Player Retention

Absolutely right. That's the same for any player that has some misfortune. There's hardly ever any sympathy. This forum seems to be full of losers full of schadenfreude. I guess they lead sad lives themselves, which brings out the worst in them. Personally, I tend to be the sympathetic type. I always feel sorry for those that have misfortune, but sometimes you have to give them stern advice, and sometimes they don't listen, in which case my sympathy rapidly dissolves.

Well you never know what else is going on in someone's life I guess.
 
Sorry if it came across that way. But I don't think I am the one who wants to reduce ED to that. There are other people who do that, I just object to selling imagination as a panacea to cover up all the other weaknesses. This attitude is poison for the future development of the game and has nothing whatsoever to do with seeing imagination as something negative. It is absolutely important when it comes to games, but should rather appear as a result and not be abused as a foundation to whitewash deficient design weaknesses. That way, the whole enterprise quickly becomes an air act. If it were exclusively about imagination, (good) books or even just a stick and a stone would be perfectly sufficient, we wouldn't need games at all for that.
You're good. I think it's a balance myself, somewhat akin to the sayings variety is the spice of life, and its antonym, familiarity breeds contempt. I've always been on the lookout for when I'm getting jaded or into a rut over something I want to keep on enjoying, whether games, music or food etc.. and give it a bit of break or try to adjust accordingly. My view is that I would never want to get to that point where I can't enjoy something I used to ever again, which is why I think that it's worth keeping in mind that a streamer that plays a game day in day out may not be the best source for impartial judgement on a game, when it becomes more of a job then the attitude can easily match.
 
Frontier needs to not only do something to keep players involved but to give the Elite Dangerous YouTubers something to talk about.
Many of the top YouTubers that used to be almost 100 % Elite Dangerous now cover 25% or less, some have stopped.

Elite Week a past huge supporter has changed their name and stopped Elite coverage
 
The game changed profoundly in character just before the release of engineers. Since then, every time FDev had a choice to make regarding the theme and flavour of the game, they went in the direction that annoyed me most.
Horizons was so good that it gave me enough hope to suspend my disbelief all the way until fleet carriers were announced to be a thing. That was the last straw and I moved over to the Other Game.
The more lore they fleshed out, the less room there was for my imagination.
Instead of working on placeholders they kept releasing crap features with telepresence excuses.
 
In all honesty it's quite nice to have a FC with most on your ships immediately available..

Though, I don't like how they clutter up the universe..
They only clutter the bubble, if Tritium wasn't so hard to get out in the black mine would be out there now.

Why isn't Tritium availably at Explorer's Anchorage ?
 
13600 signed, 3750 completed it.
During DW2 we had the Explorer's Anchorage CG - near SagA* - 6000 commanders participated in mining an bounty hunting CG at the core of the galaxy (it was also my first trip to SagA* and on the return path i took a detour through Colonia)

I was wondering where the OP got 4,000 from. More like 14,000, which made it big news at the time, even NASA astronauts tweeted about it! Sadly I can't see anything players do these days will ever match that, unless its an event that reveals what Raxxla is :)
That DW2 CG was the best time ever in this game for me. Building the Explorer's Anchorage, and having a whole expedition to go on to do it is the kind of epic community event this game needs imo. I hope Frontier have some ideas planned along the lines of what events like Distant Worlds, Gnosis, and Jaques brought to the game back in the day. Something thats imaginative and inspires thousands of players to sign up, something that gets the gaming press involved again and helps promote the game to new audiences. We haven't had anything like that for several years now.
 
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The game changed profoundly in character just before the release of engineers. Since then, every time FDev had a choice to make regarding the theme and flavour of the game, they went in the direction that annoyed me most.
Horizons was so good that it gave me enough hope to suspend my disbelief all the way until fleet carriers were announced to be a thing. That was the last straw and I moved over to the Other Game.
The more lore they fleshed out, the less room there was for my imagination.
Instead of working on placeholders they kept releasing crap features with telepresence excuses.

My feelings too. A lot of main headline features that came to Elite came out of left field and were things no one ask for. Powerplay and Engineers are the prime two examples. I remember PP especially, as the speculation was rife on the forums of what the next expansion was about, then when it was announced the forums went into meltdown. People expected existing gameplay to be fleshed out, the galaxy to be revamped and filled with new phenomena and astronomical discoveries to be made, combat given a overhaul, crime and punishment re-thought, new professions, mining to get some love etc. All that went out of the window in favour of Frontier tacking on something no one asked for in PP. And it was the same with the engineers expansion too. They added new grind instead of depth to existing features that had so much potential, but never fulfilled it.
 
Oh please don't. Least of all do I want to see game content designed around these "content creators"

Hehe, I agree to an extent. But some content creators did marvelous things at one point. Premonition event, the discovery of Jaques that lead to Colonia, and the two Distant Worlds events speak for themselves. All these were brought into being by content creators (albeit the in game content creators, and not the ones who make a living off Elite making YT vids). Not all content creators are the same ;)
 
It is a sandbox, I agree with you on that, but there's a marked difference between:

A) A sandbox
B) A sandbox with tools to play with the sand

Now, I'm a beach-goer myself and anyone who knows me knows I don't need tools to have fun. Big guy upstairs gave me fingers and toes, y'know? Gaming isn't so...expansive, but that's ok. Thing is, a sandbox 'game' has to have some tools. Haven't seen any massive communities build up recently around coding your own game.

I mean, anybody can code. Really. Just like anybody can build a sand fort.
Just might not look like it. The thought counts.

Comparing Elite to EVE is really unfair (to both titles, ironically, given recent history in both)...but EVE has the 'sandbox' thing down in spades, balance issues and all. The tools for making your own story and adventure - a hallmark of sandboxes - is almost unparraled in New Eden (EVE's world). Elite, on the other hand, is a glorified single-player ship simulator that happens to have (rarely stable) multiplayer capabilities.

I know that's a gross oversimplification, just hang in there.

I think players do make content for Elite (obviously) but the tools to do so are sorely minimal. And that's with massive 3rd party support to boot. OP is right that FDev could do more to foster player retention and - to your point - do so by encouraging more player made content. The trouble with emergent gameplay is:

1) You need players. A lot of them.
2) You need 'content makers' - who are a wholly unique, and very rare breed of player. It's estimated in EVE that you have one content maker for about every 5,000 players. A content maker isn't a ganker, nor is it a corporation leader, or even a warmonger. A content maker designs large-scale, long-lasting, impactful content through the gathering of and interaction with many players. DW expeditions are an excellent example of this.
3) Those content-makers need tools by which to architect their content.

#3 is the big hiccup. Elite has plenty of players (for now) and it did have content makers as evidenced by DW2. The PvP community has a few on the small-side, but PvP is sort-of its own beast in non-PvP-centric titles like Elite.

Why aren't there content-makers for PP? (Queue everyone saying, "We're here! You just ignore us!"
Why aren't there content-makers for Thargoids? (Queue AXI and anybody else...)
Why aren't there content-makers for S&R? (Fuel Rats, Hull Seals...)

None of these are BIG content-makers. I don't say that to be offensive. These are all really cool player groups. I say it to point out OP's not wrong: retention in Elite shouldn't be suffering with such great groups out there...except the tools to highlight them, support them, and most importantly - GROW them - don't exist. Squadrons as a feature is a huge miss, messy and unintuitive and not remotely useful to actually organizing large scale content. FCs were designed with some emergent play in mind, then completely ignored that Elite doesn't have a player-made economy.

The point?
I'd argue Elite barely qualifies as a sandbox. It's definitely a box - a big one, too - but I'm not sure there's much sand in it, let alone tools to shape that sand.

There is literally no difference between a player in Colonia and a player in the bubble, except one traveled a very long time to be surrounded by the exact same gameplay. It's no small wonder Elite's only newsworthy content has been the expeditions...because the only content of depth the game has is traveling absurdly long distances and preparing for that journey.

A lot of what you want got written off a few years back now when a bunch of people decided that spreading false versions of events, circulating conspiracy theories, and sending RL death threats was a suitable response to a player organised event not going the way they wanted.

We’ve all been living with the legacy of it ever since.
 
I think according to the files discovered by ram tah, there was an exhiled faction of guardians whose location was unknown when their Civil War concluded. So it's possible their descendants are out there somewhere.
They and/or the descendants of the Guardians AIs are very likely* to be the beings encountered by Halsey:


(*That should probably be upgraded to ‘almost certainly’ given that the in-game version of events is that it was Halsey’s visions that lead to the seeking out and discovery of the Guardian planets - Halsey’s visions were of them as they were, not as they are now.)
 
I was wondering where the OP got 4,000 from. More like 14,000, which made it big news at the time, even NASA astronauts tweeted about it! Sadly I can't see anything players
About 4,300 signed up on EDSM, that’s what I used, I thought this was a safe number.
Many more signed up on the DW2 spreadsheet 14,000-15,000 I think.
Not sure how many actually participated.

the organizers did a outstanding job making this one of the most memorable events in all of gaming
 
A lot of what you want got written off a few years back now when a bunch of people decided that spreading false versions of events, circulating conspiracy theories, and sending RL death threats was a suitable response to a player organised event not going the way they wanted.

We’ve all been living with the legacy of it ever since.
While none of that is at all ok or right - we agree on that - the 'legacy' of that isn't the fault of players.

Yes, you read that correctly. What they did was wrong. The legacy of those actions, though, wholly rest with the developer. FDev choosing a hardened stance on player communications is one such example (and that's not bad or inappropriate, obviously). Choosing to intentionally under-develop a title, be silent to the player community, or ignore valuable feedback.

I'll use an anaology here: if the bank robber, waving a gun at your face, says, "Get out of the car before it explodes and kills us both!"
Do you ignore them because they are a bank robber?

I often feel FDev treats its communities based on its perception of its few trolls. This is a great recipe for creating more trolls, and I think we've seen that legacy born out over several years now. EDO's launch just being the most recent hatch.

Eggs in trying times indeed. Hmph. Now you know where they're coming from.
 
There has been a lot of talk and interest in DLC quest/campaign over the years.
Frontier could sell a permit to one of those permit locked areas where the campaign is, but they show no interest.
Skyrim is nothing more than a group of quest’s and campaigns put together, millions still love that game.

Can you imagine a Campaign where you go to a permit locked system and find active guardian ruins.
I can imagine a lot of things.

And I think the player base has pitched more than just a few good ideas, none of which have been onboarded.
Personally, I'm inclined to say, they should sell the franchise to a dev team who has a better vision of what this game will be or should be. Someone who can communicate about the roadmap, what they want the game to become and what future plans are.

For many singleplayer games this may be true, but there are a few glorious exceptions that combine e.g. an open world with quests and challenging gameplay (Wartales) and above all: meaningful and strong consequences that organically link all sub-aspects together (as opposed to the primitive and repetitive 2-dimensional quests in Elite, a few rare exceptions aside). Some even across multiple dimensions (Pathfinder) or where you can shape your world (as in Valheim, which also can lead to amazing non-scripted adventures).

After all these years, it's still a sandbox for which you have to bring your own sand (= imagination).
Well, World of Warcraft has done that quite neatly with instancing.
If 2 players were at the same stage of a quest, they were able to party up and be in the same instance. If not, then they can't see each other/wink out when they enter an instanced quest area.

And the bring your own sand analogy is brilliant. That's really what it is.
I've played Valheim too, love it, it's like Minecraft on Steroids. And the same goes for Minecraft itself. They game is simple, yet it has insane depth once you get started on it. I can sink in hours and hours playing with my kids, building stuff and farming stuff.
 
While none of that is at all ok or right - we agree on that - the 'legacy' of that isn't the fault of players.

Yes, you read that correctly. What they did was wrong. The legacy of those actions, though, wholly rest with the developer. FDev choosing a hardened stance on player communications is one such example (and that's not bad or inappropriate, obviously). Choosing to intentionally under-develop a title, be silent to the player community, or ignore valuable feedback.

I'll use an anaology here: if the bank robber, waving a gun at your face, says, "Get out of the car before it explodes and kills us both!"
Do you ignore them because they are a bank robber?

I often feel FDev treats its communities based on its perception of its few trolls. This is a great recipe for creating more trolls, and I think we've seen that legacy born out over several years now. EDO's launch just being the most recent hatch.

Eggs in trying times indeed. Hmph. Now you know where they're coming from.
Perhaps a slight misunderstanding of what I meant by the legacy.
Clearly not everything that happens is a result of that.

But it does rule out some models of working.

And what of the effect on the players who were on the receiving ends of that stuff? People who’d been part of the organisation of various things basically went into hiding.

Point is that once that stuff has happened once then the idea of player content makers becomes a very different proposition. It’s not something that can readily be done because protections have to be built in. Personally I’d imagine the legal dept just gave a hard no to various things.

Player stuff has been incorporated, but a lot of the time it’s been done in a non-obvious way. As an example, AFAIK the Far God stuff was something player originated which FD picked up and ran with in-game.

This stuff I wouldn’t put down to the legacy of that particular event and it’s aftermath:
FDev choosing a hardened stance on player communications is one such example (and that's not bad or inappropriate, obviously). Choosing to intentionally under-develop a title, be silent to the player community, or ignore valuable feedback.

But the equation (about content, not the things you mentioned above) is fairly simple. If non-FD people creating content for the game are driven away, less content gets created for the game. If the model of having non-FD people creating content for the game becomes too high risk, then it stops, and we get less content.

(And then eventually people start suggesting that model of working as the solution to a lack of content. - which isn’t a bad thing - it would be a good suggestion if it wasn’t for the reasons that model of working stopped in the first place.)
 
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There are simple things that can be done like if Sirius Cop (Fdev) hand creates a closed loop type race course track on a planet.
I bet many Player groups would love to organize racing events.

OR

Cross Country type race course track with markers
Hill-Climbs
Small ship racing courses
Canyon jumping ramp, for Canyon jumping
 
There are simple things that can be done like if Sirius Cop (Fdev) hand creates a closed loop type race course track on a planet.
I bet many Player groups would love to organize racing events.

OR

Cross Country type race course track with markers
Hill-Climbs
Small ship racing courses
Canyon jumping ramp, for Canyon jumping
I highly doubt it would cost them hundreds of dev hours to set up a race track.
The arches and pylons and everything else is already in game. Set up a track, hit publish and the players will do the rest.
Make sure you (the devs) play it first BEFORE publishing!
 
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