[O.A. VIDEO] Does Elite Dangerous Have a Content Problem?

For OA's opening question about people getting burned out - nope, content has been asked for since launch. We've been nothing but on point when asking for more depth and meaning and less weird game mechanics (CQC) and definitely no unfinished mechanics (PP, MC) or broken ones or game breaking ones (Eng's) or grindy/repetitive ones (Eng/Guardians).
You missed out Generation Ships! Don't forget those :)

How many CMDRs never even went to one, let alone spent more than an hour of game time with them? Another feature allocated development time, now collecting dust.
 
For OA's opening question about people getting burned out - nope, content has been asked for since launch.
OA's opening question was not related to the serial complainers - they exist in pretty much every gaming forum - but rather the apparent growth in complaints.

Personally, I think it is less a growth in complaints and more a resurgence of the serial complainers. Some of the more vocal players may be burning out and adding to the cacophony of serial complainer noise but that is nothing new - it tends to happen in all gaming forums after a point.
 

verminstar

Banned
Base building is in the Planet Coaster DLC for ED, supposed to be pretty good, though integration with ED is not the best. Personally I'm looking forward to the base-destruction DLC (I think it's codenamed JWE) - that looks more fun.

The mechanics are already partially in the game...npc mining installations, rare but they are there. Why cant we have one of those? Its not a base but its a start and they have at least shown they are capable if nothing else. Maybe the devs dont want them as it goes against what they want...spirit of the game or some other nonsense that only a few people actually care about ^
 
You missed out Generation Ships! Don't forget those :)

How many CMDRs never even went to one, let alone spent more than an hour of game time with them? Another feature allocated development time, now collecting dust.

I found my first generation ship the other day, I liked it, but yeah, there needs to be more gameplay linked to these places as well as the CQC structures though. Hopefullly there will be in the future.
 
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For me personally, content means toys in the toy box. Elite has a ridiculously large toy box, yet there's not many toys in it. Sure we have ships.. but... lack of uses for these toys.

Give a kid an empty room, and a box stuffed with toys, and lego bricks to make things to play in, and that empty room becomes anything the kid wants. I watch my 7 yr old daughter play with toys, and every time it becomes a different adventure. As soon as I start telling her what to do, her fun seems to start eroding, so I let her take control, her imagination becomes the universe.

In ED we have so many things dictating how we should do things (grind, linear jobs etc).. but no real tools or sandbox toys to make our own experiences with ED unique and varied.

Content for me means more sandbox toys, building blocks, freedom to do things my imagination limits me to.

Maybe the missing ingredient is space legs, and atmosphere / planetry fauna and flora, and ability to build.

Maybe I'm imagining asking for the moon on a stick. But I live in hope.

This captures it for me too. It's the tools that make ED the game it is, not the Thargoid narrative or any of the other storyline 'content'. Player generated emergent content is the most interesting aspect to me and every time FDev have added a new tool, CMDRs have found a load of weird stuff to do with it. Off the top of my head :

Fuel Rats (fuel limpets)
Distant Worlds, Buckyball racing
SRV races, High G planetary landings, planetoid circumnavigation - Horizons
SLFs - Maro Val's amazing docking vid is the only thing I can think of here, but I LOVE flying mine
Canyon racing

https://forums.frontier.co.uk/showthread.php/408793-VIDEO-Boarding-a-FREEFALLING-CORVETTE!

This thread incidentally seemed to spawn a whole load of high speed 'exploits' to do with the game's handling of planetary gravity.

The continual battles between gankers and white knights (the Adle's Armada / SDC sagas amongst others), especially around CGs.

I'm sure you can all think of loads more examples, but this is the stuff that interests me, not new dungeons, weapons and crafting...
 
Have been an avid supporter of base building mechanics from day one...starting to doubt we will ever see the like...and the thought makes me sad :(

Letting players build in ED universe makes sense to me since majority of sandbox is noting more than eye candy with occasional resource pockets - leave the bubble and you can only stare at pretty sights or mine on planet surfaces. Making your own settlement/outpost/man-cave in the black would at least add something new. But everything looks like this one mechanic never will happen because...

...spirit of the game or some other nonsense that only a few people actually care about ^

...here we go, thanks Verminstar :D
 
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I disagree, some of the "tools" can be pretty abstract but there are mechanisms there and in-place.

I get you, but to what end?

BGS / Powerplay etc, to what end? What's the final accomplishment, when you step back and say: I did that.

In twist of irony, it's the thing I love most about NMS now. It lets me build a house, on a planet with life. I have a small ship, a freighter floating in high orbit.... I have fun just engaging in the ability to have a 'home' on a planet that I named after my daughter, she named many of the cutie creatures there, and it's very relaxing roaming about, picking up materials to build stuff and upgrade stuff. I have giving me direction or instruction, but I have tools to entertain myself, the way I like to be entertained. But BOY'O'BOY, if I had ED ships, ED graphics, and the ED universe with NMS tools.... I'd be mind blown.

So PP / BGS etc.. as gripping and mind bogglingly entertaining as it is for some people, I just cannot gain any traction there. Engineers are a means to an end, and we have the whole galaxy out there, and nothing really to indulge in. Similar to having a brand new modern kitchen with all the latest gadgets, and empty cupboards. Ofc visually it's impressive.. but, when it comes to it, not much can do!
 

Jex =TE=

Banned
I'm not even burnt out on all of the content, I'm burnt out on the grind that stands between me and the content. After 2k hours I've just done it all so many times, and it all feels so unrewarding.
There is 0 continuity or character development between missions, so it's a matter of how many more times I do x mission or collect y material, before I can buy the next ship or engineer the next build I'm interested in.

If the grind walls weren't so obnoxious, I could stomach the time sinks. But at this point they just have me continually questioning my level of self respect.

This is where the game has always been shallow and pointless. You can do all these missions but at the end of it all, after all the repetitions, exactly nothing has changed since you started playing. You can keep on adding more variations of the same missions and try and hide it all behind RNG but it's stil lshallow and meaningless.

FDev's biggest issues with the game is that they left the humanity out of it and thought a pretty face with no personality would be enough.
 

verminstar

Banned
Letting players build in ED universe makes sense to me since majority of sandbox is noting more than eye candy with occasional resource pockets - leave the bubble and you can only stare at pretty sights or mine on planet surfaces. Making your own settlement/outpost/man-cave in the black would at least add something new. But everything looks like this one mechanic never will happen.

It has very vocal opponents and it appears they hold more influence than others as frontier seem to be listening to them, which strangely enough, brings me back to my original point that the devs are catering to a select few with everyone else just tagging along fer the ride.

I still have a dream I can call my base Bob Marley Memorial...everyones gotta have a dream right?
 
Letting players build in ED universe makes sense to me since majority of sandbox is noting more than eye candy with occasional resource pockets - leave the bubble and you can only stare at pretty sights or mine on planet surfaces. Making your own settlement/putpost/mancave in the black would at least add something new. But everything looks like this one mechanic never will happen.
I also hope it never will - at least as far as player owned and controlled facilities are concerned. Players deploying bases (or escorting NPC base deployment ships) on a faction's behalf might not be unreasonable. It would have to be carefully managed though. Community Goals seems to be at least a partial solution to population control options.

The Wing/Squadron Carriers may provide a partial solution for those looking for player owned bases but I think that is as far as FD should go on that score (and I am hopeful that the Carriers will not be cross-instance outside of the context of Wing/Squadron members).
 
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Jex =TE=

Banned
But there is very little good ideas here from us complainers and others, including me. Not much content ideas from us who complain a lot I say.

LMAO what!????????

Over the last 4 years there's been enough good ideas to literally make 2 new space games from, both far batter than ED and SC combined. I suggest you read the posts more because you literally couldn't be further from the truth.
 
GalNet can deliver on these things, missions just supplement it and can provide an added incentive. Missions are a double edged sword though, as it is difficult (if not impossible) to implement such bespoke missions in a way that would please everyone looking at such content. Tie such things to the wrong locations, add too much (or not enough) complexity, add too much (or not enough) abstraction, or make them too repetitive and at least someone (if not a lot of people) will find reason to criticise it (whether fair or not).

I'm not sure GalNet can deliver, because of an issue with scale - it's a broad brush look at goings-on in the galaxy, some of which are relevant to me, some not so much. I do appreciate the effort FDev put into creating the articles, but there's a level of granularity below the high level stuff which it seems they either don't want to, or are unable to, tap into yet.

Bespoke missions are not necessarily the answer, and if Ram Tah is an example of what FD have in store on that score then it will turn some people away from the game completely. I personally know of at least one player that would abandon the game rather than jump through hoops like those.

Agreed, but the Ram Tah mission chain was not really what I had in mind. I'm arguing for missions which play to what for me are the strengths of the game - its size, the mystery of what might be out there, the sense of discovery when you land on a planet no one else has ever seen.
 
It has very vocal opponents and it appears they hold more influence than others as frontier seem to be listening to them, which strangely enough, brings me back to my original point that the devs are catering to a select few with everyone else just tagging along fer the ride.

I still have a dream I can call my base Bob Marley Memorial...everyones gotta have a dream right?

I would be happy with personal bases and the like as long they were not apart of the BGS and money making enterprises. I think they should be something you should sink your money into.
 
I would be happy with personal bases and the like as long they were not apart of the BGS and money making enterprises. I think they should be something you should sink your money into.

Exactly, I was thinking about more SP orientated content as far as those outposts/bases are concerned - nothing like EVE territorial pvp stuff. I`m a SP gamer mostly, and since then those squadron/carrier things that FD is making for groups are completely out of my interest. But I got use to FD focusing on pvp and ignoring simple explorers that want the galaxy outside of human space to become more than giant placeholder.
 
I'm not sure GalNet can deliver, because of an issue with scale - it's a broad brush look at goings-on in the galaxy, some of which are relevant to me, some not so much. I do appreciate the effort FDev put into creating the articles, but there's a level of granularity below the high level stuff which it seems they either don't want to, or are unable to, tap into yet.
As it currently stands, maybe I would agree with you. However, IMO GalNet is the ideal delivery trigger for bespoke crafted content.

Agreed, but the Ram Tah mission chain was not really what I had in mind. I'm arguing for missions which play to what for me are the strengths of the game - its size, the mystery of what might be out there, the sense of discovery when you land on a planet no one else has ever seen.
I am not convinced that missions (specifically) are the right vehicle for that. With GalNet as a trigger to visit a subset of sites, it could be feasible for those sites to randomly direct players to other sites that may or may not have been already visited. That to my mind would have been an ideal use of the mechanics that is currently used for Guardian Blueprint unlocks.

I would be happy with personal bases and the like as long they were not apart of the BGS and money making enterprises. I think they should be something you should sink your money into.
Squadron/Wing carriers may provide that - we will have to wait and see.

Personally, I am hoping for them to be purchasable and movable but not pilotable - player/squadron instance restricted assets. Resource consumption might apply for upgrades and movement, perhaps also repairs but I do not expect them to be destructible.
 
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I just watched the video. I can't imagine that there really is a problem with lack of content because every time I log in there are several things I want to do and I don't complete all of them. It is a problem if a segment of the player base aren't finding game activities they want, but I'm having trouble imagining that situation and so can't come up with any solution.
 
In my opinion there is a content issue but it's more to do with the rinse and repeat mission system.
If you look at First Encounters it had something like 14 hand crafted missions built into the game that triggered at certain points (based on time and rank of the pilot - my memory is fuzzy but I believed that's how it worked). The missions worked to unlock a story and made you feel more of a part of something bigger. Plus there were rewards (such as a Thargoid vessel at the end).

Now we have had a couple of lore missions but these have been so long winded to complete that not many bothered, me included.
I had big hopes for the chained missions, in a way that they could open a door to a story based on the faction you were working for. Sadly this wasn't the case.
The there was the "personal narrative" which was supposed to be the Tech Brokers. I thought this might add some more depth but again sadly no.

It can't be the procedural system that is holding back some more realised missions (Frontier FFE was procedural and had crafted missions). Unfortunately there doesn't seem to be the appetite from Frontier to throw some story type missions into the mix. I wouldn't expect full cut scenes (although the first Thargoid encounters were basically just cut scenes) but just something to make the player feel part of the ongoing story. Maybe superpower requests to investigate certain areas of space and locate suspected Thargoid sites, or missions to locate hidden pirate bases for a faction. Just something a bit more that go here, kill this/scan this, carry this, get paid.
 

Jex =TE=

Banned
Becoming Elite or triple Elite is no longer an end game scenario - once you reach that there is no longer a goal. - Solution - introduce player rankings. Give players an on going goal.

Getting "Elite" is a bit like someone running up to you at the bus stop and giving you a prize for managing to walk to the same bus stop, each day, for the last 10 years and you just passed 10,000 visits, making you "Elite" at walking to bus stops.
 
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