Everything that is wrong with Elite: Dangerous, thread #52141298371

Now. I'm painfully aware that a thread with such a title is made approximately four or five times a day on the front page of the Dangerous Discussion subforum.

I've opened many of them. They usually express discontent with specific mechanics or development direction. It absolutely sets my teeth on edge when they're the type of doom and gloom players who encountered one bug or had one bad experience through their own carelessness, and thereafter declare loudly for anyone who will listen that the game sucks, and it is terrible.



I cannot claim that I offer any more insight than these other posters. After all, I've struggled since the game launched to put the specific nature of it into words; that is, why I felt Elite: Dangerous was a let-down.

I simply didn't know how to describe it, but now I understand. It finally clicked after watching this video by the (in)famous ObsidianAnt, a video which no doubt many of you have already watched in its entirety.

First, praise where praise is due. Frontier Developments, on David Braben's vision, have created a stunningly beautiful galaxy to explore, managing to more than adequately convey the majesty, loneliness, and sheer, inconceivable scale of space and the cosmos.
The planets have high-resolution textures that are awe-inspiring, even up close, because of how photorealistic, how stunningly real they seem. The stars are rendered beautifully. Planetary rings evoke a sense of wonder.
And to quote the late and great Douglas Adams, "Even the most seasoned star tramp can't help but shiver at the spectacular drama of a sunrise seen from space." Indeed, the sight of a star lighting a blazing crescent through an atmosphere as it emerges from behind the surface of a planet gives me chills every time I see it, even so long after the game's release.
Frontier have carefully based human technology on what is scientifically possible, if not yet plausible, and have added loving detail to every one of the flyable ships and the stations that can be visited.
Playing with an Oculus Rift or a TrackIR is a transcendental experience, for reasons that are not hard to surmise.

It is obvious, very obvious, that they care about the game they've made. This sort of love is entirely absent from the works of most triple A franchises, especially those published by corporations like Electronic Arts and Ubisoft in this day and age, who are more interested in pure profit than building a universe.

And that is why I completely fail to understand why Elite is designed the way it was upon release. The same goes for PowerPlay.

Allow me to explain. The first few days I spent playing Elite: Dangerous were incredible. I'd never experienced anything like it, and while, being a Star Citizen backer, I scoffed initially at the strange arbitrary mechanics that governed Elite's flight model, I grew to love it. I spent my time exploring, bounty hunting, and running missions of many kinds from stations. I upgraded my ship, from my Sidewinder to an Eagle, then an Adder, and finally a Viper. I grew to love that ship, bought skins from the store for it, and even named it. I upgraded it completely, sinking millions of credits into it to make it one of the most formidable ships of its class.

By the end of the next week, the magic was finally gone. Elite is designed so that the minute you first drop into the game, all gameplay paths are open to you. You can choose to be a pirate, a trader, a bounty hunter, explorer, or a miner, and you can get a reasonable sample of all of these types of gameplay very quickly without ever having to buy a new ship. So what happens to the average player once they've done everything the game lets them do? See, at this point, I'd shredded Elite anacondas with my Viper's multicannons, explored a vast swathe of empty space and brought back scan data, run a few hours of trading in my Type 6, and run enough missions that I had seen every possible permutation and twist that could occur - There weren't very many, and the missions were horribly generic - Go here, find an instanced USS, locate X commodity, kill Y number of Z type of NPC, etc.

I was bored. I looked at the most profitable trade run in my area using Thrudd's tool, which had just appeared on the scene, looked at the biggest ship I could buy in the game, the Anaconda, made a half-hearted attempt to make some money, and finally gave up, bored nearly to tears by the repetitive trade grinding.

I'm back now, of course, more out of desperation than anything else, but at the time I resolved never to return. I'm almost certain that many of the people playing Elite for the first time also quit at around this point.

And here's the meat of it. We were promised a galaxy with which we could interact, blaze trails and pave the way for development, a galaxy focused on emergent gameplay, but what we got instead was a series of progress bars, spreadsheet statistics that determined the limited and utterly boring missions available to us, and an often-broken background simulation that governed the economic prosperity and expansion of systems. There was no place we could call home, no place we could BUILD a refuge of our own. We could, over many weeks and through long labour, topple a power on behalf of another power, make its influence grow, and let it spread to other systems, and gain absolutely no recognition or reward for it, save the payouts for the generic missions we had to grind. The NPCs who we were 'allied' with, the factions whose fortunes we had made through our work, would shoot us unblinkingly if we forgot to ask for docking permissions before entering one of their stations, or if a stray laser blast struck one of their ships when defending them from an attacker. The galaxy seemed as far from living and relatable as it could get. There was nothing a player could become personally invested in, nothing to care for, and no rewards to be reaped from loyalty to a faction or a cause.

The only goal for personal progression available to the player is to grind credits for a larger, more powerful ship. And I mean grind, because it takes an incredibly long time, and in order to reach the amount of credits you need to gain said ship, you need to engage in one of several actions repeatedly, literally ad nauseum. Instead of new experiences, or emergent gameplay, the Elite universe became, to me, a place in which I'd seen all there was to see, done all there was to do, and was able to accurately predict the behavior of an NPC, or even tell if they were a pirate or miner, just by watching the direction and pattern in which their ship flew. I could identify a Python, Anaconda, or Imperial Clipper from twenty kilometers away by the trail its thrusters left, and zone in on pirates in RES sites because they flew parallel to the planetary ring, rather than perpendicular to it.

PowerPlay came, and I returned, hoping something had changed. Instead I discovered that rather than creating mechanics to encourage emergent gameplay, Frontier had added reputation decay and merit grinding, a means to try and keep players playing their game without offering them anything truly meaningful in return. This grinding removes the fun from Elite. It makes the game a chore, a second job, and players are forced, if they want to maintain their progress, to put in many hours a week doing the same thing, over and over and over, just to fill a progress bar and keep up with the rate at which their progress is arbitrarily erased.

And players who day in, day out, completely resigned to the grind, play Elite: Dangerous, make up the majority of those on this forum today. That is why, when I made two threads over the last week trying to rally players to use PowerPlay mechanics to protect and establish profitable trade routes, hardly anyone was interested.

Frontier has been silent with regards to features they promised after the 1.0, such as dynamic planetside missions, planetary landings, ship interiors, walking around stations, boarding ships, and more. When I posted a thread a few days ago asking if anyone knew how far along their development was, nobody knew.

Pardon my french, but is this really all we can expect from Elite in the future? More spreadsheet, grind-heavy bull? More time sinks that fail to provide any new rewards? New types of weapons and shields as faction loyalty rewards don't count - They do not change the game's core mechanics one iota.

The game's been out for over seven months now. When will it become fun?
 
I have said it before and i will say it again:

There is no endgame. If you set your goal to be the largest ship and exaust yourself without looking at the rest of the game, you will miss out on what some may call "fun". But i guess that is from my perspective, and i don't speak for you.


I spent two hours typing that out. If you need to reply, the least you could do is read it all the way through. Because I've addressed exactly the argument you just made.
 
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That is what it seems like. I don't really understand the idea of PP. It looks cool, but reputation decay is bogus and we don't get any recognition for doing work. And its sad but it really is work, not play. This is why I had actually quit playing a while back when I was doing piracy...I racked up an extremely heavy bounty (about 300-400K cr) and had made about half of that in credits. I don't know, it feels like the players have become the NPCs, more or less. And the only players in the game are the faction leaders, who are the NPCs!
 
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Let them say the same things they always say, if they wont change neither will the game, its like their goal, like some kind of sick love, Munchausen or whatever.
I thought it a very good post, it hits on many points of agreeance, but I had no answers for you so chose not to post initially. Just hope the people who read it which may have actual bearing on the games future read and understand it, who cares what the others say.
 
OP: You are correct on all counts. the game starts off pretty fun, nice gfx, nice flight controls, and there is indeed some stuff to do and some goals to reach. But once you've got there, you're pretty much left twiddling your thumbs.

My personal worry is that nothing they have announced they're working on will address the core problems. Walking around a ship or landing on a planet wont make the bland missions any more fun.
 
I spent two hours typing that out. If you need to reply, the least you could do is read it all the way through. Because I've addressed exactly the argument you just made.

Then i will say the other thing i say all the time: Have you gave player groups any thought? i am a part of one now, and it gives purpose to every thing you do. doing a mission is no longer simply for the measly sum of credits, it is for the benefit of everyone else in the group, including you. You do something because it is a part of a goal, and that makes it fun.

"The only goal for personal progression available to the player is to grind credits for a larger, more powerful ship. And I mean grind, because it takes an incredibly long time, and in order to reach the amount of credits you need to gain said ship, you need to engage in one of several actions repeatedly, literally ad nauseum. Instead of new experiences, or emergent gameplay, the Elite universe became, to me, a place in which I'd seen all there was to see, done all there was to do"

I used the community goals to make me a sum of about 50m credits. i bought a clipper, outfitted it, and ran with it for a week. when i realized that my main goal in the game was over, i took a break for a month myself. when i came back, i realized that it is much less about the credits, and more about doing something with a community. but again, that is my perspective on things. if you disagree with me, then what i have typed might not help you. I personally don't see any progression or endgame in Elite:Dangerous.
 
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You do have a point; Practically the only reason I am playing Elite now is because I joined up with the Mercs of Mikunn, and they have made my experience much more easy to tolerate. But consider that FD doesn't even want to allow players to form such groups within the game's mechanics. Seems a little backwards to me.

Seriously, all they have to do is let people form groups, and let those groups own stations that can be explored, once walking around and leaving your ship becomes a thing. It really won't take much more than that to fix much of what is wrong with the game.
 
OP: You are correct on all counts. the game starts off pretty fun, nice gfx, nice flight controls, and there is indeed some stuff to do and some goals to reach. But once you've got there, you're pretty much left twiddling your thumbs.

My personal worry is that nothing they have announced they're working on will address the core problems. Walking around a ship or landing on a planet wont make the bland missions any more fun.

I worry that, too, but more gameplay elements will allow for more emergent gameplay. There simply isn't much to the game yet.
 
Although I do think some of the stuff op says are worth taking into account I seem to be playing ED with a completely different mindset.
I still have fun playing it, and I enjoy the environment and the combat and the customization of the ships and I also like the Powerplay update.
I feel it adds a very necessary political layer on top of the game. But it definitely needs some work still. With that I agree.

One of the fundamental things that I believe should become more interesting and get more useful in-game tools is the trading. Trading should become more tasty. At least some images of the goods should be implemented. Trading is too much spreadsheet and I feel we lack useful information. I know there are some external trading tools, but I don't like that at all. Everything we need should be incorporated into the game via solid mechanics. Perhaps we should be able to buy more information. In ED's greedy universe everything should have a price.

In general I am a very patient older Elite fan. I realize this is a game in the midst of development and I can see it slowly but steadily getting better and better. The game is already so beautiful and the space simulation is awesome. If planetary landings are implemented it will be everything an old Frontier fan could have dreamed off, but it can be sooo much more.
FD is not a big dev like UBI, EA and Rockstar, so we have to give them time to build the game piece by piece.
I also think there are still a lot of core game play changes to come.
 
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Then i will say the other thing i say all the time: Have you gave player groups any thought? i am a part of one now, and it gives purpose to every thing you do. doing a mission is no longer simply for the measly sum of credits, it is for the benefit of everyone else in the group, including you. You do something because it is a part of a goal, and that makes it fun.

"The only goal for personal progression available to the player is to grind credits for a larger, more powerful ship. And I mean grind, because it takes an incredibly long time, and in order to reach the amount of credits you need to gain said ship, you need to engage in one of several actions repeatedly, literally ad nauseum. Instead of new experiences, or emergent gameplay, the Elite universe became, to me, a place in which I'd seen all there was to see, done all there was to do"

I used the community goals to make me a sum of about 50m credits. i bought a clipper, outfitted it, and ran with it for a week. when i realized that my main goal in the game was over, i took a break for a month myself. when i came back, i realized that it is much less about the credits, and more about doing something with a community. but again, that is my perspective on things. if you disagree with me, then what i have typed might not help you. I personally don't see any progression or endgame in Elite:Dangerous.

That's all well and good. I am happy you're getting something from the experience. But none of what you just described is the game doing a good job of facilitating such things, it's people who have paid vast sums of money making the best of a broken situation.

The OP is very accurate.
 
The main thing for me that is not good is the lack of information about the future road plan for the game.

But hey ho, you can understand that partly due to the massive uproar any news seems to receive. And also there is the threat of the competition just copying your ideas while you still have yet to develop it.
 

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