My new player experience (262 hours of play time) - It doesn't have to be this way

...
Leaving aside that both ED's player base and its detractors don't agree at all on what ED should have done differently I think the "still fell short" is to an extent based on a flaw of perception. The game isn't perfect, of course - trivially "ED but without the bugs" would be a better game than ED. But all the broad complaints levelled at ED today - it's buggy, it's got some really weird design decisions, a lot of features are underbaked, the multiplayer is flaky, it's got so much missed potential - were complaints also heard ten years ago.
...
I'm actually a bit dismissive of these complaints. I think ED is a brilliant game and I don't really object to any of it's design decisions. I can see that people who like other kinds of game might think it falls short of their expectations, but it's a really good fit to what I like doing.

If I could just have "ED but without the bugs" I'd be over the moon.
 
I'm actually a bit dismissive of these complaints. I think ED is a brilliant game and I don't really object to any of it's design decisions. I can see that people who like other kinds of game might think it falls short of their expectations, but it's a really good fit to what I like doing.
Certainly.

ED is an excellent implementation of "multiplayer FFE". I try not to criticise it nowadays on the grounds that I'd rather be playing "multiplayer Elite", even though that's definitely true.
 
What’s an example of something in a video game that you’ve done that you considered meaningful. I’m not slamming you. I’m genuinely curious
Now we're cooking with gas! Finally an interesting question. Let's start with a surprising one and go down the list.

  • Overcooked: Not at all an MMO or a space game, but to be successful you need to strategize, collaborate, and learn how to execute well with your friends. It's exceptionally collaborative and within the context of the setting every player's contribution is critical for success, advancement, and reward. Player interaction is the core focus of that game, and that leads to lots of memorable interactions with your friends.
  • Half Life and Half Life 2: Not a multiplayer game. No player interaction. It's not even an open-world game. Yet the game pulls you in and gives you the illusion of meaning because of its story, characters, art, music, sound. These are some things Elite does very well. The quality of the mechanics for interacting with other objects in the game is also something both Half Life and Elite do well. They don't pull you out of the experience or interrupt you while you're enjoying it. This is why Engineering in Elite is so frustrating because it takes you away from what Elite does well and sends you on a bizarre scavenger hunt; breaking the illusion. Half-life is an example of a game where every detail is hand-crafted to perfection to keep you in the illusion. For an open world space game like Elite or EVE, that same level of hand-crafted perfection is not necessary and maybe not even desired. Open world space games can have mechanics where players create the world and the experiences themselves, which in many ways is even more compelling and meaningful.
  • Left 4 Dead and Left 4 Dead 2: Another game that isn't an MMO but was extremely compelling and sold like hotcakes. Once again, player cooperation is essential and sometimes the slightest misstep can hold your whole team back. Players who execute well become heroes, but even they can't play the game alone (except with bots, which are sometimes better than other players but bots just aren't as meaningful or interesting).
  • World of Warcraft: Why is it the most popular MMO in history? Everybody played with their friends, and those who had no friends were quickly able to find them in-game and go collaborate with them on adventures. People made life-long personal relationships with total strangers through this game (I made at least 5 very close friends). It struck a perfect balance between being able to go out and explore the world solo and feel alone and free, and later come back together to explore a dungeon or do a raid where every player's contribution is critical. Your skill and execution was often just as important as your gear (which is something Elite did well, and Engineering didn't totally break it but threw a wrench in the system).
  • EVE Online: I'll keep it simple because people are tired of hearing that name here. You can't sneeze in that game without having a meaningful interaction. If you never leave Jita and just trade things on the marketplace, you're making your mark on the galaxy and interacting with other players. Of course I've explained several times in this thread why EVE is inaccessible to many people, but maybe just maybe Elite could take a few small ideas from EVE and implement them in a cautious and thoughtful way (colonization is a good start).
  • Player Unknown Battlegrounds: Every action determines your success and teamwork is critical unless you play solo. I have so many fond memories of success and failure in this game playing with friends. I think the game does have a shortcoming where after several hundred matches you begin to see the patterns, which is why they add new maps and mechanics to keep it going. The actions of other teams and other players sometimes matter more than your own, so avoiding conflict is preferable, but that's boring so you learn to treat every game as a throwaway and play aggressive. I'm not sure what lesson Elite might take from that.
  • Rimworld: If you play ironman and don't load saved games, the first few playthroughs of this game are extremely immersive and you become personally attached to the characters in your colony. The mechanics require them to collaborate for success. They go through all kinds of victories and failures together. They aren't real players, of course, but a lot of the ways they interact or work together are similar to how good multiplayer games work. Interestingly my friends never got into this game but one of them did say "this game looks great but they need to add multiplayer". It would be very difficult to add multiplayer to this game in a way that works well, but again (as I've said several times in this thread) there's that recognition of the compelling mechanics and the hunger to experience them with other people.

For comparison, here are some great games that don't fit on the list: Civilization, Paradox games like Hearts of Iron or Stellaris, DOTA, Kerbal Space Program, Team Fortress 2, War Thunder, FTL. These games are more cerebral.
  • DOTA requires extreme player collaboration, coordination, and timing, but unlike Overcooked I'm not getting immersed in the world (as simple as the world of Overcooked is). DOTA is more about adrenaline and finding the right time to execute for victory. The world itself is irrelevant. Overcooked is about running a restaurant and experiencing the follies and successes that come with managing food logistics with your friends in an interesting constrained environment. Hilarious.
  • Team Fortress places almost no value on your actions. Yes collaboration is required but it's really a meat grinder game. Fun, but compare it to Left 4 Dead and you'll notice the key difference.
  • FTL is also great but you can see through the curtains pretty quickly and realize how much RNG plays into it.
  • Kerbal, Civ, and Paradox games are fun mental exercises but difficult to get meaningfully invested in; require no collaboration or multiplayer.

So there you go. That's what's at the top of my Steam playtime list, except for WOW and EVE which I didn't play on steam. Let's not talk about where those might fall on my playtime list. 😉

Edit: I guess I didn't really answer your question directly. I don't really think of any one thing but the whole experience of small things that I did in those games. Working as a commodity broker in Jita in EVE was fun and meaningful even though it was spreadsheets in space. Just the fact that that sort of role can exist and the impact it has on the rest of the game is meaningful. Not exciting, but that's what open-ended games are about. Go chase the excitement, or play a quieter but useful role elsewhere. For overcooked it was just the collection of small interactions with friends and the social side of the game. World of Warcraft was meaningful because of the full experience my guild and friends went through; our moments of triumph and defeat. No single thing. The game just facilitated that experience with its design. Rimworld, moments where you barely survive and the one character that survives manages to make it to the end of the game. Left 4 Dead was more bonding with friends like Overcooked. For PubG there were many difficult situations my friends and I found ourselves in and we managed to get out of some of them. That was memorable and meaningful. The game mechanics and diversity of the map facilitated those experiences. Half-life, although a single player game, is just an unforgettable experience for the reasons I listed. Strangely, I don't really remember many experiences from DOTA, Hearts of Iron, Team Fortress 2, FTL, Kerbal, Civ, and others. Not that those weren't good games, but just a different type of experience.

What are my memories from Elite? Excitement at the initial prospect, confusion as to whether some capability simply wasn't in the game or if I just didn't understand the UI, dismay when I realized most of the ships in game aren't even real players, and annoyance when I realize the game requires me to go do engineering for some NPC I haven't developed any relationship with and can't possibly understand (why do they need me to do these odd tasks that have nothing to do with engineering?). Yep.

Edit 2: Another one I forgot to mention is Dark and Darker. It's early access and a bit janky, but there are so many different ways to play that game. It's very unique and absolutely the mechanics encourage player interaction. I've had many hilarious, exciting, and memorable moments in that game. You never really know if someone is hostile, or trying to trick you, or if they want to simply be mischievous. Lots of people like to collaborate and work as a team. It's just fun and the gameplay mechanics work out beautifully to facilitate open-ended player interactions with potential danger and reward and triumph.

Leaving aside that both ED's player base and its detractors don't agree at all on what ED should have done differently I think the "still fell short" is to an extent based on a flaw of perception.
What exactly is it that we disagree on as far as game design? On one side, all I see here is "we don't want Elite to be EVE" and a bunch of dismissive comments. On the other side I see a group of players repeatedly and consistently saying "Elite is great and I enjoyed it for a time but why hasn't it evolved in this obvious direction?". I have yet to see one response explaining how any of these commonly proposed improvements would disrupt the existing core mechanics that people already love almost universally. And again I point to system colonization as an example. Former players became absolutely ecstatic when they heard colonization came to the game, and hopeful that finally after all these years the game might be moving in the right direction. Ultimately they were let down by the implementation and the stability of how colonization was rolled out, but that's an execution issue not a design or direction issue.

The game isn't perfect, of course - trivially "ED but without the bugs" would be a better game than ED. But all the broad complaints levelled at ED today - it's buggy, it's got some really weird design decisions, a lot of features are underbaked, the multiplayer is flaky, it's got so much missed potential - were complaints also heard ten years ago.
Perhaps I have a new perspective on bugs after trying Star Citizen, but I don't remember encountering any bugs in Elite other than being disconnected every once in a while (more on some days than others, strangely). Most of Elite's features are not underbaked; just the ones they've added in the past few years. And yes I acknowledge that missed potential was mentioned years ago. I only found out about that after going back and looking through historical posts and old videos. It's nice to know people agree with me but ultimately perplexing why Elite never evolved in the obvious direction with so much consistent feedback from the players.

Despite that, ED did sell pretty well over those ten years.
Indeed it did. Elite did a lot of things nobody else did. But there's a reason we didn't stick around. A lot of people (including my entire list of friends) jumped into this massive "multiplayer" open-world space game after seeing how well the combat and flight mechanics were built, but we were let down when several obvious and commonly requested components were left out. Especially now that it's been 10 years.

where is the competition? ED is a decade old and still basically the only multiplayer spaceship-flying game of its sort out there. SC is stuck in eternal pre-release, a few other attempts failed to get even that far, but barely anyone even tried, even long after ED showed that it could be done.
Exactly! Where?!?! It's not a money issue because Star Citizen and EVE are still going strong. Star Citizen is super beautiful but totally broken and yet it pulls in $100M a year of crowd funding 13 years later. No Man's Sky apparently resurrected itself through a miracle and scratches the itch for some people (I should try it even though I'm the kind of person who sees through dynamic procedural generation pretty quickly).

Star Citizen is the best substitute for people who are looking for (or can put up with) a hyper-micro detailed experience, and EVE is the best substitute for people who don't mind the pager going off at 3AM so they can save the system from destruction. And here is Elite sitting perfectly in the middle right in the sweet spot and FDev refuses to take up the empty space. Again, maybe colonization is the first tiny step toward that goal.

But the "missed potential" is an illusion. Building fun spaceship flying games is hard [1], expensive, and has a limited market.
No no no. Elite has all the hard work done. The core game mechanics are already built and work well. It's expensive to add an FPS to the game, but they did it for some reason. It's not bad to have it, but it doesn't take advantage of the existing mechanics that would work well if you just let the players build more of the in-game assets themselves and drive the economy themselves. They're adding more and more ships because ships sell well (as Star Citizen clearly shows).

If there were even five games in the "MMO(ish) spaceship-flying" genre, no-one would be bothering to criticise ED that much for what it does badly. They'd all be playing the other four which do that stuff better, and the people playing ED would be the ones who prioritise the stuff it does well.
Sure. If some other company makes a game with a galaxy based on our own, at the same scale, with the same appropriate level of detail, I and many others would flock to it. That's why people are talking about Elite and not some other game. Nobody has those core fundamentals so perfectly positioned.

In fact, that's an interesting idea. Can I download the system data from Spansh and EDSM, put it in my own database, re-name the characters/factions and other IP, and then make my own simple UI multiplayer game that does everything people have been requesting for the past decade? I'm not skilled enough to build my own 3D interface or flight model, so I would be missing that important piece, but I could build everything else and find some other way to handle combat and travel. Fun idea. I bet the system data is subject to some legal restriction. FDev did do the work to initially generate the universe. Still, a fun idea.

The problem starts with "set in space". The thing about space is that it's extremely large and extremely empty, which isn't an environment lending itself to gameplay. But take away those components and you've got no real reason to set it in space in the first place
What? That's the most compelling thing about "set in space". There's so much to explore and places to build and resources to find and ways to maneuver. The assets are easy to create relative to other games (unless you go super micro like Star Citizen). Interestingly, there was an old Pirate MMO in 2008: https://www.mmorpg.com/pirates-of-the-burning-sea It ultimately failed because they had a really bad UI and all kinds of technical problems, but look at a few of the features they were aiming for:
  • Port Control | Fight for control of over 80 Caribbean ports.
  • Elections and Economy | Get elected as Port Governor or participate in the game's player-driven economy.
Does that sound familiar, anyone? Ring a bell? I was so sad when that game shut down even in its broken state. But at least they dared to dream.

Edit: Actually they came back somehow? I didn't know that. https://www.burningsea.com/en My old account doesn't seem to exist, but I'll try a new one.

Edit 2: Looks like they reorganized under a non-profit to keep the game running after their only developer had to leave. The game still has players! But the UI is confusing. More confusing that Elite's UI. It makes Elite look great. Good fundamentals, as I've been saying.
 
Last edited:
In fact, that's an interesting idea. Can I download the system data from Spansh and EDSM, put it in my own database, re-name the characters/factions and other IP, and then make my own simple UI multiplayer game that does everything people have been requesting for the past decade? I'm not skilled enough to build my own 3D interface or flight model, so I would be missing that important piece, but I could build everything else and find some other way to handle combat and travel. Fun idea. I bet the system data is subject to some legal restriction. FDev did do the work to initially generate the universe. Still, a fun idea.
I'm confused what you mean here, when you say you could build everything else people have been requesting for a decade, but not the 3D interface and flight model. Are the missing features easier to create than those?
 
I don't think a CG that's offering a participation reward for turning in a single bounty for a FOMO Module for a whopping playerbase of 15k players while steamcharts is showing a 13% drop in the past 19 days of this month alone is the humble brag you think it is. (Legitimately that is a number smaller than the concurrent playerbase of Fallout 76 if you're being generous.)
Not doing so badly really

Source: https://x.com/Zacerhy/status/1913218462672896165
 
EVE Online: I'll keep it simple because people are tired of hearing that name here. You can't sneeze in that game without having a meaningful interaction. If you never leave Jita and just trade things on the marketplace, you're making your mark on the galaxy and interacting with other players. Of course I've explained several times in this thread why EVE is inaccessible to many people, but maybe just maybe Elite could take a few small ideas from EVE and implement them in a cautious and thoughtful way (colonization is a good start).
What meaningful interactions have you had besides sitting in Jita and trading things? What alliance is your corp a part of?

What specifically about Eve is inaccessible?
 
I'm confused what you mean here, when you say you could build everything else people have been requesting for a decade, but not the 3D interface and flight model. Are the missing features easier to create than those?
For my skill set, yes. I have no experience working with 3D environments or game interface design at all. FDev already did the 3D experience well, so there's not much new ground to tread there. Everything behind Elite's UI, P2P code, and the BGS is just a big database. Stars, planets, orbital stations, squads, economies, faction attributes, player locations, player ships, ship cargo manifests, jump distances, etc are all just database entries. So all I would need to do is write my own minimalized version of the BGS, and leave more levers and knobs exposed for players to interact with (markets, resource creation, item engineering, station and outpost creation, hirable NPC actions, player contracts, etc). The hard part is writing the API to handle auth and permissions for specific player actions properly, and then hooking that up to some basic UI that gives players access to their character's capabilities. In fact, a fun experiment might be to train a few AI "players" and let them loose on the API with a few goals; see what they do. Basically it would be simulating Elite Dangerous with a much more player-driven experience. I would also need to either hand-wave away or simulate the complicated interactions that do happen in 3D space, so basically just roll the dice on combat and interdiction actions because I wouldn't have a 3D environment to decide them. Again, FDev already handles those fine, so I don't have any ideas to contribute there.

I can tell you my code won't scale well and I would never be able to deliver it at a level of quality worth paying for, but it would be a great way to demonstrate what is possible. The biggest hurdle is that Spansh and EDSM are not directly from FDev's databases but built from players uploading data themselves, so it's incomplete and might not have all the entries I would need. Might still be worth a try though.
What meaningful interactions have you had besides sitting in Jita and trading things? What alliance is your corp a part of?

What specifically about Eve is inaccessible?
I got pulled into some corp full of new players lead by a couple of experienced guys. It was during one of the media hype cycles and player spikes, so new players were abundant and these guys knew they had an opportunity to gather a bunch of noobs together for cheap manpower. PLEX prices plumeted. They taught us how to build small cheap ships to be effective at combat. Our strategy was to win any conflict by sheer numbers. We weren't part of any of the big alliances. I don't know what our long-term goals were as a corp, but we were friendly with one neighboring system. We mined and built some infrastructure, and I contributed to that. It was fun to see things grow. Eventually another group nearby took notice of us and started conflict. Our strategy worked well as we did manage to take out a few of their larger ships incurring a significant cost to them. The problem was that because we were mostly new players and mostly casual, the combat drained our resources faster than we could replenish them. It was that point where I realized that the biggest downside of EVE is that success comes from dedication and consistency (like any endeavor). I stuck with the corp, but started spending more time in Jita where I could set up contracts for a few minutes and then go off to do other things, which was still compelling but allowed me to have a successful life outside of the game.

EVE can't really be just a hobby especially if you like to spend time in different games. That's why I say it's inaccessible to most people. I barely dipped my toe in corp politics, system development, and combat, but it was so much fun and so thrilling. It was clear I had to be all-in or step away. I chose real life. I think that's the case for a lot of people, who commonly say it's more fun to read about EVE than play it; an understandable sentiment.

That's why I think Elite is positioned so well. It's the kind of game you can step away from for 10 years and come back to any time. Exposing a few more levers to the players doesn't make the game a copy of EVE. Keep guardrails in place, keep the pace of change and conflict slow, and keep the stakes relatively low, but expose the ability to shape the galaxy through player actions more.

As an example, compare Counter Strike to TF2. In Counter Strike, you get one life per round and you have one chance to make it count. If you mess up, your team is down one player for the rest of that round. In TF2, the cost of failure is incredibly low. You just come back after a short respawn multiple times in one round. Thus, Counter Strike appeals to a much more dedicated hard-core audience and TF2 is much more casual. Both games freely expose all available mechanics to the players, and both are successful. Obviously FPS is a totally different genre, but the comparison is interesting.

It's funny I used to describe Elite to my friends as "EVE with guardrails" but that was incorrect. Then I described it as a sandbox game, which is kind of true but it's a sandbox where you only get a small shovel and a dump truck to play with. After analyzing it a bit, it's a prettier version of a 1984 space simulator with a world database shared by multiple players.

Taking the sandbox analogy further. Give us cars and backhoes and buckets of different sizes and a nearby water spigot to use for packing sand together or making little rivers and lakes. Give us tubes and boxes to pile sand on and make little tunnels to drive through. Give us army men to set up on the tops of the sand castles. And, importantly, have a playground monitor there to make sure things don't get out of hand and everybody can have a good time (guardrails).
 
Last edited:
I got pulled into some corp full of new players lead by a couple of experienced guys. It was during one of the media hype cycles and player spikes, so new players were abundant and these guys knew they had an opportunity to gather a bunch of noobs together for cheap manpower. PLEX prices plumeted. They taught us how to build small cheap ships to be effective at combat. Our strategy was to win any conflict by sheer numbers. We weren't part of any of the big alliances. I don't know what our long-term goals were as a corp, but we were friendly with one neighboring system. We mined and built some infrastructure, and I contributed to that. It was fun to see things grow. Eventually another group nearby took notice of us and started conflict. Our strategy worked well as we did manage to take out a few of their larger ships incurring a significant cost to them. The problem was that because we were mostly new players and mostly casual, the combat drained our resources faster than we could replenish them. It was that point where I realized that the biggest downside of EVE is that success comes from dedication and consistency (like any endeavor). I stuck with the corp, but started spending more time in Jita where I could set up contracts for a few minutes and then go off to do other things, which was still compelling but allowed me to have a successful life outside of the game.
I was trying to understand how much experience you have in the game. Based on your previous descriptions my suspicion was that you only had surface level experience in Eve. But I didn't want to assume so I asked for some more info.

You're essentially drawing comparisons against things you don't understand and haven't experienced yourself. So most of your ideas are rooted in your imagination. With Eve it's what you imagine the game experience like at a deeper level... but not something you've experienced first hand.

This is really really important if you're trying to give constructive feedback.

Eve is famous for being interesting in theory but in practice quite boring and grindy. Once you actually play it as your main game that becomes apparent. What you experienced sounds like what gamers call the "honeymoon period" of a game.

If you don't understand the game at a deep level then you also won't know about the drawbacks of the features you're suggesting get ported over. Eve has a lot of flaws but they only become apparent once you've really learned the game. Then once you learn the flaws you might end up saying "wow I really wouldn't want that in Elite".

It was clear I had to be all-in or step away. I chose real life.
Not true at all. Just look at WH corps. That's a whole subset of the game where you can krab, pvp, explore, and build. I did that for a long time while basically casually playing on weekends.

Part of the problem is you've only seen the potential for Eve (not the reality) and think that Elite should adopt that potential. What you haven't seen are all the downsides/pitfalls because you haven't done it.

Think about why you left Eve. You claim that it was because Eve requires going "all in" but that's just not true. It's just so completely not true. Even outside of WH life you can just join a big corp and show up for events on weekends and whenever there's a big battle. You can even just solo rat in nullsec (in your corp's space) and no one will care because your earnings will be taxed.
 
Eve is famous for being interesting in theory but in practice quite boring and grindy.
Interesting. Swap Elite for EVE in that sentence, and it remains true. I would argue, even more so. I had way more fun and engagement in EVE than I did in Elite. I didn't have to search very far to find it either. I simply am looking for a reason to keep playing Elite. EVE gave me reasons, and I had to make a decision. Elite did not.
Part of the problem is you've only seen the potential for Eve (not the reality) and think that Elite should adopt that potential. What you haven't seen are all the downsides/pitfalls because you haven't done it.
Interesting that I listed several downsides to EVE and yet apparently I haven't seen them. So address the point directly. What are the downsides of my proposals? I've been clear that they should be implemented in a similar but not identical way. Or at least, with the goal of facilitating player interaction. So go ahead and tell me what are the downsides and pitfalls of adopting features that players have consistently been asking for these past 10 years? Are they also unaware of these downsides and pitfalls? My ideas aren't novel or new. I just came to the same conclusion independently. I wonder why.
Think about why you left Eve. You claim that it was because Eve requires going "all in" but that's just not true. It's just so completely not true.
Actually for me that was definitely true. I was either going to be dedicated, or not at all. That's how I am with a lot of things in life, but especially with games. But you tell me that EVE doesn't require dedication and consistency. Well shoot! That's the biggest downside of EVE according to a lot of people who have played it. So I guess adopting features similar to EVE wouldn't have a negative impact then?

Again. Articulate what exactly the downsides and pitfalls are. I keep listing features that could be applied in a measured way to make the game more engaging and compelling. I've shown examples of many other players coming to similar conclusions. People in this forum repeatedly say that this feedback is common and regular. Yet nobody has yet articulated how some small improvements would negatively affect the core mechanics of Elite, which we all have enjoyed and agree don't need to be changed.
 
Interesting. Swap Elite for EVE in that sentence, and it remains true. I would argue, even more so. I had way more fun and engagement in EVE than I did in Elite. I didn't have to search very far to find it either. I simply am looking for a reason to keep playing Elite. EVE gave me reasons, and I had to make a decision. Elite did not.
Right, but an easy counterpoint is that plenty of players do find Elite fun and engaging.

Another easy counterpoint is you stopped playing Eve. You claim that you're going to go back but the fact is that you did stop playing Eve. If the game was so fun and engaging then you would just keep playing. The "all in" argument doesn't fly because, like I said, you could just join a big corp and play the game.

I'm not even exaggerating. Join Eve University. They'll even supply you with ships. Then you hop on Discord, join a channel, and you'll be doing small gang PvP before you know it. Or join the people mining, ratting, etc. Every night or just on weekends. Or just a few times a month if you want.

Interesting that I listed several downsides to EVE and yet apparently I haven't seen them. So address the point directly. What are the downsides of my proposals? I've been clear that they should be implemented in a similar but not identical way. Or at least, with the goal of facilitating player interaction. So go ahead and tell me what are the downsides and pitfalls of adopting features that players have consistently been asking for these past 10 years? Are they also unaware of these downsides and pitfalls? My ideas aren't novel or new. I just came to the same conclusion independently. I wonder why.
I don't remember what your proposals are. Your original post didn't have any concrete proposals. Since then you've written like 200,000 words that I'm not going to re-read. The closest thing to a proposal in your original post was to add more social tools so people would have things to fight over. I'll address that below.

Actually for me that was definitely true. I was either going to be dedicated, or not at all. That's how I am with a lot of things in life, but especially with games. But you tell me that EVE doesn't require dedication and consistency. Well shoot! That's the biggest downside of EVE according to a lot of people who have played it. So I guess adopting features similar to EVE wouldn't have a negative impact then?
This is the issue with referencing things you don't know about. There was a time (like 15 years ago) when playing Eve was like having a second job. That's ancient history. It's not the "biggest downside" anymore. Eve's issues over the past years have nothing to do with it.

Yet nobody has yet articulated how some small improvements would negatively affect the core mechanics of Elite, which we all have enjoyed and agree don't need to be changed.
The meat of your original post: "Just give them some simple trade, resource, territorial, and political tools to make all that happen themselves."

It's very hard explaining the pitfalls of that kind of system to someone who has no experience in it. I'll try...

Any game where people fight over finite resources has massive problems with players abusing the game's systems and/or stacking things so much in their favor that it's not fun for the average person. It's incredibly hard to balance. Games like Eve, Albion, Tarkov, and DayZ all have these problems in their own unique ways.

The first issue you run into is cheating and exploiting. If there's something worth fighting over then people will do anything they can to obtain it. Even if there's the perfect anti-cheat and zero exploits (actually impossible) then you'll run into game balance issues. Everyone will use nothing but meta ships and cheesy tactics.

The next issue you run into is what people call "blobs". A blob is when a group of players get together and stack the odds so much in their favor that it's impossible for the average person to even compete. You're probably imagining a scenario where you and a couple buddies are gonna fight over some system in Elite. Yea... no. What's going to happen is this. If the system has any value whatsoever you and your buddies will face off 25 vs 3 and get smashed. You won't even stand a chance.

And then there's the toxicity. Eve is world renowned for its toxicity (still one of the funniest videos of all time). Competition over resources always draws out big egos and jerks. The higher the stakes the worse people are. It's not as bad in games like Tarkov/DayZ because the resources are ephemeral. If you die, just respawn and try again. But in games where the resources you're fighting over are permanent (like fighting over a system) then it gets unhinged very quickly.

Last, but not least, there's the sweats. Sweats are people who spend 10 hours a day playing the game and training their skills. It's an unavoidable byproduct of competition over limited resources. These highly competitive people will scoop up all the resources and the average player will have nothing left but crumbs.

All of these problems can be addressed. But this is why I say that the game needs to be built from the ground up with this type of gameplay mind. You don't simply add a location with a few game mechanics and let things play out. It took Eve decades to get it right. These are all major issues in Star Citizen and Tarkov. There's a reason why people avoid public servers in DayZ and stick to one of like 10 servers (that are always full) with active server admins and server settings that avoid these issues (like no base building).

Anyway that's just a small example of why you're getting so much push back. It's not that people think the game is perfect or that no changes are needed. It's just that when you suggest "let the players fight over it and figure it out" the players with MMO experience know that it's a Pandora's Box.
 
Last edited:
Right, but an easy counterpoint is that plenty of players do find Elite fun and engaging.

Another easy counterpoint is you stopped playing Eve. You claim that you're going to go back but the fact is that you did stop playing Eve. If the game was so fun and engaging then you would just keep playing. The "all in" argument doesn't fly because, like I said, you could just join a big corp and play the game.

I'm not even exaggerating. Join Eve University. They'll even supply you with ships. Then you hop on Discord, join a channel, and you'll be doing small gang PvP before you know it. Or join the people mining, ratting, etc. Every night or just on weekends. Or just a few times a month if you want.
Yes. I found some things engaging as well. Yes I went back and played EVE a bit and also Star Citizen. Star Citizen was hard to get into because of some serious bugs, but that's another story. I spun up some new skill research in EVE and explored a bit. I need to decide what my ultimate goal will be though. That's another advantage Elite has on EVE. There's much more galaxy to explore and build in Elite. Now if only the game mechanics lent themselves to long-term goals. Thank you for the suggestions on where to get started again.

Since then you've written like 200,000 words that I'm not going to re-read. The closest thing to a proposal in your original post was to add more social tools so people would have things to fight over.
Oh. So you didn't even read what I was suggesting. That's fine. I just figured you might want to comprehend it before trying to make arguments against it.

This is the issue with referencing things you don't know about. There was a time (like 15 years ago) when playing Eve was like having a second job. That's ancient history. It's not the "biggest downside" anymore. Eve's issues over the past years have nothing to do with it.
So you're saying it has changed a lot since I last played? I checked my character account creation dates. I have one account with a character created 2007.12.13 and the main character I played most was created 2009.04.28. Well that clears everything up. I look forward to seeing the adjustments they've made. It's good to see a developer taking the health of their game seriously and being willing to tweak a few things here and there.

Any game where people fight over finite resources...
I stopped reading at "finite resources".

If you had read and comprehended my proposals, you would know I never suggested resources should be finite. In fact I propose that allowing many resource extraction and hauling systems to be automated to a small degree, but guided by players, would make resources relatively less time-intensive to acquire. People are already requesting this feature today without any other tweaks or adjustments. I did consider if finite resources were necessary, and I wondered if it was in any related to the "pristine reserves" stat on planets and rings. I never found out what that meant while playing Elite. But ultimately I thought finite resources (at least the base ones used to craft other items) are not necessary for the improvements people want to see in Elite. Player-driven economies, however, are frequently requested by a large portion of people who have played Elite.

So because finite resources are not a relevant issue, I guess we're back to square one.
 
It comes up often, huh? Maybe the people are telling you something?

https://steamdb.info/app/359320/charts/#6y 🤷‍♂️

Don't worry I expected to get a bunch of flack for daring to suggest this game could be so much more than it is. I'll be fine.

Just gonna' post this again because I re-watched it and it's SO analogous.
Source: https://www.youtube.com/watch?v=w_ZO_Ffa11E


Different genre entirely, but so many space games were made this past decade and none of them really nailed it. Elite is so close. I really just want it to succeed, and my feedback (which I realize will likely be ignored) is given with just the smallest glimmer of hope that maybe this game is heading in the right direction now (starting with colonization, even if totally broken now).
According to the steam chart the player number almost tippled in a years time, that doesn't seem dead.
The numbers have been higher in the past, but are on the rise again.
Also, a lot of people, including me, play the game through the stand alone launcher, or via Epic.
 
Yes. I found some things engaging as well. Yes I went back and played EVE a bit and also Star Citizen. Star Citizen was hard to get into because of some serious bugs, but that's another story. I spun up some new skill research in EVE and explored a bit. I need to decide what my ultimate goal will be though. That's another advantage Elite has on EVE. There's much more galaxy to explore and build in Elite. Now if only the game mechanics lent themselves to long-term goals. Thank you for the suggestions on where to get started again.
You're citing these games as examples but you don't have any experience in them. It's all your imagination.

Oh. So you didn't even read what I was suggesting. That's fine. I just figured you might want to comprehend it before trying to make arguments against it.
You put very little effort into formulating a clear suggestion. You can't expect someone to read 200,000 words for a concept that can be explained in 1 paragraph.

I look forward to seeing the adjustments they've made. It's good to see a developer taking the health of their game seriously and being willing to tweak a few things here and there.
And yet you're comfortable using Eve as an example... when you don't know anything about Eve.

I stopped reading at "finite resources".
This is why it's difficult to explain it to someone without experience. You have to be taught every concept from the ground up because you've never seriously played a game with a player driven economy. That would explain why these "ideas" don't make any sense.

All player driven economies are based on finite resources. Full stop.

If you want your ideas to be taken seriously then spend some time learning player driven economy systems. The best way to do that is to actually spend some time in those games. Otherwise your ideas won't make any sense to anyone but you.
 
What exactly is it that we disagree on as far as game design? On one side, all I see here is "we don't want Elite to be EVE" and a bunch of dismissive comments. On the other side I see a group of players repeatedly and consistently saying "Elite is great and I enjoyed it for a time but why hasn't it evolved in this obvious direction?".
Yes, but which obvious direction? You're not sure why Frontier spent a bunch of time adding a FPS mode to Elite Dangerous (and with hindsight, there were certainly better things they could have spent the time on) but that was one of the major player demands before Frontier did it ... and one of the giant threads on this forum is hoping that mode be extended to cover the interiors of our own ships in greater detail. Others want a wider variety of landable planets to increase their range of exploration scenery. Lots of people agree that ED needs "more features" - there is quite widespread disagreement on what those features are.

I have yet to see one response explaining how any of these commonly proposed improvements would disrupt the existing core mechanics that people already love almost universally.

Exactly! Where?!?! It's not a money issue because Star Citizen and EVE are still going strong. Star Citizen is super beautiful but totally broken and yet it pulls in $100M a year of crowd funding 13 years later. No Man's Sky apparently resurrected itself through a miracle and scratches the itch for some people (I should try it even though I'm the kind of person who sees through dynamic procedural generation pretty quickly).
NMS I bounced off but the reasons I did are extremely me-specific (related to my main complaint about ED, which I've never seen anyone else really express). I still think it's worth a try if only to see someone else's take on "giant world space game" - though if you want an example of a game where the multiplayer really was bolted on as an afterthought, it's NMS: treat it as singleplayer.

No no no. Elite has all the hard work done. The core game mechanics are already built and work well. It's expensive to add an FPS to the game, but they did it for some reason. It's not bad to have it, but it doesn't take advantage of the existing mechanics that would work well if you just let the players build more of the in-game assets themselves and drive the economy themselves. They're adding more and more ships because ships sell well (as Star Citizen clearly shows).

Sure. If some other company makes a game with a galaxy based on our own, at the same scale, with the same appropriate level of detail, I and many others would flock to it. That's why people are talking about Elite and not some other game. Nobody has those core fundamentals so perfectly positioned.

What? That's the most compelling thing about "set in space". There's so much to explore and places to build and resources to find and ways to maneuver.
And here is the fundamental problem.
- you want a game with multiplayer interaction, with things like a player-driven economy and construction and competition and so on
- you want a game with the physical scale of an entire galaxy filled with star systems the size of star systems containing planets the size of planets
The two aren't compatible. It's not "missed potential", it's "you can't do both of those things well in the same game".

Colonisation is a great feature in isolation (subject to implementation, bug fixes, polish, etc.) but it obviously massively exacerbates the "there are fewer online players than inhabited systems" problem. I've never seen another player in "my" system, and the traffic report suggests that I'm possibly missing a couple a week by not spending 24/7 sitting in supercruise watching out for them. I'm surprised that I still see as many other players as I do. Now, this is fine for ED as it stands - meeting other players is optional, you can make an appointment if you want to do so, it's not too difficult to meet up with your friends - but would be breaking the balance of any "you need to interact, at least indirectly, with other players" features in full chaos, if ED had any. And it makes it so much harder for ED to add any of those later, not that Frontier are likely to try.

Similarly a player-driven economy. The context of "Elite sequel" rather than "generic space game" means that there needs to be a way for players to (reliably!) make money by hauling cargo. The size of economy in terms of number of stations which could be supported purely by player hauling is tiny compared with the hundreds of thousands of markets there actually are. So even where player-driven economies exist in Elite Dangerous (Tritium, maybe some freight of colonisation supplies now) they're very much a sideshow.
(And also: it's easy to imagine a PDE for commodities and trading and maybe extending from that into ship-building. But what about for bounty hunting? Or exploration? Or salvage missions? Or passengers? Do those just largely vanish as paying activities because no other player has a motivation to pay you to do them, or do they stay as a static NPC-fed source of credits which pushes ridiculous inflation on the PDE trading side?)

You said you were disappointed to realise that most of the ships you met were NPCs; the alternative, given the scale of the galaxy, was for you to almost never see another ship (and the entire combat side of the game to collapse due to lack of targets, since no-one is going to volunteer to be "comedically incompetent RES pirate #33"). Dual Universe just had [1] a single star system (though again a realistically-sized one) and couldn't even fill that properly purely with real players even at its height despite implementing a full shopping list of "EDs missing features" to attract everyone.

Huge amounts of ED gameplay, especially on the multiplayer side, is constantly running into the "space is really big and therefore you need an appointment to meet anyone" problem. Conversely, a game with all the multiplayer interaction you desire couldn't have anything approaching ED's scale (certainly not for inhabited space; maybe uninhabited space; even realistic-sized star systems would be a tough thing to include)


[1] Technically still "has", I guess, but it's really not going to fill it with players now.
 
It never made sense to me to use the Steam key that I got with the game. So I've never played it via steam. Mostly because I find it obnoxious to be told "you've played this game for x hours" before I even click "launch"

But also wouldn't that just be loading a launcher with an interface I don't want to see or interact with on top of the launcher? That's just weird.
 
Back
Top Bottom