Friend dragged me back into E: D - has this game not changed? A request, a rant.

Greetings commanders o7

In the past one or two years I barely touched E: D. Having followed its Beta and joining in on release I have lived through pretty much the entire post-release development. I've left when engineers went live, came back for some new, shiny deep core mining, and kept rough track of new stuff. Now, a friend of mine, who originally started the game with me but stopped playing way earlier, wanted to get back into E: D. Star Citizen reattracted his attention for space games and E: D just seems a tad less buggy. And behold: when checking the recent additions to E: D gameplay, he saw the fleet carriers and decided that we totally should have our own. We'd have 5 billion credits sooner or later (not that I ever bothered to go further than 1 billion), and some million credits in a week, what's the problem? That literally is his incentive to get back and big in the game. I wasn't brave enough to tell him that carriers are a huge waste of everything, yet. On top, we're actually trying to pull other friends in, to actually buy the game to play with us. To work on a carrier...?

What do I tell them? Where is this great WE-experience, with which I can lure these people in, without them dropping the game after a week of grinding?

You see, we were looking at the whole E: D vs Star Citizen eagerly way back when, wondering which one would one day become the ultimate space game. It seems apparent to me now, that E: D isn't in the competition for this any longer. My hopes for Odysee diminish in my findings how little powerplay, mutli-crew or even Horizons seem to have matured.

Being way more experienced in E: D, I really wanted to tell him "awesome idea! We can do this and that, have fun this and that way! And get that carrier running!" And I was really optimistic, too. Years ago, gameplay somewhat was dull. We lacked the skill and equipment for PvP, whereas PvE was just a tagging game. Trading was a risk-free adventure of jumping to a station and back, with a minor peak on the danger side when NPC interdictions really seemed hard to escape from. Mining meant shooting steady rocks (HOW ARE THERE STATIONARY ROCKS IN SPACE), making profit off of multi-crew seemed like a miracle to pull off.

So, for the past weeks, I worked myself back into the game. Catch up with rebalance, new mechanics, understanding complex mission settings, everthing that one would expect to see after such a long break. But, where is all the fun stuff that at least I hoped for to come?! How can it be, that the greatest changes that I've noticed include the modified exploring experience with this new and fancy wave scanner, and the ability to not only shoot at rocks for profit but the ability to blow them up? Sure, these are nice changes. But, since time has passed and this is meant to be a multiplayer experience, I SOMEHOW expected to see great new content for multi-crew, some improvements to wings or ANYTHING that I could happily present my friend we'd be able to do in this game.

There ain't much you can do with a friend flying around in a mighty T6. Loading him up with precious cargo and playing armed escord just doesn't seem to do the trick. The only truly dangerous thing to happen are the random encounters of other players, and all armed engagements I had in this game always followed a kill or be killed mentality. Not once has a player shown slightest interest in cargo. NPCs just don't seem to be a thread at all. We could have flown into a combat or war zone. Tagging enemies in a combat zone is mightily fine if you need risk-free ranking, but terrible if you want to provide a friend with quality time in a game. I could utilize my own fleet and get him in as mutli-crew member, but that didn't seem to help his seven-digit credits account much. So, alas, I sent this pitiful soul off to Robigo to fill his pouch. Some hours in, he's now flying a Python. Great! Took me long enough back then.

I told him to get some T5 materials from those missions. Just trading down the materials makes the engineering life easier. Sweet! Way bigger jump range, stupid amounts of shields, greater numbers over all. Caught his attention with that. A tier 3-FSD in, he's enjoying the progress so far. Having joined on release day, he's seeing all of this for the first time. Admittedly, guaranteed good rolls and the material trader make engineering way less tedious nowadays.

So far, little opportunity has opened up for us, where playing together would have been profitable. Mining the same rock side-by-side would've been the greatest WE-experience I could finde. Overall... you do your grind, I'll do mine (i.e., derping around in the galaxy waiting for him). Just way faster progress this way. Who likes teamwork anyway.


What's next? I'll tell him: get these shield boosters engineered. Shields for days. I can't seem to make out great changes in the balance department.

An what will follow?!

Here's our game plan: in our squadron of two engineered Pythons, we'll search for a far-out minor faction and support the living hell out of it. Establish system dominance. (I don't even see a point in putting him through the ranking system). It was the best idea that I could come up with, when he asked me "what are we gonna do with bigger ships?". Does it have any effect on the galaxy? A little, perhaps, none that I could name. End civil wars, get a system booming, sure looks nice in the system view.

There is this targoid stuff, which I haven't tried myself. The one true addition of gameplay since Horizons, I'd say. For this, I'd cut his engineering process and get him collecting guardian equipment instead. The way this works, however... How come, that it STILL is the most efficient way to grind precious guardian weaponry is to search for a nice site on a nice planet and collect stuff via relog methods? How come that relogging is still a means of ANYTHING in this game? Navigating menues is not fun.

Do I really want to put him through the process of aqcuiring guardian materials? With what incentive? Fighting targoids is fun, I'm sure. And all hail the sound designers. But, as far as I am aware of, there is nothing really to be gained by fighting them?

Lastly, alas PvP. We're going for a minor faction on purpose. No major fraction fighting, no powerplay. Get comfortable in the game first. But even then, is there a legitimate way to fight in powerplay yet? One that exceeds the amazing experience of mass murdering Haulers, that is. Maybe act as a open-play police, shooting down the bad guys. But how do you catch griefers and the like yet? From what I see, nothing has changed in this field either. We'd be looking for honourable pirates without a task manager? Is joining a league or PvP-organization proper "end game"?

Perhaps the worst thing is that in all this... we both can enjoy the game. Doing our own stuff. Following our own progression. Blazing our own tail. Alone, and only coming together when an idea comes up for shenanigans.

Is this it? We're forced into an online-only game (old salt is old), in which we have to be creative to make something out of whatever Frontier decides to be a good idea? I could derp around in the galaxy on my own for the years to come, discoverying weird star systems, training my PA skills, fighting back griefers. But I just fail to see the social component of it all.

Please help?
 
But I just fail to see the social component of it all.

Please help?

i don't know how to help, the game is what it is and you seem to know it well already. if we can help in any way just say so, for now just a few hints:

this is not a multiplayer game, it's more like a sort of ... facebook with stars? pvp can be fun for a while if players collaborate, else there is no competitive fair ground and the tech falls to pieces. the whole module specialization thing is incredible overkill given the sorry infrastructure.

and, yes, if i had stepped back 2 years and looked at the progress now i would be shocked too. development pace is glacial, the last significant addition was planetary landings in 2015, in the following years nothing of substance has been added, just superficial gimmicks and shiny here and there to entice players (like carriers in your case). my personal opinion is that real development focus has been on halt since 2016 while frontier worked on other parts of their big 'conquer-the-planet' portfolio.

odyssey is the next real step after landing on planets, as it opens gameplay on foot, and it comes with much hyped new rendering tech. be advised, it will not be vr (although after a forum meltdown frontier accepted to render odyssey in bigscreen, so you won't have to take your headset off when landing). eta aprox 4-6 months if nothing explodes.
 
Out of curiosity, what did you want out of the game?

EDIT:

What I mean is, Like me, you were an early adopter. What drew you to it? What play style or 'promised' feature drew you to it and in what way has it not lived up to your expectation?
 
Sounds like you could benefit from some energized friends who are enthusiastic about what the game can do whether than dwell on its limits. Maybe join a squadron or faction that focuses on helping or teaching new players. They tend not to be as jaded as us grizzled veterans.
 
i like chess. i dislike poker. the last thing i'd do is trying to enthusiasm a friend for poker. the second last thing i'd do is trying to force my joy of chess on a poker player. and then there are even people, who don't like playing games at all!

play something else.

Thing is, I don't dislike the game. I just wished for a stronger multiplayer experience to have developed by now.

Out of curiosity, what did you want out of the game?

EDIT:

What I mean is, Like me, you were an early adopter. What drew you to it? What play style or 'promised' feature drew you to it and in what way has it not lived up to your expectation?

I loved and still love to have the galaxy on my fingertips. Everything seems possible and the ability to just get lost in space is amaztng. The game fulfills this role to its fullest. What I also hoped for, was the game to delevop into this one space game that I can hit up with friends. A combination of this soloist aspect and a well-framed multiplayer experience. A tad much to ask, I reckon, and a hope that I no longer hold. Just gonna accept the game as-is by now. Let's see how long it lasts.

Is this game more than enough for me because I grew up playing with sticks and rocks?

Just hoped to have overlooked something, really.
 
Greetings commanders o7

In the past one or two years I barely touched E: D. Having followed its Beta and joining in on release I have lived through pretty much the entire post-release development. I've left when engineers went live, came back for some new, shiny deep core mining, and kept rough track of new stuff. Now, a friend of mine, who originally started the game with me but stopped playing way earlier, wanted to get back into E: D. Star Citizen reattracted his attention for space games and E: D just seems a tad less buggy. And behold: when checking the recent additions to E: D gameplay, he saw the fleet carriers and decided that we totally should have our own. We'd have 5 billion credits sooner or later (not that I ever bothered to go further than 1 billion), and some million credits in a week, what's the problem? That literally is his incentive to get back and big in the game. I wasn't brave enough to tell him that carriers are a huge waste of everything, yet. On top, we're actually trying to pull other friends in, to actually buy the game to play with us. To work on a carrier...?

What do I tell them? Where is this great WE-experience, with which I can lure these people in, without them dropping the game after a week of grinding?

You see, we were looking at the whole E: D vs Star Citizen eagerly way back when, wondering which one would one day become the ultimate space game. It seems apparent to me now, that E: D isn't in the competition for this any longer. My hopes for Odysee diminish in my findings how little powerplay, mutli-crew or even Horizons seem to have matured.

Being way more experienced in E: D, I really wanted to tell him "awesome idea! We can do this and that, have fun this and that way! And get that carrier running!" And I was really optimistic, too. Years ago, gameplay somewhat was dull. We lacked the skill and equipment for PvP, whereas PvE was just a tagging game. Trading was a risk-free adventure of jumping to a station and back, with a minor peak on the danger side when NPC interdictions really seemed hard to escape from. Mining meant shooting steady rocks (HOW ARE THERE STATIONARY ROCKS IN SPACE), making profit off of multi-crew seemed like a miracle to pull off.

So, for the past weeks, I worked myself back into the game. Catch up with rebalance, new mechanics, understanding complex mission settings, everthing that one would expect to see after such a long break. But, where is all the fun stuff that at least I hoped for to come?! How can it be, that the greatest changes that I've noticed include the modified exploring experience with this new and fancy wave scanner, and the ability to not only shoot at rocks for profit but the ability to blow them up? Sure, these are nice changes. But, since time has passed and this is meant to be a multiplayer experience, I SOMEHOW expected to see great new content for multi-crew, some improvements to wings or ANYTHING that I could happily present my friend we'd be able to do in this game.

There ain't much you can do with a friend flying around in a mighty T6. Loading him up with precious cargo and playing armed escord just doesn't seem to do the trick. The only truly dangerous thing to happen are the random encounters of other players, and all armed engagements I had in this game always followed a kill or be killed mentality. Not once has a player shown slightest interest in cargo. NPCs just don't seem to be a thread at all. We could have flown into a combat or war zone. Tagging enemies in a combat zone is mightily fine if you need risk-free ranking, but terrible if you want to provide a friend with quality time in a game. I could utilize my own fleet and get him in as mutli-crew member, but that didn't seem to help his seven-digit credits account much. So, alas, I sent this pitiful soul off to Robigo to fill his pouch. Some hours in, he's now flying a Python. Great! Took me long enough back then.

I told him to get some T5 materials from those missions. Just trading down the materials makes the engineering life easier. Sweet! Way bigger jump range, stupid amounts of shields, greater numbers over all. Caught his attention with that. A tier 3-FSD in, he's enjoying the progress so far. Having joined on release day, he's seeing all of this for the first time. Admittedly, guaranteed good rolls and the material trader make engineering way less tedious nowadays.

So far, little opportunity has opened up for us, where playing together would have been profitable. Mining the same rock side-by-side would've been the greatest WE-experience I could finde. Overall... you do your grind, I'll do mine (i.e., derping around in the galaxy waiting for him). Just way faster progress this way. Who likes teamwork anyway.


What's next? I'll tell him: get these shield boosters engineered. Shields for days. I can't seem to make out great changes in the balance department.

An what will follow?!

Here's our game plan: in our squadron of two engineered Pythons, we'll search for a far-out minor faction and support the living hell out of it. Establish system dominance. (I don't even see a point in putting him through the ranking system). It was the best idea that I could come up with, when he asked me "what are we gonna do with bigger ships?". Does it have any effect on the galaxy? A little, perhaps, none that I could name. End civil wars, get a system booming, sure looks nice in the system view.

There is this targoid stuff, which I haven't tried myself. The one true addition of gameplay since Horizons, I'd say. For this, I'd cut his engineering process and get him collecting guardian equipment instead. The way this works, however... How come, that it STILL is the most efficient way to grind precious guardian weaponry is to search for a nice site on a nice planet and collect stuff via relog methods? How come that relogging is still a means of ANYTHING in this game? Navigating menues is not fun.

Do I really want to put him through the process of aqcuiring guardian materials? With what incentive? Fighting targoids is fun, I'm sure. And all hail the sound designers. But, as far as I am aware of, there is nothing really to be gained by fighting them?

Lastly, alas PvP. We're going for a minor faction on purpose. No major fraction fighting, no powerplay. Get comfortable in the game first. But even then, is there a legitimate way to fight in powerplay yet? One that exceeds the amazing experience of mass murdering Haulers, that is. Maybe act as a open-play police, shooting down the bad guys. But how do you catch griefers and the like yet? From what I see, nothing has changed in this field either. We'd be looking for honourable pirates without a task manager? Is joining a league or PvP-organization proper "end game"?

Perhaps the worst thing is that in all this... we both can enjoy the game. Doing our own stuff. Following our own progression. Blazing our own tail. Alone, and only coming together when an idea comes up for shenanigans.

Is this it? We're forced into an online-only game (old salt is old), in which we have to be creative to make something out of whatever Frontier decides to be a good idea? I could derp around in the galaxy on my own for the years to come, discoverying weird star systems, training my PA skills, fighting back griefers. But I just fail to see the social component of it all.

Please help?
I can't, I would love to but I can't.
Pug
 
As of right now, Elite is a "game", where you log in, get immersed best way you can. Just to, I dunno, feeling of cool like sitting in your own ships' highly detailed cockpit, navigating vastness of the void. There's no actual gameplay or sense in whatever you do. I presume many people since release hoped it would change, at least a little, but it doesn't seem like to change... ever.

I'd be begging Fdev to throw us some experimental, castrated offline build of this game, maybe restricted in 10 system or so, well, anything. Things small group of people can do with this game in couple of weeks to a month will put their whole dev department to shame in an instant in terms of actual depth, emergent gameplay, tweaks to combat/economy, vast complexity of all the systems, but we can only dream... So much potential, so wasted...
 
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