Is ED cursed? 'Cursed Problems in Game Design'

I think that FD have suffered from this model of delivering content in small patches. A large patch is likely to have at least some content that will suit all players. In addition I think FD are pretty good at development planning. ie I think they know what they can do in a period of time. This is good from a cost control perspective, but tends to result in designs being abridged and is particularly noticeable in short length development cycles. If you look at everything since the initial release of Horizons, it's felt like each piece is incomplete. The other big issues is that Engineers has created too big a combat gap between the haves and have not's.

The game would benefit from creating a clear structure of player-squadron-faction-power-super power with Thargoids as a super power. A player joins a squadron or a faction. When a player belongs to a faction/squadron they only see missions for that faction and they are automatically in Powerplay. Powerplay activities become mission types. All mission types confer merits, but Powerplay specific mission types confer more merits and are only available when in open, moving out of open fails the open mission. Players not belonging to a squadron or faction can do none PP missions, but their actions have zero impact on the faction/power it's merely a cash/material transaction and confers no PP merits. I also believe a subset of open missions should be available to be done in stock ships or with free insurance to encourage players into open.
Small patches are fine. It's rather the cadence of content. There is a series of interviews with Warframe devs and managers about different aspects by noclip. I think DE's approach worked mostly quite well. I think it's the interview with Ford, but I'm not sure - the series is quite interesting as a whole.
 
I bought this game when it first launched. Stopped playing after a few hours, but was hopeful something would come around for this title. Came back after hearing some news about it again (and lockdown). Still kind of disappointed - a little less than before though. Judging by how many years have passed, I'm starting to wonder less if they'll ever deliver some of the promises they boasted so much about.
 
Always hearing the same excuse constantly on this forum.
"FD aren't responding because people are mean with their criticism".
Such a cowardly, victim mindset. Being silent when your community is reacting(raging) to a decision that you made is cowardly. Accept responsibility and address the criticism. They have professional people literally paid to do this yet, still stay silent.
Oh and the whole "silence is to build buzz" is nonsense PR used to encourage sales. Which to me is a greedy and slimey way to sell a product.
 
Always hearing the same excuse constantly on this forum.
"FD aren't responding because people are mean with their criticism".
Such a cowardly, victim mindset. Being silent when your community is reacting(raging) to a decision that you made is cowardly. Accept responsibility and address the criticism. They have professional people literally paid to do this yet, still stay silent.
Oh and the whole "silence is to build buzz" is nonsense PR used to encourage sales. Which to me is a greedy and slimey way to sell a product.
The problem is that they do what these people ask ("remove galnet fluff", "focus on bugs, i dont care if it gets dealyed") and when they do exactly that they still get 0 appreciation.
 
Yes, FDev doesn't allow more than 4 players in wing definitely just for fun. Why would they put this limitation?
As stated at the time? To stop you using wing nav-lock to drop too many people into a PvP fight. Same reason there's a delay on being able to join a wing after leaving your previous one, though since it didn't take long for people to find the loopholes in those rules they should probably just increase the wing limit.
 
That's a matter of opinion. I could say the same about people that have a pop at ED and Fdev.

Well frequency of updates is more a record of fact. Features may not be 1:1 but there are indeed aspects of NMS which were added and working well after launch that ED hasn't yet touched at any level of complexity. Bug fix updates seem to come more frequently. Feature updates more frequently that the last year here. Point more being, in the same manner you're accusing others of "having a pop at ED and FDev" you're doing at NMS and HG.
 
Well frequency of updates is more a record of fact. Features may not be 1:1 but there are indeed aspects of NMS which were added and working well after launch that ED hasn't yet touched at any level of complexity. Bug fix updates seem to come more frequently. Feature updates more frequently that the last year here. Point more being, in the same manner you're accusing others of "having a pop at ED and FDev" you're doing at NMS and HG.
There is nothing complex about NMS.
 
Nope. It's a fact. There is nothing complex about the game. How its made, the code, I don't know, but the gameplay has the depth of a small puddle. It's as straight forward as it gets.

That's an opinion.

There is no factual uniform standard or line that causes something to transition from simple to complex. Elite itself is pretty simple. A few basic rules and you're set. IMO. Others may feel this is not the case. But that's ok, they're right in their personal evaluation.
 
Come to think of it, Star Citizen space fight stuff could be cursed.

They want boarding and fps play. In the middle of space fights. Those two things occur on different time scales.
 
That's an opinion.

There is no factual uniform standard or line that causes something to transition from simple to complex. Elite itself is pretty simple. A few basic rules and you're set. IMO. Others may feel this is not the case. But that's ok, they're right in their personal evaluation.
Nope. An opinion is whether I like the lack of complexity or not.

Whether it's complex or not, is not an opinion.
 
Elite itself is pretty simple. A few basic rules and you're set. IMO.
One amusing thing for me about Elite is that actually it's pretty complex in terms of how everything is put together, but that complexity combines to make generally pretty simple gameplay. Trade's a pretty good example - 160ish regular trade goods + rares, regionals and other oddities like meta-alloys, lots of interaction between economic and government types, unique profiles of production and consumption at each station, combinatoric effects of BGS states on prices and quantities ... and about five trade goods that you can actually use to make money, probably six once Tritium's in, with a very basic tool like EDDB which barely understands the data it contains more than sufficient to plot out top routes, or do it in-game with information which would fit on the back of an envelope.

"A lifetime to learn, a minute to master" perhaps.
 
One amusing thing for me about Elite is that actually it's pretty complex in terms of how everything is put together, but that complexity combines to make generally pretty simple gameplay. Trade's a pretty good example - 160ish regular trade goods + rares, regionals and other oddities like meta-alloys, lots of interaction between economic and government types, unique profiles of production and consumption at each station, combinatoric effects of BGS states on prices and quantities ... and about five trade goods that you can actually use to make money, probably six once Tritium's in, with a very basic tool like EDDB which barely understands the data it contains more than sufficient to plot out top routes, or do it in-game with information which would fit on the back of an envelope.

"A lifetime to learn, a minute to master" perhaps.
Yeah, like yesterday I found the latest LTD market (Palis) as no-one else had found it first. Which involved:

1) Writing an EDDN listener to see the up-to-date system state changes
2) Finding the commodity-state multipliers from your own site
3) Looking up the market demand from eddb dumps
4) Having another script to mash that all together and report the top locations
5) Visiting the station to cause Inara / Eddb to update their lists

... everyone else just needed to check Inara once I docked :)
 
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