Frontier cant deliver.

What an entertaining reply! Love it! Chose a boring way to do it, huh? You mean like picking a career or role like bounty hunting or trading or ... Okay... So the answer is don't pick a career or role and let FDev will do it for you. Got it. Oh wait, what does 'braze your own trail' actually mean then?

I blaze my own trail, but in a way that is entertaining to me. I suggest you experiment a bit instead knocking your head against a brick wall in the hope it will feel better in the future.

And you must be one of the other very few.
Nope, there are plenty that enjoy the mission system.
 
That seems a little slower than what the game allows...

From Shinrata to Farseer is about 100Ly which should be no more than 15 jumps with a C-spec T10D which should take ALOT less than an hour (<30 minutes by my estimation - possibly a lot less than that) to travel even scooping at every star on the way. If you are finding travel time more time consuming than that then I respectfully suggest looking more closely at how efficient you are with your travelling practices.
With respect, I've been playing for nearly 2,000 hours and have more than 30 G5'd ships. I assure you, I know how to get around with minimum time spent. I did not post my thought in hopes of a critique of how to fly places faster. Rather to speak to an issue that I believe the game has: TRAVEL time in ED and respect for players LIFE time.

1.) I started from near Maia (though most of my time was spent in the bubble)

2.) I needed to find and re-open long-closed tabs for tools to find the right ship at a discount at the closest location, with reasonably updated information.

3.) I need to plan the trip so as to waste as little time as possible

4.) I needed to re-open said tools to go to a different place than I bought the ship from in order to get the discounted thrusters, shields, and core internals.

5.) I had to make sure the parts I bought from the first place (which actually had very limited outfitting options for the ship despite selling it) could actually get me to the station in a system that had the better selection of parts.

6.) I had to fly from wherever I was about 200 LY (give or take? I don't remember; i just went) in said Type 10 to Farseer, while fighting sleep. (because nothing to do but scoop and jump)

Total time spent was about 2 hours with 75%-85% of that time spent in transit, with nothing offered to actually DO during that transit other than scooping and making the next jump or flying the 2k LS to a given station. Imagine how long this effort would have taken if I used only in-game tools, by the way. lmao.

None of that is up for debate or discussion, and sorry if I confused you with my intention. The only discussion to be had is whether this is the best possible scenario for where our time spent can be balanced...or if some revision is in order. I personally think that the less time I can spend in super cruise where again there is NOTHING to do (with great respect to GalNET and the very occasional interdiction) the better. I don't feel like game players should be dependent on a second screen with Netflix, their televisions, audio books, or physical books to offset the sheer lack of nothing to do while in Supercruise. Unless Supercrusie itself gets a heavy influx of features that make it compelling, interesting, and can help push gameplay forward, or even something like Autopilot, I don't see why it should represent more than 25%-30% of the gameplay experience within the main or Colonia bubbles (outside the bubbles are a different story, of course). I just don't. Though if you are happy with the travel / gameplay time balance we currently have...well that's cool for you at least.

Nope, there are plenty that enjoy the mission system.

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With respect, I've been playing for nearly 2,000 hours and have more than 30 G5'd ships. I assure you, I know how to get around with minimum time spent. I did not post my thought in hopes of a critique of how to fly places faster. Rather to speak to an issue that I believe the game has: TRAVEL time in ED and respect for players LIFE time.

1.) I started from near Maia (though most of my time was spent in the bubble)

2.) I needed to find and re-open long-closed tabs for tools to find the right ship at a discount at the closest location, with reasonably updated information.

3.) I need to plan the trip so as to waste as little time as possible

4.) I needed to re-open said tools to go to a different place than I bought the ship from in order to get the discounted thrusters, shields, and core internals.

5.) I had to make sure the parts I bought from the first place (which actually had very limited outfitting options for the ship despite selling it) could actually get me to the station in a system that had the better selection of parts.

6.) I had to fly from wherever I was about 200 LY (give or take? I don't remember; i just went) in said Type 10 to Farseer, while fighting sleep. (because nothing to do but scoop and jump)

Total time spent was about 2 hours with 75%-85% of that time spent in transit, with nothing offered to actually DO during that transit other than scooping and making the next jump or flying the 2k LS to a given station. Imagine how long this effort would have taken if I used only in-game tools, by the way. lmao.

None of that is up for debate or discussion, and sorry if I confused you with my intention. The only discussion to be had is whether this is the best possible scenario for where our time spent can be balanced...or if some revision is in order. I personally think that the less time I can spend in super cruise where again there is NOTHING to do (with great respect to GalNET and the very occasional interdiction) the better. I don't feel like game players should be dependent on a second screen with Netflix, their televisions, audio books, or physical books to offset the sheer lack of nothing to do while in Supercruise. Unless Supercrusie itself gets a heavy influx of features that make it compelling, interesting, and can help push gameplay forward, or even something like Autopilot, I don't see why it should represent more than 25%-30% of the gameplay experience within the main or Colonia bubbles (outside the bubbles are a different story, of course). I just don't. Though if you are happy with the travel / gameplay time balance we currently have...well that's cool for you at least.
Personally I don't mind the travel times at all. For me it all adds to the experience.

Stop being childish.
 
Personally I don't mind the travel times at all. For me it all adds to the experience.
Same.

6-8 months ago I would have said something different. I didn't like all the jumping earlier in my career in Elite, but I've gotten used to it and it's become part of the experience. And what changed my mind was when I played Mass Effect Andromeda. There's no travel time at all. Just point and click and watch loading screen. Now, that's anti-immersive as heck. I stopped playing mostly because I wasn't flying in space at all.

So now, I'm out in deep space, and most of the things I'm doing is exploring by... jumping around between systems. :D
 
Stop being childish.

Sorry if you were under the impression that the mission system is popular. It isn't. It's shallow and serves as nothing more than a means to and end for most players. Though it's possible that the problem is in the gameplay loops that these missions feature rather than the mission board itself. Though I will also say that relationship development with faction NPCs is also about as bare bones as it gets.
 
I think you are correct but I doubt things will change. Makes me laugh though, the 'so you want it to be EvE, go play EvE' comments. Take away the space theme and that list could be employed in any MMO. Even WoW has a player economy.

If its anything compelling, interesting or dynamic its 'this is not eve'.. People have bleating this line out for years, its not eve, its not eve, its not eve.. How very dreary. :rolleyes:

Here is the thing, and this is coming from an 100% Open player: anyone who claims a must-fix is the removal of Solo and PG modes is basically saying that FD must force others to play with him. It isn't a remotely interesting suggestion, and anything based on it can be dismissed off-hand. The different modes are part of the core of ED, for better or worse. Demanding it be changed is like demanding CoD should include more chess. Maybe you could discuss it for the next game, but the current game has been sold with the promise of different modes that are here to say. Simple as that.
 
Sorry if you were under the impression that the mission system is popular. It isn't. It's shallow and serves as nothing more than a means to and end for most players. Though it's possible that the problem is in the gameplay loops that these missions feature rather than the mission board itself. Though I will also say that relationship development with faction NPCs is also about as bare bones as it gets.

Ho do you know it isn't popular. I see very few people complaining about apart from the couple of regulars. Unless you have spoken to every player or the majority of players then I call it bull.
 
Nope, there are plenty that enjoy the mission system.

And many dont, its not an argument either way. A better argument is that most games, including previous Elite games, had a better mission system. By far. Which suggests that ED can be improved a lot upon in that aspect. Which would be welcome to all, even those who like the current implementation. From my perspective the missions should generate way better 'local story lines'. 'Hello cmdr [insert name]! Please [insert random activity] for [insert random quantity] in [insert random system within 20LY] because of [insert current faction state].' is not that amazing. Chained missions are a start, but that they need to happen more often, and be chained more sensibly, and have a more noticable consequence on something.
 
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And many dont, its not an argument either way. A better argument is that most games, including previous Elite games, had a better mission system. By far. Which suggests that ED can be improved a lot upon in that aspect. Which would be welcome to all, even those who like the current implementation. From my perspective the missions should generate way better 'local story lines'. 'Hello cmdr [insert name]! Please [insert random activity] for [insert random quantity] in [insert random system within 20LY] because of [insert current faction state].' is not that amazing.

I don't deny it could be better, but to say that nobody likes it is just false even saying the majority don't like it is rubbish as no one knows.

I agree with your local story lines, that would be pretty good. It could be what they are ramping up towards with the chained missions. Thankfully the mission system is getting better with pretty much every update.

I also never said the mission system was amazing. I just said I got a lot of enjoyment out of it and I suspect a lot of others do too. It's not awful, but it isn't the best thing since sliced bread either.
 
1.) I started from near Maia (though most of my time was spent in the bubble)
Not a fault of the game design but depending on the ship you are in it can take a variable amount of time to return to the bubble.

2.) I needed to find and re-open long-closed tabs for tools to find the right ship at a discount at the closest location, with reasonably updated information.
Not entirely necessary, if you want to spend time to try and save money that is YOUR choice, not a problem with ED per se. However, there may be new in-game tools to help with this in the Beyond series of updates - if I understand things correctly.

3.) I need to plan the trip so as to waste as little time as possible
Fastest trip to the closest engineer in the galaxy map normally does a good enough job. Especially since the maximum route length is now 1000 Ly, plotting routes around the bubble should be fine.

4.) I needed to re-open said tools to go to a different place than I bought the ship from in order to get the discounted thrusters, shields, and core internals.
Again not entirely necessary...

5.) I had to make sure the parts I bought from the first place (which actually had very limited outfitting options for the ship despite selling it) could actually get me to the station in a system that had the better selection of parts.
Sounds more like planning issues to me more than a fault with the game per se.

6.) I had to fly from wherever I was about 200 LY (give or take? I don't remember; i just went) in said Type 10 to Farseer, while fighting sleep. (because nothing to do but scoop and jump)
If you were that tired, then that was most likely your main problem.

Overall, while it may be non-debatable about the situation you started in - it sounds more like most of the issues are of your own making rather than problems with ED per se.

Once you hit Elite in one rank or another, Shinrata is a one stop shop - ok, maybe not the cheapest but is it really time efficient to chase around penny pinching after you have reached that point. Earlier on in the game, it is far more important but the T10D is an expensive ship and if you can afford it then you should perhaps already have at least one Elite rank.
 
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So, what about that Elite slogan of 'blaze your own trail'? Throw it out the window I guess. And how would this then be any different than the other often criticized games that make you go down a certain path? Seriously, your rational here is pretty weak. If I have a ship equipped for trading - you know, loaded with cargo racks - why would it make sense for mining, combat and surface scan missions to be displayed? It's because I'm constraining my activities? Really? The answer here is simply that the mission system is basic and simple, and relies once again on RNG for its function. (But, strangely, it does pick up on destinations and will generate more missions with same destinations if you lock in a course. So the game/mission system does have code in for more intelligence and personalizing but FDev choose to keep it "as is" for reasons only they know. Speculation here is that FDev are forcing players to experience more parts of the game like RNGineers did/does. So again this would fly in the face of their 'blaze your own trail' mantra.)
You ignored the bit about having to accept mission availability being lower... blazing your own trail does not mean you are entitled to a mission board stuffed mainly with missions you are interested in doing. It means picking and choosing what you do from what is available, which the current system does allow (i.e. there is no compulsory path of progression as such). :rolleyes:
 
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Personally I’ve find elite nowadays to just be tedious repetition.

I understood when it started that it would take time to add meat to its bones, but the same issues regarding depth still remain.

In that regard the progress has been glacial, and the storyline such as it is just hasn’t grabbed me.

I really hope they do add more depth because I’d dearly love to comeback to it.


I kind of agree,the story isn't accessible enough.
All this "be here at a certain point in space" malarky is not engaging enough and you are required to go on a forum to find out the next place you need to go.
Some sort of hand holding is required just to lead the player down the story arc within the game,it wouldn't take much,just a message in my inbox would suffice.
 
I kind of agree,the story isn't accessible enough.
All this "be here at a certain point in space" malarky is not engaging enough and you are required to go on a forum to find out the next place you need to go.
Some sort of hand holding is required just to lead the player down the story arc within the game,it wouldn't take much,just a message in my inbox would suffice.

I'd go a step further and put a button in that message for bookmarking the next point of interest with a special marker, along with a special journal for those messages, since they often get deleted in a rush when you're looking for something else.
 
I disagree with your assumptions and conclusions.

It does not matter how you script missions, they will always be essentially grab the mission, do the mission, collect the reward. Even the main quests in most RPGs can be summed up in that manner. The only real differences tend to be in how the mission can be completed which tends to be more about character build choices and skill selection than anything else. Scripted narration does not significantly change that and in fact it damages immersion after a time since such scripts can realistically only be used once without suffering from the ground hog day effect that you are complaining about.

ED does have mission chains and a not insignificant variety of missions - it is certainly comparable to most other space flight RPGs but unlike most space flight RPGs the BGS does help to keep the universe state feeling non-static in nature. The evolution of the BGS state is slow but that is an essential feature given the single shared universe state.

If you honestly think ED has nothing worth doing in it, then you must find most open world games boring too (especially after their scripted and limited narrative has gone stale and you are left with either no content as such or a lesser variety - compared with ED - of randomly generated quests). ED is better than the par for open world gameplay and based on what has been announced for the Beyond series of updates things are only going to get better in the main.

You missed my point entirely. PVE content is not at all what this game needs more of. ED needs to be more player driven. A true sandbox, open world experience.

Just because the map is huge doesnt mean its open world. This is a theme park through and through. Its all quest driven PVE content.

We need players to be able to interact with the environment (ie. Control space, build, trade, manufacture). We dont need more meaningless PVE
 
You missed my point entirely. PVE content is not at all what this game needs more of. ED needs to be more player driven. A true sandbox, open world experience.

Just because the map is huge doesnt mean its open world. This is a theme park through and through. Its all quest driven PVE content.

We need players to be able to interact with the environment (ie. Control space, build, trade, manufacture). We dont need more meaningless PVE

Improvements to the PvE content benefit everybody.
 
You missed my point entirely. PVE content is not at all what this game needs more of. ED needs to be more player driven. A true sandbox, open world experience.

Just because the map is huge doesnt mean its open world. This is a theme park through and through. Its all quest driven PVE content.

We need players to be able to interact with the environment (ie. Control space, build, trade, manufacture). We dont need more meaningless PVE

No thanks. I do not want to see any of that in the game. Dreadful idea. And that doesn't make it a true sand box. The game is already a true sand box, what you want is a completely different type of sand box.
 
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