Newcomer / Intro My take on Elite (in short: it's boring)

Elite: Dangerous is basically a modern day version of the original Elite, with some additional bells and whistles, and awesome graphics and sound.

This is a Good Thing.

It's a game where you need constant vigilance. Constant. You can't just walk away to the bathroom or pause the game - you'll probably die if you do.

This is also a Good Thing.

Some people like to use the docking computer, others as I do love the docking mechanic.

I do like the idea of having your hud direct you to your docking pad via HUD rectangles. Picture the current docking pad rectangles on the HUD. At the moment they're projecting up from your allocated pad (and due to a bug they disappear/reappear every now and again). Imagine those rectangles now projecting from your HUD/ship continuously to the pad, with a kind of 'suggested/optimal route'. I'd love to see that. It'd remind me of the rectangles used on the displays in the space vehicles in 2001 A Space Odyssey.

In fact - having the rectangles appear in your HUD when in supercruise moving towards your targetted destination would also look awesome. We almost have those whilst in supercruise to an extent, but they're faint vertical lines indicating speed at the moment. I think changing those speed lines to rectangles which indicated a flight corridor towards your destination would also look great - although there may be technicalities getting in the way of that, e.g. the game client having to calculate the new flight corridor if you change direction. So I suspect we'll never get something like this.
 
You're intitled to believe what you want in that direction. This is obviously not the point of this thread.

So, you like to fly into a station and find that the assigned docking pad isn't marked in, I don't know let's say, 20% of all cases? Really? Besides that automation isn't really the point as I already said multiple times. It's the whole docking procedure and it's poor implementation I'm talking about.

No, I don't want to have the pad unmarked. That is a bug, which BTW is fixed on the next major build (1.1) already according to the devs. Meanwhile I get by just fine by just looking at the compass if it isn't marked correctly, which for me almost never happens. As for the docking procedure I just don't agree. I think it's very well implemented as it is even if of course minor things like some sort of queue system for small outposts should be implemented if there is a lot of traffic. Also something the devs have said will probably come eventually when more pressing things have been done.
 
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hello there

The game is simplistic in many aspects but its also rather deep, much like a game of chess.

As to a comparison with ETS2, well that's not such a bad thing for many of us.

At the moment, Ive spent a week or so doing an inter system run and whilst not a lot has happened I have found it rather pleasing.

If one finds E:D boring, then pehaps its just not "your" kind of game.

Me? Ive been waiting for MP Elite for 20 odd years, and im rather happy with what they delivered.

Yes, there could be a lot more added and I do hope they add to the framework we have now. Fingers crossed sales are good enough to keep them going.

Rgds

LoK
 
This game plays 3000 AD and it's not possible to project a flight path to the dock on to the HUD? Maybe it wouldn't be so ridiculous if you'd actually manage that the respective landing pad is and stays marked for the whole docking process but even that seems to be to much asked. What about simply painting a number on the deck if you're to unable to keep it lit all the time just for example? Not to talk about pads that simply won't accept your ship even you've permission to land.

To OP... it can be a bit frustrating when the docking hologram disapears but this should be fixed soon.. For now try to use the little compass once inside the letterbox to locate your landing pad.. Also even if the hologram is not displaying the landing pad should be lit up compared to the ones around it. This works for most stations where you have to fly inside, not sure about outposts.
 
At the moment it seems to me that this game is a modern version of the Euro Truck Simulator in space as the major way to get money is to haul stuff from A to B. Now you'll say but "hey there are dogfights against AI or other players" but these are actually boring, too. Same goes for the missions that you can get from the bulletin boards if they actually even work/can be finished. As somebody else has put it the most "exciting" moments in this game seem to be the ones when you mess up to dock somehow and wreck your ship or get it shot to pieces by a stations defensive weapons...wow!

The game designers of this game have to be stuck in the early '90s with their mindset but they're not the only lazy, mindless or simply incompetent people from this development team. I mean how can you mess up a so essential part of the game like the docking for example. This game plays 3000 AD and it's not possible to project a flight path to the dock on to the HUD? Maybe it wouldn't be so ridiculous if you'd actually manage that the respective landing pad is and stays marked for the whole docking process but even that seems to be to much asked. What about simply painting a number on the deck if you're to unable to keep it lit all the time just for example? Not to talk about pads that simply won't accept your ship even you've permission to land.

The insurance part in general is a good idea but the implementation is only sub par. Why can't I sell other stored ships from the reclaim menu for example or why the hell isn't it possible to also insure the hauled cargo just for example?


Curious though I haven't blown up on docking....NOT ONCE...And I've played since beta 1.x

If you can't enjoy the panorama that is the Milky Way, get satisfaction upon finding a lucrative trade route, Find satisfaction in downing that nefarious pirate plaguing the spaceways then can I haz ur stuff?
 
Op has a point here about lack of automation.
I was really up for this game but getting fed up with the lack of automation, especially lack of Auto pilot, not only for docking (oh there is one but it takes up a module and is rubbish) but lack of being able to fly from one system to another without having to manualy do it, sorry but why ??

Hang on..... He start's off his post knocking the game by saying: -

this game is a modern version of the Euro Truck Simulator

So, adding automation makes it less so?

Not that I think it is a space version of Euro Truck Simulator. I think it's a great game that will only get better over time. Yes, to make money in the game you need to trade, although other means of income exist.

As for docking, I think it's easier than it was in original Elite, from memory that was a lot less for giving.
 
Automation like what? It's not that hard to, well, point your ship at a system before jumping there... It takes like 5 seconds max if you can read your radar. Or do you mean something else? The only process that could use some automation that I can instantly think of is mining. You could still shoot at roids but have a droid or some such that automatically brings the pieces into your cargo hold without the need to manually scoop every piece.

I suggested a tractor beam since we have very few useful items for the utility slots.
 
No, I don't want to have the pad unmarked. That is a bug, which BTW is fixed on the next major build (1.1) already according to the devs. Meanwhile I get by just fine by just looking at the compass if it isn't marked correctly, which for me almost never happens. As for the docking procedure I just don't agree. I think it's very well implemented as it is even if of course minor things like some sort of queue system for small outposts should be implemented if there is a lot of traffic. Also something the devs have said will probably come eventually when more pressing things have been done.

And this speaks heaps about the development, their priorities and the QA if such a major flaw makes it into the release. It's not very well implemented for the already mentioned things but not only that. There are other things related to it like why for example isn't the air lock not marked as blocked if for example a Type 9 which is basically taking up the whole space is passing through it, why are there red and green lights if neither the AI or players have to care for them and so on and so forth. It's simply half-baked and not thought through sorrowly and I hang myself so far out of the window to say that everybody that says otherwise simply has no clue what would be possible in that direction and that without having to spend months of development on it.

hello there

The game is simplistic in many aspects but its also rather deep, much like a game of chess.

As to a comparison with ETS2, well that's not such a bad thing for many of us.

At the moment, Ive spent a week or so doing an inter system run and whilst not a lot has happened I have found it rather pleasing.

If one finds E:D boring, then pehaps its just not "your" kind of game.

Me? Ive been waiting for MP Elite for 20 odd years, and im rather happy with what they delivered.

Yes, there could be a lot more added and I do hope they add to the framework we have now. Fingers crossed sales are good enough to keep them going.

Rgds

LoK

The game is simplistic while chess actaully isn't. Btw, what is the equivalent to a checkmate in Elite?

In general it isn't but it becomes one if this is the only proper way to generate a certain income simply because it neglects other important parts of the game if there's such a focus on it.

That's good for you but how exciting is this really?

Yes, I'm also starting to think that and that while I've actually played the old one and things like Freelancer with quite some passion.

Let me guess. You simply don't know what's out there and what would be possible today, right?

It's good to have these hopes but looking how game development works nowadays I wouldn't have to high expectations.

To OP... it can be a bit frustrating when the docking hologram disapears but this should be fixed soon.. For now try to use the little compass once inside the letterbox to locate your landing pad.. Also even if the hologram is not displaying the landing pad should be lit up compared to the ones around it. This works for most stations where you have to fly inside, not sure about outposts.

I've read about that the pad should be lit up (white lights) but this also seems to be the case for other pads (in use) and not only my assigned one so this is not really a fail-safe solution.

Curious though I haven't blown up on docking....NOT ONCE...And I've played since beta 1.x

If you can't enjoy the panorama that is the Milky Way, get satisfaction upon finding a lucrative trade route, Find satisfaction in downing that nefarious pirate plaguing the spaceways then can I haz ur stuff?

Oh, it's not that this happens to me on a daily basis or is one of my major concerns related to docking. It becomes my major concern if this seems to be the most thrilling experience in the whole game while it actually should be dogfights and things like that that keep the adrenaline flowing.

I'd sell my account for a reasonable price if that is possible (?).

Hang on..... He start's off his post knocking the game by saying: -

So, adding automation makes it less so?

Not that I think it is a space version of Euro Truck Simulator. I think it's a great game that will only get better over time. Yes, to make money in the game you need to trade, although other means of income exist.

As for docking, I think it's easier than it was in original Elite, from memory that was a lot less for giving.

You obviously have a problem with your reading comprehension as the ETS comment is not really connected to the automation and I already said enough about the latter.

IIRC there were no pads in the old Elite and you would be done with docking basically if you'd have passed through the air-lock of a station.
 
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Docking gets easy with a little bit of practice. I honestly don't know what is about it that people have a problem. But it's not meant to be a mindless exercise, you are meant to pilot your ship.
 
I agree some aspects of the game are booring, but that's the `grinding` aspect of any online game.
I don't think it fair to bash the devs. For me the game has been stable without any issues. Some of the game design is brilliant.
Being able to fly into a space station and land, on the inside surface is pure genius.
Landing is so easy I come in with 50% power, cut engines, deploy gear, roll out and grease her in. It's the best bit of the game.
I have only traded 6000 credits. The other 700'000 credits have been from missions, black market and combat.
I'm having a great time near Jeti, come visit.
 
I've read about that the pad should be lit up (white lights) but this also seems to be the case for other pads (in use) and not only my assigned one so this is not really a fail-safe solution.

Not a fail-safe, but that in combination with the compass should see you through.
 
Docking gets easy with a little bit of practice. I honestly don't know what is about it that people have a problem. But it's not meant to be a mindless exercise, you are meant to pilot your ship.

Don't get all hung up on the docking. It was just taken as an example of what's wrong "bug-wise" and to show that what we have here simply doesn't corresponds with the tech, procedures and what not that should be available in 3000+ and this is just laziness or simply ignorance on the developing side, sorry.

I agree some aspects of the game are booring, but that's the `grinding` aspect of any online game.
I don't think it fair to bash the devs. For me the game has been stable without any issues. Some of the game design is brilliant.
Being able to fly into a space station and land, on the inside surface is pure genius.
Landing is so easy I come in with 50% power, cut engines, deploy gear, roll out and grease her in. It's the best bit of the game.
I have only traded 6000 credits. The other 700'000 credits have been from missions, black market and combat.
I'm having a great time near Jeti, come visit.

But the general tenor of the devs and the com is that grinding isn't nor shouldn't be the major goal of this game as far as I got it. But what is it then?
I had my share of "connection to the instancing/trade server lost" (or what ever the correct terms are) occasions, lost money because of it and even contacted the support which didn't managed to answer in an acceptable time frame but in general the game runs quite stable. I actually expect that when I pay 50,- € for it.
It is for the first 100 times maybe but at some point it just gets repetitive and with that boring. I personally would be satisfied with how it is done in FL for example where the process is fully automated but as we've this manual option here I'd like to see it actually being something that makes at least a bit of fun and is somehow intuitive. At the moment it's like standing in front of an assembly line doing the same move x-thousand times. If that really is "the best bit of the game" for you you've my sympathy.
You're talking about peanuts. What can you buy for this money? You can't even fully upgrade a SW with it.
 
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Don't get all hung up on the docking. It was just taken as an example of what's wrong "bug-wise" and to show that what we have here simply doesn't corresponds with the tech, procedures and what not that should be available in 3000+ and this is just laziness or simply ignorance on the developing side, sorry.



But the general tenor of the devs and the com is that grinding isn't nor shouldn't be the major goal of this game as far as I got it. But what is it then?
I had my share of "connection to the instancing/trade server lost" (or what ever the correct terms are) occasions, lost money because of it and even contacted the support which didn't managed to answer in an acceptable time frame but in general the game runs quite stable. I actually expect that when I pay 50,- € for it.
It is for the first 100 times maybe but at some point it just gets repetitive and with that boring. I personally would be satisfied with how it is done in FL for example where the process is fully automated but as we've this manual option here I'd like to see it actually being something that makes at least a bit of fun and is somehow intuitive. At the moment it's like standing in front of an assembly line doing the same move x-thousand times. If that really is "the best bit of the game" for you you've my sympathy.
You're talking about peanuts. What can you buy for this money? You can't even fully upgrade a SW with it.

Only had one connection fail in four weeks.
Don't rush. I'm still kitting out my Adder and it's a beaut.
Give the game time. If you are right it will die on the vine (and I accept you could be right).
If the devs read these forums (and I suspect they do) the game will go from strength to strength.
Lets see...
 
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And this speaks heaps about the development, their priorities and the QA if such a major flaw makes it into the release.

This is not in any way a major flaw. A major flaw would have been if this made it completely impossible to land, which it doesn't...it's mostly just an inconvenience at the moment. It's a temporary bug in regards to a mechanic that have worked previously. Gremlins in the code is nothing new in development and since ED is always going to be "in development" to some extent they are always going to be around the corner. Of course the devs will do their best to minimize bugs, but they are always going to be there as in all other games. Expecting anything else in a game that will have major feature updates every 1-2 months is unrealistic.


It's not very well implemented for the already mentioned things but not only that. There are other things related to it like why for example isn't the air lock not marked as blocked if for example a Type 9 which is basically taking up the whole space is passing through it...

Maybe because it isn't blocked? You can easily squeeze by with both small and medium ships even with a Lakon Type 9 in the middle of the entrance. If anything this adds gameplay since you need to be on alert when entering. Making a game interesting is not about making it "logical" or "realistic". It's about making an interesting balance between risk and reward. Should I try to enter even with the Type 9 blocking the port (faster but higher risk) or wait until it has passed (slower but safer)? If you simply block the port you just removed a gameplay option from the player.

It's also a matter of finding flow in the game. To much complexity can potentially slow down the gameplay too much. In the original design proposal there where a lot more things described, but I assume some of these steps where later removed/dropped (even if some of them might still come along later) since they would make the docking take even longer which would slow down the game too much. I think they have found a pretty nice balance between getting in and out of the stations quick and still having an interesting docking procedure.

The original design proposal is over here:
https://forums.frontier.co.uk/showthread.php?t=8124
https://forums.frontier.co.uk/showthread.php?t=8349

...why are there red and green lights if neither the AI or players have to care for them and so on and so forth.

Some players DO take these into account...I do most of the time. I guess they could later make it so that smaller NPC ships used the correct lane, but this is hardly a priority compared to many other things.

It's simply half-baked and not thought through sorrowly and I hang myself so far out of the window to say that everybody that says otherwise simply has no clue what would be possible in that direction and that without having to spend months of development on it.

Yes, everyone not agreeing with you "have no clue". Who can argue with that solid reasoning! ;)

Compared to most other space games the docking in ED is one of the most developed ever. Most of the time you just approach the station in other games, choose a "dock" option, watch a cutscene and then suddenly find yourself inside the station. How thought out is the "docking procedure" in EVE Online for example? ;)

Anyway, have fun...gotta get the kids to bed now! :)
 
Boring is an incredibly subjective opinion, and while you're perfectly entitled to it, it's clear from the number of engaged involved players not everyone feels that way. As for what "they" didn't "tell you" about the game, a single YouTube vid would have illuminated a lot of the non-automated features you seem to take issue with. I would recommend a little more research before pulling the purchase trigger, next time.
 
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