Lack of systemic design is disappointing

Hey, in general I enjoy the EDO new stuff, despite issues.

The only thing which makes me really sad is the lack of synergy between old and new systems.

Examples:
  • Can't interact on-foot with old SRV-focused settlements
  • Can't interact on-foot with Guardian ruins and sites
  • No hybrid missions for foot/ship/srv (besides using a ship to fly to a destination)
  • Can't even take old-style ship missions while being on foot! I was hoping to see all those 100500 refugees on a burning stations
  • Commodities on a surface can't be interacted from foot perspective, can't even know what's in the container

And a lot of other missed opportunities.
In general, it feels that each of the game systems is completely separate from each other, thus not allowing for any emergent gameplay.
 
Yeah I'm really hopeful they use this as a platform to develop from,

Yes... like they have since the original release....

So many many things have been looked at like this by the players "It's just the start, it has the potential, they'll build on it, it's the foundation"

Someone needs to give them some bricks and mortar so they can start building on all these hundreds of foundations they made.
 
Yeah I'm really hopeful they use this as a platform to develop from, hopefully we will get those features in future? Though if you look at things like multicrew and powerplay there is much potential going untapped in many areas of the game.
That's the most concerning for me - old features does not have the systemic approach as well, neither they were significantly improved with time.
The only kinda big change was about changing how the Engineers are working, but again it was the change insode a single mechanic only
 
It's pretty hideous, basically, what we have, is two games, where the one game acts as the loading screen for the other, and vice versa.

Nothing links except the BGS and ...credits.
the BGS and PowerPlay are the most obvious examples of the issue - they kinda exist and kinda connect things, but does not bring any meaningful value to the main game
 
I just hope to goodness this has been enough of a seismic shock that Braben himself realises what's been happening to his beautiful game and starts getting involved with changing the modus operandi of development thus far, namely... tacking on new features while the old ones are unfinished or crumbling. I've said it before but it's like a beautiful hotel in the best location possible, no other like it but it's in need of repair and they keep building bits to add to it while not finishing other bits.. New swimming pool that's not plumbed properly.. hmm what do we do next?.. i dunno, let's build a gym!!
 
I want to believe... call me a naive fool... i want this game to be great, i see the passion in David braben's eyes when he talks about it.. and the fact that he has built this game for the last 30 or whatever years. I like to think that he cares. Maybe I'm wrong but I will romantically stick to my hope that he does still want this game to be what he has said for so long!
 
Looking at the development history of this title it would be honest to say that the team rarely follow through and expand features.
They seem to sign off on projects and they get left in whatever state good or bad.

Taking for example the last big update Carriers.
I was really impressed with the the demo stream and once we got to beta I was dismayed to be stuck in the hangar unable to even view the very cool jump sequence.
This has been problematic all through the life of Elite, they never follow through on features.
 
Agreed. Fingers crossed there will be more coming to interweave the different aspects of the game later, otherwise I will be very sad indeed.
When did FD ever do it, the only time that they did it was last beyond update when they actually expanded on some game mechanics for once. Their usual MO is to make "next big thing" to push sales, underdeliver on it with the promise of expanding on it later, then abandon it, then move to the making "the next big thing". And round and round it goes.
 
Yes, Odyssey's content is pretty much disconnected from everything else. Sometimes it's just missed opportunities like hired crewmates being unexploited, sometimes it's extremely jarring like with Horizon's settlements as you said, or the fact that NPCs don't even know how to react when we attack them in a SRV... Completely independent features has been a trend since quite some time though, and it goes as far back as Powerplay I think.
 
Yes, Odyssey's content is pretty much disconnected from everything else. Sometimes it's just missed opportunities like hired crewmates being unexploited, sometimes it's extremely jarring like with Horizon's settlements as you said, or the fact that NPCs don't even know how to react when we attack them in a SRV... Completely independent features has been a trend since quite some time though, and it goes as far back as Powerplay I think.

Yes, powerplay was their first attempt at stitching a separate game layer on top of the base game, and it was enough of a success (by THEIR standards - not the players - that is, it was layered over top without any real link - PERFECT!) that they have continued to do the same since, with some small exceptions where it seems a decent game designer managed to sneak something good into the pipeline somehow
 
One more aspect:
We've all seen the wrecked SRV in the EDO tutorial mission. And how it can be looted.
Why the real SRVs are exploding into dust by any occasion?? Why we can't loot crashed Commanders' ships?

Also, I did not tested it yet, what if I insert a working Power Regulator into a wrecked SRV?
 
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