Greetings Commanders!
Game balance has been at the heart of many discussions around Elite Dangerous, for a long time, and rightly so. At its core, Elite Dangerous is about blazing your own trail and we want all Commanders to feel fairly rewarded for whichever path they choose.
Two things first.
Bruce, thank you for opening this discussion. That means a lot to many of us. We can only hope that real, meaningful, two-way feedback is going to become the way things are going forward, and I am sure you realize that both players and FDev will not only benefit from, but do also require, such a change. I cannot stress my gratitude enough to get it across, and I know I can't stress it enough for the rest of this post to come off as particularly happy with FDev. Understand please that this post isn't written out of ire, that I'm not going anywhere, that I'm not leaving the game. Even with everything I'm about to get into, Elite: Dangerous really is incredible to me. This is probably my first major post here on the forums. Might be my last - I'm not much for forums, but I figure now is a really good time if ever. I do hope you read this.
The rest of you - look. There are 37 pages in this thread as I'm typing this. There will be even more by the time I'm done. Yes, some of you will have mentioned what I'm about to say first, or mentioned the same solutions. I'm not going to go looking and quote you all - I don't have the time, but I do apologize. You all know who you are, and yes you all deserve individual credit. But there's just no way.
OK, let's get into the meat of this thing....
I love Elite: Dangerous. I really, really do. Perhaps my favorite game of all time, perhaps not. It's something that I was looking for, for decades. I'm sure that's true of many of us here. At the same time though, I'm not a super-successful CMDR. I've been playing on and off for more than a year, got around 570 hours in the game. I've never done CQC yet, I don't own a Drake yet, I've got less than 500M CR at the moment, I'm not a bigshot zeno hunter (well, maybe yet, we'll see). I'm just a guy who runs a small squadron, that I'd like to see grow, who does exploring and combat and powerplay and who's working slowly at the grind to engineer his three ships and eventually, to get that Cutter I'm dreaming of squishing bugs and CMDR Corvettes and NPCs alike in. Part of the reasoning for my status? I honestly don't really enjoy mining. Another part? Exploring cuts me off from the CMDRs I want to play with. And that drives them away from the game, because they (understandably) look at it as an MMO. A social experience.
For me, half or more of the game is broken. Let's count the ways.
- PP isn't working. The balancing encourages not only turtling but also is a credit sink (and probably shouldn't be, since that discourages more players who haven't got a huge bank from participating!). The opportunity for massive wars and a dynamic landscape is there, if the balancing were changed to encourage player agency instead of the status quo. The numbers shouldn't put such weight on avoiding conflict. Also, Empire should probably lose a power, and can we get that weekly drain bug fixed?
- Engineering is a real crawl on multiple levels. The best ways to get most mats? Find x place. Go around collect all the things. Log out. Log in. Go around. Rinse and repeat. The best engineering options? 1-2 realistic ones for most modules. Functionally, there aren't a wide variety interesting ship builds out of engineering, which was a big part of the draw to engineering (by intent, I think). Engineering needs more and better mat obtaining (missions?) and more and better modules.
- A central module (pulse wave) for mining is currently broken to the point of almost uselessness. This leaves, realistically, laser mining as the primary income source for mining right now, and further means that any changes to the mining economy are putting the cart before the horse. If the engine on the car is broken, you don't want to look at fixing the climate control system until the engine runs.
- Xeno hunting basically requires a significant bank to draw upon because the rewards are so low compared to the expenditure. Even if you have a wing and a low-cost, engineered, specced, effective, set of ships, you're going to go get one and be done. This really should feel rewarding above anything else because of the huge amount of skill and risk that's baked in. Instead, it economically (distinct from gameplay) is the experience of being the local exterminator.
- PVE Combat, the thing I enjoy most of all? Yeah I'm barely going to make any money doing it. Sometimes I won't even make my costs back. I'm skilled enough (there's always room for improvement), and my ship specced out well enough, that the issue comes down to luck thanks to the payouts being so low. Will the targets that I can handle be available when I transition from supercruise? Or will it just be empty? Or perhaps they'll all be elite ranked and I know I'm not engineered enough (which is kind of ridiculous, frankly, that I've had to come to the expectation that high-ranked NPCs will be engineered to hell when it's something players have to work for, but maybe I'm just salty on this). I have no idea why I often see multiple big 3s on one side in a low-intensity CZ. A huge chunk of people have combat as their first gameplay priority, as far as I can tell - and they're either broke or bored and ganking! That's a remarkably bad space for a big part of the game to be in.
- Networking and instancing does not work properly, and issues with blocking functionality is tied into this. This one is ridiculous and as a core component of the game, it NEEDS to be fixed post-haste. I really don't think I have to expound further here.
- Non-CQC, non-gank PVP is not profitable at all. It really should be, especially in PP. Yes, we know you're concerned about exploits, but really, some folks have legitimately earned 50+B CR. I don't think there's a reasonable argument that exploits should really be a high-priority issue.
- I can't give someone a leg up, get them out of tiny stuff and hand them a build that works, maybe a Viper or a Cobra, then help them work on their skills. This is a barrier to entry to some folks, for whom the frustration of the learning cliff is going to turn them off the game entirely. There's really no good reasoning for this. If I want to spend CR on another player, let me spend CR on another player. Again, yeah, a few bad apples are going to find exploits in it but really benefiting the playerbase is more important than shoving down the odd few. There are ways and means to determine if someone is trying to enrich themselves (one of my squadron mates and I live in the same house. Therefore, same IP. If you put in trading and it looks like I'm enriching an alt, have a voice call in game. Hear two people, move on.); and you could tax player-to-player transactions anyway to make it a negative sum.
- We haven't had much in the way of meaningful choices of time-sensitive stuff. Thargoid war has slowed down to nothing. CGs (which were gone for ages; why??) are always one-at-a-time, though of course you've given us multiple options within one of them. But this is a big galaxy. More than one thing should be happening at any given time.
- Exploration's intersection with the social reality of an MMO needs to be given more thought. Yes, it is immersive, and realistic, to be out in the black for weeks at a time. But that drives people away from the activities they want to do, because you are locked into that ship and that context until you take your ship back to civilization - which could be weeks later. Exploration needs a telepresence option. Or something like it.
- CQC really needs love: I want this game mode. I don't want to be soured by a half-baked experience in it.
- There are various issues with the background economy regarding trucking and commodities. It just doesn't feel alive.
Yeah, I know, that's a lot of complaints, and of varying levels of severity, some of which should probably be fixed later, and some of which, well:
Here's what ties it together:
Mining as a first priority doesn't make logical sense and leads me (and seemingly others, if this thread is evidence) to worry that FDev has no interest in fixing core, underlying issues hampering my fun and driving away many potential new and longtime established players. Credit rebalance makes sense. But putting mining first creates the concern that rebalance, bug fixes, and the rest, is not as important as ensuring the new player credit grind is wherever FDev wishes it to be. In other words, the potential implication that I and others on the thread are seeing is that longstanding issues and existing players are not as important to FDev as new player experience.
Please address this. Thanks.