New player here, playing for 2 d, some feedback

Hi,

so I started playing Elite and thought I give the devs some feedback from the perspective of a new player.

No clue if they read this, so I just put down some bullet points.


-Cool atmosphere, it has most of the features that Star Citizen only promises to have. Though Elite does it in a smart and "small scope" way. I like that.
-However, I feel like 90% of the game I am just jumping around. For that I find the jumping a bit to underwhelming. ESPECIALLY graphically.
-For an activity that I seem to be doing REALLY a lot, I think the variation in graphics, style and mood should be much diverser. At this point I could even paint on paper every single galaxy image that is being thrown at me during the hyperspace "animation".
And one of those textures seems really low res, it even sticks out a lot (the white one with the rift). I would really suggest to invest some time into this to make it more beautiful as the player spends so much time doing it.

-Ground missions are very confusing. I failed trying to "interact" with a data hub several times. I think these missions could get some more love so they are clearer. Or maybe they are bugged, because I couldnt scan anything down there, nor could I "interact" with them. The points you could target also weren't called "data hub", but communications array and other words.

-Accepting missions that require stuff you currently don't have fitted on your ship should give you a warning. For a new player it is very frustrating to accept the mission just to find out you lack somethig to do them when on the way.

-The ship voice does not change when changing the game's language. It can be changed with Arx only. So if you install the game in the wrong language, you are stuck with the wrong language in the cockpit, even after you changed the game's language to your proper language.

-Why no hotkey to keep pressed so that the mouse cursor can be used in the cockpit?

-The default bindings are from hell. I mean, no disrespect to the designers here, but it doesn't look like they play many games out there. Driving a car has default accelerate/decelerate on Q/E instead of W/D which is used in the ship. Just why? Then we also have default key-bindings that you use all the time, far away from the WASD area on the keyboard, while having keys like C unbound, which is a really near and convenient key. The whole default binding were VERY confusing to me.

-The Frame Drive's usability is very incosistent and confusing to a new player. Instead of having 2 proper seperate modes on 2 seperate keys, you have a mix-up of supercruise and hyperspace functionality on one key, and the functionality depends on the nav-point you look at. But even then, the functionality changes, depending on if you are already in supercruise or if the target is obstructed. It all seems like a "grown feature" that got more and more convoluted with time. To a new player it is not easy to figure out.
Some examples:

-Pressing J with a distant system targeted = Spool up drive, but stay in normal velocity mode. When you align, it becomes a hyperjump.
-Pressing J with a local location targeted = Spool up drive, and go supercruise and WITHOUT alligning to anything. However, both target NAV GUIs (a local location vs a distant system) look the same: Always a yellow circle.
-Pressing J while in supercruise at lower speeds drops you out of it, BUT pressing J in supercruise while having a distant system targeted activates hyperspace.
-Pressing J with a distant system selected that is obstructed: No FSD start-up. BUT Pressing J with a local location selected, FSD starts, THEN you can select a distant system (even if it is obstructed) and are allowed to fly in supercruise to a point where the target is no longer obstructed and you are able to jump.
So why in the first place do I need to have a NOT obstructed target?
-Changing the target from a distant system to a local location will still keep the route on the navmap, but without a way to switch back to the route's target. So you have to go to the map, uncheck and re-check the route to get that target back.

Over all, this is very overdesigned. I would suggest a clear distinction in modes, GUI language and buttons for inner-system supercruise related design aspects vs hyperspace aspects.
-Different marker on the HUD
-Different button
-Different sound and "graphical mood" sourrounding it.
Generally speaking, divide them apart and make it clear. I think it would really increase the usability of the whole jump-mechanics. Something that other games have done also. Like: K is supercruise drive, and it glows blue, and it makes a wizzing noise, and the target is a blue diamond shaped icon. And J is hyperspace mode, it glows red and it makes a bassy noise and the target is a red circle icon. Just as an example.


-When hyperspace jumping, the ships always seems to be on a direct collision course with the sun. It would be really nice and less annoying if we could control the throttle setting when in hyperspace, so that when the ship exits hyperspace, the new throttle setting is immediatelly applied. I find it a bit evil to be honest, to have a design that forces you to stay to watch an ugly hyper jump, not allowing you to go get a coffee or go AFK quick, because you will always enter the suns orbit and get some hull damage otherwise.


Well, there is more which I cannot remember right now, but I thought as a first impression I just leave it here for whoevers consideration.

Overall I think this game seems quite fun even if gameplay-time is a bit too much on the hyperspace jumping side imho.
Keep up the good work.
 
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Hi,

so I started playing Elite and thought I give the devs some feedback from the perspective of a new player.

No clue if they read this, so I just put down some bullet points.


-Cool atmosphere, it has most of the features that Star Citizen only promises to have. Though Elite does it in a smart and "small scope" way. I like that.
While SC wants to be the best scifi game, Elite already is a great SciFi Game but with an extreme amount of science behind it. It's more like a playable Sandbox Version of our Galaxy. Keep the science aspect in mind when playing Elite and you will discover a more complex world then thought ;)

-However, I feel like 90% of the game I am just jumping around. For that I find the jumping a bit to underwhelming. ESPECIALLY graphically.
-For an activity that I seem to be doing REALLY a lot, I think the variation in graphics, style and mood should be much diverser. At this point I could even paint on paper every single galaxy image that is being thrown at me during the hyperspace "animation".
And one of those textures seems really low res, it even sticks out a lot (the white one with the rift). I would really suggest to invest some time into this to make it more beautiful as the player spends so much time doing it.
You will "forget" about that after the first 2000 jumps. It's like the daily ride to work. You just do it automatically without thinking or noticing anything
They changed the animation some time ago, you can have a look on the old one on youtube, some players liked the old version more. Beside that, no one knows exactly how the wichspace is working (to stay in the Lore of the game) I mean, I can tell you exactly, how the Warp Drive in Star Trek is working since they explained it with their fantasy-physics but... forget about that :D

-Ground missions are very confusing. I failed trying to "interact" with a data hub several times. I think these missions could get some more love so they are clearer. Or maybe they are bugged, because I couldnt scan anything down there, nor could I "interact" with them. The points you could target also weren't called "data hub", but communications array and other words.

-Accepting missions that require stuff you currently don't have fitted on your ship should give you a warning. For a new player it is very frustrating to accept the mission just to find out you lack somethig to do them when on the way.
Well, I can't say it's wrong... the amount of Ingame Information is already pretty big (have a look into the Codex or Handbook) but yea, a lot of Informationen are better gathered outside of the game. Youtube, fandom wiki are the key ressources or this board ;)

-The ship voice does not change when changing the game's language. It can be changed with Arx only. So if you install the game in the wrong language, you are stuck with the wrong language in the cockpit, even after you changed the game's language to your proper language.
Really? I'm playing the game since release but I'm sure that you can always use the basic voices for english, german, russian, spanish and frensh..

-Why no hotkey to keep pressed so that the mouse cursor can be used in the cockpit?
You can use your mouse to steer the ship. Because of a very complex "Act when I look on it" etc.. the mouse has never been an option. You will quickly be used to it.

-The default bindings are from hell. I mean, no disrespect to the designers here, but it doesn't look like they play many games out there. Driving a car has default accelerate/decelerate on Q/E instead of W/D which is used in the ship. Just why? Then we also have default key-bindings that you use all the time, far away from the WASD area on the keyboard, while having keys like C unbound, which is a really near and convenient key. The whole default binding were VERY confusing to me.
Pro Tip: Play some more days and note down every problem you have with the bindings. Afterwards just take yourself an hour or so and delete all bindings and start over with your own personal bindings. This works out the best for me.

-The Frame Drive's usability is very incosistent and confusing to a new player. Instead of having 2 proper seperate modes on 2 seperate keys, you have a mix-up of supercruise and hyperspace functionality on one key, and the functionality depends on the nav-point you look at. But even then, the functionality changes, depending on if you are already in supercruise or if the target is obstructed. It all seems like a "grown feature" that got more and more convoluted with time. To a new player it is not easy to figure out.
Some examples:

-Pressing J with a distant system targeted = Spool up drive, but stay in normal velocity mode. When you align, it becomes a hyperjump.
-Pressing J with a local location targeted = Spool up drive, and go supercruise and WITHOUT alligning to anything. However, both target NAV GUIs (a local location vs a distant system) look the same: Always a yellow circle.
Na you have to look on the numbers next to the yellow circle... if it says anything with LS (Light Seconds) it's within the system and it will just go to supercruise.
If it says LY for Light Years, you will make a jump into the other system, if your ship can jump the needed range.
You will get used to it quickly, trust me ;)
There are also bindings in the settings, to use an own button for frame ship jump and supercruise.

-Pressing J while in supercruise at lower speeds drops you out of it, BUT pressing J in supercruise while having a distant system targeted activates hyperspace.
-Pressing J with a distant system selected that is obstructed: No FSD start-up. BUT Pressing J with a local location selected, FSD starts, THEN you can select a distant system (even if it is obstructed) and are allowed to fly in supercruise to a point where the target is no longer obstructed and you are able to jump.
So why in the first place do I need to have a NOT obstructed target?
-Changing the target from a distant system to a local location will still keep the route on the navmap, but without a way to switch back to the route's target. So you have to go to the map, uncheck and re-check the route to get that target back.

Over all, this is very overdesigned. I would suggest a clear distinction in modes, GUI language and buttons for inner-system supercruise related design aspects vs hyperspace aspects.
-Different marker on the HUD
-Different button
-Different sound and "graphical mood" sourrounding it.
Generally speaking, divide them apart and make it clear. I think it would really increase the usability of the whole jump-mechanics. Something that other games have done also. Like: K is supercruise drive, and it glows blue, and it makes a wizzing noise, and the target is a blue diamond shaped icon. And J is hyperspace mode, it glows red and it makes a bassy noise and the target is a red circle icon. Just as an example.
Believe me, it's all working correctly since 2015 :D

-When hyperspace jumping, the ships always seems to be on a direct collision course with the sun. It would be really nice and less annoying if we could control the throttle setting when in hyperspace, so that when the ship exits hyperspace, the new throttle setting is immediatelly applied. I find it a bit evil to be honest, to have a design that forces you to stay to watch an ugly hyper jump, not allowing you to go get a coffee or go AFK quick, because you will always enter the suns orbit and get some hull damage otherwise.
There are options on your right handed console.
If you have the proper tool (in this case, it would be the Supercruise Assist), you can change the option in the console, on how it should react.
As a tip: Just throttle down after the 5 second countdown starts. I'm doing this by pulling the throttle unit back to zero (I'm using a HOTAS)

Well, there is more which I cannot remember right now, but I thought as a first impression I just leave it here for whoevers consideration.

Overall I think this game seems quite fun even if gameplay-time is a bit too much on the hyperspace jumping side imho.
Keep up the good work.

Keep on playing, you will find a lot of cool things and yea, you will find some strange behaviours and bugs.
 
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Thanks for the reply. I know it is written with good intentions. However, I must object with this: Anytime someone says "you will get used to it" it just another phrasing of "this is unintuitive design and could be improved a lot". Basically, you can get used to ANYTHING. We are humans, we are biological adaptation algorythms. It is our job to adapt, because it is what made us survive.

However, in terms of game design, GUI design, etc. this is the worst argument one can bring forth. While a good design works naturally, without having to get adapted to it, as it has been designed with human intuition in mind (e.g. color association, shape association, management of expectations in any given state of a GUI, sensory overload, amount of individual units of information processed at any single time, spatial relation of information, etc. etc. etc.).

But thanks for taking the time to reply. Appreciated.


Now, I have some more feedback after some more playing, that I would like to add:


-Since the game relies so much on getting speed right (e.g. when dropping out of a jump, when going into orbit, etc.) I find it really annoying how my eyes always have to wander between the center of the screen and the bottom left where the distance/speed is shown. Or to the bottom right, where the thrust GUI is. I know you can work with the seconds on screen only, but still.
Why not have these things on the HUD, where they belong? At the very least, the throttle and speed should be on the HUD somewhere. Small and slim, but present. Like any flight simulator does it.


-ESC should always close the current menu first (e.g. close system and galaxy map) before acting as a button to open the main menu,

-Why is primary weapon 1 on the right side of the HUD even though it is the LEFT mouse button, and secondary is vice versa. Drives me nuts. Left mouse button should be left GUI elems on the hud, and right mouse button should be right side.

-When selecing a firegroup with only weapons associated to buttons, I think there is no reason to not auto-switch to combat mode, while when selecting a firegroup with only sensors associated to buttons it might make sense to auto-select the analysis mode. Or is there a reason not to do that? Seems like there wouldn't, but I am not experienced in the game to judge this.
Or even better: Instead of throwing out an error case when pressing the fire button for the wrong device, and telling the user: "HEY WRONG MODE, YOU NEED TO SWITCH!" why not just do the switch then? I mean, whats the point of telling they player to now press 'm' when the game could actually just switch the mode for you at exactly that moment.
Weird design imho.
 
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-Follow up mission messages only state the local location, but not the system where to go. Basically makes it impossible to find the NPC without using 3rd party sites in the web.

-Planetary scanner has mouse deactivated by default. So you are stuck in that view and wonder what to do. When selecting the pre-set for mouse-keyboard, this should be set correctly and enable mouse movement.

-The auto-docker doesn't seem to take the moving ring of some space stations into account and flies right into the moving ring and collides.

-It would be cool if passenger missions could be filtered by transport vs sightseeing. There are filters, but none of them for the mission sub-type "only transport".
 
-The mousewheel seems to have no function at all. With long lists of nav points, using the filter can be annoying. Since the mousewheel is not used, why not just allow the mousewheel to scroll through lists currently active in the GUI? Like the navigation list.

-The current selected UI item is really hard to see, ESPECIALLY in the chat tab. It even changes in color, sometimes a selection is orange, sometimes grey depending on the message. The difference between selected and not is way to subtle. I would really suggest to make this more accessable. And in this regard, I am not the only one constantly fighting with what is selected in that UI, as I play with 3 friends on discord who also get frustrated with this subtle selection hilights. Give it a strong contrasting color. Everything is a shade of yellow/orange.

-When the pilot's head moves, due to accel / deceleration, you often lose sight of the throttle gauge. Since it is a super vital info and control I find that really a questionable design decision. On the other hand, it is immersive, so overall there is even more reason on why that speed gauge info should be on the HUD. After all, that is why pilots have these infos on the HUD. Star Citizen doesn't do that many things right, but speed and speed control indicator on the HUD is definitive one of them.
 
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