I'm done

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Absolutely serious. What is the point of developing stuff the players do not want? Marketting 101.
Who do you listen to then?
Everyone? Because then you'll have a horrible mess of a game that spends half it's time breaking because all the features conflict.
Or only some of the players? If only some of the players, then which ones do you listen to and why?

Listening to your customers can be very beneficial. Giving your customers everything they want.. that's product suicide.
Developers develop what they want their game to be. Some players will like it. Some players will hate it. You can't please everyone.

You mean stuff like this ?

https://www.youtube.com/watch?v=VE8B4KptyVI


Oh wait that's the opposite actually.

That's a trailer. If you're gullible enough to think that was representative of the actual in-game experience.. that's your own lookout.
I'd be more inclined to compare No Man's Sky E3 Demo against release as being "opposite."
 
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Hello all.

First off, I'd like to apologize for my tirade. I realize <ahem> posting doesn't solve anything.

I like the discussion going on, I see some interesting points being made on both sides of the debate.

I honestly didn't realize you could throttle down in middle of a jump. Given that you can't really do anything mid-jump, it's not exactly obvious that you can change throttle settings.

I see a lot of points people are making, such as about mission timers and autopilot. Honestly, I saw these points coming. My original thread went into greater detail and adressed many issues people have with what I saw directly.

Later on tonight I'll rewrite the in-depth critique and close this thread if possible, ending it with a link to that new one. I'd like to carry on the conversation over there instead, so that I don't have to explain my reasoning piecemeal.

I had some pretty in-depth ideas about stuff like how the autopilot system could work, so as to reduce strain on long flights without taking over so much as to render a player pointless, or how to go about adding a route making system for passenger liners. I'd like people to consider the merits of specific details and whether they'd make the game better or worse, rather than only just whether or not they're necessary to begin with in the current meta.

Hey Hat Man,

Sorry to hear that your feedback was lost due to forum nastiness. Unfortunately the software is what it is, and while Brett has made as many improvements to it as possible, there is a limit to how far we can make it better. Hopefully we'll have some more substantial that'll help with that in future :)

A break isn't such a bad idea, honestly. In fact, I think breaks can be a positive thing as it lets you recharge, do something else that you've been wanting to do, and offers you variety. We hope for people to enjoy themselves in the game... when that stops being the case, you have do what's best for you; a break, a change of in-game activity, a different game, a different hobby, time with family/friends, or anything... your enjoyment should be your priority in the hobbies you have. Don't worry, you can return at any point and pick up where you left off. No problem!

I hope that you will rewrite your feedback because I'm interested to see it, and I've been making sure these get in front of the designers' eyes while they're considering what kind of core improvements are needed. In fact, if you would like to send it onto me directly as well as posting it on the forums then feel free to send a PM.
 
OP , my reactions to your particular issues. It doesn't seem like passenger missions allow the player to set up and run their own liner business yet. The charter service is actually still the middle guy in the passenger lounge giving out the destinations. I think the player's ship is still a hired ferry in this case. A concern if players were allowed to set destinations would be some could just set the same destination over and over similar to the 20 stack expolit of data scanning missions still possible at Quince for example. So we're pretty much like taxis waiting outside the airport for potential clients departing to their particular destinations at the moment.

The failed-rebuy loss. Yes, it seems many players new to the rebuy fail often ignore the "rule" initially and chance it until it happens and then it fully registers for the first time. For myself, I ignored the rule when I first got my clipper. Then I got blown up at a base for bumping into a skimmer in a blind spot and didn't make the rebuy. Took me about two weeks at that stage to make it back. Well ED isn't and probably shouldn't be a two week game where too many can use the exploits and make it to anaconda in that time. (see the recent "warning to all thread" where the guy got bored and lost motivation to do anything else with the game after making billions in a short time using the Quince/Sothis stacking exploits). Yes, maybe the game could have other gameplay goals other than credits and ships somehow someday. You can still do passenger missions in a python until you make enough for several rebuys in the beluga.

In sum, the "grindiness" and the issues mentioned aren't that serious gamebreakers to much of the player base. It sounds like the crux of the matter is failing the rebuy and having to start over on the account. Perhaps support could give you a break. Maybe everyone should get one chance of restoring from the "ignore the rebuy rule" mistake for the first time, lol.
 
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Hey Hat Man,

Sorry to hear that your feedback was lost due to forum nastiness. Unfortunately the software is what it is, and while Brett has made as many improvements to it as possible, there is a limit to how far we can make it better. Hopefully we'll have some more substantial that'll help with that in future :)

Turn off auto-log out? :p
 
I'm done... I'm beyond done.

I just spent 4 hours writing a very in depth critique of this game, and thoughts on how it could be improved. I wanted to address the game devs directly with constructive feedback. This was sparked by one of the most frustrating experiences I've ever had in my 15 years of gaming, that effectively made 109 hours of progress WORTHLESS.

... I hit "preview post"... And the page reloaded telling me I was logged out for inactivity... Logged back in, and hit "restore save" to find 90% of it gone (even though it had been "autosaving" up till the very end)...

I'm done... Even the damn forum page has wasted my time and energy. I might try to rewrite that critique, but not when it's 4 in the g morning. And I might return to this game in a few years time... Hopefully by then, it won't be so headache inducing...

I know anybody who is reading this is probably like "who in his cereal", but I also know a lot of you have your own complaints about the game... Why should I bother even explaining myself when others already have.

Alright fine, I'll sum it up

Passenger missions are a joke and don't reflect how ACTUAL passenger economies work. (Who the charters an entire cruise liner, and buys several cabins per person?) They make the Beluga, one of the coolest additions to the game utterly pointless. No, you don't charter this SHIP to go look at your 3 tourist beacons, I should pick the route, LIKE A REAL CRUISE LINER WOULD.

This game has one of the slowest grinds I have ever seen

Said grind was so frustratingly slow that I took unnecessary risks to get a ship I wanted (Beluga)... Which I promptly lost over a ship scan, and couldn't afford the rebuy costs for (Yes yes yes, shut up, I get it, don't buy it if you can't afford insurance, well you know what, tell that to the extra 30+ hours of more grinding it would've required me to get some decent overhead)

Mission timers are. I preclude myself from accepting certain missions because I know real life will keep me from ever completing them before the timer is up.

Basic navigation is boring and requires too much input. This is a game you multitask to on long trips. Give us a damn autopilot already, I couldn't care less about the hundreds of jumps needed to go to the core. FURTHERMORE, quit throwing us out of a jump pointed right at the primary at full throttle. Even when I'm paying attention, I nearly crash at every brown dwarf. What, are you TRYING to troll people who are distracted?

I've got a lot more to say than that, but there's no point if the forum's just going to erase it. And I know I'm probably going to get a lot of hate for saying this crap, but honestly, I'm so steamed right now, I'm actually biting my tongue, because being rude to the game developers or the player base won't solve anything.

Commander, commander. What you need is a refreshing cocktail. My suggestion would be my famous "Spritzy Cape Cod" (1/4 Cranberry Juice, 1/4 Soda Water, 2/4 Chilled Vodka, all of it over ice in a chilled glass). When you make your drink, sit back and relax while having a cigarette.

cape-cod(85).jpg
Relax Ingredient #1​

giphy.gif

Relax Ingredient #2

I can appreciate your concerns and general frustration. Regarding frustration, Vonnegut said "Laughter and tears are both responses to frustration and exhaustion. I myself prefer to laugh, since there is less cleaning up to do afterward".

I believe this is one of those moments where you need to laugh. Afterwards, you can re-evaluate the situation.

In the huge market of gaming, the majority of the games go on the foundation to level up quickly, complete the missions hard and fast, and yell "Hooray" when you get to Third Base (well, maybe not the last one). Yet, through all the FPS, CoD (with and without zombies), and BF1234567, once in a great while, a simulator squeezes through (Farming Simulator, The Golf Club, Euro Fishing, FSX, etc). I believe that sometimes individuals go into these types of simulators with a FPS attitude, and because of such, become frustrated and/or bored.

Perhaps Elite Dangerous seems to be "the slowest grinds" that you have experienced because your attitude is still in FPS mode (that's not a bad thing, just a possibility). Much of your critique seems to stem from a time issue, that is takes so much time to 'get this', or to 'achieve that', or to 'get here'. I believe that anyone who decides to join the world of Elite Dangerous should do so with the complete understanding that this is not a "game", that it is a simulator, that there is really no leveling up or short cuts to achievements. Elite Dangerous is a time commitment, that through the grindfest, you will achieve your goals (isn't that how day-to-day life is). Yes, it may have taken you another "30+ hours" to get the insurance rebuy for your Beluga, but if that was the case, so be it. You can't change it. All you can do is set your sights on the goal and achieve it.

At the risk of digressing for a moment, I did have a chuckle at your Beluga being lost after a ship scan and not being able to afford the rebuy. Remember what Vonnegut said?

Oh, and as far as coming out of a hyperjump next to a star, well, that is probably how it would be done in reality, since each system's center is it's star(s), therefore, that's how Elite Dangerous does it.

Listen, I will not tell you that Elite Dangerous doesn't have any shortcomings, or doesn't have areas that need improvement. But quite frankly, each and every game/simulator on the market today (and yesterday) have lots of problem areas, whether they are best sellers, or they are independents. If you decide never to come back to Elite Dangerous, I can respect that. I may not agree with it, but I would respect it.

I don't think you deserve any sort of "hate" for expressing your opinions, because addressing your concerns allows us of Elite Dangerous commanders to discuss the issues between each other. Debate is always what makes it all worth it. I certainly don't "hate" you for expressing yourself. I still would buy you a beer (I might tell you to shut the #%@& up, but I still have some beers and laughs with you).

And one more point regarding 'Site Inactivity'. Here is a tip. To prevent being logged out for inactivity, write your statement/critique/OP on MS Word. Do all your spell checks and editing on MS Word, and then copy/paste your writing to the post. Your 'Site Inactivity' fiasco will be avoid forevermore.

Anyhoo....

Once you have your cocktail and cigarette, decide whether or not you will once again assume your seat as Commander in Elite Dangerous. If you do decide to come back, that's great. Just remember not to be in any rush. Set the goals and achieve them

If you do decide not to come back, I'm sorry to hear that, but so be it.

I'll still have a beer with you.
 
(OP's post edited to only show the three points I'm going to address)

Passenger missions are a joke and don't reflect how ACTUAL passenger economies work. (Who the charters an entire cruise liner, and buys several cabins per person?) They make the Beluga, one of the coolest additions to the game utterly pointless. No, you don't charter this SHIP to go look at your 3 tourist beacons, I should pick the route, LIKE A REAL CRUISE LINER WOULD.

Mission timers are. I preclude myself from accepting certain missions because I know real life will keep me from ever completing them before the timer is up.

Basic navigation is boring and requires too much input. This is a game you multitask to on long trips. Give us a damn autopilot already, I couldn't care less about the hundreds of jumps needed to go to the core. FURTHERMORE, quit throwing us out of a jump pointed right at the primary at full throttle. Even when I'm paying attention, I nearly crash at every brown dwarf. What, are you TRYING to troll people who are distracted?

Passenger Mission System
I have to admit that I, too, was disappointed with how passenger missions are implemented. There should be a lot more "natural routes" between systems where you could load up all your cabins and move the people from point A to point B. A good chunk of this system shouldn't even be mission based, but more like the commodity market. Here are the # of passengers of X,Y,Z classes and the destinations they want to book a ticket for. This is somewhat reflected by the Transport type mission (e.g. 22 refugees want to go to blank), but those missions are almost always in the minority everywhere I go. The vast majority are the charters for either in Bubble sightseeing or the long distance round trips.

To be fair, I do actually love the charter mission "Sightseeing Tours" that are in the bubble. And once 2.4 goes live, and we can plot courses 20k (or is 22k?) lys at once (instead of 1000 ly limit), I may start taking some of these long distance trips. However, since there is nothing close to Airline travel (e.g. tons of people booking for various destinations) in this game, I long ago gave up any thought of a Beluga. Heck, I had my Anaconda prepped for the 2.2 drop, full of a wide range of cabins, thinking I would be picking up lots of people and ferrying them around. Now, I only use my Orca (and occasionally Dolphin) and only for the sightseeing stuff.

One other problem with this system, which you didn't touch on, is that there is a HUGE reputation lock on the vast majority of missions. You rarely have a good pick until you're at least friendly, if not complete allied with each faction. This makes moving from one station to another for missions a real pain. It's nowhere near this bad for standard missions.

Mission Timers
This is probably my biggest problem with the game. Yes, I know it's an online game and the mission timers have to be in real time for (insert legitimate Dev reason(s) here). However, it is a pain in the but. Passenger missions (barring long distance) only make this worse, as their timers are even shorter. If you want to make any progress in the game, you have to be ready to put in large chunks of times, not lots of little chunks over a period.

The ones that really drive me up a wall the most are the Assassination missions. It might say you have 24 hours to turn the mission in, but you really have to get it done between that small window listed in the description. Miss that by too much and mission failed. I also had one fail once where I took the guy out in time, but then logged for a couple of hours (lunch, errands) and came back to a "Mission failed" even though there was still 16+ hours left to turn it in. I'm sure this was a bug, but it was still annoying. These missions are the #1 reason my intended amount of play time often goes over by an hour or more - too many variables (how quickly will target spawn, will you be forced to go to an additional system to meet someone who will then tell you go back where you came from to find the guy, etc.).

And yet, I still enjoy the game enough - and find the high payouts tempting enough (even though I don't really need credits at this point) - that I keep doing it.

Navigation - Coming out of jumps at full speed toward the star
Yeah, this can be annoying if you want to step away for a second. But it is the way the game is designed, so I wouldn't expect it to change.
You can mitigate this with VoiceAttack and macros (or some other system). Many of the HCS voicepacks, which can read the log files the game generates, have commands to deal with this. If I order a system jump or explorer jump, it will engage the drive, jump me to my destination, and then hit the "stop engines" button to reduce your super cruise speed to the slowest allowed (30 km/s?). If you ordered an Explorer jump, it will also do a discovery scan for you as well.

So there are ways to deal with the issue, but don't expect the devs to change much. They've said several times they are very against autopilot - as, it seems, is most of the player base. More importantly, considering the on again, off again problems with the docking computer, I would never want to trust my ship to autopilot/navigation system.

So in summation, I would hope they would ADD (not replace the current system) a commodity style system for passengers who just want to go various places. I would hope that they would make mission timers LONGER since players have lives and the clock doesn't stop ticking when you log out. And you can mitigate some of your navigation woes by using third party programs.
 
Different strokes for different folks.

Maybe Fdev need to create a short game with rewards for the more impatient players to enjoy(a 150 hours worth of play trajectory which rewards with more immediate payoffs and keeps you hooked) and a long game that is there for the more epic player that needs a sense of achievment which is earned over years of work.

Grind vs Instant gratification. like climbing a mountain that has a steep slope and a shallow slope.

Although id bet the short game players will moan that they want the long game rewards because they paid for the game and are entitled.

Or just play another game.
 
That's a thing? Serious question as I've never been auto logged out of this forum.
We can't do it from our user settings, but I'm sure one of this forum's security options would be to turn auto-logout on/off.

I have been auto-logged once, when I was in the editor and after spending a lot of time writing something - similar to op's experience.
 
Why did you feel the need to grind? YOu have a Beluga, and I have been playing years longer than you and you already have double my assets (or more than thrice if you've managed to buy it twice). And then you complain about how much effort it took you to get a Beluga?
 
FWIW, I do have some sympathy with the OP's criticisms of passenger missions.

Outfits like Qantas and BA don't make a living by using their 747s to shuttle individuals to request-stops.
Same thing should be the case in ED.

As well as cabins, there could be "coach seat" modules which might have a similar capacity in passengers as cargo rack has in tonnes.
So, for example, a C6 Coach Seat module would take 64 passengers, a C5 module would take 32 passengers etc.

That way you could, for example, fit your Beluga with seats for, say, 200-odd coach passengers as well as a couple of cabins for VIPS.

In addition to the regular passenger missions there would be "commuter" missions which continually require coach passengers to be ferried along established routes.
So, you'd be able to take on a group of 30 coach passengers all wishing to travel from, say, Sol to Cubeo, and then another group of 40, and then a group of 50, pack 'em all in and then make your journey.

Main thing is, cargo missions don't "fill" any cargo rack they use.
If you have a single 32t cargo rack you can take on a mission to deliver 5t of stuff, another to deliver 10t of stuff, another to deliver 8t of stuff, another to deliver 6t of stuff and they will ALL go into the same 32t cargo rack.
Currently, passenger missions DO always "fill" any cabin used.
You might have a 12 person cabin, put two people in it and it's then "full".

If they introduced "coach class" passenger missions they could work more like cargo missions, where you'd be able to completely fill all the available space and it'd create a better representation of how mass-transit systems work.
 
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Commander, commander. What you need is a refreshing cocktail. My suggestion would be my famous "Spritzy Cape Cod" (1/4 Cranberry Juice, 1/4 Soda Water, 2/4 Chilled Vodka, all of it over ice in a chilled glass). When you make your drink, sit back and relax while having a cigarette.

Relax Ingredient #1​



I can appreciate your concerns and general frustration. Regarding frustration, Vonnegut said "Laughter and tears are both responses to frustration and exhaustion. I myself prefer to laugh, since there is less cleaning up to do afterward".

I believe this is one of those moments where you need to laugh. Afterwards, you can re-evaluate the situation.

In the huge market of gaming, the majority of the games go on the foundation to level up quickly, complete the missions hard and fast, and yell "Hooray" when you get to Third Base (well, maybe not the last one). Yet, through all the FPS, CoD (with and without zombies), and BF1234567, once in a great while, a simulator squeezes through (Farming Simulator, The Golf Club, Euro Fishing, FSX, etc). I believe that sometimes individuals go into these types of simulators with a FPS attitude, and because of such, become frustrated and/or bored.

Perhaps Elite Dangerous seems to be "the slowest grinds" that you have experienced because your attitude is still in FPS mode (that's not a bad thing, just a possibility). Much of your critique seems to stem from a time issue, that is takes so much time to 'get this', or to 'achieve that', or to 'get here'. I believe that anyone who decides to join the world of Elite Dangerous should do so with the complete understanding that this is not a "game", that it is a simulator, that there is really no leveling up or short cuts to achievements. Elite Dangerous is a time commitment, that through the grindfest, you will achieve your goals (isn't that how day-to-day life is). Yes, it may have taken you another "30+ hours" to get the insurance rebuy for your Beluga, but if that was the case, so be it. You can't change it. All you can do is set your sights on the goal and achieve it.

At the risk of digressing for a moment, I did have a chuckle at your Beluga being lost after a ship scan and not being able to afford the rebuy. Remember what Vonnegut said?

Oh, and as far as coming out of a hyperjump next to a star, well, that is probably how it would be done in reality, since each system's center is it's star(s), therefore, that's how Elite Dangerous does it.

Listen, I will not tell you that Elite Dangerous doesn't have any shortcomings, or doesn't have areas that need improvement. But quite frankly, each and every game/simulator on the market today (and yesterday) have lots of problem areas, whether they are best sellers, or they are independents. If you decide never to come back to Elite Dangerous, I can respect that. I may not agree with it, but I would respect it.

I don't think you deserve any sort of "hate" for expressing your opinions, because addressing your concerns allows us of Elite Dangerous commanders to discuss the issues between each other. Debate is always what makes it all worth it. I certainly don't "hate" you for expressing yourself. I still would buy you a beer (I might tell you to shut the #%@& up, but I still have some beers and laughs with you).

And one more point regarding 'Site Inactivity'. Here is a tip. To prevent being logged out for inactivity, write your statement/critique/OP on MS Word. Do all your spell checks and editing on MS Word, and then copy/paste your writing to the post. Your 'Site Inactivity' fiasco will be avoid forevermore.

Anyhoo....

Once you have your cocktail and cigarette, decide whether or not you will once again assume your seat as Commander in Elite Dangerous. If you do decide to come back, that's great. Just remember not to be in any rush. Set the goals and achieve them

If you do decide not to come back, I'm sorry to hear that, but so be it.

I'll still have a beer with you.

My Ideal Relax looks a bit more like this:

absintheBG1-1600x1000.jpg
royal-1.jpg

with a dash of
WaterPark_PalmBeach.jpg

as far as I can see in any direction.
One more week...

Oh yeah, I didn't mention... I'm going on vacation!
 
FWIW, I do have some sympathy with the OP's criticisms of passenger missions.

Outfits like Qantas and BA don't make a living by using their 747s to shuttle individuals to request-stops.
Same thing should be the case in ED.

As well as cabins, there could be "coach seat" modules which might have a similar capacity in passengers as cargo rack has in tonnes.
So, for example, a C6 Coach Seat module would take 64 passengers, a C5 module would take 32 passengers etc.

That way you could, for example, fit your Beluga with seats for, say, 200-odd coach passengers as well as a couple of cabins for VIPS.

In addition to the regular passenger missions there would be "commuter" missions which continually require coach passengers to be ferried along established routes.
So, you'd be able to take on a group of 30 coach passengers all wishing to travel from, say, Sol to Cubeo, and then another group of 40, and then a group of 50, pack 'em all in and then make your journey.

Main thing is, cargo missions don't "fill" any cargo rack they use.
If you have a single 32t cargo rack you can take on a mission to deliver 5t of stuff, another to deliver 10t of stuff, another to deliver 8t of stuff, another to deliver 6t of stuff and they will ALL go into the same 32t cargo rack.
Currently, passenger missions DO always "fill" any cabin used.
You might have a 12 person cabin, put two people in it and it's then "full".

If they introduced "coach class" passenger missions they could work more like cargo missions, where you'd be able to completely fill all the available space and it'd create a better representation of how mass-transit systems work.

Other than the specific aspect of established routes, isn't this how economy class passenger missions work now? I don't remember cabin exclusivity applying for those in the same way as it does for the other classes, I thought you could just keep packing them in as long as you have the space - am I remembering that wrong?
 
Drop out of hyperspace
Pull on stick.
Fly round star.
Scoop fuel.

What is this "throttle to zero" thing?

That's what I do personally, but the OP was complaining about coming out of witchspace at full throttle so it makes sense to point out that this is avoidable. I'm not sure why exactly anyone would have trouble simply flying around the star, but there it is.
 
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