So far every post from them has been giving a thumbs up and calling ideas genius that promote isolation and "a game for everyone" which again... is a game for nobody. There is no involvement in the galaxy because none of the decisions or actions impact the galaxy in a way that matters. It's not gneius, it's lacking forethought and structure. It's like if we did a combined task in the game to make the skybox change in brightness by .000001%. Did it technically change something? Sure. Did it matter or do anything? No. But by their logic "THEY'RE INVOLVED IN THE GALAXY, EVERYONE CAN! AND IT'S GENIUS!". Saying "other players are optionally" in again.. an MMO... nah. Not only is it not optional for the purpose of maintaining the game's advertising, but this game will die if it's not taking in other players to change the galaxy's economies/states and ya know... provide Elite an income.As far as I know this reward only applies if you are killed by other Commanders (humans), that is, playing alone you are deprived of this reward altogether.
I agree - genius![]()
Lord have mercy commanders.
I think powerplay 2.0 is still in the right direction with gradual increases in rewards leading up to free rebuys against other powers but ultimately none of this will matter if there's not a change in foundation for the game. Or there needs to be more factors beyond ranking/merits/system control in power play like how crime and pinishment works or some other functionality that's apart of PP to naturally promote players to engage in combat against each other as an option.
I think the solution to this is normally to provide guidance in the game in a way that doesn't promote further linear gameplay. We have a GIANT sandbox available, the entirety of the galaxy filled with millions of systems to explore and we then have engineering forcing you to go a very specific route of doing very specific things that ruins apart of the generally free nature of the game. We also have VERY little in terms of actual tutorials explaining how some more basic functions work, how to read huds/maps, and the fact that INARA is a third party tool used to find anything since the game doesn't really have this innate search ability to find commodities or places to mine good resources. If they wanted it all to be RNG so the economy would actually change, I think that'd have to be recoded but as it is, it's not looking like that's going to change either. So far everything has a fixed position and the lacking tutorials is both a good and a bad thing, it's good in not holding your hand as it does require you to reach out to resources and other players to learn which is one way to promote socialization in an MMO. However with so little stats explained in some areas, even that's not enough.While it would certainly be misleading to say "Elite Dangerous is not a MMO", it's not exactly following the typical genre conventions of one either.
I've occasionally seen the term "Massively Single-Player Online" for games in that sort of niche - you can meet up with other people but it's not necessarily expected that you will; most inter-player interaction is indirect and asynchronous - but it's not exactly a widely-understood term that Frontier can advertise the game as.
That said, the main problem with meeting up with other players is not the modes but the map scale. The two systems I've spent most time in lately, looking at the traffic reports:
- one of them is just me, and maybe a player a day present in supercruise for a minute as they jump to somewhere else
- one of them has a bunch of haulers (traffic report pretty much purely T-9, T-8 and Cutter) probably doing 5 minute "supercruise to station, load, hyperspace out" trips. The total traffic report is about 40 ships, so the system is going to be occupied for maybe 3 hours out of the entire day. I sometimes see people there at the weekends, but it's not like there's much interaction possible beyond saying "hi" since we're both hauling different cargoes to different places on our own schedules
- there are some Powerplay systems nearby, which I've never seen anyone else in. Can't remember what the traffic reports look like - but they're right on the back of the Power's space facing the fringes of the bubble, so no other Power can plausibly attack them anyway. PP2 brings the "the map is huge" problem to Powerplay, so 99% of the time it makes no difference what mode anyone is in because no-one else (and certainly no-one else from another power) is going to be in the system anyway
- colonisation has just doubled the size of the bubble and spread people out even further
If Frontier had thought about this a bit more pre-release in 2013, and wanted to encourage same-instance interaction - which at least back then, they did - they'd have made the bubble considerably smaller (perhaps 1000 systems at most) and not kept the exact FE2/FFE setting. Obviously with colonisation they've decided that possibility is entirely messed up, and see no harm in it getting much bigger and player meetups being by appointment only.
My whole point with all of that is that the game can get around a big "world" by having more natural guiding patterns. Make wanted pirates/bounties have a marker or systems showcase high criminal activity when gankers are present to promote bounty hunters to come over and find PVP. Let pirates find hotspots where people are farming diamonds, since diamonds are harer to mine now, stealing them off NPC's who have them already would be a great incentive to do piracy and encourage more crime/punishment that would lead to boutny hunters actively looking for players. Thargoids attacking specific spots and being marked on the galactic map is another great way we've seen players come together too. Making noticable guidance to show players where and why they want to be there would at least give players an idea where others are to play together or pvp against each other. If you don't want any part of it, instead of having to go solo mode or making a private group, just avoid those areas on the map and you're GG don't have to "deal with gankers" as some people put it.
I feel like this was also the point of boom states and etc economic changes but there's just so little indicators in game naturally and it's not explained what it means or why it should matter to the player. Couple this with how little credits matter beyond fleet carriers right now... MAYBE colonization can change that but at least for now, they're missing some value and it's part of why bounty hunting will stay capped at 2mil too.
With power play, I feel like we could have smaller instances showcasing systems clashing against each other. We have a ton of data showing who's gaining or losing power but there's nothing popping up showing "THIS SYSTEM IS ABOUT TO LOSE/GAIN OWNERSHIP TO X POWER" or anything like that... you just have to assume people check every single system and see what's going on. There's just no activity in that, it's passive. If there was some kind've highlight to show boarders where powers were trying to take over one another or changing a system, I feel like even that would be enough to have players go there to do missions even in private or go into open play for PVP. We just need SOME kinda guidance to alleviate the issue of player spacing and world size.
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