MillennialDawn
Banned
My problems with this game, and why I'm probably not going to be playing much in the future (having spent hundreds of pounds on this game...).
Feel free to comment, to agree, disagree or even chip-in with some of your own issues.
Key issue I have with the game are as follows:
1. Being pledged to a Power in PowerPlay no longer carries any risk. If I enter a supposed 'Hostile' territory, I am no longer attacked by Enforcers - just left to my own devices. Apparently, Frontier, due to feedback from players who want to benefit from pledging to a power, took umbrage at the fact that they were being interdicted by Enforcers when entering HOSTILE territory - without any PowerPlay related content in their cargo bay. Thus, Frontier made the game easier by removing any threat in supposed HOSTILE territory.
I'm aware that if a Commander carries PowerPlay cargo, the Commander may well be attacked. However, this is extremely unlikely when Commanders are hundreds of light years away from their Power HQ.
Sadly, this negative change has not been addressed.
2. In supposed Anarchy systems I rarely get interdicted. If the AI interdicts me (if I choose to submit to interdiction because the AI is incapable of interdicting me - regardless of what ship I fly in) the hostile attacker, when detecting an empty cargo bay, will say something ridiculous like 'not worth my time' - and then leave. This is completely ridiculous.
Recently in the forums I suggested that EMPTY systems should be changed to LAWLESS. Later, a Mr Sammarco (something like that...) stated words to the effect that, not directly in response to my post, there's no difference between Lawless and Anarchy. On this matter, in view of how Anarchy systems are designed, he is completely wrong.
Anarchy is a state where there is no government or authority. In Elite: Dangerous 'anarchy' is said to be a form of government... There is a semblance of authority - I believe there are system authority vessels (there shouldn't be any). The space stations are just as efficiently operated as in any other system. It's still possible to be fined or attacked for breaking the law outside stations in an Anarchy system (this should not be the case). These systems should be completely lawless and disorderly.
I proposed that Empty systems be considered LAWLESS and within some there should be hidden pirate bases. Also, lawless gangs should operate - the kind of gangs that attack simply for the fun of it, or because a commander trespassed into their territory (this is what should really be happening in anarchy systems - not some wimpy AI who only attack for cargo...).
Either anarchy systems need to be brought into a true state of anarchy, or actually add lawless systems where there truly are no factions, just rogues (much like gankers) and hidden bases. I'm sure the developer can work out the details...
3. AI is simply too poor at interdiction. When I first played in OPEN, I thought I was good at avoiding interdictions. I was wrong. As soon as a human player interdicted me, I had no chance. The AI did *not* prepare me for this level of interdiction.
4. I've read others complain about the fact that some players fly in ships with no weapons or shields. This is to maximise their cargo space. Little wonder this is possible when all the danger has been removed and the AI hasn't got the ability to interdict anyone! Only passenger missions seem to get quite a few AI ships chasing, but only if the Commander chooses the missions with criminals, etc. - and it still requires the player to submit to the AI because they can't interdict otherwise.
5. The recent coming changes to the Engineers is all designed to make things easier for everyone. It seems pointless even having engineers in the game now that players can upgrade their ship at *every* shipyard, regardless of level of upgrade - or level of shipyard (yes, shipyards have levels). Apparently, all the engineers who work in 'outfitting' are as capable as the unique engineers I had to unlock initially just to access blueprints. Apparently, the 'outfitting' team just required the blueprints. Basically, I'm now unlocking blueprints, and the Engineers are near enough irrelevant to the game (the only plus is that the outfitter can't, yet, do Secondary Upgrades - but give it some time..).
6. Jurisdiction in the game is all messed up. For crime, Commanders are subjected to different jurisdictions where the crime was committed. Yet, as a Commander, I'm able to pledge allegiance to an EMPIRE Power Character, and at the very same time build up rank with the FEDERATION military (apparently, there's no conflict of interest here...). I can rank up in either, both, military and suffer no consequences to my rank in the opposing military. It'd be interesting to see an Admiral (or whatever) from the Navy/military of the USA enlist with the Chinese or Russian Navy/military - I wonder if he'd retain his rank in the US Navy...
Basically, I'd expect that Commanders should have to decide whether or not they are playing for the Empire, Federation or Alliance at the outset of the game - or whether or not to remain independent. If starting independent, then, as was the case in Frontier Elite, it would necessitate buying into joining a superpower (or some other method).
Like PowerPlay, Commanders should be able to defect, with a lengthy period of time before being able to defect again (perhaps 6 months). All rank and title should be lost at defection. Access to ships should be lost, too. If a player has a ship requiring rank, once destroyed they should not be able to rebuy that ship.
Although, the alternative, particularly for those who choose independent course, I'd probably make some other way of accessing these ships available - either at a massively increased cost, or having to do a ton of work to gain access to a a contact who can supply the commander with these rank locked ships.
PowerPlay has been tacked on to the game, but it should actually have been integral to the game from the outset - instead, there are two (possibly more) systems that are trying to work together, but it just isn't cutting it - in my opinion.
7. The Thargoids (The Return). I was hoping for a lot from this update, but it's another 'safe space' adventure.
The powers that be in Frontier decided early on the Commanders would be able to 'choose' whether or not to participate in the Thargoid threat. The result was that the Thargoids were relegated to the outer rim of space, the 'bubble' left untouched. Commanders can safely fly into systems where the Thargoids can be found - Thargoid bases, etc., without much fear of being hyper-interdicted when jumping in or out (I've never once been hyper-interdicted by a Thargoid).
Also, I was expecting the Thargoids to defend their systems and bases, but no - they're not interested apparently. No Thargoids defending bases - just land as often as you like, and harvest some alloys. No Thargoid ships will be found in 'CONTACTS' list because they've all been relegated to 'Unknown Signal Sources'. A Commander must *choose* to enter into a signal source to find a Thargoid (much like they chose to enter the Thargoid system). Otherwise, don't expect a Thargoid to come after you for trespassing in its territory. In the original Elite game, there was an expectation that you'd be scrapping with the Thargoids and other AI (especially in Anarchy) all the time. Elite: 'Dangerous' is for wimps as it currently plays.
Well, I could go on... But you get the picture. I'm highly doubtful the Beyond series is going to address any of these issues - it looks like it's going to make things worse (in light of the Engineer changes).
What a shame. This is the result when you have designers who want to to cater for all - particularly those who want to play Elite: 'Dangerous' as a type of Microsoft Flight Simulator in space.
FRONTIER DEVELOPMENTS: CREATING A SAFE 'SPACE' FOR ALL.
THE END.
Feel free to comment, to agree, disagree or even chip-in with some of your own issues.
Key issue I have with the game are as follows:
1. Being pledged to a Power in PowerPlay no longer carries any risk. If I enter a supposed 'Hostile' territory, I am no longer attacked by Enforcers - just left to my own devices. Apparently, Frontier, due to feedback from players who want to benefit from pledging to a power, took umbrage at the fact that they were being interdicted by Enforcers when entering HOSTILE territory - without any PowerPlay related content in their cargo bay. Thus, Frontier made the game easier by removing any threat in supposed HOSTILE territory.
I'm aware that if a Commander carries PowerPlay cargo, the Commander may well be attacked. However, this is extremely unlikely when Commanders are hundreds of light years away from their Power HQ.
Sadly, this negative change has not been addressed.
2. In supposed Anarchy systems I rarely get interdicted. If the AI interdicts me (if I choose to submit to interdiction because the AI is incapable of interdicting me - regardless of what ship I fly in) the hostile attacker, when detecting an empty cargo bay, will say something ridiculous like 'not worth my time' - and then leave. This is completely ridiculous.
Recently in the forums I suggested that EMPTY systems should be changed to LAWLESS. Later, a Mr Sammarco (something like that...) stated words to the effect that, not directly in response to my post, there's no difference between Lawless and Anarchy. On this matter, in view of how Anarchy systems are designed, he is completely wrong.
Anarchy is a state where there is no government or authority. In Elite: Dangerous 'anarchy' is said to be a form of government... There is a semblance of authority - I believe there are system authority vessels (there shouldn't be any). The space stations are just as efficiently operated as in any other system. It's still possible to be fined or attacked for breaking the law outside stations in an Anarchy system (this should not be the case). These systems should be completely lawless and disorderly.
I proposed that Empty systems be considered LAWLESS and within some there should be hidden pirate bases. Also, lawless gangs should operate - the kind of gangs that attack simply for the fun of it, or because a commander trespassed into their territory (this is what should really be happening in anarchy systems - not some wimpy AI who only attack for cargo...).
Either anarchy systems need to be brought into a true state of anarchy, or actually add lawless systems where there truly are no factions, just rogues (much like gankers) and hidden bases. I'm sure the developer can work out the details...
3. AI is simply too poor at interdiction. When I first played in OPEN, I thought I was good at avoiding interdictions. I was wrong. As soon as a human player interdicted me, I had no chance. The AI did *not* prepare me for this level of interdiction.
4. I've read others complain about the fact that some players fly in ships with no weapons or shields. This is to maximise their cargo space. Little wonder this is possible when all the danger has been removed and the AI hasn't got the ability to interdict anyone! Only passenger missions seem to get quite a few AI ships chasing, but only if the Commander chooses the missions with criminals, etc. - and it still requires the player to submit to the AI because they can't interdict otherwise.
5. The recent coming changes to the Engineers is all designed to make things easier for everyone. It seems pointless even having engineers in the game now that players can upgrade their ship at *every* shipyard, regardless of level of upgrade - or level of shipyard (yes, shipyards have levels). Apparently, all the engineers who work in 'outfitting' are as capable as the unique engineers I had to unlock initially just to access blueprints. Apparently, the 'outfitting' team just required the blueprints. Basically, I'm now unlocking blueprints, and the Engineers are near enough irrelevant to the game (the only plus is that the outfitter can't, yet, do Secondary Upgrades - but give it some time..).
6. Jurisdiction in the game is all messed up. For crime, Commanders are subjected to different jurisdictions where the crime was committed. Yet, as a Commander, I'm able to pledge allegiance to an EMPIRE Power Character, and at the very same time build up rank with the FEDERATION military (apparently, there's no conflict of interest here...). I can rank up in either, both, military and suffer no consequences to my rank in the opposing military. It'd be interesting to see an Admiral (or whatever) from the Navy/military of the USA enlist with the Chinese or Russian Navy/military - I wonder if he'd retain his rank in the US Navy...
Basically, I'd expect that Commanders should have to decide whether or not they are playing for the Empire, Federation or Alliance at the outset of the game - or whether or not to remain independent. If starting independent, then, as was the case in Frontier Elite, it would necessitate buying into joining a superpower (or some other method).
Like PowerPlay, Commanders should be able to defect, with a lengthy period of time before being able to defect again (perhaps 6 months). All rank and title should be lost at defection. Access to ships should be lost, too. If a player has a ship requiring rank, once destroyed they should not be able to rebuy that ship.
Although, the alternative, particularly for those who choose independent course, I'd probably make some other way of accessing these ships available - either at a massively increased cost, or having to do a ton of work to gain access to a a contact who can supply the commander with these rank locked ships.
PowerPlay has been tacked on to the game, but it should actually have been integral to the game from the outset - instead, there are two (possibly more) systems that are trying to work together, but it just isn't cutting it - in my opinion.
7. The Thargoids (The Return). I was hoping for a lot from this update, but it's another 'safe space' adventure.
The powers that be in Frontier decided early on the Commanders would be able to 'choose' whether or not to participate in the Thargoid threat. The result was that the Thargoids were relegated to the outer rim of space, the 'bubble' left untouched. Commanders can safely fly into systems where the Thargoids can be found - Thargoid bases, etc., without much fear of being hyper-interdicted when jumping in or out (I've never once been hyper-interdicted by a Thargoid).
Also, I was expecting the Thargoids to defend their systems and bases, but no - they're not interested apparently. No Thargoids defending bases - just land as often as you like, and harvest some alloys. No Thargoid ships will be found in 'CONTACTS' list because they've all been relegated to 'Unknown Signal Sources'. A Commander must *choose* to enter into a signal source to find a Thargoid (much like they chose to enter the Thargoid system). Otherwise, don't expect a Thargoid to come after you for trespassing in its territory. In the original Elite game, there was an expectation that you'd be scrapping with the Thargoids and other AI (especially in Anarchy) all the time. Elite: 'Dangerous' is for wimps as it currently plays.
Well, I could go on... But you get the picture. I'm highly doubtful the Beyond series is going to address any of these issues - it looks like it's going to make things worse (in light of the Engineer changes).
What a shame. This is the result when you have designers who want to to cater for all - particularly those who want to play Elite: 'Dangerous' as a type of Microsoft Flight Simulator in space.
FRONTIER DEVELOPMENTS: CREATING A SAFE 'SPACE' FOR ALL.
THE END.