Fixing boredom in Elite Dangerous

I don't even know why anarchy systems exist.

They are exactly the same as normal systems, except you incur no penalty. Which is useless anyway cause nobody randomly shoots anyway.
 
I'm a happy customer, I've played the game pretty much every day since Christmas and I've got a lot of enjoyment out of it, but I agree the more you play it the more you question things. My suggestions:

1. Ditch supercruise *completely*

Think about it, when was the last time you just pointed your ship randomly at the black stuff? We are always going from star to planet or station. I think FD were right, it should be a series of nav-points in each system, with a brief animation showing the star or planetary approach, so we get the same beautiful visuals. When you enter the system you could be taken to the star's nav-point, where you may encounter other ships, and then you must plot a course to other nav-points in the system. Ships should be dropped a few km from stations, and in low security systems you should literally sigh with relief when you reach the no fire zone and are escorted in by security services.

Then there would be a reason for ships to be milling about at nav-points, and a reason to encounter other ships in the vastness of space. There could be nav-points for stars planets and stations, ad-hoc meeting points for trade, scenic navpoints etc so we wouldn't lose any freedom.

2. Make the AI believable

They need to go about their business and do sensible things. I get bored dealing with randomly spawning NPCs, with silly names, that just do nothing and go nowhere. Make them smart, and make some of them persistent. This is more important than a dynamic galaxy simulation. Pirates should work together and attack "iron ass" player ships in numbers, NPCs being attacked should call for help, it should be possible to co-operate with NPCs and hire (or provide) escort services, and set up trade convoys, there should be radio chatter and NPC video comms. And fix those names.

3. Don't make me write down commodity prices in 3301

It's 3301 and I'm noting down prices on scraps of paper, and it's a complete chore. It adds *nothing* to the game. I don't mind exploring and discovering prices for myself but either add some trade tools or a button to copy commodity prices to the clipboard to paste into Excel. Also I think market data should be available to view as soon as you jump into the system not when you dock (as per original Elite).

4. Give the galaxy some personality

Lots of suggestions on this already. Factions should look different, technology and trade should vary wildly in different parts of the galaxy, and there should be aliens. And give us an external view so we can take some nice photos of it all.

5. Make FAO a worthwhile challenge

I enjoy the WWII flight model, but there should be more you can do with flight assist off as you become more experienced as a pilot. BSG-style 180-flips, energy management techniques, maybe the ability to program avoidance maneuvers like the magic tricks performed by NPCs? Something to mix it up a bit after all the pitch-or-joust contests.

6. Surprise me

I can still remember the first time "INCOMING MESSAGE" appeared on my screen after umpteen trade and combat runs in original Elite. What is this?! A supership and I'm being asked to go after it? Nobody told me about this. Amazing. Where are the surprises in ED? The galaxy is a big place, rare things should happen all the time.
 
The early experiences in Elite Dangerous are great, but eventually boredom sets in for many people - enough that there are many people complaining about this issue. I want to outline various reasons for this, and suggest some solutions...


1. While you are grappling with all the complexities of Elite Dangerous (flight, docking, combat, trading, etc), the game feels fairly challenging (but figuring out how to do something can be very rewarding). However, once you've gotten to grips with all of those complexities, Elite Dangerous suddenly becomes much easier. Too easy I would say. You can easily amass a fortune through grinding lucrative trade routes, or grinding certain kinds of missions in some systems, with little in the way of danger. This means you end-up repetitively doing stuff without having to think very much (or at all), leading to boredom for many people.

The solution to this boredom is to make the game harder (the sandbox game The Long Dark is extremely repetitive, but it's high level of challenge stops it from getting boring). Some suggestions:

(a) Add the already-planned Ironman Mode. This instantly makes the game much harder for those who find it too easy, but anyone else can ignore it.

(b) Make anarchy & low-security systems *actually* dangerous, by populating them with more pirates & pirates of greater skill. Beginners just need to avoid such systems, so might be a good idea to make the danger level more obvious on the Galaxy Map. But with increased risk, there should also be increased reward, so the highest bounties should be found there, and the highest paying missions should require you to go there.


2. Super Cruise is great for giving a feel for how ridiculously huge space is, and prevents star systems turning into a list of "fast travel" locations, but eventually it can get very boring - many people report browsing the internet (etc) while waiting to reach their destination in Super Cruise. i.e. Super Cruise is basically non-interactive. That's a serious problem given that you can spend maybe 50% of game time in Super Cruise. I am against speeding-up Super Cruise. Instead I think it should be made more *interesting*:

(a) There should be anomalies in supercruise you need to avoid (maybe justify it as dark matter affects supercruise more than normal space?), otherwise you risk damage and/or unwanted change of direction (but only in the worst case getting dragged out of supercruise). So you have to keep an eye out for things in your way, and plot a course around them.

(b) It should be possible for enemy ships to hide in wait for the player (in supercruise). Maybe they can hide behind (or near) those supercruise anomalies? So you need to be constantly alert, on the watch for possible threats that may come after you, and maybe take a wide berth (or countermeasures, or perhaps pre-emptive attack).

(c) USS were a good idea, but as they often contain boring/unwanted things it's tedious to drop-out of supercruise & then find you wasted your time. So some way to scan a USS to help guage whether it's a good idea or not (e.g. approx number of ships present at the USS, excluding stealthed ships) would really help. Maybe make this another mini-game, where you have to learn what the scan means, e.g. A strong signal could indicate many ships, while an intermittent one could indicate some kind of black box.

(d) *Maybe* there should be local distortions (blame low density dark matter if you want) which can cause you to gradually veer off course, unless you correct it. So you can't just point & forget. This would need testing, to see whether it was just annoying!


I will update this post when I think of more ideas, but please feel free to make your own suggestions, and/or discuss existing suggestions (mine or someone else's).
I think most of those ideas will cause annoyance more than make the game interesting. If I'm on a long trip that's going to take 10 minutes in SC for example, I don't really want to be sitting in front of the screen making course corrections, avoiding anomalies and possible ambushes repeatedly as I trade back and forth. Having to do this repeatedly on long flights, would actually bore me even more than it does already. At least now, I can go make a coffee or something. IF we do get the ability to walk about on the ship, I'd like to take the opportunity to check other systems, possibly do some repairs and such. IF we eventually get some trade tools, maybe do some updates on screen for prices and availability etc, maybe even plan a new route that gives better returns than the current one based on data I have gained from local systems I've visited recently.

My biggest annoyance of SC is acceleration coming out from a station or outpost. The ships inertial stabilisers have the ability to counter an acceleration rate of well over 1c/sec without leaving you little more than a mark on the wall due to inertia, why can't they counter a bit more when accelerating from a planet? It actually takes twice as long to accelerate to 0.5c after exiting a station than it does to fly 200Ls to another station after reaching 0.5c. You really feel like you want to get out and push if it will make it faster.
 
Sandro has posted some plans which definitely sound along the lines I was asking for:
we're certainly not finished with super cruise. There's clearly room for improvement, and I'm really happy that this game has continuing ongoing development, so we can make stuff better and better!

We definitely want to add a micro jump between stars within a system (not only does this fit in with the context of how the frame shift drive uses large bodies for navigation, it also helps significantly with those systems where you currently arrive around the "wrong" star, where civilisation has set up camp around a different star in the system).

We're also going to look at getting more content directly into super cruise (e.g. having ships you're looking for in super cruise as well as at signal sources, making super cruise traffic and behaviour more supportive of system state), as well as making more of signal sources (we're looking at adding more reasons to visit signal sources and this will hopefully just grow over time).

The usual caveats apply, of course - no ETA, no guarantee (development can be difficult to predict).
 
From looking at the various threads on the issue, there are 2 major issues that need addressing.

1. Instances: Heavy instancing in sandbox games DOES NOT WORK. This game relies on player interaction and because we are all in different instances, interaction between players is rare. This contributes a lot to the boredom of a lot of players because the galaxy appears empty, even in the more populated areas.

2. The community: I get the feeling that a lot of people have come from non-sandbox games. They are used to the game putting them on the progression path and directing them most of the way through the experience. But ED isn't like that. Instead it's a sandbox with no clear progression. The only progression people have found so far are the Federation and Imperial rankings and the ships. So they grind through these progressions, reach the end and then go "well, what else does this game have?" They don't understand that the beauty of a sandbox is the ability to do what you want, to not be confined by a progression path. The downside to this is you have to find your own way of having fun and not rely on the game to direct you. If you don't know how to do this then of course you are going to get bored quickly by this game.

Now, unfortunately FDev can only fix one of those problems, which I hope they are looking into. As for the other problem, that relies on the community and the players to understand this game, and the genre.
 
I'm a happy customer, I've played the game pretty much every day since Christmas and I've got a lot of enjoyment out of it, but I agree the more you play it the more you question things. My suggestions:

1. Ditch supercruise *completely*

Think about it, when was the last time you just pointed your ship randomly at the black stuff? We are always going from star to planet or station. I think FD were right, it should be a series of nav-points in each system, with a brief animation showing the star or planetary approach, so we get the same beautiful visuals. When you enter the system you could be taken to the star's nav-point, where you may encounter other ships, and then you must plot a course to other nav-points in the system. Ships should be dropped a few km from stations, and in low security systems you should literally sigh with relief when you reach the no fire zone and are escorted in by security services.

Then there would be a reason for ships to be milling about at nav-points, and a reason to encounter other ships in the vastness of space. There could be nav-points for stars planets and stations, ad-hoc meeting points for trade, scenic navpoints etc so we wouldn't lose any freedom.

2. Make the AI believable

They need to go about their business and do sensible things. I get bored dealing with randomly spawning NPCs, with silly names, that just do nothing and go nowhere. Make them smart, and make some of them persistent. This is more important than a dynamic galaxy simulation. Pirates should work together and attack "iron ass" player ships in numbers, NPCs being attacked should call for help, it should be possible to co-operate with NPCs and hire (or provide) escort services, and set up trade convoys, there should be radio chatter and NPC video comms. And fix those names.

3. Don't make me write down commodity prices in 3301

It's 3301 and I'm noting down prices on scraps of paper, and it's a complete chore. It adds *nothing* to the game. I don't mind exploring and discovering prices for myself but either add some trade tools or a button to copy commodity prices to the clipboard to paste into Excel. Also I think market data should be available to view as soon as you jump into the system not when you dock (as per original Elite).

4. Give the galaxy some personality

Lots of suggestions on this already. Factions should look different, technology and trade should vary wildly in different parts of the galaxy, and there should be aliens. And give us an external view so we can take some nice photos of it all.

5. Make FAO a worthwhile challenge

I enjoy the WWII flight model, but there should be more you can do with flight assist off as you become more experienced as a pilot. BSG-style 180-flips, energy management techniques, maybe the ability to program avoidance maneuvers like the magic tricks performed by NPCs? Something to mix it up a bit after all the pitch-or-joust contests.

6. Surprise me

I can still remember the first time "INCOMING MESSAGE" appeared on my screen after umpteen trade and combat runs in original Elite. What is this?! A supership and I'm being asked to go after it? Nobody told me about this. Amazing. Where are the surprises in ED? The galaxy is a big place, rare things should happen all the time.

Very well put!

I would add that point 3 is catered for with the Bpc and Cmdr's log. Wonderful free software! From community members with programming talent that love the game.

As a 1980's Elite player, I recall the Anarchy systems as places of real fear! But also places where fortunes were made and lost. The original Elite was far more Elite dangerous. But back then we were truly alone, until you were interdicted by a Thargoids swarm! If anyone thinks they are an Elite combateer, try fighting a Thargoids swarm, alone? (impossible without an energy bomb, or EMP,or Quirium Cascade mine)

Your first paragraph mirrors my experience. I continue to return to fly ED daily. A great source of my entertainment comes from the Voice Attack software and the ASTRA/Legend voice packs. I play with these and add all sorts of macro's to the ship. Again 3rd party add on's, but if that's what's needed, then fine. Look at Flight Simulator. Dead in the water (sky), abandoned by ms, yet continues to get support from a great many developer's and makes money!

Enjoy the weekend in space:)
 
Eeerly it feels like Frontier may actually be listening to my suggestion(s). At the very least they've coincidentally added some things in the 1.2 update that are roughly like some of the things I was asking for:

- Update to AI ambient traffic, to increase wing chances and make Anarchies more dangerous
source

· Signal sources are now roughly rated by signal strength
...
You will encounter weak and strong signal sources.
Weak signal sources *tend* to imply that few vessels are present.
Strong signal sources *tend* to imply that many vessels are present. Be aware of elevated risk when investigating strong signal sources. Flying as a wing may help: there’s normally safety in numbers.
source
 
* Make exploring more fun, add a small window pop up with a picture of the planet or star i just scanned and some basic information on it, planet type, size, orbital period, atmosphere etc. so i can see what i scanned (the info is already in the system maps, why cant it pop up in a window for me for a few seconds after the scan?) - this would make it feel like ive actually "collected" some data worth selling!
Now you've suggested it, this seems like such an obvious idea, and also very easily implemented, but it should also make a huge difference. Come on Frontier, you know it makes sense!

* Super cruise journey needs to be shortened and exit distance to stations needs increasing so it gives pirates etc. the chance to hide in stealth mode waiting for people - not this "Hello, im on everyones scanner in super cruise, you can see me coming and i cant do naff all about it" mode!
Although this would radically alter the feel of the game, so Frontier might be against it, it does sound like a really good idea to me. Stations would then become "hubs" of player activity, with mad dashes for the safe area near each station.

* Allow me to access Gal net and Save trade information in my ship so i have stuff to look at while in super cruise and dont have to use a pen and paper to write down notes - its 3300 my ship should have a log book of some kind!!!
Yeah, more to do in SC can only be a good thing. It would enhance the immersion factor. At the moment immersion is reduced because I alt-tab out to browse websites, etc.

- - - - - Additional Content Posted / Auto Merge - - - - -

New players should avoid LOW security systems like the plague, out of sheer necessity. If they are totally new, they should avoid MEDIUM security systems, too. ALL the "early" gameplay should take place in HIGH security systems, with the interdiction and NPC adversary profile we have now (eg. NPC interdiction frequency, combat skill and equipment level, headcount).

Opportunities for missions and profits in HIGH security areas should be enough to get new players happily earning and learning, but not stellar.


Playing in MEDIUM security systems should increase the challenge from NPCs - more frequent interdictions, higher combat skill, ALWAYS CARRYING SHIELDS (lol), multiple adversaries (ie. drop-ins arriving once one pirate has interdicted you).

Higher profits and additional missions should provide the carrot.


Playing in LOW security should ramp everything up to eleven. Something to keep players on their toes once they are on top of the game mechanics and are well equipped.
That's a more detailed version of something I asked for. And when you remember how games like Fallout 3 (or Skyrim) played, it totally makes sense: When you start-out in Fallout 3 most areas are far too dangerous, so you have to stick to the few semi-safe places until you get better weapons/etc. You feel a real sense of achievement (something Elite lacks after you've mastered the basics) as you are gradually able to go to more areas & risk taking on nastier enemies.

That isn't quite so easy to achieve in Elite Dangerous, since there are no 'magical' skill-levels that improve how good your in-game character is, but a better ship with better weapons & better actual skill on your part should be sufficient for the way you outlined.

- - - - - Additional Content Posted / Auto Merge - - - - -

While in SC, there's plenty for you to do to keep yourself occupied. Between the adjustments you make on the trip, to checking your missions tab or your trade route notebook to make sure you're in the right system. The simulation isn't just the ship, it's what you do while on the ship.
What you say makes no sense to me. There is nothing to check in SC which takes more than a few seconds (a few percent of the total SC time). I can't even adjust the energy balance of my ship (between shields, engines & weapons), even though you USED to be able to do so! Frontier need to ADD things to do (as others have suggested), like browse the last Galnet download & the last commodities data you downloaded.
 
Supercruise IS dull. The navigation is point-and-click, so there's not much real piloting. I'd like to be able to get at some of the math so I can plot my own intersystem paths and compute my own orbital insertions. It would seriously be cool to be able to plot from planet to planet, although math would be crazy hard. But think of the sense of accomplishment! You could even sell flight plans on the open market for those that didn't want to do the math, and who trust you enough not to fly them directly into the sun.

Wouldn't that require there to be, you know, an actual player-driven market that allows people to actually sell things to each other and not just trade with NPCs? You'd expect that to be part of an MMO where trading is a thing but I guess that would be way too much freedom.
 
Back
Top Bottom