How FD undermined their own creation

...and then add to this how FD have seemed to undermine combat too, with an ever increasing number of weapons, with questionable huge upgrades to them (eg: doubling their power), with the ability to insanely tank ships, needlessly causing outfitting issues for human vs Thargoid combat, and even adding magic spells to weapons and the like just to complicate and make balance all the more impossible.
 
The greatest single aspect of ED is without doubt Stellar Forge and the recreation of a 1-1 galaxy with all the variety that RNG can muster with 400 billion potentially unique outcomes.

Unfortunately, almost every single decision made about exploring it has been wrong and has undermined the glorious scale and variety of our home, the Milky Way.

Blunder 1. The Open Galaxy
By making travel unrestricted, FD immediately and irrevocably removed the wide possibilities of path-finding as an exploration mechanism.
A huge amount of gameplay could have been built around the idea that hyperspace routes between systems need to be established before they can be used.
Imagine a hard frontier around the bubble of explored space, as there was on a smaller scale during Beta. A key gameplay mechanism could have involved some form of route discovery to both push the frontier outwards, and improve transport links inside the bubble.
Instead, the #1 attraction in the entire galaxy, the centre of it, was reached becore the game even officially launched.
Rather than an exercise in path-finding led expansion, travelling our galaxy became an exercise in endurance.

Blunder 2. Ever-Increasing Jump Ranges
Space is big, really big, you wouldn't believe... you get the idea. Prior to Engineers, jump ranges maxxed out at about 40ly. The top range from 30-40ly was in a sweet spot that gave the galaxy a structure - the difference between the core, the spiral arms, and the gaps between them was clearly noticable and represented a genuine navigation challenge.
Possibly due to pressure from this community, instead of addressing the very poor jump ranges of certain ships, engineering grossly exagerrated the jump ranges of ships that were already the best at it.
Sure, getting around the bubble is now a lot more convenient, but the cost was the removal of any texture in the galaxy.
Prior to this change, a trip to the next spiral arm posed minor route finding problems, and the further out you went, the more tricky it got. This is arguably, the only navigation problem the game has ever contained. Removing it trivialized the scale of the galaxy, and made it a generic unstructured clump of stars instead of an interesting stuctured spiral requiring route planning.
That route finding gameplay does still exist, but now it is very much a fringe activity out on the extreme edges of the galaxy, with a rapidly diminishing set of unreachable locations.

Blunder 3. The Full System Scanner
Space is big, really big, you wouldn't believe... oh, I already said that. Yup, even individual systems are big. Supercruise was a late change to the original design but it is absolutely essential to getting even the slightest sense of the vast distances even within a system.
Yup, it is not fully fleshed out, it seems like a timesink in very large systems, and there isn't enough to do on one of those trips to Hutton Orbital. But just think about Hutton Orbital - the most iconic outpost in the game - only because it is so far away.
The glory of Stellar Forge is the variety it creates, some systems are big, some systems are tiny, and everything in between. There is no lack of choice available, and the truth is that if you don't like long SC trips, you can easily avoid them.
What's that got to do with the FSS - it's the wrong solution to something that isn't actually a problem.
The problem with SC isn't so much the time it takes to get to secondary stars, it's the lack of things to do on the way there.
Instead of making an in-flight scanner, the FSS brings us to a standstill, removes us from the cockpit, and then commits the worst offence of all - it flattens out every system into the same generic sized strobing blue sphere containing the same generic blue blobs.
System discovery becomes an exercise in camera panning where distance is irrelevant - somehow the developers surrendered to the idea that SC is a problem and created a mechanism to avoid it instead of adding it as something to do while you travel.

So where does that leave us.
A galaxy where almost every trip is a straight line due to excessive jump range, where there are almost no geographical barriers to negotiate (except permit locks), where we don't even need to move within a system to discover its content.

That's an awful long way from the original vision set out in the dim and distant past that was the DDF.
Sadly ED hasn't come close to its potential, and from day one, was heading in the wrong direction.
That direction has become more embedded as time passes and with the confirmation that the FSS is the final word, with no alternatives to be offered, the generification of the galaxy is now complete.

Game over man, game over


whilst i do not feel it is game over..... i will still come back to ED now and then..... ultimately i fully agree with all of your 1st 3 points.

there was meant to be a "fog of war" of some description outside of the bubble.
we were meant to have to explore systems and map out Hyperspace jumps which were not available to everyone until we sold back to UC
(iirc UC was going to then charge a small fee if we wanted to buy the updated nav data)

this would have been so easy to implement.... if jumping to a non mapped system our ship takes a small amount of damage (damage which should not be reparable with a simple button press). exploration ships would take less damage but still take a small amount, thus meaning the galazy would not have been travalable to the centre within 24 hrs of going into gamma.

i remember the excitement of explorers on here organising mass route planning projects for when the game launched, and it was fully expected to take a serious amount of time before a highway to sag a would be created.

oh well.........

honestly at this point i hope 2020 brings us Elite Dangerous 2, and we all start from scratch with 100 credits and a sidewinder but with a massive amount of time spent on making the game more sensible. that said i no longer thing FD are building a game for the likes of you and I. Our kind was needed to get the KSer passed and have enough money in to get the project going. IMO the game is going exactly the way that FD said they did not want it to go, and the excuse they needed to KS it was so that it would NOT go that way.
 
While part of this thread is just yet another "I dislike the FSS" in disguise, there's one aspect of the OP where I agree: there's not enough to do while going long distances in supercruise.

I wish we'd have more interesting gameplay available there. (Being able to use the FSS and surface scanner while on the move would be a start. ) But we also have to see: We for sure also have players who enjoy the current system. Fundamentally changing it would have them up in arms. (And bet on it, some would declare their hate even before taking a look at the changes. We have some famous "I never tried the FSS, but I utterly hate it and using it makes me feel bad" people here, after all. ) There's plenty of people who enjoy games like the Truck Simulator. I've seen "gameplay" videos of people who seemingly drove there in a straight line for an hour and had perfect fun doing that.

So whatever new we could have during supercruise, it would have to be optional. No "deal with malfunction here", "repair system there" and other artificial busywork. The base game should remain the same. The new activities would have to optional.

And here we are at the real problem: what would "something to do" really be? For me, using FSS and DSS while moving would be a start. Perhaps we can have some more scanning and information processing tools, but I wouldn't right away know which. But to be constructive, it doesn't help to say "invent something". Actual ideas on what the activities could be, while they would remain completely optional, would be what we need.

The FSS was the final straw unfortunately - I do have uses for it as a body scanner and USS locator, but as a system scanner it completely blocks my desire to play the game at all.
The implementation of it as an Analysis Mode view out of the cockpit instead of a camera and being able to use it on the move would mitigate that, but ultimately I have no use for Fog of War in a space game - populating the system layout on an individual body basis using it just isn't something I want to spend a chunk of my time doing.

But that is well discussed and has now finally been dismissed by FD, so I'll not dive down that rabbit hole again.

Instead the thread is about the general direction of travel which does culminate in the FSS.
That FSS view does make every system the same size (effectively zero) for the purpose of system exploration.
The defining feature of Stellar Forge is variation, and effectively the FSS makes every system look the same - blue blobs inside a generic one-sized sphere.
That flattening out and generification of the galaxy now extends into individual systems, and actually removes the need to go anywhere at all because everywhere is more or less the same. Getting there and back is to be done as quickly as possible because it doesn't present any challenge at all.

As for something to do, the FSS itself represents an obvious missed opportunity - as suggested, the Analysis Mode seems like a natural solution but no-one told the FSS dev team.
I've previously suggested non-linear paths of least resistance that would provide improved SC acceleration if you were following them - they could be generated by the current layout of bodies in a system and thus be somewhat dynamic as the bodies move in their orbits.
 
Last edited:
Can't say I agree with any of the objections in the OP. They are simply opinions.
it is an opinion that what we have now is inferior to what the OP wants... it is a fact however that what we have now is NOT what was used to hook those early backers into paying sometimes obscene large amounts of cash in. I like that you like what we have now but that does not make OP wrong.

Personally i do prefer the new exploration mechanics over the old ones, if i had to choose i would take the new one but neither is what i was expecting and what i was hoping for for ED.
 
Last edited:
Everyone, as happens from time to time around here. He made an absoloute statement rather than saying it was his opinion.

Just wanted to check he meant it was his opinion.

My OP is a set of absolute statements about what FD have done and my views on their consequences.

But this idea that everyone has an opinion and that they are all perfectly valid is horse-dung though.
People should just come out and say what they think and why they disagree instead of this passive-aggressive 'well, that's just your opinion' nonsense, as if that somehow addresses what I said.
If you have an opinion, state it, and let the peanut gallery pass judgement.
 
Well said OP.
Looking back over the development it's obvious now that there was a lot of potential in ED. For some reason really poor design decisions were made and then implemented.
It's such a shame and probably why Elite has such a hard time.
Too late now though.
 
Thought-provoking stuff.

With hindsight, it might've been better if FDev had, somehow, made it so ships could only travel a limited distance "into the unknown".
Set it up so that, perhaps, you have long-range sensors that can only detect new systems within a limited range - until a system is discovered and entered into the UniCart database.

That way, the game would have started off with people charting courses, and discovering routes between popular locations, along fairly narrow "pathways" and then it'd be up to the explorers to build their jumpy ships and go out and expand the number of systems in the UniCart database so that everybody else could plot courses to them.

Basically, a kind of galactic "fog of war".

I guess you're not going to get the toothpaste back in the tube, though.
 
I think any player can still choose to travel in a low jump range ship, or a ship optimised for more than just fast travel can now be used where before there was only really a few practical ships to choose from. That texture of the galaxy is still there to be enjoyed at leisure by the willing player. I have done this, I spent 18 months doing it.

The unpopulated majority of the galaxy is more accessible now & I see that as a good thing, in making it easier it has highlighted to those less tenacious players how little there is to do in unpopulated systems once you've collected your fill of mats and seen an example or two of geological & biological POIs.

The galaxy feels smaller now, even with a lower jump range ship because what variety there is, is now so easy to find that the sense of achievement is lost. But it was too hard before, and if it must be one extreme or another (and it doesn't need to be) then I suppose easy with the option for self-imposed limitations is the way forward.
 
Last edited:
I liked the original deep-space navigation proposal in the DDF and was quite disappointed when the game launched with the whole Galaxy “unlocked”. It’s never going to happen, but I’d love a Thargoid handwavium reason to ditch the current Universal Cartographics database (nasty virus?) and implement the original proposals - keep all the original discovery tags, but make a new “re-discovered by” tag.

Bin instantaneous FTL comms, create gameplay around pony-express style information dissemination and make the Frontier beyond the bubble feel like one.
There were supposed to be "dark" systems around, which were really undiscovered. I could imagine using an FSS like scanner to find such system and then decide to dare a jump to them. Would be much more interesting for exploration and we would be able to actually discover new routes.
 
The biggest problem is everything looks the same and there is not much variety. How many different things are there in the galaxy, you only have to look at the codex to see how little there is.

Finding big discoveries by following a build up of breadcrumb trails was a missed opportunity in my opinion, I thought that was going to be the way the codex worked.
 
Last edited:
You won't find any disagreement from me OP, I also wholeheartedly agree with Iskariot's post (#22), about more agency for the pilot during supercruise.

Elite D's, and as a result Frontier's, problem is that far too often in this game you are not piloting the ship you are just a passenger on it. After all this time, (a loooonnnggggg time), I still get a nice buzz from landing at my destination, (no DC here folks!), but for the most part supercruising from entry point to destination is a 'sit back and wait' affair. I often go off route looking for fights and points of interest/vistas etc but even then there's a little too much 'waiting watching numbers decrease' and not enough fine tuning and engagement with the actual ship. I know, I know, there is a fine line there too in terms of over egging the pudding but there are, (were?), a lot of possibilities between where we are now and reaching that over egging stage.
 
Thought-provoking stuff.

With hindsight, it might've been better if FDev had, somehow, made it so ships could only travel a limited distance "into the unknown".
Set it up so that, perhaps, you have long-range sensors that can only detect new systems within a limited range - until a system is discovered and entered into the UniCart database.

That way, the game would have started off with people charting courses, and discovering routes between popular locations, along fairly narrow "pathways" and then it'd be up to the explorers to build their jumpy ships and go out and expand the number of systems in the UniCart database so that everybody else could plot courses to them.

Basically, a kind of galactic "fog of war".

I guess you're not going to get the toothpaste back in the tube, though.

Mechanics aside, yes that is exactly (conceptually) how they should have designed exploring/charting the galaxy.
 
You won't find any disagreement from me OP, I also wholeheartedly agree with Iskariot's post (#22), about more agency for the pilot during supercruise.

Elite D's, and as a result Frontier's, problem is that far too often in this game you are not piloting the ship you are just a passenger on it. After all this time, (a loooonnnggggg time), I still get a nice buzz from landing at my destination, (no DC here folks!), but for the most part supercruising from entry point to destination is a 'sit back and wait' affair. I often go off route looking for fights and points of interest/vistas etc but even then there's a little too much 'waiting watching numbers decrease' and not enough fine tuning and engagement with the actual ship. I know, I know, there is a fine line there too in terms of over egging the pudding but there are, (were?), a lot of possibilities between where we are now and reaching that over egging stage.

Space is big, things are far from each other & part of the game is deciding whether a particular place is worth the travel time to get to.

I'm doing an election at the moment, mostly just delivering data missions to distant ports. I am prepared to put that time in to complete those missions where anyone opposing me may not. I don't mind if there are other things to do during those trips but I certainly don't want to have to do other things. I don't habitually go to Hutton Orbital because there isn't enough benefit for me, but others do because they make their own choice. You can too.
 
Mechanics aside, yes that is exactly (conceptually) how they should have designed exploring/charting the galaxy.
Thats how they DID design it. However, its not how they implemented it.
Since that initial "simpler" implementation, most changes have been to make it even MORE simple, rather than more engaging, but as someone else so eloquently put it, you cant put the tootpaste back in the tube.
 
My OP is a set of absolute statements about what FD have done and my views on their consequences.

But this idea that everyone has an opinion and that they are all perfectly valid is horse-dung though.
People should just come out and say what they think and why they disagree instead of this passive-aggressive 'well, that's just your opinion' nonsense, as if that somehow addresses what I said.
If you have an opinion, state it, and let the peanut gallery pass judgement.

Sure!

1) Open galaxy - i like. We can see the stars in the sky and with advances in tech by the 30th century its not unreasonable to think the whole galaxy wouldn't be mapped, especially with FSDs to move around.

2) In the middle here. I like how big the galaxy is, but after 4 years of play i can't complain if the increased range lets me hop around the bubble a bit quicker. I've been an explorer since before launch, so i'm quite familiar with travel times around the galaxy. Its still a big galaxy, even if we can get around it twice as fast as at launch. I'd rather ranges not get any bigger though.

3) Sorry, got to disagree. I very much like the ability to scan the whole system. People already complain about the new FSS not revealing the whole thing. I understand more hardcore players want realism and some people want to find planets by paralax rather than ping, but for me that would be incredibly tedious.
 
I never tried it, but isn't it possible to use SCA and orbit a planet while using the DSS?

I never tried that either. Can you use the SCA and set the throttle to zero? Also, orbit is not exactly what would interest me too much. My line of thought is more along the line of "fly towards the first interesting object, use the FSS to scan the rest while flying there".
 
That FSS view does make every system the same size (effectively zero) for the purpose of system exploration.

No it only does so for the surveyor. Jump in, FSS everything (instead of honk), move on. Which actually in a way means that the system got bigger. Full FSS scanning a system takes longer than honking. Which is what some of anti-FSS people were and are all about: it takes a little longer to achieve the same thing.

In contrast the system size remained the same for explorers. Instead of "fly there to scan (with or without the old DSS)" you now "fly there to scan (with the new DSS)". But scanning isn't "point your nose at it for a few seconds" but a minigame of sending probes. (The quality of the minigame can again be discussed, but it sure is more than "point nose, wait". )

And even that's still more of surveying than exploration. Nothing of what I wrote involves going down and actually taking a look on what you found. Which still requires as much flight as before, now with a little more gameplay (and thus effort) to locate.
 
Last edited:
it is an opinion that what we have now is inferior to what the OP wants... it is a fact however that what we have now is NOT what was used to hook those early backers into paying sometimes obscene large amounts of cash in. I like that you like what we have now but that does not make OP wrong.

Personally i do prefer the new exploration mechanics over the old ones, if i had to choose i would take the new one.

Of course the OP isn't wrong. But everything in the OP is opinion, which is why it isn't wrong. ;) If FD had rigidly stuck to some of the DDF stuff, they'd have broken the game. The DDF was over five years ago now - times moves on, and constant calls referring to things that were in the DDF but aren't in the game now aren't helpful (in many cases, they were added to the game and then found to have huge flaws, which is why they aren't there - or as in the case of offline mode missing, which is because it simply wasn't feasible to implement).

I bought into the Kickstarter. If people chucked thousands at it and are now upset, then to be honest I have little sympathy. If they didn't have the money to throw away, they probably shouldn't have done it. ;) FD never suggested that putting more money in would allow those backers to control the way the game is developed (at least, not beyond the initial development, which finished years ago).
 
Back
Top Bottom