Having put in a fair amount of hours into this game, I'd like to comment on a few things I think I found off-putting and possibly deterring player retention or effecting sales. I picked this game up for my wife to try out and a few friends and there is a bit of general consensus on why they aren't exactly hooked (but I am!).
Firstly, the lack of single player story (or winged). It's odd because the tutorial missions actually have some good writing and great explanation of things, but that's it about it. My wife felt thrown into the game and wasn't exactly sure where to start. I get that some people ENJOY this aspect of games, and that's great. But others like to get their feet wet with a campaign or story to get a feel for the game has to offer and find out what aspects they like. I recommend a basic but interesting story that takes the player through a mix of combat, exploration, trading, planetary missions, new mining mechanics ect. These could be a bit more hand crafted and offer some free d rated modules (like mining lasers, deep space scanner and so on). Maybe even offer a small upgrade over the starter ship. I think this would go a long way to get players hooked and understand the basics.
The Grind. Admittedly this has gotten a lot better as the game updates, but it could be improved. Increasing materials gained from 3 to 5 would be a good start. Making the ratio on trading up with the material trader a bit more generous would help. Being able to find mineral deposits and place extractors on planets would add increasing game play and depth while reducing the material grind too. Just a thought. Making super cruise a bit faster, more responsive and a better "Slow Down" mechanic where it doesn't actually tell you too late would go a long way in making the game less slow and tedious. I realize the game is a simulator and doesn't need to be an arcade game, but some small adjustments would go a long way for quality of life. Also, consider reducing a few of the engineering requirements. 500 tones of ore and 5000 light year come to mind.
A lot of the gameplay is great, but doesn't feel totally fleshed out. Planets, while awesome, feel sort of empty of lifeless. The UI can be clunky at times, like plotting a new route often has your current planet selected for some odd reason. Probably like 50 other examples I could come up with that are similar if I took the time.
Lastly, soooooo many things have to be looked up online with little or no direction in game. People like me enjoy this but alas, not everyone is like me. Some people need direction, especially people new to the space sim drama. Things like how does power play work? where to find the guardian fsd booster? Where to get certain materials? Which systems have pristine metal or icy reserves?
At the end of the day I love this game, I just want more of my friends on here. But it's honestly a hard sell in it's current state. I'm really looking forward to where this game is going, because it's a blast.
Firstly, the lack of single player story (or winged). It's odd because the tutorial missions actually have some good writing and great explanation of things, but that's it about it. My wife felt thrown into the game and wasn't exactly sure where to start. I get that some people ENJOY this aspect of games, and that's great. But others like to get their feet wet with a campaign or story to get a feel for the game has to offer and find out what aspects they like. I recommend a basic but interesting story that takes the player through a mix of combat, exploration, trading, planetary missions, new mining mechanics ect. These could be a bit more hand crafted and offer some free d rated modules (like mining lasers, deep space scanner and so on). Maybe even offer a small upgrade over the starter ship. I think this would go a long way to get players hooked and understand the basics.
The Grind. Admittedly this has gotten a lot better as the game updates, but it could be improved. Increasing materials gained from 3 to 5 would be a good start. Making the ratio on trading up with the material trader a bit more generous would help. Being able to find mineral deposits and place extractors on planets would add increasing game play and depth while reducing the material grind too. Just a thought. Making super cruise a bit faster, more responsive and a better "Slow Down" mechanic where it doesn't actually tell you too late would go a long way in making the game less slow and tedious. I realize the game is a simulator and doesn't need to be an arcade game, but some small adjustments would go a long way for quality of life. Also, consider reducing a few of the engineering requirements. 500 tones of ore and 5000 light year come to mind.
A lot of the gameplay is great, but doesn't feel totally fleshed out. Planets, while awesome, feel sort of empty of lifeless. The UI can be clunky at times, like plotting a new route often has your current planet selected for some odd reason. Probably like 50 other examples I could come up with that are similar if I took the time.
Lastly, soooooo many things have to be looked up online with little or no direction in game. People like me enjoy this but alas, not everyone is like me. Some people need direction, especially people new to the space sim drama. Things like how does power play work? where to find the guardian fsd booster? Where to get certain materials? Which systems have pristine metal or icy reserves?
At the end of the day I love this game, I just want more of my friends on here. But it's honestly a hard sell in it's current state. I'm really looking forward to where this game is going, because it's a blast.