Low-cost Considerations:
I doubt many 1.X or Playstation players, for the surest example, know the depth behind the evolution of their new "friends," from the initial launch of the UnkProbes, to station damage, how long it took to understand them, and how understanding them changed the course of the state-of-the-game in both story and content. The details about what was uncovered where, and how, would have the potential to really open people's minds about the calculated effort going into the story and code development, as well as the chance to find a rabbit-hole of Easter Eggs themselves.
The game and experience are a reasonable price, and MTs are only cosmetic (proud owner of a golden annie). You guys and gals at FDEV are not giving in to passing feature fads or demands. I have to mark these as avoiding the biggest pitfalls that could be made.
I know some have complained about things not being so open to direct player influence, like population, new populated systems and stations, or systems that get abandoned. However, to unleash something so powerful without incremental testing and a full grasp of what all the final mechanics will be could straight up kill the game. I don't think there will be an easy way to market this concept.
I was more satisfied with multi-crew that I thought. Sure, there are grounds for improvements, but gees, dat group-finder. Few MMOs have a group-finder that scales down to the "missions/dailies" level. Thank you. All we need now is a wing-finder and 2-4p missions and it should be marketing gold.
These are the things that resonate the most with me, painting a picture of a masterpiece, seemingly being designed to run even in the event FDEV is no more. There is clearly creative talent, and clearly a vision of how that creativity should have to settle into place for maximum immersion, replayability, and socialization. This is not a fly-by-night game or game company and people should know it.
Been telling everyone I know who put the game down or never made the hyperjump to wait for 3.0. S1, subsystem/mechanics pass. S2, background/feature pass. S3, story/depth pass. I don't know if that's the right call, but it's how I am feeling based on a pattern. If it's right, pump that **** like a brand new game. I'd support and advocate for an "all proceeds go to marketing" set of cosmetics launched before 3.0, then, too, and others might when properly shown to be in the interest of a more populated and fluid galaxy.
In summary, ED's poised to be the game with the end-game that MMORPGers have literally been screaming for someone to release. Don't get nervous, now.
Refinement of website:
The page is one of those with very large layout, which can be frustrating to scroll and inhibit information absorption. While there is some compensation, I still feel the sections are too large for what they are currently worth.
The site does a great job talking about the features but I'm not seeing anywhere intuitively intended to engross people in the universe, after they have a grasp of the things they are capable of doing but want more details about why they will do it. Under "Story," where I expect to find some lore, nearly all I find is what "you, the individual" can do (perhaps a relic from when that's all there clearly was). How things connect and the general where/when are all that is needed, the awed player will be compelled to seek out the rest and settle into place.
I have to go to "Seasons" for the next best details on lore-level immersion, an, from a purely semantic point-of-view, oft-toxic word. Under "Seasons," there is a truly fantastic cinematic. Appropriately fitting a link to it under "Story" might be a good idea. A side note; I have an impression, though, that it was so riveting to me because I'm fully rehearsed on what it took to get here.
Remember, even if information is somewhere, providing tree-based links from other relevant areas could go a long way to alleviate confusion or stress-based turn-offs (# of clicks). Fitting a link to more details about how to "become elite," "play your way," as well as making the subsections of the link under "reshape the galaxy" more clearly links themselves, would solve much of the "Story" page's concerns.
I doubt many 1.X or Playstation players, for the surest example, know the depth behind the evolution of their new "friends," from the initial launch of the UnkProbes, to station damage, how long it took to understand them, and how understanding them changed the course of the state-of-the-game in both story and content. The details about what was uncovered where, and how, would have the potential to really open people's minds about the calculated effort going into the story and code development, as well as the chance to find a rabbit-hole of Easter Eggs themselves.
The game and experience are a reasonable price, and MTs are only cosmetic (proud owner of a golden annie). You guys and gals at FDEV are not giving in to passing feature fads or demands. I have to mark these as avoiding the biggest pitfalls that could be made.
I know some have complained about things not being so open to direct player influence, like population, new populated systems and stations, or systems that get abandoned. However, to unleash something so powerful without incremental testing and a full grasp of what all the final mechanics will be could straight up kill the game. I don't think there will be an easy way to market this concept.
I was more satisfied with multi-crew that I thought. Sure, there are grounds for improvements, but gees, dat group-finder. Few MMOs have a group-finder that scales down to the "missions/dailies" level. Thank you. All we need now is a wing-finder and 2-4p missions and it should be marketing gold.
These are the things that resonate the most with me, painting a picture of a masterpiece, seemingly being designed to run even in the event FDEV is no more. There is clearly creative talent, and clearly a vision of how that creativity should have to settle into place for maximum immersion, replayability, and socialization. This is not a fly-by-night game or game company and people should know it.
Been telling everyone I know who put the game down or never made the hyperjump to wait for 3.0. S1, subsystem/mechanics pass. S2, background/feature pass. S3, story/depth pass. I don't know if that's the right call, but it's how I am feeling based on a pattern. If it's right, pump that **** like a brand new game. I'd support and advocate for an "all proceeds go to marketing" set of cosmetics launched before 3.0, then, too, and others might when properly shown to be in the interest of a more populated and fluid galaxy.
In summary, ED's poised to be the game with the end-game that MMORPGers have literally been screaming for someone to release. Don't get nervous, now.
Refinement of website:
The page is one of those with very large layout, which can be frustrating to scroll and inhibit information absorption. While there is some compensation, I still feel the sections are too large for what they are currently worth.
The site does a great job talking about the features but I'm not seeing anywhere intuitively intended to engross people in the universe, after they have a grasp of the things they are capable of doing but want more details about why they will do it. Under "Story," where I expect to find some lore, nearly all I find is what "you, the individual" can do (perhaps a relic from when that's all there clearly was). How things connect and the general where/when are all that is needed, the awed player will be compelled to seek out the rest and settle into place.
I have to go to "Seasons" for the next best details on lore-level immersion, an, from a purely semantic point-of-view, oft-toxic word. Under "Seasons," there is a truly fantastic cinematic. Appropriately fitting a link to it under "Story" might be a good idea. A side note; I have an impression, though, that it was so riveting to me because I'm fully rehearsed on what it took to get here.
Remember, even if information is somewhere, providing tree-based links from other relevant areas could go a long way to alleviate confusion or stress-based turn-offs (# of clicks). Fitting a link to more details about how to "become elite," "play your way," as well as making the subsections of the link under "reshape the galaxy" more clearly links themselves, would solve much of the "Story" page's concerns.