Games dead! Kornelius sounds exasperated

Who the F*&% is Kornelius and why do I care if he sounds exasperated?

Kornelius used to make pretty damn entertaining Elite videos.
But he grinded / ground credits and Engineers so much to make said videos that he ended up hating the game.

A predictable result.
 
So if you wanted to fly a large engineered ship you had no other option than to hate the game in the end.

Seems like this is/was more the game's fault than the player's.

You could always fly a large engineered ship you enjoy in a way you enjoy.
 
Kornelius used to make pretty damn entertaining Elite videos.
But he grinded / ground credits and Engineers so much to make said videos that he ended up hating the game.

A predictable result.
Or the lack of significant improvements in game content, mechanics and depth has meant him tiring of the game?

A predictable result.


When discussing placeholder gameplay from release. Personally I see the only significant additions in the past 4 or years as being Wings and Planetary Landings. A lot else I see as minor QOL improvements, with a worrying amount of other corner stone additions basically being questionable bolt-on development efforts.
 
Yep, that crap is here to stay now.

It's looking worrying isn't it, especially when there's time to burn on things like CQC, Engineers V1 & V2, Generation Ships and Multicrew.

Only hope is Q4 looks to finally be giving some 4yr old placeholder gameplay/mechanics a kick (instead of dedicating development effort on yet more dead end shallow bolt ons). Can only hope the outcome is good, and the new ethos set to stay!
 
I think we are now going to drag 'placeholder' for a few days in the forum as mainstream term before we go back to 'game design'
 
The game has issues, but it's certainly not dead.

However, my interest in Kornelius' videos is dead. Where once there were statistics, focus, and humor, there are now long, rambling, depressed videos of him constantly complaining about everything. I'm not saying the complaints are invalid nor is his frustration with the game. However, I have zero interest in watching videos that are just complaint driven without any humor (which is why Yamiks' videos are still good to watch).

Worse, the videos go on forever! A 23 minute video rambling about NPCs that could've been summed up in 3-5 minutes?! :eek: No thanks, I'm out. If I want to see that kind of content, I can skim threads on this forum in a fraction of the time. [blah]
 
Fair enough but being "new here" I don't let anyone, long-timer or not, decide for me if a game is dead - which was my point. Guess I'm not into reverence to others being born with a brain and free-will.

I'm not new here and I never heard of him either.
 
Fair enough but being "new here" I don't let anyone, long-timer or not, decide for me if a game is dead - which was my point. Guess I'm not into reverence to others being born with a brain and free-will.
Video is about npc/ai behaviour in ed, it does not mention that game is dead. Also I keep telling ya all, its not dead its resting...
 
Fair enough but being "new here" I don't let anyone, long-timer or not, decide for me if a game is dead - which was my point. Guess I'm not into reverence to others being born with a brain and free-will.

The problems is, he's made no such comment ("game is dead") of course... So your grievences are a tad unfounded?

Maybe best to not be so quick to arms next time?
 
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I watched the first few minutes, man it's boring. I couldn't care less if NPC's actually live out believable lives or not, as long as they behave reasonably realistically when they are in the same instance as me.

Miners mine, pirates pirate, security secure it we don't really need anything more.
 
So if you wanted to fly a large engineered ship you had no other option than to hate the game in the end.

Seems like this is/was more the game's fault than the player's.

Way people max their ships is a bit to blame too though. Engineers were never meant to go after fully Engineered ship. It was something many players decided to go after.
 
I watched the first few minutes, man it's boring. I couldn't care less if NPC's actually live out believable lives or not, as long as they behave reasonably realistically when they are in the same instance as me.

Miners mine, pirates pirate, security secure it we don't really need anything more.

The issue is, as he went on to say, the tip of a more important iceburg... ie: The fact the BGS, missions, NPCs and associated mechanics don't tie up in involved ways to create a more interesting and dynamic experience.

And as for, "as long as they behave reasonably realistically when they are in the same instance as me" - This was one of the things that finally started breaking the game for me. The sexy and involved sounding profession of "Bounty Hunter". While doing this one day - which of course involves basically flying to a nicely flagged mini-game spawning area called a RES - I suddenly realised how simplistic and disjointed it all was. A never ending, suicidal queue of wanteds simply turning up to throw themselves on my lasers, in truth for no reason at all. It suddendly just hit me as so shallow I couldn't look at it the same way ever again...

And of course the point Kornelius is making is, four years on, NPCs, and their related gameplay, basically hasn't really moved on. Which is to the detriment of the game.

ps: And, miners don't even mine :) Follow one out of a station... See if it leads you to a tasty location to mine? See if going to the effort of following a wanted NPC with a significant bounty, leads you to an interesting piece of gameplay? See if spotting an NPC trader being interdicted by some pirates and helping them out, leads you to an interesting piece of gameplay? etc...
 
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The issue is, as he went on to say, the tip of a more important iceburg... ie: The fact the BGS, missions, NPCs and associated mechanics don't tie up in involved ways to create a more interesting and dynamic experience.

I can see how it could be more immersive in terms of detail, if for example an NPC trader followed a trade route with cargo good for that route and you could pinch the route after following them or come back and pirate them. But then I remember 66,000 stations starports and outposts and who knows how many NPC's. It sounds unrealistic to me to expect it all to function together as a cohesive whole. The game because of it's sheer size isn't going to include that sort of fine detail it's going to be largely RNG based with the limits that brings. Just too much area and too many NPC's, take Skyrims NPC's as an example a few lines of dialog a few simple walk between house and forge and biff things for set times lie on bed for set times and that's it so simple it doesn't stand up to the scrutiny Cornelius is applying. And there are only a few hundred of them not hundreds of thousands.

Missions are the same.

And as for, "as long as they behave reasonably realistically when they are in the same instance as me" - This was one of the things that finally started breaking the game for me. The sexy and involved sounding profession of "Bounty Hunter". While doing this one day - which of course involves basically flying to a nicely flagged mini-game spawning area called a RES - I suddenly realised how simplistic and disjointed it all was. A never ending, suicidal queue of wanteds simply turning up to throw themselves on my lasers, in truth for no reason at all. It suddendly just hit me as so shallow I couldn't look at it the same way ever again...

I bounty hunt by doing wing assassinations solo and thargoid hunting, I do res sites and CZ's but only when I feel like it. I've had the game four years so I try to vary what I do as there's not much at all that's going to be new to me and there are too many burnt out thousand hour grinders around for me to make the same mistake.

And of course the point Kornelius is making is, four years on, NPCs, and their related gameplay, basically hasn't really moved on. Which is to the detriment of the game.

I doubt it ever will for this kind of thing, but that doesn't bother me as I bought ED as was not for something I thought would happen later. It's a huge galaxy sized game that relies on RNG not well fleshed out individual characters.

ps: And, miners don't even mine :) Follow one out of a station... See if it leads you to a tasty location to mine? See if going to the effort of following a wanted NPC with a significant bounty, leads you to an interesting piece of gameplay?

They turn up in res sites mine then leave, their escorts protect them. That's fine for me, during the video when Cornelius mentioned he wouldn't find a good mining spot by following the NPC he mentioned there were res sites in the system. So for me he's asking for an overcomplicated solution to a problem that only exists if he deliberately ignores his nav panel and the gal map.
 
I've thought about the NPC situation highlighted in the video for a couple days now. Remembering my earlier days in Elite, and how I also did a few of the same things. Following an NPC occasionally (I never was a criminal in Elite so messing with others wasn't frequent), I never did find those I chose to follow leading to anything back in those days.

However, there were a handful of NPC encounters I had back in the v1.2 days, maybe v1.3, which I am not even sure are in the game anymore. Most memorable was the "I'm about to drop down" NPC, who I did follow a few times, and they always seemed to make a counter offer for a mission I was running. Unfortunately, their counter was pathetically low, even if I might be interested in dumping the contract, their offers were never once worth considering (for me, anyway). After a few of them, I didn't bother to check them out anymore.

Another NPC interaction which happened a couple of times, was getting interdicted by the local system security. They'd hail me to submit to scan, and I did (nothing illegal on me). And then instead of the usual boring scan-and-leave encounters... It would be one lone system security NPC, who'd tell me that the mission I was carrying was actually a sabotage plot against the issuing minor faction. If I'd deliver to the alternate point, it would help the issuing minor faction, and instead spring the sabotage on the guys who had designed the plot. Well, so the NPC said. It was never clear whether they were telling the truth. I remember once I did accept one of these diversions, and almost immediately regretted it... was I being lied to? I never did find out if it was actually a sabotage plot, and the issuing faction was angry and I lost a bit of reputation.

At least those were a little bit interesting, and would have been much sweeter if the counter offers were enough to make them seriously tempting. But I haven't seen any of these kinds of things in Elite for ages now. Frontier may have removed them.

I may be completely wrong here, but I'd near suspect that most of the issue centers on how our interaction point with NPCs seems to be fully centralized on the Mission Board and Inbox. Perhaps Frontier has some metrics indicating that many CMDRs didn't interact with the NPCs during offers such as though I mentioned above (maybe due to weak counter offers?).

Even as far as the "careers" a CMDR might follow in Elite... Trading, Piracy, Bounty Hunting, even Exploration... All of these careers are measurably more profitable (and far more interesting/interactive) when done through the Mission Board. Working independently in the trading and exploration careers, without taking missions, I never earn anywhere as much money. IMO, this is a shame. The only career which feels really and truly independent of missions, where I really earn well via independent play, is mining. And the NPC interactions which occur while mining out in the rings are some of the most realistic and plausible in Elite (IMO).

It would be awesome to have the NPCs elevated to a better state. Perhaps this video and discussion will spur something during "Beyond".
 
I think FD are very aware that we don't have the persistent NPCs that were put forward in the DDF, considering that for their events they've had to use "live-action" NPCs to simulate the role of persistent NPCs (such as Granger and his gang from when the first Thargoid Interceptor crash site was found).

This also makes me wonder if these persistent NPCs or even some solo story stuff could possibly be something this year's as yet unknown "premium content" could involve. Especially if it comes hand in hand with the Q4 update and the codex etc...
 
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