For the DEVs and Mr. Braben: Usability for players and Content using by players

Hello,
 
I am a 57 year old Computerfreak, played ELITE in the 80's on C64 and Amiga.
I played the adaption of ELITE, the X-Series from Egosoft GmbH in Würselen, Germany then up from late 90's.
Since 2010 I am playing EvE Online.
 
Just by accident I found ELITE Dangerous 2 weeks ago and needed to try it out, so I bought it.
Ingame statistics show me now a gametime of 4 days, 9 hours.
Meanwhile I tried out exploring, planet actions, mining, bounty hunting, missioning and trading.
 
First need to say I am impressed by the graphics, the Galaxy design and the physics near reality
(things, which the named games above are missing because they are very restricted in this case).
Second need to say there is no sense to compare EvE Online with ELITE because there is too much difference.
So you should not adapt things from EvE Online like the skill system or other things which only cost lots of time until achieved.
But the X-Series of Egosoft (only Single Player standalone game) you can compare because its an Adaption of ELITE.
And as adaption it seems better as the original (ELITE) in many cases (really excellent Trading/Economy simulation,
very good controls and usability, just to name two of).
 
So I come to some of the things I miss and which are not really difficult to code.
And some things which are annoying for me as your customer because they could work easier and give more fun if designed a bit different.
 
A) I beg for a better usability. Easier handling of the functions. This will give all players an advantage and
if this reduce the learning courve for Newcomers, may bring you more customers.
Following examples for this and suggestions to change better.
1)
Initiate the docking sequence. This is very important, because this is a thing you do the most in the game.
It is too much micro management, too much key strokes to initiate the docking sequence like it is:
Open the Navigation window - maneuver to the tab 'contacts' - choose the station - choose the Docking option - close menue.
This will be much much easier if you can:
Mark the station as target. Press key 'L'. Docking sequence initiated, anything done.
In combine with the landing computer this can work superior and with the same key stroke if coded proper:
Mark station as target. Press key 'L'. Program checks if Landing Computer is installed in ship. If yes, then give control to the LC.
This is one key with two functions behind (manual Docking and automatic Docking, depending on the ship fitting).
The program just need to check at key stroke, which object is locked as target, check the ships equipment and act the right way.
 
2)
Targeting special Equipment of the enemy in fight. Again too much key strokes, to much work atm.
If I want to target a particular equipment of the enemy ship it should be needed during fight the less work as can.
So for example I press the 'E' key. The software should check the target. If not an enemy ship other things can happen.
If an enemy ship, just open equipment window, Player choose Equipment and close window with a common closing key like ESC.
 
3)
If target is a human player ship and I press 'C' key, the Chat window may open direct and I can talk to this player.
 
So These 3 examples for easier access to the game functions. No time consuming and defective (how often one take the
wrong key and so wrong option) maneuvering thru 3,4,5 key strokes and menues until reached (or missed :-( ) the things I want.
 
 
B) I beg for more game fun, less annoying things blocking my Sandbox experience.
I want to refer to David Brabens interview here
Click here for the Interview
and following words of him: "There’s so much in there, and what we see from play patterns is that many do the same thing over and over.
In that cycle, they just don’t get to see some of the variation. I’m not blaming players. We got it wrong.”
I told above, I tried out many things so far. And a lot of functionality in game just block me as player to do many things.
Following examples for this:
 
1) Works on planet with the SRV.
It took me ages flying and driving around to find objects on planet surface. These should be easier to find.
With a better ship scanner for example. This thing with the blue circles, which disappear when moving down to surface is crap.
Many players grump about the motion/agitation of the SRV. But this is just learning to handle it, just exercise.
Me annoyed, that the cargo space of the SRV is to small with only 2 tons. Finding a place on planet surface after a long time searching
then I have to spend again a long time and many trips in SRV to bring the Minerals into the ship.
This time consuming function stopped me to do this again. The outcome is too low for the time effort.
Suggestion: Make it easier to find stations on planet surface. Give the SRV more cargo (6 tons may be good).
 
2) Switching Content (Exploring, Bounty hunting, missioning)
Like David Braben said in Interview: “Elite players get very attached to their ships,..."
So I put a lot of money and effort in my actual ship and its equipment which I use for Missioning and Bounty hunting.
For the missions I hold some goods in cargo like Platinum and Osmium. Now I like to switch to exploring today in another ship,
specialized for this. But the game blocks me doing it. I need to empty the cargo before I can switch into the other ship. Thats bad.
So first I try to find missions again to empty my Platinum and Osmium in cargo. I dont want to sell this for cheap.
After needed some hours to find appropriate missions, its too late for exploring or I just forgot that I wanted to do this.
OK, on the other hand I can change the ship fitting for Exploration and keep the cargo. But will the good equipment I need to
sell for exchange to Explorer Equipment still be there or easy to find if I want to fit back?
Suggestion: Remove this filled cargo hold blocking ship switching.
 
3) Mining
I tried out mining. First bad: The Mining Lasers range is too short. It is annoying to need to sit 2 meters in front of a rotating astro
which will hit you the next minute in its rotation. 2nd bad: There come 8 or 10 blocks out of the astro, then I can laser as much as
I want, but nothing more breaks out. And I need to find another astro to mine the same Minerals I am searching for.
Suggestion: Extend the range of the mining lasers to double or triple. Let asteroids give out more segments or give us an easy to Access
(see usability) Asteroid Scanner as Equipment. I consider these scanner drones not as 'easy handling' and better usability.
In case of mining again the question is: Fit the outcome to the effort in time needed? And additional: Is it easy enough to
attract players and not too much boring.
And again, if I put credits, time and effort to equip a good mining ship and now want to switch into a ship for missioning, a filled cargo hold
blocks me doing this
. But I dont want to throw away or sell for cheap my metal and minerals in which I put effort.
 
That should be enough for now. At last one other idea I had. In the forums of Egosoft for the X-Series game
many players asked for a Internet capable MMO functionality of this game since years. But the coders are not able to realize this I guess.
I just had the idea for a cooperation, may be joint venture, to merge the best functions of the two games ELITE/X-Series (NOT the latest X-Rebirth).
Can be a superior game then which may attract many players. And localization in German language is included by design...
 
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1) More SRVs type in the future. Planet gameplay could be better, I'll agree.

2) There are gameplay reasons for not letting you store cargo (which is what you're doing when you keep it in a ship in storage). I could hold platinum and only bring it out for mining missions for example, then switch and do something else while I wait for more mining missions. I could also hold a store of commodities for missions to crank my rep with a faction. This is not how they want us to play the game.

3) You're mining wrong! :) You need to use prospector drones. Also mining lasers have about a 500M range (at least), it's not as bad as you're stating. Smart positioning of your ship avoids a lot of problems.
 
I played the adaption of ELITE, the X-Series from Egosoft GmbH in Würselen, Germany then up from late 90's.
Since 2010 I am playing EvE Online.
[...]
That should be enough for now. At last one other idea I had. In the forums of Egosoft for the X-Series game
many players asked for a Internet capable MMO functionality of this game since years. But the coders are not able to realize this I guess.
I just had the idea for a cooperation, may be joint venture, to merge the best functions of the two games ELITE/X-Series (NOT the latest X-Rebirth).
Can be a superior game then which may attract many players. And localization in German language is included by design...
It's clear to me that your previous experiences are influencing your decision to enjoy or not enjoy ED.

A) Part of mastering gameplay is mastering the controls. That means punching through menus. Learning to do this quickly and in the middle of a fight gives you an edge. This is the intended experience, not 'do everything for you at a push of a button'.
 
1) More SRVs type in the future. Planet gameplay could be better, I'll agree.

Hopefully...it will get a buff in the right direction :)

3) You're mining wrong! :) You need to use prospector drones. Also mining lasers have about a 500M range (at least), it's not as bad as you're stating. Smart positioning of your ship avoids a lot of problems.
I consider this 500m range as to short. May be I am too old *g*, but me cost this a lot of time to position the ship in the appropriate range to get not hit by the astro in ist rotation.
Higher range will it make a bit easier to target an astro. My weapon lasers have a lot more range, of about 2 km or so. Why not mining lasers too?
 
2) There are gameplay reasons for not letting you store cargo (which is what you're doing when you keep it in a ship in storage). I could hold platinum and only bring it out for mining missions for example, then switch and do something else while I wait for more mining missions. I could also hold a store of commodities for missions to crank my rep with a faction. This is not how they want us to play the game.
'How they want us to play the game'.. This counter the sandbox character! Give players a well designed sandbox and let them decide how to use it.
The function is applicable to all players if changed. So no one has an advantage against others. But gameplay for switching ships to do something else will be forced! If I hold Platinum in a mining ship and switch to an Explorer then I am far away from my mining ship after some minutes exploring. No chance to find a Mission for selling the Platinum because its in the mining ship.
Or move the metal automatic into the Explorers cargo by switching ships. Then I can do same while exploring what I would do otherwise with the mining ship: Searching for missions to hand out the metal.
But the most important is, change the behavior of the cargo whilst switching ships will change easier how players behave. What Mr. Braben told in interview: Most do same things over and over. At the moment. And game functions like these are the reason for this.
 
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It's clear to me that your previous experiences are influencing your decision to enjoy or not enjoy ED.
For sure! :)
I love well designed, easy configurable and easy accessible controls and functions. I am sure most People in world do same.
Because since the 80's the Software with the easier, more intuitive usability wins. One reason we moved away from DOS to MAC and Windows because of the more intuitive usability.
 

A) Part of mastering gameplay is mastering the controls. That means punching through menus. Learning to do this quickly and in the middle of a fight gives you an edge. This is the intended experience, not 'do everything for you at a push of a button'.
The question here is not mastering the usage of the software. The question is, how a Software Company give users a game which make fun. And is easy to use and easy to learn. To enter the game with minor difficulties as a Newcomer will bring a Company more customers. And a better chance that the game not dies after some months or years of existing.
 
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In another interview Braben said he wanted to make the Elite as GTA in space, but my suggestions on what, many players simply send me play GTA. :) (http://www.playground.ru/articles/n...yu_s_sozdatelem_serii_devidom_brabenom-50742/)


At the moment, the Elite is not a sandbox. Elite its grind game ultimate goal in which a complete collection of ships. At the forum a lot of fans of this.
However, developers are now actively working under sandbox game part . In March will be released update 2.1 there will be a lot of interesting things.


The question here is not mastering the usage of the software. The question is, how a Software Company give users a game which make fun. And is easy to use and easy to learn. To enter the game with minor difficulties as a Newcomer will bring a Company more customers. And a better chance that the game not dies after some months or years of existing.

Simplify control of the ship seems to me the wrong approach. Thus it would seem that you control quadrocopter rather than large and complex ship.
I do not think this way of attracting new players good, better just to diversify the gameplay.
 
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intersting read, cmdr! i share some of your background and experiences - and it is very interesting to revisit my first experiences with ED through your thread. btw. - i tried x-wing when it was fresh, but never fell in love like with elite 1-2-3.

i like your key/window approach. when i helped out a new cmdr some weeks ago, i got so sick of typing "open left panel... tab to XYZ.... select.... cycle till you see info abc....".

to refer to this:

There are gameplay reasons for not letting you store cargo (which is what you're doing when you keep it in a ship in storage). I could hold platinum and only bring it out for mining missions for example, then switch and do something else while I wait for more mining missions. I could also hold a store of commodities for missions to crank my rep with a faction. This is not how they want us to play the game.


you are right: if sandbox, there should be no wrong way "to play the game", but what @metatheurgist is referring to, is that some missing or given functions do make sense if you play ED for longer. in this case: storing cargo would for exampel allow players like me to influence the backgroundsimulation in a massive, probably unbalancing way (for exampel: having stored an anaconda with rare goods, or - as metatheurgist has described it - storing mined metals for completing mining missions, which have high influence, reputation and economic state effects).


and for: "The outcome is too low for the time effort." - well, I'm much into exploring, from that perspective the outcome of surface missions need a serious nerf! ;-) ... I personally more ask about "does it max my experience?" and not "does it max my virtual ingame CR"?

but each his own!

fly safe. great to have you back in the elite univers after all these years.
 
:)
I love well designed, easy configurable and easy accessible controls and functions. I am sure most People in world do same.
Because since the 80's the Software with the easier, more intuitive usability wins. One reason we moved away from DOS to MAC and Windows because of the more intuitive usability.

The question here is not mastering the usage of the software. The question is, how a Software Company give users a game which make fun. And is easy to use and easy to learn. To enter the game with minor difficulties as a Newcomer will bring a Company more customers. And a better chance that the game not dies after some months or years of existing.
You are misguided in thinking this is what's best for the game. I'm glad you understand how to run a business and how to maximize profits. The rest of us are hoping that ED puts the game first and the business second, lest (as you suggest) the idea of attracting more customers ends up getting in the way of what would be strong game mechanics.
 
Now, I've been in the Elite Universe from FE2 & FFE (sorry, I missed the original I was far too young when it came out) but I have found this one a lot easier to get into. If, you go about the tutorials the right way (It would be nice if they were in the correct order on the menu!) from takeoff & landing through trading & then combat it takes about an hour to get used to all the main controls & ship handling. That in itself is no worse than any other game with as much scope as this one.

My favorite method of controlling the game is using the Xbox One gamepad (i'm limited atm to that or keyboard & mouse) & in my opinion it's probably one of the best thought out control schemes available. Literally everything can be done without using anything else, perhaps it's only real problem is the location of the boost button. (seriously, nobody thought that would be a problem with landing gear & boost needing the use of the B button...)

Once you have gotten used to that (& killed a few of your rented sideys like I did) It is really good & simple to use!
 
intersting read, cmdr! i share some of your background and experiences - and it is very interesting to revisit my first experiences with ED through your thread. btw. - i tried x-wing when it was fresh, but never fell in love like with elite 1-2-3.

i like your key/window approach. when i helped out a new cmdr some weeks ago, i got so sick of typing "open left panel... tab to XYZ.... select.... cycle till you see info abc....".
Thats what I said. :) You can get sick of this Multi key strokes. And for those who love this and want to keep this: It must not become removed from game, when the functions/menues additional available context sensitive (speak target sensitive) with one key stroke.

You're right, ELITE has ist own charm in each of the Versions. But this must not say, that the game cannot become better with some minor changes...
And yes, I consider my thoughts above as minor changes, which will not break the fundamental gameplay.
 
in this case: storing cargo would for exampel allow players like me to influence the backgroundsimulation in a massive, probably unbalancing way (for exampel: having stored an anaconda with rare goods, or - as metatheurgist has described it - storing mined metals for completing mining missions, which have high influence, reputation and economic state effects).
Basically you may be right - but....
There are enough easy ways to program a behavior of the game, that this will not happen. For example, two:
The stored goods in a ship which is parked lonely in a station may spoil in a given time frame and so disappear after 2, 3, 4 days in complete.
Or another way: The complete ship is unguarded in the station when you are away in other systems. And is worth a lot with the stored metals.
So a 75% chance can be programmed, that the ship (or only it's cargo) can become stolen by pirates, during the time you are not in the station.
 
and for: "The outcome is too low for the time effort." - well, I'm much into exploring, from that perspective the outcome of surface missions need a serious nerf! ;-) ... I personally more ask about "does it max my experience?" and not "does it max my virtual ingame CR"?
In this case my personal opinion is - not to nerf outcome of one game part. Better to balance the outcome, so the different things you can do lead to similar outcome.
With the things I tested so far (told above), my CR income from missioning was the highest, compared to the time I spent for it.
But me too would like to explore, and to buy a convenient Explorer ship I need enough credits for first...
 
 
 
Sorry, I registered, the link to the interview in my first post was broken. I fixed it.
It's worth reading, especially the second part which start with the words "I ask Braben about the state of the game today...."
 
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