Hailing frequencies open

This game is a great recreation of the style and hardships of games during the early 80’s, from having to spend hours figuring out everything from quests (where the details to completion are scattered around like broken puzzle pieces), to the graphical immersion of a brand new Amiga space adventure.


Unfortunately this is also a modern game with…………Multiplayer, and it lacks the fundamentals of any socially based game that is the very nature of Multiplayer and MMO’s in general. These features are what I call “The Core” of todays Socially based games, and Elite Dangerous is exactly that, a Multiplayer game. Thats something that may be hard to swallow for those still playing with their nostalgia filter set to maximum.


The Core Basic game features allow for player interactions and communication with little to no need to seek outside sources such as forums, Social media sites and other external Hubs. These game feature are, Player listings, Recent interaction players tab, Group(guild)listings, Group Tags, Group centric quests, Galaxy Chats, System chats and other sub channels such as faction chats and many other ways to encourage positive interactions between players, including reasons to engage in PVP. Privacy filters can be set for those who wish to remain in a state of isolation, but the lack of in game community building tools needs to be addressed.


We need to start with adding at least some of “The Core” blocks of socially based games to this Multiplayer rendition of the elite series, and adjust some of the design decisions. To much of Elite requires players to seek outside the game (Forums ect..) in order to locate others to interact with by expanding their friends list or joining a group. These fundamentals need to be assessable in game from a listing with basic information on a group tab to aid players in their decision and facilitate the process of growing groups.


This is especially problematic since Elite has now released its season 2 expansion Horizons with the focus being on adding new “shiny” toys to grab the attention of its customers while keeping the focus away from whats lacking in the base game. This may not be intentional, but its certainly following the pattern of what has become common practice in game development.


This doesn't mean I’m against a new season of expansions, but I do believe their needs to be some attention payed to the game systems and lack there of in some cases. Systems that leave players with very limited interactions with each other, or limited to potentially negative interactions such as pirates demanding cargo in exchange for their life. Theres has to be more to interaction with other players besides getting interdicted and seeing the lights of other ships that may not even be a player.


The very fear of being subject to the intentions of other players has left this game in a state of 3 play modes when there needs to be only one. Bridging the gap between players who wish to play in peace and those who desire more sinister activities is not as difficult or elusive as its seems to appear. There’s no reason we cant have a Flag system where PVP is activated by a toggle when games more than 10 years ago have done it. Balancing would most certainly need to be done to avoid abuse, but a simple timer to change between PVP and PVE, and and option for PVE’ers to disable targeting players to avoid accidents should suffice allowing a seamless world of players engaging in activities to support a thriving galaxy.


The Powerplay Factions: Nowhere have I seen any large scale battles over territory, near a station or anywhere. Why is that? Why do we have indestructible stations with no game play involving the assault on a competing faction's territory. Station should have a period of time where they are vulnerable to attack by enemy factions (not destructible, but out of commission needing to be repaired). Send a system wide message notifying players X station is in danger in x minuets. This adds game play for players to get involved in the shaping of the galaxy while at the same time bringing players together for a cause. Combat players get to attack in waves of ships(PVP or PVE), tradesmen and miners have obvious reasons to haul in goods for the repair of their station that extend beyond the numbers game of the Background simulation.


There's a lot of focus on advancing your faction ranks by making delivery missions and hardly any on assault mission on enemy factions. Allow players to “sign up” for PVP either by accepting an assault or defense mission with a clear warning message, or by a system flag that enables them to PVP all the time as mentioned above. This would allow for Powerplay players to engage in PVP based missions when they choose to accept the dangers, and return to Powerplay deliveries or rate trading in solitude when it suits them while still able to engage in player interaction at hot spots or stations. The galaxy less divided.


Faction Ships: Why does the enemy faction know who I am when I’m in my own unmarked vessel? Did I become public enemy #1 just because I joined a power? This is a huge loss in game immersion. We need to be able to engage in activities of subterfuge, Smuggles need specific ships with hidden cargo holds resistant to scans for example. Players need to be able to perform faction activities with the “threat” of being discovered or caught in the act without the all seeing eyes labeling them every scan even though their unmarked with no history of being a member of any faction. so unless I’m flying into enemy territory with a marked vessel (That i want) or I’ve made my name as a renowned smuggler, murder in that sector the scans of my ship shouldn't give away my loyalties.


Interdiction of neutral or unwanted players: The very act of interdicting these players should be a crime. You are forcefully taking a player away from their own world and into yours, this is an act of hostility.


Closing:
What We have here is a failure to communicate, players are left with a “background” game that takes ungodly amounts of investigation to see whats taking place behind the scenes which supports the recreation of the style and hardships of games during the early 80’s, but fails with incorporating player participation in todays group centric Multiplayer games. Every quest doesn't need to be a cold case with zero leads to the mission competition. Players stop bothering with quests entirely because they’re either not profitable, not available due to faction status, ship limitations or simply have zero leads on where the target is to complete the quests to create a huge time sink for those who enjoys wondering aimless for hours.


Note:
It may seem odd for a player who actively engages in murdering as many players as feasible in a days time to advocate on behave of PVE players, but I cant do that if this game declines. I like this game and want it to thrive and unfortunately the 3 games modes combined with little to no community building tools centered around a 30 year old game philosophy is going to slowly choke the life out of support from anyone not old enough to enjoy reliving the glory days, who incidentally aren't getting any younger.
 
+1, thanks for bothering to write all that down.

Flagging is a but rubbish though, I'd rather have the game world manage that for you. It works fine in Eve and ED already has the basic infrastructure there - we just need harsher cop response in policed systems and more reasons for us "carebears" to go to anarchy systems and stick our necks out.
 
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Deleted member 38366

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Good ideas and realistic comments - but at times it seems Frontier has made it a "Design Decision(tm)" to deny access to all kinds of available information.

So if one was to limit Information availability just to the Game (preventing frequent immersion-killers or even having to ALT-TAB out of the running game at times)... One would be basically clueless.
It would take hours (with no guaranteed success of any degree) to find out even the most basic information.

I can only guess that this frustrating time-sink and total information-isolation is how Frontier wants the game to be.

Personally, that lack of Info makes the Galaxy an even emptier, lonlier and more static place than it already is.
I mean let's face it... there's nothing going on. Since a full year. If something happened (which of course does all the time in form of Player/Group activities on a small scale), noone would ever know.

Frontier has a distinct history with their infamous Design Decisions(tm), so I wouldn't be surprised if the denial of Information was one too.
Either way, they're just not using it.
The only tiny exception has been the crime/bounty hunter report (which was an old request) - but naturally it's limited to the local System report and only reviewable after you land there. Hence it's not too useful - but at least it's a baby-step into the right direction.
 
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I like your thinking. However solo play is always going to exist because those that adhere to it will not quietly give it up.

the way to do it is to make open more appealing by a number of factors.

make crimes against players have a lot more weight but with a twist. Here's an example of you murder a player you get an escalating bounty kill one and your bounty is 10k kill another 20k ect ect. Now here's the twist bounties for this act are issued both by the local security first and any bonus bounty by the pilots federation these will not go away or become dormant until they are paid, death does not clear them. Meaning in the example your first offenses bounty is issued by the local system. Your second is an additional 10k by the local forces and 10k by the pilots federation 10k/30k 10k/50k ect. When someone kills the offender and cashes in the bounty they go away and the offender is forced to pay the entire bounty if they have a player murder on their head, regardless of where they respawn.

the second and most important part of this to prevent exploits is that the player who cashes in the bounty only receives half of the total bounty as payment. This is to make it so that if a player wants to give credits to a friend through a bounty they have to pay double to do it.

Powerplay kills in PvP are not exempt from this if implemented.

moving on another way to make open more appealing is to remove public viewing of a players chosen power. For players alone you will need to scan them first with a KWS before learning whom they've pledged to. Add in KW scanning and cargo scanning for supercruise again for players only. Players getting scanned in supercruise recieve an alert when one happens.

make NPC traders just as viable as players for pirates. This will do two things, 1 it will take the heat off of player traders as the only real target. 2 it will massively buff piracy and open it to players whom don't want to pirate players for whatever reason they have.

remove mode switching to refresh the BB, just add a refresh button and be done with it.

make it impossible for a player to scan you when docked at a station and underground.

Make winging up profitable and more fun.
Make instances generated by a players presence be based on what ship that player is piloting and their combat rank. Stronger and more number out ships appear depending on those values. If winged up calculate the type, rank, and bounty on the generated ships based off of the wing leaders rank and ship. Multiply the number generated by the number of ships in a wing by a value of 1 for each winged ship. If two players are in the same instance but not winged up multiply the amount by 0.3 instead. This only applies if winged players are present in the instance.

for trading synchronize jumps, make the generated route calculated on the furthest jumping ship. Ships that normally would not be able to jump that far take module damage on their FSD and use more fuel than they would going the distance themselves. Synchronized jumping can be started by any winged member but must be approved by each player, all ships must be out of masslock. Only applies to high waking.

for exploration pool scanned data between ships, multiply the profit by 1.5 per winged ship, first explored goes to the ship that actually scanned the body jump bonus from trading is still applied based off of the furthest jumping ship and are still synchronized.

mining multiply the ore generated by 1.5 per winged ship this only applies if all members are present in the instance.

if mob movies have taught me anything, if you sweeten the deal you can make people do anything. Even play in open.
 
Space is big and Elite is a MMO just not in the way you are thinking
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It is a massive multiplayer game without doubt - but you are misjudging it
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You are expecting it to be a massive amount of player in an small area - its not its a massive amount of players in a massive area. Personally I could be 200LY away from some of the battles you describe in my own little area, im not really bothered that a station is being attacked on the otherside of the bubble and you know what difference it has on me - zero-none-nothing
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You seem to be under the impression you are the centre of the game - you understand what's going on in the game far better when you realise that the game's background doesn't actually care about you - you are a little flea on one of the many many elephants in the world
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I actually like the isolation of the game and the fact that I can have quite an amount of excitement about suddenly seeing a hollow square.
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I don't care what happens in ramsey street in Adelaide - Nor do I care about whats happening on Levchenko base in Chnouk neither of them have any impact on my real life or my elite life
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Just a small edit over scale - Early in the game someone did a calculation the area in the ring of a ringed orbis is the same as the playing area for the whole of GTA V
 
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I didn't read the entire first post, but I'll just comment on some stuff you said near the beginning.

ED doesn't need player listings or group listings or "galaxy chat" or other common MMO social features because ED is not intended to be that kind of game. It's not what Frontier wants the game to be and it's not what a large contingent of their players want the game to be.

ED is primarly a single-player experience with some options for co-op/PvP and some shared world features. It's more like Demon's Souls in terms of the role of online features than it is like an MMORPG.

You can say that's just my opinion if you want, but based on the design of the game I'm pretty sure it's Frontier's opinion as well. It's not like they didn't think of those kinds of features. They consciously decided not to include them because that's not the vision they have for the game. And a big part of the player base agrees.
 
I didn't read the entire first post, but I'll just comment on some stuff you said near the beginning.

ED doesn't need player listings or group listings or "galaxy chat" or other common MMO social features because ED is not intended to be that kind of game. It's not what Frontier wants the game to be and it's not what a large contingent of their players want the game to be.

ED is primarly a single-player experience with some options for co-op/PvP and some shared world features. It's more like Demon's Souls in terms of the role of online features than it is like an MMORPG.

You can say that's just my opinion if you want, but based on the design of the game I'm pretty sure it's Frontier's opinion as well. It's not like they didn't think of those kinds of features. They consciously decided not to include them because that's not the vision they have for the game. And a big part of the player base agrees.

I disagree that ED doesn't "need" any Community building features. It may not be what many of the founding supporters want, it may not even be what Frontier wants, but this game is slotted for 10 years of seasons. Many of those founding supporters have life time passes, I honestly don't see this viewpoint helping the game to survive past even 3 years. ED is going to need a steady influx of new customers to help fund the growing expansions, the Server upkeep ect.. and the current design doesn't support growth.



@Jexter

Id like to clarify, that i'm in no way suggestion that anyone who enjoys or prefers PVE to be a "carebear"
 
ED requires a level of effort on the part of the players to take advantage of multiplayer.
That effort isn't huge and in my eyes is not a bad thing.

This constant 'need' for clans and tags is a lazy substitute for real social gaming.
Sharing a [lulz] tag on your ship IDs doesn't mean anything.

Making the effort to communicate with a player, see what goals you might have in common, and then maybe co-operating or possibly even competing is actual social interaction, not the pretense of it.
Then you might friend them which means you can communicate in game regardless of where they are.

Organising an in-game meet then isn't too hard - the minor effort involved in doing that is a fair reflection of the scale of ED's galaxy.

I'd much prefer FD to go down the route of expanding on minor factions as a basis of common player interest than adding guilds.
Many player groups are already pursuing this route but I think FD could go a lot further, especially if they rethought PP with minor factions as the primary interaction point with the powers.
 
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ED requires a level of effort on the part of the players to take advantage of multiplayer.
That effort isn't huge and in my eyes is not a bad thing.

This constant 'need' for clans and tags is a lazy substitute for real social gaming.
Sharing a [lulz] tag on your ship IDs doesn't mean anything.

Making the effort to communicate with a player, see what goals you might have in common, and then maybe co-operating or possibly even competing is actual social interaction, not the pretense of it.
Then you might friend them which means you can communicate in game regardless of where they are.

Organising an in-game meet then isn't too hard - the minor effort involved in doing that is a fair reflection of the scale of ED's galaxy.

I'd much prefer FD to go down the route of expanding on minor factions as a basis of common player interest than adding guilds.
Many player groups are already pursuing this route but I think FD could go a lot further, especially if they rethought PP with minor factions as the primary interaction point with the powers.
It seems like such a small thing but for large scale PvP it is an issue. Besides being a nice thing it does have significance to a lot of players.
 
ED requires a level of effort on the part of the players to take advantage of multiplayer.That effort isn't huge and in my eyes is not a bad thing.


Yes, it does. Players shouldn't have to “work” to make contact with others, it should be a natural part of the experience.


This constant 'need' for clans and tags is a lazy substitute for real social gaming.Sharing a [lulz] tag on your ship IDs doesn't mean anything.


I disagree entirely with this notion. Clan/Guild tags bring a sense of pride, recognition, and even a bit of fame in some cases. Having that tag is also great advertise for your group for people to either want to join or run away.


Making the effort to communicate with a player, see what goals you might have in common, and then maybe co-operating or possibly even competing is actual social interaction, not the pretense of it.
Then you might friend them which means you can communicate in game regardless of where they are.


Organising an in-game meet then isn't too hard - the minor effort involved in doing that is a fair reflection of the scale of ED's galaxy.


Sounds great, in a typical MMO where players commonly meet in local hunting spots. Thats not ED, Players in Solo or private are not available to communicate with those in open, unless you already have them on your list. ED is to big with to many instances for chance meetings to be a reliable means of getting to know people.
 
I found groups - i joined groups - sometimes those groups do things that I join in with. I don't mind that it took a year(and a half) to get here 'cause, hey, I've been playing this game all that time.

Earlier this evening I teamed up with some Cmdrs (only one of whom I had previously encountered) and we had fun.
That that can happen sometimes is excellent - and enough for me.
 
I appreciate your input and that also goes without saying the investment of time you clearly spent to prepare your synopsis of the game mechanics and shortfalls thereof. Notwithstanding, I disagree with your assessment that Frontier should shape their game to conform with the standard multiplayer structure of other MMOs. In my humble opinion, and as an older gamer who particularly likes to limit his interaction with other players for more quiet independent time to wind down from an honest day of work, I like the unique and standalone infrastructure ED presents with its multiplayer facet and game mechanics.

Since we are discussing what could improve, I do vehemently agree with your assessment that the game lacks sufficient places of interaction, but my position is that this wholly applies by way of environmental interaction, not necessarily player interaction. If you are a gamer inclined to avoid PvP or even person to person interaction and or venturing, you are limited to the one off instances in space, for example the newly introduced Distress Calls, or Unidentified/Weak/Strong Signals, and Salvageable Wreckage, which essentially amounts to a short mini-game of procedural type interactions. In addition to the one off instances, we are left with stagnant but broader instances such as Combat Zones, Nav Beacons and RES/High/Low/Hazardous, and of course the expanding, yet for the most part, lonesome and daunting travel through a 1:1 scale planet with nothing more at this point in development than the "here and there" crash sites or resource farming for the most part until the season ensues.

What I would like to see are more structured stagnant instances that expand beyond the more skeletal environments you find in CZ's, RES and Nav Beacons. Perhaps using the graphical environments of CQC adding those type of environments as additional stagnant instances of each systems, select perhaps, but not necessarily overly exclusive. Maybe in larger systems that house stations and a larger population base where you would expect abandoned stations and environments to be present akin to what we see in CQC. It would be nice to see abandoned stations as stagnant environments littered throughout the galaxy in systems that are packed with pirates or as forward bases for various factions engaged in war/civil war within the system, or perhaps well endowed with resources that the player can harvest as metals or for fusion to create ammo, weapons, modules (as the season progresses and these are made available). I would like to see the addition of at least another 1 to 3 different types of stagnant instances as described per system to engage in combat, collecting resources and or engaging in war that are distinct from the existing spaces available currently, again, CZ's, RES and Nav Beacons and distinct from one another. Sure, Frontier has expanded on the type of existing instances with the Compromised Nav Beacon and the Hazardous RES, but why not go beyond the existing mold to add more unique environments like these per system to afford the player more options to spend their time farming, or simply to engage in resource collection or dog-fighting combat.

I think that is a natural progression for Frontier and falls within the scope of their current infrastructure and framework to expand upon the current procedural instances available by galaxy to break the current monotony and offer the player additional options by way of multiple environments over and above what is currently present in each system.
 
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