Hi it finally dawned on me why there seems to be a endless amount of things to do in Elite, yet none of them feel satisfactory, its bugged me for a while that there is a lot to do in Elite but why does everyone complain it being grindy?
The reason is simple. Elite never gives the player a "win".
No matter what you do you never get a "thank you" from the game.
No matter how many ships you kill in a conflict zone, you cannot end the conflict, the conflict just goes on even if you brought a wing of 4 friends to defeat the other side.
You cannot win saving miners from pirates at RES points, no matter how many pirates you kill the only thing you get is money, nobody says thanks, you can't "clear out" a RES point. There is no ultimate reward like other games, where you are told you have achieved certain things.
No matter how many times you donate to systems, or how many luxuries or food you give to "seeking food, luxuries, the fleets stay there forever and ever.
If you beat another power's players in a opposing system you cannot affect or win the system over, there is no reward for fighting in what you believe in. You cannot win again.
No matter how many merits you win or grind, nothing is permanent and things just decay. You do not get a title for doing 1000 merits in the game.
The journey is its own reward maybe, but after a while the mind just figures out that nothing in the end changes. All players want for the end of a days work is a pat on the back, a well done kind of feeling - that what they did mattered. Now I don't mean that players need to feel special. I just mean players need to feel like they can "achieve" something in the game other than just get more credits.
This isn't hard to implement, the mechanics for the game are all already there. All players need to feel is that they can win everynow and then and get rewarded by the game in some manner for completing a LARGER BIG PICTURE OBJECTIVE, whether in the form of change, money, items, achievements, titles.
Bump or comment if you can get behind this change in design direction.
in elite the player is a needle in a haystack in a field of haystacks on a farm of fields with haystacks in - in a county of farms with fields in a country of counties
.
You are likely to win anything as a grain of sand is likely to stop the tide coming in
.
That's how its meant to be - you are insignificant