It’s not a coding problem, Dev. designers don’t understand people. So they’re blindsided every time

OP has a point, and it is not the first time this has been an issue.

Let me be clear: I think this event and others are organized by passionate people at FDev who want to do something fun, and engage the community. It just often falls flat or misses the mark.

I have been thinking of parallels between the Gnosis event and the Dangerous Games. In the latter, many groups prepared themselves in advance, spending several weeks fitting and acquiring ships, expecting the regular CGs. Instead, FDev wanted to do something special, and ended up with smuggling rares, NPC piracy, and a puzzle and salvage CG where especially the first two were not particularly fun to do, and many of the involved groups still have a bitter taste about, and where none of the initial preparation proved useful.

In the Gnosis event, many CMDRs expected an exploration event, organized by the community, that was leveraged by FDev and essentially taken over, with their preparation useless when the exploration event turned into an anti-Xeno fight...

FDev means well. They go out of their way to produce something for the community, no doubt expecting it to be received well. Then the community sees it and goes.... "what were you thinking?".

The disconnect is on many levels. Lore is completely adrift with fluff pieces, or setups that don't go anywhere (Ainsling wedding, Alliance president suddenly active), or rub people the wrong way (the entire Riri McAllister episode made the Alliance look like idiots, not quite the Alliance content Alliance pilots expected). It is disconnected from the player-created galaxy, as you can see from the data sheets in my sig.

I really wish FDev would interact and coordinate more, especially when you're about to hijack a community organized event without involving the group who organized it. I don't think a Council is a good idea, but communicate and interact with relevant parties, where appropriate. Coordinate and talk through what you're thinking with the group or groups involved. When you're thinking of BGS changes, go talk to some established BGS groups. When you're thinking of balancing engineers, get PvP groups involved. Reach out to people who are desperate to talk with you, and don't feel afraid to share your thinking. We're a pretty mature player base. A simple check in early on "this is what we're thinking" could avoid an enormous amount of trouble.
 

Avago Earo

Banned
Long gone are the days where games didn't hold their players hands, <snip> They need a tutorial that shows them how to run forward.

So it's far more skilful and un-hand-holdy, to spend more gaming time on YouTube/ these Forums, to find out what Power Play is, how to Engineer... (endless list)? The in game tutorials are crude at best.

Elite is a niche game for players of the past

I don't remember DB mentioning that ED was age specific in the design discussions. PEGI rating: 'Only Suitable for ages 40+' Also, the original came with a manual and a printed strip to put over the function keys (BBC version), so you knew which buttons to press. It was also a very, very simple game.
 
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Players might not understand the game, but 11'000 players understood that they want to be part of a great exploration journey into the unknown.

What they got delivered by the developers is the chance to explore the star system next door 12 ly away.

I have to wonder again: Who doesn't understand their game?

people who constantly get values and happenings beyond intention when for example making missions changes? those probably.

The most obvious proof that they have a bad use case based testing and a bad code documentation are those missions.

remember when missiosn were able to create values beyond intention and when they "fixed" them by brining an eror message when taking from the board?

this showed 2 essential issues in their dev team:
Proper testing which simulates just like 1 million missions and you make a highest and lowest value comparison to see into which extremes the values may snipe and need to be condemmed. But no, I doubt they tried some proper usecases simulating mission generation.
Second is, bad code documentation. Honestly, when the quickfix is to make an error appear and the mission unobtainable, then the only question is: do we really think this is more "fixing" effort than making a simple last check, like if missionpayout > 50.000.000 then mission payout = 50.000.000. This is equally easy to do, given you have a documentation to help you find the place where this is coded adn add a single line or 2 depending on how your code layout looks like. But no we had weeks with this issues Live.

And this is very much one of many existing examples you can identify if you have an own IT development background, because the symptoms are the same, no matter if you devlop a game or any other application.
 
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