the "unfairness" and "arbitrariness" of random encounters. And if ships get destroyed as part of these encounters and insurance claims have to be made or lost...? Hoo boy, hope you brought an umbrella.
Actually it depends on how it's implemented... and last time I checked this is still Elite:Dangerous and not Elite:Carebear (yet) ;)

LLAP
 
more content for me is more way to go in our ships capabilities, if not, they will boring us to death.
In my imagination, all ships should be more complexity.
For example, their slots would be extensions for another specified group of slots like Defence, electronic, weaponry and propulsions upgrades.
Each of those upgrades would give us possibility to install subsystems which make our ships very unique, customized to our needs.
Almost every subsystem which will be developed should have some kind of antitype one...
I see endless possibilities in that matter. So devs should hopefully
 
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:rolleyes:Another thread discussing the lack of content in the game... I have seen it all several times over now. Sorry if I seem a bit bitter but this is an old bone, but I guess every joke is new to a newborn...

SO: YES people are right when they say that the game is lacking in content.
And yes indeed the game at this moment is empty and soulless...

There have been endless posts that really, really explain this into great detail. And I totally agree that the Powerplay addition will bring no improvement. The game is about grinding and nothing else. That alone is what is making the game shallow and ultimately boring. I find it totally baffling that the good people ad FD do not see this.

Although I have written about it several time I will do it again. Lets recap shall we, and I will add in a few ideas as well just randomly:

1. Trade. Boring. Why? Nothing happens. There is no feeling of excitement or danger in the game anywhere. It would be relatively easy to solve this problem by turning the trade part of the game realistic. How? By forcing the player to do bureaucratic chores... I am not kidding. In developed systems there would be a need to apply for permits and forms, or bribes to various officials. Then give me a ability to build out a network of acquaintances and friends who can shortchange these systems. At undeveloped systems there are no bureaucratic hoops to jump over but there are no protections against crime as well. Again contacts. Being a trader is more about having contacts then traveling, but this requires a lot of work.

2. Smuggling. At the moment it is utterly stupid. You ask permission to land on a station and after that start to ACTIVELY evade the station OWN security forces?! What? The station should open fire immediately. Again the solution is contacts. Contacts that can be exchanged even by players. Need false transport documents call George. Need access to LAVE call Jane... A reason for cooperation and a new market for contacts... Yes it is utterly immersive now to find the black market in an open board. Just like in real life try to go to the docks and start yelling:"GUNS! I WANT TO BUY GUNS!"

3. Combat is ok but way too easy. Conflict on the other end? Meh. We agree in advance that we are going to meet out in nowhere and start killing each other... Create battles that are happening at meaningful places like the station itself. Create terrorism in the stations. How about just a massive explosion inside while you are docked? Something memorable. How about fleeing a station even as it is under attack. Sights to remember don't you agree?

Bah. I could go on forever, but before I shut up I will relate you a tale from a ancient game called Space Rogue. The year is 1989. This happened in the game to me:

So my scanners detect 4 contacts. I decide to investigate. I see 3 pirate ships attacking a large transport vessel. The pirates acknowledge my presence by warning me to stay away, but otherwise ignoring me. The transport is sending out messages in the mean time. They are not random but correspond to its actual condition, like: "SOS loosing shields under attack by pirates. ", "Oh my good our shields have failed somebody save us, we are going to die." The messages are more and more frantic. So I interfere. I open fire on a pirate. Only two of them attack me. The last one keeps attacking the transport. Stalemate. I have strong shields but they are much more maneuverable. A NOVA missile could take them out but are expensive like hell, permit is also needed to buy them so I am reluctant to use them. Suddenly an Imperial cruiser jumps into the area. All the pirates immediately start fleeing. Nobody is a hero. One of the pirates are unlucky he is too close to the Cruiser and is blown up. Once the situation calms down the cruiser turns menacingly towards me: "Nothing to see here, move along citizen." So I comply and jump away.

So none of this is possible in ED. It is a mindless mob fest. I have no memorable encounters in the game. The problem nobody has. BUT I do understand that this is not possible in 2015 as we will never be able to reach the complexity of a game from 1989.
 
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Exploring
"Space is disease & danger wrapped in darkness" Exploring in Elite Dangerous
In Elite: Dangerous explorers are players who travel out into undiscovered areas of the galaxy, hoping to find previously undiscovered systems and locations. Explorers scan and record data wherever they go, and can sell that data on to various interested authorities. Explorers can also sell on data they have discovered to other players, allowing them to sell the co-ordinates of a valuable find to the highest bidder, or keep their discoveries to exploit for themselves.
Explorer players must discover different points of interest using different methods
Explorer players’ main method of making money is through selling details of points of interest they discover
Points of interest players can discover include:
Star Systems
Dark Systems (systems without a star, but other features)
Stars
Planets
Asteroids, comets
Moons
Structures
Other Phenomena
These Discovered locations may include:
Secret Locations
Resources
Events/Missions (time limited and permenant)
Beauty spots (usually attached to other entities)
Messages/Beacons
Players explore to build up the details on their galaxy map
When starting a new commander the player will have some details on their galaxy map
This will allow the player to travel to any locations they have map data to, without having to explore
Players can buy map data from authorities to expand their ships computers library of maps
New map data will allow the player to travel to new locations without needing to explore
Map data that is bought from authorities is not to the highest level of detail and can be improved with player gathered data
Map data includes hyperspace routes to systems and major points of interest in that system


Players can use scanning equipment and probes to detect systems and record new hyperspace routes
Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping




Players use scanners to detect points of interest within systems
The player’s scanners detect various points of interest around the player
It takes time for players scanners to detect points of interest
Player’s proximity to a point of interest can affect the time it takes to detect
Players ship facing can affect the time it takes to detect a point of interest (e.g. pointing my ship at a undiscovered point of interest will allow me to scan it faster)
Different types of points of interest can require different player actions to detect
For example to detect a mineral rich formation of asteroids the player must launch probes around an asteroid field
The probes provide a cross section from their perspective of the asteroid field they’re launched at
Each additional probe the player uses provides more details on the target asteroid field
The player uses their scanner to view the data from the probes, and must tag the areas with the highest concentration of minerals in the field
Once this process is complete the point of interest is completed
The quality of the players scan of the area affects the value of the data
The quality of the player’s scan can affect the amount and type of materials found in the asteroids




Players can sell information they have gathered to other players as well as authorities. This is done through a trade interface similar to the trade goods trading interface. Players can sell hyperspace routes from their location to any single system they have explored to. The purchasing player then offers a price (this can be 0 if it is a gift), and if both players are satisfied they agree to the trade. Players can also trade in system data including locations of points of interest using the same method.
I’d like to gauge player interest in a community driven photography contest, which would be another way of explorers earning money.
Players can take photographs (essentially screenshots) from their view ports (with and without cockpit and GUI etc)
Player photographs can be submitted to a regular photography contest
Players can only submit one photograph each
Players can vote on a selection of the best photographs
The player(s) who get the most votes wins the competition
The winner gets a (in game) cash prize (plus prizes for 2nd 3rd most weird etc.)
The photograph (and other user submissions) will be used in appropriate places in the game (billboards, news papers, etc.)




Players who decide to go exploring are jumping into the unknown, and without high end kit, often with little to no knowledge of the dangers they are jumping in to. Alongside the risk of encountering hostility when jumping to an unknown system, explorers scanners attract a lot of attention, generating lots of heat. Explorer ships will need to be prepared to face hostile activity when exploring, and players need to be ready to fight for their claims or run for their lives.


Issues
Will exploration remain interesting and profitable long term?
What other things can players discover in a system that have value to sell?
What could the scanning process be for those discoverables?
Will players risk scanning for hyperspace routes or just buy data?

This

Single most annoying decision FD made.
Not only did they scraped it. But prevented themselves from ever making it possible.
Right now you can cross whole galaxy in a matter of days. No scanning, no nothing just click and jump away. :mad:
Even if they one day decide to implement it, i can already hear people complain. :(

It should have been like in DD from day one.
doing it now would most likely require some kind of wipe.

It is still the same thing with every space game.
True exploration (sorry but staring at planet for 1 minute doing nothing, waiting for circular progress bar to finish is not an exploration in my book)
Always gets canned.
This time you even had it written down but you just had to scrap it. :rolleyes:
 
Player ID:

Players should not be identified different than the NPC. This will bring more interesting game play into the game.
Completely remove this knowledge, making player and AI indistinguishable.

I have to disagree with this one specifically. When I first started playing I had no idea how to tell players and NPCs apart. The result was that I felt like I was playing alone.
 
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