I think this is a chained reaction pattern we see here. I'm very pro FD and Elite Dangerous, it's the only space game I actually can play for a longer period of time.
FDEV made so many great things with the game, and we sometimes forget that. So before I start to list what I believe is wrong, let me list what that got right. (in no particular order)
1. The galaxy sim, it's just a masterpiece, not perfect but I enjoy it very much.
2. The Flight model, I just love it, spot on. Can be improved, but still very good and enjoyable.
3. The Sound, the sound in ED is out of this world, I can't praise the sound team enough.
4. Graphics, as the graphics are improving all the time, it gives me confidence that they will try to make the game as pretty as possible.
5. The Anaconda damage model, could we only have it on all our ships.
6. The SRV and SLF, I like those a lot, the driving model on the SRV is great and the SLF with it's NPC crew very enjoyable.
7. The NPC AI, yes here we now are on dangerous ground because many will probably say it socks, but remember that programming AI for dogfights is not an easy task, and I have yet to see the perfect NPC AI in the flight sim where you can dogfight. It's could be turned up a notch in my opinion.
8. The overall immersion factor when playing in the ED universe, it's good however also it's sword of damocles (I will return to that later)
9. Ship design, weapons loadout and possibilities to outfit your ship in general.
10. Commander creation tool, it's very good and a great foundation to build on.
11. The new camera suit.
12. Wings (buggy as it is, i'm still having fun with it.)
These are the main points to me why I play the game.
that out of the way, lets see what I'm not so fun of. I will try to be as specific as possible.
1. Basic game design decisions: with a huge 1:1 galaxy, the way we move around in 3303 is just lacking a lot of tools. Flight computers and or Crew members who can perform repetitive tasks.
FDEV could actually make a lot of fun gameplay around just that part.
2. Basic game design decisions: Power Play, a great idea, but clearly not working, When you can capture stations and outposts, this could easily be a lot of fun, however in it's current form, a few people like it, but it's not appealing to the masses.
3. Basic game design decisions: As mentioned by @OP all the systems are static, sure the numbers change but we can't really see it. Stations are the same as the were 2 years ago, nothing is changing. I was wondering for a long time, what would it take for my fraction to start building rings around my home station? I know now they will never do it, because it is not in the game.
4. Basic game design decisions: The Engineers was a great idea, I really love the bases, I like to go there and tinkle with my ship. The problem (TO ME) are the execution of the mechanics, I can't understand why we have all these great immersive assets and then RNG is just slammed in the player's face, FDEV did not even bother to hide it. I mean it's a casino with spinning wheels and fruit machine mechanics? Bad bad bad decision, just make an animation of a robot doing something and that would have been 1000 times better.
5. Basic game design decisions: CQC, why even spend DEV time on it? but when the decision was made, NPC opponents should have been in from day one, and it should have been incorporated into the main game.
There are so many things that could have been done with it, however it would take many pixels to describe it, so we leave that for another thread.
6. Basic game design decisions: Exploration, exploration in ED is as basic as it gets, in the DDF (now banned to the depth of dev hell) the game mechanics described was great, I don't know what happened but what we got was not exploration, it was a marathon of honk my planet.
7. Basic game design decisions: Trading, well I would not call it trading, more like move stuff around, ok ok ok it's trading but very basic form of trading. Why can't you open up a console in your ship and see the prices in other systems?
Why can't you buy and sell commodities via a trading hub connected to your ship? and why do you see black markets without even being a criminal? and in the galaxy map?? it must be because ....fun???
8. Basic game design decisions: Passengers, I really enjoy move imaginary meat cargo around, I actually do that for hours in PP3D(FSX) and also enjoy it in ED. Again something is missing and you need to add more to it yourself to make it more digestible. Adding more sounds related to actually carrying passenger would help, I'm doing it via VA, but it should have been in the game from day one. Also cabin crew, where are they? even in the 2001 movie they got cabin crew
Hiring a cabin crew, even if it's only one, would be fun, just look at the flight sims, they do it just fine, I really don't want another feature if it's just a barebone. Maybe FDEV should let 3rd party game developers make add ons to the game just like FSX are doing it?
9. Multi crew, well it just feel unfinished, and I will leave it at that.
10. Game design decisions: deviation too much from the lore, longtime players of any game mostly are those who read and know a lot about the lore of a game, they are also those who invest most money in the long run, it seems that FD are making the same mistake other studios did in the past, i hope i'm wrong on that one.
Now I will go a play some Elite, because even with all the warts and bugs it's the only space game I can play more than just 20 - 100 hours.
FDEV made so many great things with the game, and we sometimes forget that. So before I start to list what I believe is wrong, let me list what that got right. (in no particular order)
1. The galaxy sim, it's just a masterpiece, not perfect but I enjoy it very much.
2. The Flight model, I just love it, spot on. Can be improved, but still very good and enjoyable.
3. The Sound, the sound in ED is out of this world, I can't praise the sound team enough.
4. Graphics, as the graphics are improving all the time, it gives me confidence that they will try to make the game as pretty as possible.
5. The Anaconda damage model, could we only have it on all our ships.
6. The SRV and SLF, I like those a lot, the driving model on the SRV is great and the SLF with it's NPC crew very enjoyable.
7. The NPC AI, yes here we now are on dangerous ground because many will probably say it socks, but remember that programming AI for dogfights is not an easy task, and I have yet to see the perfect NPC AI in the flight sim where you can dogfight. It's could be turned up a notch in my opinion.
8. The overall immersion factor when playing in the ED universe, it's good however also it's sword of damocles (I will return to that later)
9. Ship design, weapons loadout and possibilities to outfit your ship in general.
10. Commander creation tool, it's very good and a great foundation to build on.
11. The new camera suit.
12. Wings (buggy as it is, i'm still having fun with it.)
These are the main points to me why I play the game.
that out of the way, lets see what I'm not so fun of. I will try to be as specific as possible.
1. Basic game design decisions: with a huge 1:1 galaxy, the way we move around in 3303 is just lacking a lot of tools. Flight computers and or Crew members who can perform repetitive tasks.
FDEV could actually make a lot of fun gameplay around just that part.
2. Basic game design decisions: Power Play, a great idea, but clearly not working, When you can capture stations and outposts, this could easily be a lot of fun, however in it's current form, a few people like it, but it's not appealing to the masses.
3. Basic game design decisions: As mentioned by @OP all the systems are static, sure the numbers change but we can't really see it. Stations are the same as the were 2 years ago, nothing is changing. I was wondering for a long time, what would it take for my fraction to start building rings around my home station? I know now they will never do it, because it is not in the game.
4. Basic game design decisions: The Engineers was a great idea, I really love the bases, I like to go there and tinkle with my ship. The problem (TO ME) are the execution of the mechanics, I can't understand why we have all these great immersive assets and then RNG is just slammed in the player's face, FDEV did not even bother to hide it. I mean it's a casino with spinning wheels and fruit machine mechanics? Bad bad bad decision, just make an animation of a robot doing something and that would have been 1000 times better.
5. Basic game design decisions: CQC, why even spend DEV time on it? but when the decision was made, NPC opponents should have been in from day one, and it should have been incorporated into the main game.
There are so many things that could have been done with it, however it would take many pixels to describe it, so we leave that for another thread.
6. Basic game design decisions: Exploration, exploration in ED is as basic as it gets, in the DDF (now banned to the depth of dev hell) the game mechanics described was great, I don't know what happened but what we got was not exploration, it was a marathon of honk my planet.
7. Basic game design decisions: Trading, well I would not call it trading, more like move stuff around, ok ok ok it's trading but very basic form of trading. Why can't you open up a console in your ship and see the prices in other systems?
Why can't you buy and sell commodities via a trading hub connected to your ship? and why do you see black markets without even being a criminal? and in the galaxy map?? it must be because ....fun???
8. Basic game design decisions: Passengers, I really enjoy move imaginary meat cargo around, I actually do that for hours in PP3D(FSX) and also enjoy it in ED. Again something is missing and you need to add more to it yourself to make it more digestible. Adding more sounds related to actually carrying passenger would help, I'm doing it via VA, but it should have been in the game from day one. Also cabin crew, where are they? even in the 2001 movie they got cabin crew
Hiring a cabin crew, even if it's only one, would be fun, just look at the flight sims, they do it just fine, I really don't want another feature if it's just a barebone. Maybe FDEV should let 3rd party game developers make add ons to the game just like FSX are doing it?
9. Multi crew, well it just feel unfinished, and I will leave it at that.
10. Game design decisions: deviation too much from the lore, longtime players of any game mostly are those who read and know a lot about the lore of a game, they are also those who invest most money in the long run, it seems that FD are making the same mistake other studios did in the past, i hope i'm wrong on that one.
Now I will go a play some Elite, because even with all the warts and bugs it's the only space game I can play more than just 20 - 100 hours.
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