If someone from Fdev streams themselves unlocking all the Guardian tech. I will eat my eye patch.

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Here's a fact to chew on - "someone* from FDev" who plays Elite Dangerous on PS4 only has 30% of the PS4 trophies. I have 72% of the trophies, and I don't even care about trophies (meaning if I get one, it just happens by playing the game). This person just earned the "complete 50 missions" trophy this year (2018).

* I can't say who due to name and shame rules, but it's a 'significant' someone.
 
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They have enough money to pay for a whole proper design team (and letting go of some that aren't up to scratch...?). We are merely showing that we mean it when saying we'd pay for someone at FDev to do the grind but we don't want them to get any more money for it. Instead, we'll donate the money to a good cause.

Well, I hope so, because it seems they need a proper design team.
I can see some logic and a lot of scientific thoughts and ideas in the gameplay that FDEV implements, but a lot of it lacks a common component: fun.

Does anybody at FDEV even consider if the stuff they just released is actually fun for the player?

10/10 for the basic concept, 0/10 for the implementation.
Not only does the repetition suck all the fun out of the guardian structure gameplay, they are also terrible to navigate in a SRV.
 
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Jex =TE=

Banned
I noticed, the other day, that honking no longer works during assassination missions and was directed to a bug report thread.

In that thread, somebody from QA confirmed that you have to scan the nav beacon rather than honking to locate your target.
To which, somebody pointed out that the mission-briefing specifically SAYS you can use a disco-scanner to locate your target.

QA operative re-appears to clarify that he meant that honking with a disco-scanner only works at a reduced range.
To which, somebody had to ask for clarification since the range of the ADS is supposed to be infinite.

Not really fussed how this turns out but the main point is that there would have been no confusion at all if the person from QA was at all familiar with the game.

Also, I doubt they're familiar with QA either, given that Quality Assurance is absolutely nothing to do with dealing with faulty products, but I digress.

The above is simply unprofessional in just about every way it could be.
 
Here's a fact to chew on - "someone* from FDev" who plays Elite Dangerous on PS4 only has 30% of the PS4 trophies. I have 72% of the trophies, and I don't even care about trophies (meaning if I get one, it just happens by playing the game). This person just earned the "complete 50 missions" trophy this year (2018).

* I can't say who due to name and shame rules, but it's a 'significant' someone.

Could be playing on another platform or could just as well have their fill with having to play the game at the job.
 
Could be playing on another platform or could just as well have their fill with having to play the game at the job.

There's evidence to the contrary of that, but I can't say much more without giving away who it is. I'm convinced this person (or anyone at FDev for that matter) doesn't play the game enough to understand it from a player's perspective, which is what the OP is all about.
 
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They are yet to add any good gameplay so I’m not sure where your confidence in them comes from.

I wouldn’t go THAT far. Frontier have developed some mechanics of the game pretty good, but yes they’ve developed a lot of crap mechanics too.

My own personal hit or miss of game mechanics in Elite:

  • + SRV Wave Scanner: Good job here, one of my favorite mechanics in the game honestly.
  • + Surface Salvage Mission Search Reticle: I love this mechanic, how the search reticle bounces around allowing the player to zero in on what they are after. I wish this was used more often in the game, ESPECIALLY for searching surface map heat zones on planets for things like geysers and organics.
  • + Flight Model: Frontier knocked it out of the park when they developed this, super well done.
  • + Neutron Jumps: One of my favorite mechanics added since 1.0, they greatly help to make traveling through space interesting and fun. Of course, these were originally a bug by Frontier and they wanted to fix it, but thankfully the community uproar and crusade convinced them to keep it in. Disturbing that Frontier completely missed the potential they had gifted into their lap…
  • + Passengers: Fun feature, could have been more with some passenger morale mechanics, but overall this was done pretty well.
  • + Mining: I think mining sits in a good place mechanics wise right now. My biggest beef is that ice mining is so terribly unprofitable, other than that I like how it is currently.
  • ~ Trading: Works well enough, the new 3.0 tools are very nice, but trading missions are lackluster. The new depot mechanic should have been a huge boon to trading but Frontier did not think beyond their nose and a huge opportunity was missed. Plus super fun smuggling missions from the past can no longer be found. Trading should be in a much better state than it is.
  • ~ Engineers: Good concept with the 3.0 revision, unfortunately it’s dragged down by the time consuming grade grind Sandro added. They got it close to good but shot their own foot (on purpose too) IMHO.
  • ~ Material Traders: Great idea, but they made the trade up rations far too punishing, so much as to almost make it untenable. Again the insistence on grind walls sours a good idea.
  • ~ Ship Launched Fighters: As a combat feature this is designed well, but like usual Frontier completely forgot about the non-combat players. Mining SLF’s? Exploration SLF’s?
  • - USS Mechanics: Far too passive and random, no player agency AT ALL. A better way of doing this would be to utilize the scanner honk to ping several signal sources within a set radius, allowing the pilot to identify and choose from those found. Slowly supercruising around just waiting for the RNG Gods to bless you with a USS is not fun and totally un-engaging.
  • - Power Play: A very neat idea horribly executed. Far too grindy and completely unplayable for anyone other than the hardcore.
  • - Multicrew: Sounded good in the preview, but the live version was less than half of what it was supposed to be. Pure combat feature. Wasted potential, wasted dev time, forever doomed to be barely used by anyone.
  • - Tech Brokers: Terrible grind wall, the unlock requirements are completely unreasonable and not fun. Could have been easily designed far better, some dev fell asleep at the wheel on this one.
  • - Wing Missions: Great idea, again badly executed. Should have been “shareable missions” instead, completely replacing their normal counterpart missions, with rewards that are split among the wing members or given in full to a solo player making the effort. Now mission board dilution is at an all time high and we have players ignoring wing missions which pay worse than normal ones. Could have been a fantastic improvement to the game, but once again Frontier’s vision was super narrow and they did not think beyond their own limited concept.
  • - Thargoids: Excellent art and sound all around, but the gameplay and execution of the “war” has been less than satisfying for a number of reasons. Too any CG’s to unlock things, not enough in game news or NPC reactions to make it feel like a danger, not enough player interactions to include anyone other than those who go out to specifically find Thargoids, and even then it’s difficult to find them.
  • - Exploration: Super basic mechanics for exploration, for four years now they have barely changed at all. With a life size Milky Way in the game this is a travesty. Huge potential wasted for such a long timeframe.

Frontier has developed some good mechanics over the years for Elite, although after listing them all I realize that the ones I like are rather minor while the ones I dislike are pretty major. And one was fully a mistake that they almost “fixed”, LOL.

I don’t think my defense of Frontier went so well here…
 
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Jex =TE=

Banned
Here's a fact to chew on - "someone* from FDev" who plays Elite Dangerous on PS4 only has 30% of the PS4 trophies. I have 72% of the trophies, and I don't even care about trophies (meaning if I get one, it just happens by playing the game). This person just earned the "complete 50 missions" trophy this year (2018).

* I can't say who due to name and shame rules, but it's a 'significant' someone.

Well they're Taking their timeTM and Blazing their own trailTM whilst Using their imaginationTM

;)
 
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...
Not only does the repetition suck all the fun out of the guardian structure gameplay, they are also terrible to navigate in a SRV.

Ah well, they were going to be navigable by space legs*, but they weren't ready, so rather than redo the bases for the larger SRV footprint, they just thought '... it, that'll do, make 'em do it 22 times too, for the lols!'

*Ooh, topical!
 
Well I for one would pay good money to see sandro streaming this grind slog to unlock all the guardian whatsits in one sitting. Wonder do they intend us to relog hence legitimising boardhopping/relogging which as @I understood it was something that is frowned upon. Or do they actually intend us to go and find 40+ of these danged things to land at and zoom around. I'll tell you one thing though, if thargoid narrative was in our hands and we ended up at war with them for nicking their meta alloys, we are really screwed if guardians show up given the hundreds of sentiels every commander who has unlocked guardian tech has been forced to kill.

I actually tried to play it legit by sterilising the site of sentinesl and scanning the datapoint, then doing another lap of the energy pylons to get the next data file, but there was nothing from the guardian data terminal so to get anywhere I had to relog or go to supercruise glide and reland again. Given what a PITA it is to find a landing spot in these mountains that last option seemed like one PITA too far.
 
Never ever play "current content" until the next 1-3 "content" patches have been implemented. If you wait until they have had the time to implement the community feedback all of a sudden their content designed for 0.001% of the players turns into playable stuff maybe even worth your time.

If you would have waited you would have:
- an easier time to buy your big ship
- an more lucrative time doing your first long exploration trips
- an easier time with your engineers and ship modifications
- a way more pleasant time to get into the thargoid content

and of course if you touch guardian content in a few months it will be nice smooth and mall makes sense.


Elite rule #1: "The early bird gets plucked!"
 
I wouldn’t go THAT far. Frontier have developed some mechanics of the game pretty good, but yes they’ve developed a lot of crap mechanics too.

My own personal hit or miss of game mechanics in Elite:

  • + SRV Wave Scanner: Good job here, one of my favorite mechanics in the game honestly.
  • + Surface Salvage Mission Search Reticle: I love this mechanic, how the search reticle bounces around allowing the player to zero in on what they are after. I wish this was used more often in the game, ESPECIALLY for searching surface map heat zones on planets for things like geysers and organics.
  • + Flight Model: Frontier knocked it out of the park when they developed this, super well done.

(...)

I don’t think my defense of Frontier went so well here…

Too bad this is lost in midst of a thread. Should be in a summarized feedback section or so.
 

Jex =TE=

Banned
Where, it would be ignored by Frontier.

They do have a summmarized feedback forum though, don't they? Which they ignore so I've heard.

Also, what kind of game company ISN'T reading their own forums? Ones that have zero interests in what their players are saying, that's who.
 
I wouldn’t go THAT far. Frontier have developed some mechanics of the game pretty good, but yes they’ve developed a lot of crap mechanics too.

My own personal hit or miss of game mechanics in Elite:

  • + SRV Wave Scanner: Good job here, one of my favorite mechanics in the game honestly.
  • + Surface Salvage Mission Search Reticle: I love this mechanic, how the search reticle bounces around allowing the player to zero in on what they are after. I wish this was used more often in the game, ESPECIALLY for searching surface map heat zones on planets for things like geysers and organics.
  • + Flight Model: Frontier knocked it out of the park when they developed this, super well done.
  • + Neutron Jumps: One of my favorite mechanics added since 1.0, they greatly help to make traveling through space interesting and fun. Of course, these were originally a bug by Frontier and they wanted to fix it, but thankfully the community uproar and crusade convinced them to keep it in. Disturbing that Frontier completely missed the potential they had gifted into their lap…
  • + Passengers: Fun feature, could have been more with some passenger morale mechanics, but overall this was done pretty well.
  • + Mining: I think mining sits in a good place mechanics wise right now. My biggest beef is that ice mining is so terribly unprofitable, other than that I like how it is currently.
  • ~ Trading: Works well enough, the new 3.0 tools are very nice, but trading missions are lackluster. The new depot mechanic should have been a huge boon to trading but Frontier did not think beyond their nose and a huge opportunity was missed. Plus super fun smuggling missions from the past can no longer be found. Trading should be in a much better state than it is.
  • ~ Engineers: Good concept with the 3.0 revision, unfortunately it’s dragged down by the time consuming grade grind Sandro added. They got it close to good but shot their own foot (on purpose too) IMHO.
  • ~ Material Traders: Great idea, but they made the trade up rations far too punishing, so much as to almost make it untenable. Again the insistence on grind walls sours a good idea.
  • ~ Ship Launched Fighters: As a combat feature this is designed well, but like usual Frontier completely forgot about the non-combat players. Mining SLF’s? Exploration SLF’s?
  • - USS Mechanics: Far too passive and random, no player agency AT ALL. A better way of doing this would be to utilize the scanner honk to ping several signal sources within a set radius, allowing the pilot to identify and choose from those found. Slowly supercruising around just waiting for the RNG Gods to bless you with a USS is not fun and totally un-engaging.
  • - Power Play: A very neat idea horribly executed. Far too grindy and completely unplayable for anyone other than the hardcore.
  • - Multicrew: Sounded good in the preview, but the live version was less than half of what it was supposed to be. Pure combat feature. Wasted potential, wasted dev time, forever doomed to be barely used by anyone.
  • - Tech Brokers: Terrible grind wall, the unlock requirements are completely unreasonable and not fun. Could have been easily designed far better, some dev fell asleep at the wheel on this one.
  • - Wing Missions: Great idea, again badly executed. Should have been “shareable missions” instead, completely replacing their normal counterpart missions, with rewards that are split among the wing members or given in full to a solo player making the effort. Now mission board dilution is at an all time high and we have players ignoring wing missions which pay worse than normal ones. Could have been a fantastic improvement to the game, but once again Frontier’s vision was super narrow and they did not think beyond their own limited concept.
  • - Thargoids: Excellent art and sound all around, but the gameplay and execution of the “war” has been less than satisfying for a number of reasons. Too any CG’s to unlock things, not enough in game news or NPC reactions to make it feel like a danger, not enough player interactions to include anyone other than those who go out to specifically find Thargoids, and even then it’s difficult to find them.
  • - Exploration: Super basic mechanics for exploration, for four years now they have barely changed at all. With a life size Milky Way in the game this is a travesty. Huge potential wasted for such a long timeframe.

Frontier has developed some good mechanics over the years for Elite, although after listing them all I realize that the ones I like are rather minor while the ones I dislike are pretty major. And one was fully a mistake that they almost “fixed”, LOL.

I don’t think my defense of Frontier went so well here…

Agree with this list!

I think they need to reduce the cost of turrets slightly, especially to make multicrew more of a thing - but most of all, I think they should BUFF the damage of all turrets so they are the same as Gimballed weapons.

On the surface, that sounds OP - but it really isn't because:

a) The turret tracking is incredibly slow, especially when you are really close to a target ship or because you end up rolling and manuevering everywhere, so the turrets don't have time to adjust.

b) Chaff is underused and it confused both Gimbals and Turrets.

Considering turrets, as they are now:

1) 1/3 of the damage of Fixed weapons
2) 2/3 of the damage of Gimballed weapons.
3) cost 3x as much as Fixed
4) cost 4x as much as Gimballed
5) No HUGE turrets.

Turrets SUCK in this game - SO BAD - if they were at least the same damage as Gimbals to account for their OVERINFLATED price tag, it would mean multicrew would be way more of a thing.

They have slow tracking and they are super expensive and aren't immune to chaff.

Just such bad implimentation and mechanics.
 
Someone could always submit some suggestions here : "Design A Holo-Screen Advert" to get FD's attention... ;)

MMX7U7m.jpg


Please excuse the low-energy design work.

<Edit>

I should clarify. I mean please excuse my low-energy design work.
 
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