How many of you don't play anymore?

I haven't played since first week of release.
i am currently doing full update to check out game again, but every newsletter I get does not inspire at all.
I read about massive bugs, still same boring play but now even longer to make money for the ridiculously priced ships.
No real mission board, hackers blah blah blah.
I do like the combat in ED and just hope the bounties increase or missions make up for it as current ship prices are far beyond a casual player.


All of the above
 
I'll admit I've hardly played at all for a couple of months now. I have a moderately geared Cobra and had been slowly making cash through exploring, but to afford anything more than what I have now at casual explorer's rates is just going to take me forever.

It's been fun up till now but without more realistically priced stepping stones on the ship/gear upgrade path, I think this is far as I'm ever going to get.
 
good potential, poor execution, dev doesn't seems to give a damn about game breaking issues, spend more time breaking the little things working instead of fixing the issues, patch break more thing that it fixes.....

tldr; i might be back should the game actualy exit beta....should i not gt caught in on of the other bazillon game that actually works out there.
 
Maybe we want to see the game get to where we were led to believe it was going, and keep coming to the forums to voice our opinions and try to be heard, as well as seeing whats progressed/digressed since our last forum visit or game log in.
Unlike posts like yours, where the poster obviously has too much time to waste and replies in threads that he cant give any kind of constructive feedback for.

Occasionally I drop back to see if they've adding anything. Wings are coming but that'll just be groups of people looking for something to do as opposed to one person looking for something to do.

This is a sandbox but they forgot to give people a spade and a bucket.
 
I played a lot until 1.1..... not a version problem of course, just less time and not getting out of the game as much as I want, and now I tested 1.2 but waiting it to go prod, so I'll play with my mates and bypassing commanders under the new (and great) WING feature :D

So, it's still alive!
 
I'll admit I've hardly played at all for a couple of months now. I have a moderately geared Cobra and had been slowly making cash through exploring, but to afford anything more than what I have now at casual explorer's rates is just going to take me forever.

It's been fun up till now but without more realistically priced stepping stones on the ship/gear upgrade path, I think this is far as I'm ever going to get.

There is a big gap from type 6 to type 7, and as you do not want to trade I understand that to go from Cobra to ASP would take very very long without trading.
 

Jex =TE=

Banned
I'm not playing, but it has nothing to do with the game - it was the forums and peoples attitudes, really killed my joy and hope for the game.

After seeing it in other games, where game Devs give in and make sweeping changes to try and appease a few people who didn't like the game to start with.
I really don't want to invest time in the game if the things I love about the game could be taken away at a moments notice for a few who just complain for the sole purpose of ruining the game for everyone else.

What a silly reason to stop playing a game.
 
... I do like the combat in ED and just hope the bounties increase or missions make up for it as current ship prices are far beyond a casual player.

It does seem like the current gameplay model is geared more towards the modern, youthful gamer who can put in a heck of a lot of hours. Irony is this likely rules out many of the original 1980s players who now will typically have family and home life to consider. At present it's not really playable if one only has 30 mins to spare, even in Solo mode.


... I ventured to some nebulas wondering if they looked awesome or unique... nope. The skymap was a little red, neat. ...

A classic case of, how accurate a space sim should ED be? If you were inside a real nebula then in most cases you would see even less, they really are incredibly nebulous in the literal sense of the word. We only see nebulae and various other phenomena as distinct objects because of our great distance away from them, though for the purposes of a game it may as you say be more sensible to employ a degree of artistic license if such an aspect of the game is to be interesting and rewarding for players to explore, as long as it's not made too crazy. One thing though: since such effects might have to be volumetric in nature, with a lot of transparency, making nebula look cool may be something that'd be a bit of a performance thump on older GPUs. ziden, are you thinking visually in terms of the sort of effect as portrayed in Wrath of Khan? I agree that'd be cool, but it's completely unrealistic; how to strike a balance, I don't know...


but also the inability to see a difference in the system. ...

Something I've been wondering, why can't systems and/or entire regions go to war with each other, with all that that implies? Players should be able to join sides, multiple capital ship vs. capital ship battles, but also smaller ships involved too, players joining in, etc. I was a bit surprised this isn't already included.


... It seems the universe is a playground for 100,000 and only a handful showed up...

Reading numerous threads, I think many feel like the MP element is too skewed towards pvp combat, which puts them off (I won't go into the ins & outs of this here, discussed to death elsewhere), but at the same time there are those who want to pursue the pvp element in the form of proper piracy or bounting hunting (or indeed trading, with a relevant fun/risk element provided by piracY) who say aspects of the game necessary for these play styles to work properly are currently broken, inparticular the bizarre ability for a pirate to simply pay money to clear their name for murder, which makes no sense at all (see Snakebite's thread, and note that players who want to act the part of a genuine pirate appear to support his argument that being able to clear one's name so easily is daft). I'm more of an explorer type, currently using Solo mode, but I can well see why so many are complaining about various MP elements. Visual aspects of the game and issues such as scanner practicality can be improved over time, but basic gameplay mechanics and balancing need fixing asap as a priority. The last thing any of us want surely is for the player base to get so diluted that the whole ED project fails, since if that happens I doubt anyone else will try such a thing again. My worry is that the console crowd will be staggeringly skewed towards those who just prefer deathmatch combat; if so, they're probably not going to get the game they're expecting either.

I can understand the appeal for FD of going after the console market. Afterall, they need income to pay wages, server running costs, etc., and the rest of us need them to receive that income or else in the long term the servers will be no more. I just hope the addition of console players doesn't detract from what has already been achieved (despite the present flaws) or push development too far away from adding and improving content & game play.


Also, the jump mechanics bore me, ...

Some aspects of this are certainly tiresome, eg. interdictions from NPCs who make no attempt at proper coms (just some lame 'you will die now' outburst), they just open fire, even though I don't have any cargo, am clean, etc. Also, I don't like the way one's ship often takes far too long to get up to any decent speed, and then as one nears the target it slows down so much way too early that it takes far too long to get there. Why is there no proper manual control of effective speed? I've spent 100+ UKP on a throttle for this game, yet the game mechanic effectively nulls that sense of control so many times, often resulting in pushing the throttle to the max having absolutely no effect whatsoever, while at other times making one go blasting past a target with just a mere touch. It's very inconsistent. After a while it does get annoying constantly having to contend with that hovering-on-the-six-or-seven-second approach business in order not to overshoot, as what ought to be (according to the instruments) an ETA of some seconds ends up turning into more like several minutes. I'm already finding myself not bothering with systems/stations that are more than high hundreds to low thousands of Ls away from the parent star because it just takes too long to get there if one only has an hour or so of real time to play the game.


I am only interested in single player. This game is balanced for MMO players who play the one game for thousands of hours. Not something that interests me.

Same issue for me, but a shame then aswell that some elements which are more relevant to Solo mode are also somewhat broken, eg. NPCs are too irrational (which is at odds with their skill in combat as that seems quite good). I really like the mechanic of the cops helping out if they're near where one is being attacked, that was really cool, but certainly atm there are areas which need improving. Alas, with the vast number of issues being complained about in Open Play mode, I can't see the problems one might highlight with Solo mode being dealt with anytime soon. I can understand that, FD need to get the MP element right, but it's a real shame there are so many issues with MP that it's going to leave the Solo side floundering for a while, especially with the time they'll need to spend on the console versions. Double irony since the longer the MP issues persist, the larger the proportion of players who will be using Solo mode, assuming they still play at all.


Here's a question for the older players who like playing the game in general (as I do): how many times have you pondered recommending ED to a friend and decided not to because of the time it would require them to put in, and you know their work/family life means that would never be viable? I've already ruled out three friends as possible buyers of the game because of this. As above, atm ED is not friendly to the casual gamer or those who can only play for shorter amounts of time (adding Pause to Solo would help some), which as I say ironically means many of the original 1980s players won't be able to join in this journey. Putting aside the issues people have been discussing, I envy the younger players who can spend hours playing ED, as I did when playing the Electron version in 1984 (it ruled my existence for 6 months at one stage, I did pretty much nothing else). At the very least, making the better ships cheaper would reduce the grind factor somewhat, and make it feel like other options were more within realistic reach.

I understand it must be difficult to create a system that permits what feels like balanced and interesting play for both those who put in lots of hours aswell as those who can't, but atm the bias towards the former is squeezing out a fair few original 80s players, and probably a hefty slice of everyone else aswell (not all younger players have lots of time to spare, not if they have gfs/bfs & other pursuits), but at the same time the broken mechanics of things like piracy and bounty hunting is not satisfying those who want to play a lot in Open mode either.

I just hope FD can get it fixed over time, but don't take too long, nobody has infinite patience, especially not in this frantic world of modern gaming where new stuff comes out all the time.

Ian.
 
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Jex =TE=

Banned
I still consider Falcon 4's dynamic campaign to be the crowning achievement of PC gaming. Nothing else has come close in almost 20 years! (well EF2000, TAW, EE:AH/EE:CH tried, and S.T.A.L.K.E.R's original A-life concept was similar but...) The whole ethos of Falcon 4 (build an environmental simulator, then stick a game on top, with no compromise as to whether the player would get a consistent gameplay experience out of it) just wouldn't fly in this day and age. <Sniff!>

Yep, an amazing game and an amazing concept and it's still being played and developed 20 years later. It's a pity more people don't want to spend the time with combat flight sims. The time you invest you get back in heaps and of course it's best played with other people (and the best for learning when you can go fly out with someone and they're helping you in realtime).

Thing is, Falcon is easy peasy once you have the basics of flight under your belt (as in you can take off and land). All the weapon systems are so easily broken down you can be bombing things in 15 minutes. The only really tricky stuff comes with air-air but other people can handle that until a time when your competency level increases.

No other game (against AI) will have you guessing more, checking more, planning more. Flying towards the battle front and seeing distant firefights is just great and when the weather rolls in and you take off near blind till you break through the clouds....
 

Jex =TE=

Banned
Most depressing thread ever.

It seems a big problem for people these days, is imagination. Frontier gave you a sandbox with a few tools and limitations, and all everyone wants is more strictly defined rules, more pretty tools, and more "FUN".... The reality of it is, it's just a box full of sand. Make of it what you will. Use your brain, use the tools they provided you with (with more on the way) and make your own fun. If you CAN'T, this is your own personal problem, NOT FDEV's.

This being said, I am not a white-knight, and personally have my own issues with the game itself, but instead of coming on here and complaining that theres "NOTHING TO DO", as seems to be echoed quite frequently, I just find something else to do, or I stop playing for the day. If you burned yourself out and straight into boredom, again I would say this fault lies with you, not the Devs.


Personally, I have NOT STOPPED playing since release. Took one week off, because of work, and came straight back. I'm also not a grinder, I'll do ANYTHING to keep my life in the stars from feeling like a grind. Seriously, I'm in space, and I can fly around freely, I've been waiting for this lost genre to return to gaming for the last 10 yrs. I'll take my time, thank you... and not pull the stupid grind-thru-to-the-next-biggest-ship-cuz-theres-no-other-progression-in-this-game whine.

Good for you now can you stop insulting everyone with this nonsense argument we don't have enough imagination? We do, that's just it but we're not that stupid that we're going to imagine a game that isn't there. If you like tedious grinding trading mechanics great, so glad it keeps you entertained but most of us want something more captivating thank you.

So go ahead - tell us what "tools" we're all missing on and "what there is to do" please because we keep hearing this drivel and yet when we press for an answer, suddenly people shut up so come on - tell us.
 
Have to admit it's the same here really. I'm mostly solo, and went exploring as soon I could since I played since premium Beta and after a while the game is lacking small, very small narrative things that would bring it to life for me. so indeed I'm now playing a couple of hours here and there waiting for content to be added... though I have the feeling each time I return to civilization that it is all becoming more of a pvp geeky technical game while what I like is the whole messy spacial poetry. 1.2 will only make soloist life's harder so it isn't for me (since the poor communication tools in this game makes it the worse MMORPG I've played since Meridian 59 in terms of getting to meet players ingame : therefore wings are primarily for friends that know each other outside of the game).
I'm just waiting for the whole magnificent sand-box they created to come to life somehow. I suspect that the desire to stick to a 1984 gameplay design at-all-costs in 2015 is a problem (like repetitive trading as the core thing to progress).
Anyway, I'm loyal to this game... it's silly but its like this. I might still log on in 10 years just to see how it progresses like one opens an old favorite book from time to time to read a page or two... speaking of which I haven't read the books Frontier puts out, but I feel the content of these books should be INSIDE the game for it to really become something unique and lively. For now, the game is a Rolce-Royce driven by 15 years old, while old power-gamers like me should basically read the Elite books to get what's missing ingame...?
Anyway. This thread is interesting... thank you OP for starting it.
 
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I used to enjoy trading in the original Elite, because now and again it would reward you for seeking out new routes.

Every now and again you would find a system that would be selling dirt cheap computers (or any other commodity) and you would get very excited, load up the cargo bay and go and make a good profit and feel good about it.

There doesnt seem to be anything like that in ED currently, which makes trading a little too much like real life, sure you can make a profit, but it takes some work and isnt very satisfying. ...

That was a really good post, I was going to say much the same thing in a separate reply. Noticed last week that it seems like no matter which trade item one looks at, the viable best proift is only ever about 10%, which is incredibly silly. In the real world, profits of around 100% are more normal, though I suspect many ordinary consumers would not realise this. It has to be that way in order to cover expenses & other factors (in some cases, especially those trading in used items, profit margins can be well over 1000%). As Riedquat says, ED really ought to have the ability to portray sudden rises in demand and pricing for something, or a supply boom that lowers prices, and hence when word gets out, a subsequent trade rush with people trying to cash in - the resulting flow will automatically even out the supply/demand balance, so there's no need to artificially kill off the low/high spike after a period of time, real players will do that anyway.

Indeed, I have a vague memory of doing a 35t drug run bought at 0.8/t being one of most combined panic/fun-inducing weeks of my gaming youth. :D It shouldn't have to be always about illegal items though, price spikes/dips occur with all types of product, most are perfectly legal. Think I sold the aforementioned dodgy cargo for 102/t or somesuch - there was much whooping and celebration, and a hefty trail of blasted ships.

NOTE: surely the above could be tied in with station announcements, which atm are often rather pointless? For example, if an agricultural world reports excellent weather, then one ought to expect a hefty price drop due to surging supply. Likewise, if a refinery announces a bit deposit find, then mineral/metal prices should sharply dip for that particular system, because they will have lots to get rid of (both examples of a buyer's market). By contrast, a big accident on an industrial world that wipes out resource supplies could mean a huge demand spike for metals or somesuch, making prices for selling much higher until the demand is met.

In other words, why not link trading ebb & flow to newsworthy events, so to create a price dip or spike, instead of it just happening for no apparent reason, it does instead feel connected to the relevant planet or station location. And with thousands of worlds available, there should always be plenty of places that are in the midst of some kind of crisis, skewing their local market's supply/demand balance, presenting opportunities for traders - it just needs to be possible for traders to hear about the news somehow. And wouldn't it be fun to be part of that kind of opportunity gold rush as a trader? Oops, screwup at a storage silo, all grain & meat lost, industrial world needs lots of it right now, paying 10X normal amount! Something like that.

It's ironic that the original game did have this kind of simple occasional price whackyness, reflecting what can happen in real life, yet with the enormous potential offered by the processing power of modern computers and the existence of servers & network play, ED lacks this entirely.

I'm not currently playing as a trader, but what do other traders here think? Opinions? The above was just off the top of my head. Doable? I don't think it would require that much in the way of changes to implement. Might even pull me back to trading as a means of earning cash instead of just system data gathering as I'm doing atm (because it's easier & pays better if one only has a Sidewinder).


... I suspect that the desire to stick to a 1984 gameplay design at-all-costs in 2015 is a problem (like repetitive trading as the core thing to progress). ...

That's the peculiar part though, ED is lacking some of the original game's trading elements, which is bizarre, given it ought to be possible to implement them in a far more interesting and believable manner than one could ever have imagined back in 1984. I say bizarre because I really don't get why issues/ideas like this never came up during all the early development & testing; did nobody ever think of it before?

Also, if the above could be done, surely any sensible pirate would then know that such systems/locations will become prime pickings, and likewise bounty hunters would reason that a world with a demand/supply spike is going to attract pirates, hence that's the place to be to find them. And perhaps it would be possible for traders to freely offer rewards or bonuses to bounty hunters if they help protect them?

I mean, wouldn't it be totally awesome as a trader to rush off to such a place to cash in on the opportunity, be interdicted by a real player pirate because of what you're carrying, and then to have a real player bounter hunter appear & save the day because of the pirates being attracted like moths to a flame? It would automatically create foci that pulls real players into specific areas, hence giving all three sides what they want from this game: fun/risk balance & big potential buy/sell rewards for traders (being 'rescued' by a bounty hunter would be kinda cool), rich pickings and risk/reward for pirates, relevant targets and the sense of helping real traders for bounty hunters, combat for those who want it. And explorers like me can stay back & enjoy the show as a gold rush explodes. :D As with any demand/supply spike, eventually it evens out & fades, then attention moves on to another system where something else is going on. We see this sort of thing in real life all the time, crop damage results in wheat prices shooting up, political conflict forces oil much cheaper, financial splat makes gold spike, etc.

Opinions anyone, or is the above flawed in some manner I haven't thought of? Only had one cuppa tea today, so that's certainly possible...

Ian.
 
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There seem to be two camps when it comes to being satisfied with elite dangerous. Those that are happy with what they have been presented. Who seem to find it unfathomable that more could be asked, and think the other camp is full of whiners. Then there are those that have seen all that the game has to offer, think it has enormous potential, but is yet a hollow shell.
On its face, Elite: Dangerous is an atmospheric flight simulation, in a representation of space. There is a currency based progression path, in which one repeats the same objective over and over to progress. The reward for progression is access to larger and more varied ship models.
The primary method of progression, no matter which path you choose, is heavily repetitive and consists of grinding. Any of these activities in small increments is somewhat enjoyable, but in the context of earning enough credits to progress, they become overly tedious.
Once one progresses enough it is easy to see that the carrot, bigger ships, is only useful to get bigger ships, the path is circular, yet goes nowhere. It goes nowhere because at the end of the ship progression line, one cannot do more in the game world then when one started.
Factions, elite ratings, are empty goals, because they serve simply as milestones, they carry no game weight or reward whatsoever. A decal nobody can see .. a global discount .. to get bigger ships.. by the time you finish up elite, you've made over a billion credits. A discount at that point is beyond meaningless.
The economic model is soulless and unchangeable, much like the world. It is all an illusion where the player can only look at the universe, not take part in it.
I want to be a more significant part of the world. I want multiple progression paths, with more depth then .. you get elite status because damn son, you can grind. I want something to do with my credits that isn’t .. buy a bigger ship. And when I do buy that big ship, I want it to be more effective than the viper I started with.
The game has a great potential, but that’s all it has at the moment. That is why I don't play anymore.
just found this and agree - specially the 2nd half^^

..maybe if FDev made obtaining Elite status a little harder than a slogg for credits and kills 24/7 then it could be a little more interesting

like:
helping other players / charity missions
joining/starting campaigns and making them succeed against AI
finding x number of earthlike planets
double agent missions
not killing noobs (<10) in the process of attaining Elite
etc
etc
anything harder, stragegic and more involved than playing the game for x number of hours
 
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Not really played in a few weeks, but that simply down to time and trying to catch up on other games, rather than anything particulary wrong with ED.

Elite is always the sort of game that you put down for a few months and then come back to.

Hell I still play RCT3 ten years after it came out .. ED will be no different and there is a lot more to look forward to in the near future anyway.
 
To be honest I find myself playing less and less - which is strange because when I started playing beta I was a absolute screaming fanboi.
I still enjoy the combat A LOT but since I`m not a trader, I cant really even set myself a goal like getting the Imperial Clipper - no time to grind with my non trade play style for one. Dont get me wrong, I truly love by upgraded Cobra, but looks like with current game mechanics and ship pricess its my end game ship. Make your way through the galaxy - with my way I can't go beyond Cobra. But I accepted that.
What bothers me more - when I backed Elite and started playing I was excited about the SP off-line the most. MP was only a fun addition for me. Now game is pretty much MP focused - we have balancing, nerfing and all that wierd stuff from other mmos (yet Elite does not fell like a mmo).
As mentioned many times npc`s are soulless text signs on your screen, missions are very generic and repetitive. Apart from very fun flight model and combat, there is no much to keep me playing at the moment.
1.2 Wings - great, but I`m a lone wolf. I`m happy that MP commanders will get a great tool to fly together, but that's not very exciting update for me.
So yea - I pretty much stopped playing regularly week after the disappointing release.
I still have high hopes for the game, and I`m patience person so I`m sure SP focused commanders will get some content one day.
also - I`m not lacking imagination to put some immersion when I`m playing. But sometimes imagination is not enough.
Anyway - still big thanks to FD team for creating this solid foundation for a great
space game.
 
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I had great fun the day after beta 1.2 downloaded, i played with friends and we did most stuff together, USS, conflict zones, worked out how to use all the wings features, it was great.
i went online to play the next day, and we all found ourselves wondering what to do tonight, it ended up our wing leaving one by one, and then me as well.
The problem is that wings is great, but the game still lacks any depth to enjoy it for long, as always in ED, as soon as the novelty of a new patch wears off, i get bored again.
i find i have really only played this game for a few hours at a time, over a few days at a time, then stop for a week or more again. The game is still too shallow, and nothing to feel like you care about in the game world.
I have recently gone back to playing another game, now this one i can build my own section of space, build stations, supply the stuff needed or watch NPC ships bring it and unload it, i have to check my stations are working and not stopped from a missing commodity, i have ships working for me, my stations have managers with ships working for them.
There is a lot of depth in this game, i can switch on in the morning and play all day, it hooks me in, i care about my piece of space, my economy, my income, my ships. (i can watch them travel and trade in the galaxy map).
My point is, that this game makes me feel invested, and i care about my assets, there are video coms from my captain's and crew, logbook to keep me updated with everything i or my assets have been and done, if i choose to go help them and fight i can, i sometimes have to capture ships and sell them just to get the money i need to finish a station, Elite dangerous does not have anything close to this yet, it is just prettier.
 
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I log in every day to trade some millions in my Clipper.

Waiting for the next update and preparing my bank account for losses due to new features and bugs.
 

Jex =TE=

Banned
Little the game costs and fantastic value for money? Based on... what. You're going to have to draw some comparisons to other games, genre specific or not, that offer less gameplay for more money.

Errr the game cost more than any other game I ever bought so dunno where this rubbish is coming from ;)
 
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