"No one wants to be Uncle Owen"

“No one wants to be Uncle Owen.” Anyone who played Star Wars Galaxies will remember that quote as the beginning of the end of the game. I’m not sure that that exact line was ever actually said, but it summarised an overall change in direction for the game that led to a mass exodus of players and the eventual closing of a game that many people remember very fondly. (I’ll put the full quote at the bottom of this post so it doesn’t take up room here).

What has this got to do with Elite: Dangerous?

Lately I am seeing a similar trend in ED. I know that ED is still a work in progress and that there are still vast areas of content to develop, but certain play styles seem to be getting pushed to one side with recent updates.

It’s difficult for FDev to balance the game with the very different expectations and play styles of its customer base – some people want PvP, some want only PvE and others want to go off an explore for months and not have to interact with anything other than their scanners and the galaxy map. Some want to be a lone wolf in the galaxy, others want huge guilds. Some players will power-grind their way to be most powerful, engineer-enhanced ships whilst others want to pop in for a couple of hours each week.

It is this last group that I am most concerned for. Going back to SWG, I remember the huge numbers of entertainers who likes to just hang out in the cantina, dancing, playing music and chatting to the combat players who came in. Even amongst the XP grind groups, there were a lot of players who enjoyed sitting in a camp in the middle of nowhere chatting to other players whilst everyone healed up from the combat. For a long time in the game, I played a crafter and when I eventually started to move towards combat I bought another account and build up a new shipwright/pilot just so that I could continue with crafting. I enjoyed being an “Uncle Owen”. I enjoyed interacting with customers in my shop and creating custom parts for them, or advising newbies on how to outfit a ship, or hanging around the cantina waiting for people to come in shouting for help with missions (anyone remember forming up with a group of players trying to get their Master Pilot for the first time so that you could take out the corvette’s guns for them?)

The equivalent of everything in the above paragraphs is the ED player who logs on with the intention of spending a couple of hours hauling superconductors and advanced catalysers between two planets, possibly saying “Hi” to any other commander that they see. After 6 months of playing, they are flying a T7 and are still happy hauling things back and forth with the occasional community goal or the odd data mission from the bulletin board thrown in. Maybe they want to spend a week or two running a rares route, scanning systems as they go. These are the people who are maybe looking after their kids all day, or look after an ill relative, or do a soul-destroying job for long hours. They want a small amount of time to leave the real world behind and relax.

Recently though, that play style seems to be marginalised. NPC interdictions have increased and when they do finally get you they have greatly increased firepower. I recently put away my anaconda and built a Cobra MK III. I was hauling cargo and a couple of data carrying missions. No problem on the first run, but as soon as I got the “reward” of components put in my cargo hold, I was interdicted on my next run. I escaped by dropping mines and running, but then I was interdicted again and again by the same NPC. Once maybe adds a bit of excitement, multiple times is just an annoying distraction from a fairly peaceful hour of trading.

I know that we are out on a frontier and it’s dangerous. But should it be equally dangerous wherever you go? Surely a place like the Sol system, or Achenar should be clear of NPC pirates? Any players attempting piracy there should also have a heavy bunch of system security drop on them seconds after they have interdicted a “clean” status player. Conversely, anyone trying to trade (or even fly through) an anarchy system should have to face the consequences, though the rewards for trading there should be much higher to reflect the fact that it’s not safe to haul goods there). I’m not going to go into Open / Group / Solo and PvP because it’s being discussed hundreds of times, but it is also a factor in how people should be able to enjoy the game.

The live streams this week might show a move towards this in the future with the security status of the system you are jumping to now being shown, but when (if) it actually happens is anyone’s guess.

Like many players here, I have very fond memories of playing Elite back in ’84 on a BBC Model B. My playstyle now is very similar to what it was then – sometimes a bit of bounty hunting, then some trading for a few nights to upgrade the ship, then some exploring and so on. Not everyone wants that though, and I hope that FDev don’t end up losing the “Euro Truckers in Space” players in favour of hardcore combat players. Are there other ways that FDev could keep the playstyle of the back-and forth space trucker? Do they actually need to do more? It’s a big galaxy – surely there could be enough differences in the safety of systems to give everyone a chance to play.




Just for accuracy, here is the actual quote mentioned at the start of this post. To me, possibly the most misguided idea in the history of gaming:
We really just needed to make the game a lot more accessible to a much broader player base. There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves.
Nancy MacIntyre, Senior Director for SWG at Lucasarts.
 
Oh god. NGE was the worst "update" to a game that I know of.

I know the CU caused some controversy but I actually enjoyed it and it didn't hurt the game too much. It made the game better for me.

NGE was when all hell broke loose. That's when they tried to make SWG more like WoW and everyone rioted. SWG was the true sandbox experience where you could do whatever your heart desired while WoW had a bit more of a themepark feel to it.

Back in '04 abouts I think, both games were doing REALLY well proving there was room for both. They competed for different markets and both were very healthy.

Then everyone started trying to copy WoW and what happened? SWG crashed because it tried to be something it wasn't and everyone currently making the game healthy left because it turned into something they didn't want.

The lesson to take here is that when you find your market, stick with it and use THAT to compete with other big name games. Don't try to steal their business. It will never end well for you. TOR tried to do the exact same thing and it's not paying out at all now.

I don't see E: D going THAT far as you claim but I agree they should be careful about balancing Combat and Non-Coms.
 
This has been said many times before... They're mostly working on combat. A very large part of new content tends to be combat-related (for example engineers: lots of weapon mods, fewer general purpose, though it does have a few things, like the FSD upgrade, that greatly benefit traders and explorers).

So, combat, the part of the game that is already the most developed, gets even more attention. And combat also becomes more common. So, if you want combat, you can do just combat. If you want to explore, trade, mine,... You need a strong combat ship anyway because you can be sure the game will give you some surprise combat moments. It's particularly bad for explorers, who need a lightweight ship for best performance in the quiet areas, but still have to be able to survive when returning to the bubble to sell their data.

So, you can play Elite as a pure combat game.
Or you can play it as a mining + combat hybrid. Or an exploration + combat hybrid. Or a trading + combat hybrid. See a pattern developing there? (though, one could argue that the non-combat parts of the game are so limited now that most people would quickly get bored of them without the occasional fear of death)
 
TOR tried to do the exact same thing and it's not paying out at all now.

Uhhh...... The Old Republic is regularly in the top 5 MMOs played, and has been since launch. It's doing pretty damn well, actually, even with what has got to be the most painful and greedy F2P model I've ever seen.
 
“No one wants to be Uncle Owen.” Anyone who played Star Wars Galaxies will remember that quote as the beginning of the end of the game. I’m not sure that that exact line was ever actually said, but it summarised an overall change in direction for the game that led to a mass exodus of players and the eventual closing of a game that many people remember very fondly. (I’ll put the full quote at the bottom of this post so it doesn’t take up room here).

What has this got to do with Elite: Dangerous?

Lately I am seeing a similar trend in ED. I know that ED is still a work in progress and that there are still vast areas of content to develop, but certain play styles seem to be getting pushed to one side with recent updates.

It’s difficult for FDev to balance the game with the very different expectations and play styles of its customer base – some people want PvP, some want only PvE and others want to go off an explore for months and not have to interact with anything other than their scanners and the galaxy map. Some want to be a lone wolf in the galaxy, others want huge guilds. Some players will power-grind their way to be most powerful, engineer-enhanced ships whilst others want to pop in for a couple of hours each week.

It is this last group that I am most concerned for. Going back to SWG, I remember the huge numbers of entertainers who likes to just hang out in the cantina, dancing, playing music and chatting to the combat players who came in. Even amongst the XP grind groups, there were a lot of players who enjoyed sitting in a camp in the middle of nowhere chatting to other players whilst everyone healed up from the combat. For a long time in the game, I played a crafter and when I eventually started to move towards combat I bought another account and build up a new shipwright/pilot just so that I could continue with crafting. I enjoyed being an “Uncle Owen”. I enjoyed interacting with customers in my shop and creating custom parts for them, or advising newbies on how to outfit a ship, or hanging around the cantina waiting for people to come in shouting for help with missions (anyone remember forming up with a group of players trying to get their Master Pilot for the first time so that you could take out the corvette’s guns for them?)

The equivalent of everything in the above paragraphs is the ED player who logs on with the intention of spending a couple of hours hauling superconductors and advanced catalysers between two planets, possibly saying “Hi” to any other commander that they see. After 6 months of playing, they are flying a T7 and are still happy hauling things back and forth with the occasional community goal or the odd data mission from the bulletin board thrown in. Maybe they want to spend a week or two running a rares route, scanning systems as they go. These are the people who are maybe looking after their kids all day, or look after an ill relative, or do a soul-destroying job for long hours. They want a small amount of time to leave the real world behind and relax.

Recently though, that play style seems to be marginalised. NPC interdictions have increased and when they do finally get you they have greatly increased firepower. I recently put away my anaconda and built a Cobra MK III. I was hauling cargo and a couple of data carrying missions. No problem on the first run, but as soon as I got the “reward” of components put in my cargo hold, I was interdicted on my next run. I escaped by dropping mines and running, but then I was interdicted again and again by the same NPC. Once maybe adds a bit of excitement, multiple times is just an annoying distraction from a fairly peaceful hour of trading.

I know that we are out on a frontier and it’s dangerous. But should it be equally dangerous wherever you go? Surely a place like the Sol system, or Achenar should be clear of NPC pirates? Any players attempting piracy there should also have a heavy bunch of system security drop on them seconds after they have interdicted a “clean” status player. Conversely, anyone trying to trade (or even fly through) an anarchy system should have to face the consequences, though the rewards for trading there should be much higher to reflect the fact that it’s not safe to haul goods there). I’m not going to go into Open / Group / Solo and PvP because it’s being discussed hundreds of times, but it is also a factor in how people should be able to enjoy the game.

The live streams this week might show a move towards this in the future with the security status of the system you are jumping to now being shown, but when (if) it actually happens is anyone’s guess.

Like many players here, I have very fond memories of playing Elite back in ’84 on a BBC Model B. My playstyle now is very similar to what it was then – sometimes a bit of bounty hunting, then some trading for a few nights to upgrade the ship, then some exploring and so on. Not everyone wants that though, and I hope that FDev don’t end up losing the “Euro Truckers in Space” players in favour of hardcore combat players. Are there other ways that FDev could keep the playstyle of the back-and forth space trucker? Do they actually need to do more? It’s a big galaxy – surely there could be enough differences in the safety of systems to give everyone a chance to play.




Just for accuracy, here is the actual quote mentioned at the start of this post. To me, possibly the most misguided idea in the history of gaming:
We really just needed to make the game a lot more accessible to a much broader player base. There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves.
Nancy MacIntyre, Senior Director for SWG at Lucasarts.


Repped OP, and agree with a well presented post :) I, like you are an ex SWG vet and fondly remember the heady days of SWG, and yes, I like you had MANY encounters helping people with that nasty corvette, lots of em were NOT pretty :) But I digress, I think that the transition to a more "me me NOW" based gameplay is a big step in the wrong direction. I see many games now that suffer for lack of "community". I'm NOT talking about exterior community here, I'm talking about IN GAME. I know there are limitations due to instancing etc (who would have thought that would end up harming games eh?) and therefore cannot be addressed but what I'm talking about is people actually INTERACTING, you know? Due to instancing and badly designed comms we are stymied. Back in SWG like the OP I also remember the cantinas and guildhalls, shops and entertainers who would, if asked REALLY nice, give you all sorts of buffs tailored to your profession....... We interacted, it made it more personal if you will. Hell even implacable enemies would sit and just chew the fat. I hate to keep referencing SWG but its a good example, whatever you may think of the game, the community was the best I have encountered in gaming. THIS is what ED is lacking ion the most part, along with some BADLY needed mmo staples like storage.

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Uhhh...... The Old Republic is regularly in the top 5 MMOs played, and has been since launch. It's doing pretty damn well, actually, even with what has got to be the most painful and greedy F2P model I've ever seen.


Depends HOW you look at it, Not one person who started playing that game (ToR) with me, is playing now, and that is pretty much how it is now with servers struggling to get groups, hell I gave up and uninstalled due to no activity....... F2P is fine but killed the high end game except for the whales. Game is the WORST example of F2P ever. And considering how many TOP MMo's there are now, maybe coming 5th is no great feat? lol
 
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Depending on social aspects are implemented when we get first-person perspective / "space legs", hopefully we'll see a little of that community start to grow. At the moment, the game doesn't allow for social interaction between the odd line of text chat, and either shooting at each other or running away from each other. The game would be very well served by social hubs, be they cantina / station bars, or commercial areas, where people can just meet, outside of their ships, and have meaningful interactions, in or out of character.
 
Well said Dim Reaper. A game that turns it head in one direction is blind to the other aspects and will usually wither and die. I find it irritating when I am in my Cutter and I am interdicted by a sidewinder saying "all that tasty cargo" or some such macho talk. It is unrealistic for one, and immensely boring dropping a load of mines to blast the moron into a million space particles. Usually the bounty doesnt cover the cost of the mines.
Having a security rating in a system doesnt seem to be working at the moment. I have passed through a high security system and been harassed several times by the same annoying mosquitos, but flown into an anarchy sytem and not been touched. This should be readressed because I remember when I played the original Elite on the BBC (yes I am a veteran too, Dim lol)(fell in love with the game from day one), I absolutely bricked it when I entered an Anarchy system because I KNEW I would be attacked by pirates all the way. That bricking stopped once I had military lasers and a load of experience, in fact I went hunting in anarchies and laughed like a deranged lunatic as another Percy the Puff Pirate died in a specatacular light show. I digress though.
I know the game is always being developed but some parts are falling way behind, while others dont seem realistic at all (in my mind anyway). One such thought is the electonic equipment taking up cargo space. Surely a docking computer would be plugged into the ships computer and not take up a cargo rack. All it really is is a PCB, like a graphics card, being plugged into the motherboard of the ship. The same thing for scanners. So having expansion slots on the MB (which could also be upgraded) is something to maybe consider. But those could be things that FDev can look at in the near future.
But for now this taking the game in a more combat orientated direction will lose those that prefer a trading or exploration life. And those that are just joining wont have the easy life we had when we started at the release of the game. "Lets fly my new ship about and see what ... " *INTERDICTION* "Arrrgghh!! What's happening" *LASER LIGHT SHOW. BANG!* "Wow I am dead already, what a waste of money". This is how I imagine the game going very soon if not already.
I know the threat of Thargoids is looming but to focus on that and forget the trading and exploration side does detract from the game for me.
I have always thought it would be great if we could store goods and equipment so having that implemented would be great. Nice one for bringing that up Cupcake. I would also like to see a way of getting one of your stored ships transported to the system/station you are cureently at. It saves having to fly to a far off system out of the way, leaving one ship behind for later retrieval by the same process, but it also means you can have a system as your true home base because all your capital is there. Yes I am aware of the process of purchasing a smaller ship and using that to get to the other ships but it is a labourious and tedious process if several ships are spread about. Having a "taxi/shuttle" service to get from one system to another, or hiring a pilot to bring your ship to a system would work well I think.
Things like that would deepen the game content, make the galaxy a little more realistic and modern than just a "wild west" or "Caribbean Pirates" scenario.
On the exploration side, I have a thought about the system map. What about having a top down real time view of the planets and their orbits so we can plan a route out with waypoints to explore in the best possible time. The side view is great for data but it doesnt facilitate an easy exploration of a system. Thoughts on this if people have any please.
Anyway my braincell has fried for now so have fun all and it would be great if FDev expanded the other facets of this amazing game.
 
“No one wants to be Uncle Owen.”

<snipped for brevity>

Excellent post.

I agree completely that if the game is going to live up to the 'blaze your own trail' tagline it does need to ensure that non-combat focused careers are viable, although that shouldn't equate to simply removing any possibility of having to deal with some combat occasionally.

After all even Uncle Owen had to deal with some combat eventually and look how it ended up for him, roasted alive outside his farm. Them's the breaks in a living and breathing galaxy - sometimes you're going to be able to settle down and live out your life in peace watching the twin suns set over your farmstead with your sweet-natured wife beside you, sometimes you discover that your adopted kid holds the future of the galaxy in his hands and end up being killed by Imperial agents all because you made a poor droid-purchasing decision.

For what it's worth I'd quite like to be Uncle Owen some days. Other days I want to be Han, or Boba Fett. When I first saw Star Wars I wanted to be Luke but in my defence I was seven; it took me until my teens to understand that the guy who doesn't have the responsibility, flies the fastest ship in the galaxy and gets the girl is actually getting the better deal overall compared to a kid whose foster parents were murdered, saw his mentor murdered in front of him and then discovered that his dad is a genocidal maniac.
 
I dont get the OP. It appears to be a doom&gloom post about ED being taken away from 'the casuals', but further down in the OP he acknowledges that FD is clearly trying to cater to both hardcore and casual players, and has a security system they are improving upon further. In short: there are already regions that are more or less safe than others. This will be expanded upon. At no point will you be 100% safe in any system, and you will always have some responsibility in keeping yourself alive. The hardest of hardcores will always complain everything is too easy, and the weakest of the casuals will complain its still far too hard. So be it.
 
As an old EQ player you have my sympathy - a lot of games tried to turn themselves into WoW and ruined themselves in the process. I think only EvE just tried to stay EvE - this meant it has a very niche market - but it excelled in that niche.
I'm fairly hopefull that Frontier will keep making the game they want and not the game that some supposed 12 million subscribers might want, there's a fine line between improving and expanding and simply throwing the baby out with the bathwater - the NGE still stands as one of the most ludicrous and disasterous changes ever made in an mmo - the folk invovled should frankly never be involved in the business again.
Have an idea (Vision tm EQ circa 1999 :p) and stick to it - sell it to folk - if it's a success great - if it's not ... too bad - go try again afresh if you want- don'y try and redo the whole damn thing insitu.
 
I know that we are out on a frontier and it’s dangerous. But should it be equally dangerous wherever you go?

Agree 100%.

Even though I am one of the people who is very happy the NPCs are stronger, I fully agree that the number of attacks is way over the top at the moment. And system security level should have a lot more impact than it currently does, allowing for non-combat focused career players to choose and navigate areas where attacks from pirates were very rare. And more combat focused careers could choose and navigate areas where danger is ever present.

A lot of people (in the forum) have been somewhat campaigning for danger to be reflected by location and situation, instead of the current system. Lets hope the DEVs take it at least under consideration, as the current system of rank+ship is clearly not working for most (and is yet another spit into believability).

This could be balanced by having more dangerous areas provider larger rewards, for those who are willing to venture into them. More hazardous areas yield larger bounties (as they have more dangerous criminals), have bigger demand for goods (because less traders go there) and as a result bigger profit margin, and missions with destination in dangerous areas pay more (because less pilots are willing to risk it).

But above all, it would allow players to have agency and choice on the level of threat they are willing to face, making every career type viable for the most amount of people.
 
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God I miss SWG
Elite is the closest thing I can get to being a sandbox game and it's still lacking.
The updates are coming but I agree with you, as a combat pilot, that other areas need work.

Exploration needs something, trading needs something, mining needs something.

The experience to tell the greatest adventure of all, yours, in SWG was fantastic. Why be another Luke Han or Leia? I still remember the names of the server's greatest Weaponsmiths and armoursmiths, guys who put in a lot of time and work and were rewarded.

Elite needs to realise combat isnt the only way
 
Repped OP, and agree with a well presented post :) I, like you are an ex SWG vet and fondly remember the heady days of SWG, and yes, I like you had MANY encounters helping people with that nasty corvette, lots of em were NOT pretty :) But I digress, I think that the transition to a more "me me NOW" based gameplay is a big step in the wrong direction. I see many games now that suffer for lack of "community". I'm NOT talking about exterior community here, I'm talking about IN GAME. I know there are limitations due to instancing etc (who would have thought that would end up harming games eh?) and therefore cannot be addressed but what I'm talking about is people actually INTERACTING, you know? Due to instancing and badly designed comms we are stymied. Back in SWG like the OP I also remember the cantinas and guildhalls, shops and entertainers who would, if asked REALLY nice, give you all sorts of buffs tailored to your profession....... We interacted, it made it more personal if you will. Hell even implacable enemies would sit and just chew the fat. I hate to keep referencing SWG but its a good example, whatever you may think of the game, the community was the best I have encountered in gaming. THIS is what ED is lacking ion the most part, along with some BADLY needed mmo staples like storage.


Depending on social aspects are implemented when we get first-person perspective / "space legs", hopefully we'll see a little of that community start to grow. At the moment, the game doesn't allow for social interaction between the odd line of text chat, and either shooting at each other or running away from each other. The game would be very well served by social hubs, be they cantina / station bars, or commercial areas, where people can just meet, outside of their ships, and have meaningful interactions, in or out of character.


I was using the example of entertainers and crafters more to show how not everyone playing games like this wants to be a hero, but Cupcake and BacchusZA, you both make some excellent points, and some time in the future I really do hope that we have station areas where we can interact with other players. There were times when I would log into SWG and then log out a couple of hours later not having actually done anything other than chat to people in the cantina.

Right now, I think that the social aspects of ED take part more on the forums, reddit and facebook. It would be great if at some point in the future some of those discussions moved to starports in-game.
 
A game that turns it head in one direction is blind to the other aspects and will usually wither and die. I find it irritating when I am in my Cutter and I am interdicted by a sidewinder saying "all that tasty cargo" or some such macho talk. It is unrealistic for one, and immensely boring dropping a load of mines to blast the moron into a million space particles. Usually the bounty doesnt cover the cost of the mines.
Having a security rating in a system doesnt seem to be working at the moment. I have passed through a high security system and been harassed several times by the same annoying mosquitos, but flown into an anarchy sytem and not been touched. This should be readressed because I remember when I played the original Elite on the BBC (yes I am a veteran too, Dim lol)(fell in love with the game from day one), I absolutely bricked it when I entered an Anarchy system because I KNEW I would be attacked by pirates all the way. That bricking stopped once I had military lasers and a load of experience, in fact I went hunting in anarchies and laughed like a deranged lunatic as another Percy the Puff Pirate died in a specatacular light show. I digress though.

I agree completely that if the game is going to live up to the 'blaze your own trail' tagline it does need to ensure that non-combat focused careers are viable, although that shouldn't equate to simply removing any possibility of having to deal with some combat occasionally.

After all even Uncle Owen had to deal with some combat eventually and look how it ended up for him, roasted alive outside his farm. Them's the breaks in a living and breathing galaxy - sometimes you're going to be able to settle down and live out your life in peace watching the twin suns set over your farmstead with your sweet-natured wife beside you, sometimes you discover that your adopted kid holds the future of the galaxy in his hands and end up being killed by Imperial agents all because you made a poor droid-purchasing decision.

For what it's worth I'd quite like to be Uncle Owen some days. Other days I want to be Han, or Boba Fett. When I first saw Star Wars I wanted to be Luke but in my defence I was seven; it took me until my teens to understand that the guy who doesn't have the responsibility, flies the fastest ship in the galaxy and gets the girl is actually getting the better deal overall compared to a kid whose foster parents were murdered, saw his mentor murdered in front of him and then discovered that his dad is a genocidal maniac.


Hopefully FDev will know that enough people feel this way to make it worthwhile focusing on trading in a future update (or possibly in 2.2 with regards to system security).

Red Anders - I can't disagree with you in that some danger is necessary, I'd just like to see it being a bit more realistic in terms of where you are. So maybe you get interdicted once in the 20 times that you jump into the Achenar system, but trying to trade in an anarchy system practically guarantees that you're going to need to fight or at least drop a shedload of mines and "know a few maneuvers". I've also got to agree with the early days of Star Wars when I was young - I wanted to be Luke Skywalker. When I first played Elite, I was like a much younger version of Luke. Nowadays, playing Elite: Dangerous, I might think of myself as a Han Solo character, but I've got to admit that I do look more like Jek Porkins. :D



I dont get the OP. It appears to be a doom&gloom post about ED being taken away from 'the casuals', but further down in the OP he acknowledges that FD is clearly trying to cater to both hardcore and casual players, and has a security system they are improving upon further. In short: there are already regions that are more or less safe than others. This will be expanded upon. At no point will you be 100% safe in any system, and you will always have some responsibility in keeping yourself alive. The hardest of hardcores will always complain everything is too easy, and the weakest of the casuals will complain its still far too hard. So be it.

No, not intended as a "doom and gloom" post - I don't think the game is anywhere near that yet and I'm still playing regularly. I'm not certain if they are improving the security system, or if that's a long way off - so far we only know that the ship is telling you the security of the system you're going to. I think that in some future update they could make much more of this - if you want to be an "Uncle Owen" then stick to the high security systems around a capitol world. If you want a combat challenge, or you're a pirate or you want PvP, then the anarchy systems could be the place to go (possibly some of those asteroid pirate bases we're all waiting for could be a hub for this type of gameplay).
 
Oh god. NGE was the worst "update" to a game that I know of.

I know the CU caused some controversy but I actually enjoyed it and it didn't hurt the game too much. It made the game better for me.

NGE was when all hell broke loose. That's when they tried to make SWG more like WoW and everyone rioted. SWG was the true sandbox experience where you could do whatever your heart desired while WoW had a bit more of a themepark feel to it.

Back in '04 abouts I think, both games were doing REALLY well proving there was room for both. They competed for different markets and both were very healthy.

Then everyone started trying to copy WoW and what happened? SWG crashed because it tried to be something it wasn't and everyone currently making the game healthy left because it turned into something they didn't want.

The lesson to take here is that when you find your market, stick with it and use THAT to compete with other big name games. Don't try to steal their business. It will never end well for you. TOR tried to do the exact same thing and it's not paying out at all now.

I don't see E: D going THAT far as you claim but I agree they should be careful about balancing Combat and Non-Coms.

Yeah the NGE did cause a mass exodus but the thing that killed SWG off was SW:ToR. Pretty much as soon as its release date was confirmed SoE announced the closure of SWG. Which is a shame because as it turned out ToR was nothing like SWG and lacks SWG's best features such as real player housing, PoB ships and space in general. A REAL crafting system and the abilty to just hang out in the cantina as a entertainer etc.
 
...And system security level should have a lot more impact than it currently does, allowing for non-combat focused career players to choose and navigate areas where attacks from pirates were very rare. And more combat focused careers could choose and navigate areas where danger is ever present.

A lot of people (in the forum) have been somewhat campaigning for danger to be reflected by location and situation, instead of the current system. Lets hope the DEVs take it at least under consideration, as the current system of rank+ship is clearly not working for most (and is yet another spit into believability).

This could be balanced by having more dangerous areas provider larger rewards, for those who are willing to venture into them...


Definitely agree that this would be a big step forward. I would particularly like to see an increase in rewards for more dangerous areas. Who in their right mind would carry goods into an anarchy system unless there were greater rewards to be had there?
 
God I miss SWG
Elite is the closest thing I can get to being a sandbox game and it's still lacking.
The updates are coming but I agree with you, as a combat pilot, that other areas need work.

Exploration needs something, trading needs something, mining needs something.

The experience to tell the greatest adventure of all, yours, in SWG was fantastic. Why be another Luke Han or Leia? I still remember the names of the server's greatest Weaponsmiths and armoursmiths, guys who put in a lot of time and work and were rewarded.

Elite needs to realise combat isnt the only way



I think that SWG is missed by most people who played pre-CU or even pre-NGE.
I know that ED is intended to be developed over 10 years so there is a lot of room for growth, but I do hope that FDev can maintain that sandbox feeling the SWG had in the early days where you really were free to do your own thing - combat, crafting, support or just there to socialise. I slso liked the fact tha on each server there were players known for their combat skills, but also players known for their crafting.

Moving even more OT, I do think that the engineers update could have borrowed some ideas from SWG's crafting system. So if for example an upgrade requires Palladium, you could instead use nickel, copper, gold or platinum. and get lower or higher results. Instead of the Chemical Mainpulators for FSD 5, you could instead use Chemical Distillery, Chemical Processors etc but not get the same result. Later, as players gathered more materials in the process of playing the game, they could go back with better materials and upgrade their parts - no RNG's needed, or just a very small precentage of randomness in the result.
 
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