Player Retention

These things took more than circumstance and player action, they required direct developer intervention. The game has no mechanisms for these things to happen otherwise, which is what keeps it from being a more interactive sandbox.
Because we could get an uncontrollable process. Think of the weapon improvements.

It used to be that out of random weapon improvements, each modification was unique and it was very difficult to maintain balance. This has been removed now all weapons are the same.
 
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These things took more than circumstance and player action, they required direct developer intervention. The game has no mechanisms for these things to happen otherwise, which is what keeps it from being a more interactive sandbox.
Of course you're right. The developers at the time saw what players were doing and pushed it along and stepped in to help certain things unfold as they did. And yes as you mentioned, that's because the game lacks the tools for a player to actually effect things organically. And I guess that's the underlying point I was saying, I don't think the developers today would do likewise and step in to 'help out' like they once did. To me it seems like there's been a change in policy and everything is now static - it has to be instigated and steered by Frontier - not the players. We have the illusion that players can still make their mark on the gameworld and how it evolves, but really I don't think we can anymore. Not to the extent they once could.
 
Things like this just shows how amazing this game was, a time when players could steer the way things panned out, not by design, but just by circumstance. But as I mentioned previously, I'm not sure that's possible anymore.
I think it's very hard to tell - Colonia is a great example: huge numbers of things had to happen for that to be done, none of which - at least until Jaques was discovered - were intended to create a distant settlement.

Many of the impacts players have had on the new plot outside of the "who wins the CG" framework will have been from players who didn't intend to do that either. Certainly I don't expect that the Alliance BGS players who took over Witch Head intended to set the scene for the downfall of Aegis and the capture of Alliance governance by Sirius Corp, for example. Most of the non-Colonia events - Gnosis, Distant Worlds - fall more into that category anyway.

If Colonia hadn't happened none of us would have expected it to be possible back then, either. So much had to happen "just right" and line up by coincidence that it probably still is possible nowadays too ... but by definition no-one is going to be able to predict or plan in advance that what they're doing will do it.
 
5. ED required a whole heap more than just one hour. If you want to do missions, you'll sink a few hours into this.
I'm assuming you're talking about EDO, not ED. If I wanted to grind, and was a bit selective about my origin and destination, I could complete missions in under four minutes. Many EDO missions, especially stealth missions, are the kind of thing I'll dedicate a rare weekend session to.
 
I'm assuming you're talking about EDO, not ED. If I wanted to grind, and was a bit selective about my origin and destination, I could complete missions in under four minutes. Many EDO missions, especially stealth missions, are the kind of thing I'll dedicate a rare weekend session to.

This. One of the things that kept me away from on-foot missions the most so far, is that nowadays I rarely have the leisure of a longer than 30 minutes/ 1 hour game session. At least, if I take a bulk trade or data delivery mission too much I can well postpone it to a later day. The 5-6 hours deadline for most footy-footy tasks is in my opinion, and I won't get around this any kindly, an incredibly stupid and shortsighted idea as far as player retention on Ody content is concerned.
 
I'm assuming you're talking about EDO, not ED. If I wanted to grind, and was a bit selective about my origin and destination, I could complete missions in under four minutes. Many EDO missions, especially stealth missions, are the kind of thing I'll dedicate a rare weekend session to.

This. One of the things that kept me away from on-foot missions the most so far, is that nowadays I rarely have the leisure of a longer than 30 minutes/ 1 hour game session. At least, if I take a bulk trade or data delivery mission too much I can well postpone it to a later day. The 5-6 hours deadline for most footy-footy tasks is in my opinion, and I won't get around this any kindly, an incredibly stupid and shortsighted idea as far as player retention on Ody content is concerned.

Yeap, i usually dont get into any EDO mission running unless i have at least 2h to play
 
This. One of the things that kept me away from on-foot missions the most so far, is that nowadays I rarely have the leisure of a longer than 30 minutes/ 1 hour game session. At least, if I take a bulk trade or data delivery mission too much I can well postpone it to a later day. The 5-6 hours deadline for most footy-footy tasks is in my opinion, and I won't get around this any kindly, an incredibly stupid and shortsighted idea as far as player retention on Ody content is concerned.

Yeap, i usually dont get into any EDO mission running unless i have at least 2h to play
Yep. That's the most frustrating thing about EDO at the moment. Not the lack of optimization... my new computer is beefy enough to play EDO at VR Ultra for the most part, though I'll have to drop it to VR High at damaged settlements. Not the lack of Guardian or Thargoid content. Not the new bugs that were introduced or the long-standing bugs that still haven't been fixed.

It's not even the sprint to the elevators, or not being able to see on-foot and ship missions on the same screen... though it's a near thing.

It's walking onto a station concourse, and being asked something along the lines of "If you don't mind doing a little light trespassing" I'd love to do a little light trespassing, but I can't because I have a life outside of ED, so I rarely can devote two or three contiguous hours to this game. It would be different if this was a single player game, and I could save my game and resume it later, but that isn't the situation here. :(
 
Intro: This is just such a well thought out and put down post by Darkfyre99, that if i could like it multiple times or take an action to ensure Sir David absolutely saw it i would (Mods take note!). I want to dive into this and expand each section :cool:
To bring this thread back around to its original topic, I was thinking about what are my five biggest blockers to play this game more frequently than I do.

#5: The timers to complete missions that elapse in real time, rather than game time. ED is a game that requires me to have at least an hour to play the game, assuming I want a variety of mission objectives to complete during my play session, and a variety of systems and worlds to visit, and still have time for more spontaneous content like mission wrinkles, investigating USSs, and bounty hunting. I’m at a stage of my life right now where large blocks of uninterrupted game time are difficult to come by, so I just have half an hour to play a game, I’ll choose one I can save my game with, and continue later.

I suppose I could just grind away at one and only one activity, but IMO that just sucks the joy right out of the game.

This is the nature of an online MMO type game where ALL players need to share the same playing time frame. It is one of the 'sacrifices' this version of Elite has had to make compared to the previous single player only versions (and no doubt behind the decision to ditch the actual single player version of the game, if that really existed in an advanced stage at all).

This is what i do, my time demands are that at any moment i might be called away from my PC and that might require 5 mins or 5 hours depending. The only way i can currently play ED(H) is in Solo mode so that i have time to find a relatively 'safe' place in space to throttle down and float while i leave the PC to deal with the interruption of play. The AI in ED(H) being what it is, as long as i'm in a high security system i'm mostly safe doing this (so at worst i need to quickly find a high security system and jump to it fly away from the sun a little in SC and then float in 'idle mode'. If i have pending missions i sometimes have to sacrifice them, and that is just part of the game cycle i have come to accept (and in truth making money is not a challenge, so these failures make little overall impact).

#4: The Decaying Verisimilitude. For those of you who aren’t familiar with the term, verisimilitude is the appearance of truth. This is different from modeling reality, because this can include things like magic and sci-fi technologies. The important thing is to be internally consistent, and to think through potential applications of new tech/magic to the setting. If you ever find yourself thinking "Hyperdrives don't work like that!" or "Why don't they use the macguffin from two seasons ago?" that's a violation of verisimilitude.

When Elite Dangerous was still in development, it had very tight verisimilitude. The game was not only internally consistent, but also consistent with previous games in the franchise. I was especially pleased that the Frame Shift Drive was less a completely new technology to the setting, but instead a logical progression from the FTL technology from FE2 and FFE. True, there were some gameplay compromises, but Frontier never bothered to explain them via lore, which made it easy to headcanon away those inconsistencies.

After release, though, as the game changed leadership, maintaining verisimilitude stopped being a thing. History from previous games that had been established in game as having happened were retconned. We were all given pockets of holding for tons of material. Engineered modules were eligible for rebuy. The whole telepresence thing. Nonsensical prices and ridiculous demand. Each of these makes it harder and harder to make the world this game is set in make sense. Nothing takes you out of the moment faster than realizing "You could buy a ship for that! What do you need me for???"

As a total new player to the game (Kickstarter backer 'all access and updates' level that never took part in any alpha/beta or gameplay outside of a few of the early training missions) as of a few weeks back i completely get what you are talking about here, and it is one of the criticism's i will be addressing in detail later when i feel the need (and have enough in game experience) to post my 'New players impressions (2022)' as my misguided attempt to 'help' Frontier 'rescue' their game (something like that ;) ).

#3 The Monty Haul Campaign. For those of you who aren't familiar with the term, a "Monty Haul Campaign" is one where the game master rewards their players with excessive riches and power... usually in an attempt to bribe players uncertain about the game into continuing playing. This can also be a sign of an inexperienced game master, who doesn't know how to keep things balanced to make their game more interesting. Frontier has been in this mode for years.

Between credit reward inflation and power creep, I haven't gotten a decent sense of accomplishment in this game for years. Once you've learned the basics of this game, its really hard to fail at this game unless you deliberately try to fail, and its the possibility of failure that makes success so sweet.

Man this really makes me wish i had been playing much earlier before the wheels started to fall off, then again never having known the 'better' state the game had been in, and the fact that you are forced to play with the latest updates (online MMO reasons), i guess i won't feel the loss and pain of these changes as much, so maybe i am actually going to enjoy ED(H) more as a new player than an old one?

#2 Decreasing Depth. Before delving into this topic, I think its necessary to define some terms. Depth is how many viable options you have available to you to accomplish your goals. Complexity is the amount of information a player has to keep track of. And for completeness's sake... grind is what you do when you have too few options to accomplish your goals.

Dangerous has a reputation of being an inch deep and a mile wide. While I don't think it's as bad as that, there is some truth to that statement. It wasn't always this way. While the game was in development, it had a lot more depth, but Frontier kept filling in the depth they created due to player complaints... who then complained about the grind. 🤦‍♀️

This has led to Frontier to substitute complexity for depth, which is fairly common in the games industry. While this game hasn't yet reached the level of needing 3rd party websites, I think Frontier could remove 90% of the commodities currently in the game, because the function they once served in the game was effectively dummied out. There are other areas in the game (especially engineering) that could be streamlined without affecting the outcome.

Be careful with 'streamlining', anything. Sometimes in any game it is simply the number of variables that ADD to the deeper game experience, even if seemingly superfluous, they can provide the 'mind food' for the player to better construct their existence in the game world, especially where the game itself is falling down in this (see your paragraph about 'verisimilitude' above).

#1 The Increasing Lack of Interesting Decisions. I don't play games to fulfil power fantasies.

Sadly this is the biggest problem that an MMO-like design template brings to the table, MMO's and MMO players are nearly ALL about the power fantasy over other aspects of a games design and playing options. It's why i got bored quick in the only MMO i played previously (WoW), and why as a rule of thumb i avoid them.

I play games to make interesting decisions. I want to weigh the pros and cons of the actions I'll take. When Elite Dangerous was in development, I really had to weigh the pros and cons of each action I took. Credits were tight, there was a functioning economic simulation in place, ships had operational costs... so the right mix of commodities; as well as how you outfitted your ship, could mean the difference between profit and loss.

Unfortunately, thanks to #2 and #3, as time went on, the number of interesting decisions I had to make decreased. Missions went from augmenting trade to replacing trade, and from having pros and cons to weight, to just having pros. BGS manipulation went from a delicate act of balancing credits, influence, and reputation between various factions to achieve your goals, to not having it matter what you do, because you'll get all three while still achieving your goals.

Even exploration has reduced the number of interesting outfitting decisions you need to make. At the start of the game, you had to balance operational costs with jump range and outfitting choices. Then operational costs were removed, so you didn't have to balance between jump range and outfitting choices anymore. Horizons introduced the SRV, and the necessity of having shields to land on planets safely, which did reintroduce compromising between ship cost, jump range, and outfitting choices again... until credit reward inflation grew to the point where it removed ship cost from the equation again. And then the number of exploration modules decreased, while the number of available slots increased, which meant that even a lowly Hauler could fit everything you needed to explore, while still allowing for some optional extras.

Again this just helps explain to me the changes the game has gone through, and from my point of view much of that would count as a negative to what i prefer to find in any Elite game (MMO or not). It is kind of saddening to read this, but i also understand perhaps why these changes were made as the general 'culture' around game design in this modern era has mostly fallen in the direction of chasing whales and appealing to the instant gratification crowd vs providing coherent internal narratives (to the game play systems) and 'realism' based simulation. Frontier are not the only developer guilty of falling into this trap, it's endemic in the industry as a whole (and wider afield in TV series and movies also). We are the era of dumbing down and reaching for the lowest common denominator.

What I most wanted from Elite Dangerous was to play a struggling commander, who made hard, and sometimes morally dubious, decisions about getting ahead in a cutthroat galaxy. For years, I've been playing a wealthy dilettante whose decisions are more at the level of "What do I want for dinner?"

At least I still have the pleasure of trying to optimize my flight path afterwards. And EDO has helped personalize those morally dubious decisions, at least for me.

Elite IS playing as that struggling commander Jameson, anything else is not actually Elite imo.

Now even taking all the above great points you mentioned, i would say this, I'm actually still really enjoying my time in ED(H). I've put down FFED3D for now, and even if having to suspend my disbelief quite often, the sheer act of having this incredible galaxy to explore (forget how deep it is or is not!) in familiar Elite robes, is currently a very satisfying experience for this very traditional longtime Elite gamer from the 80's, even one that hates MMO's (for their game design compromises and flaws). Certainly IF ED(H) were a single player game i would be modding the pants of it to address the glaring imbalances in in-game progress, fixing the economy etc etc. But even with all that as a very real and obvious concern i still love flying around in ED(H) and i feel Sir David and the Frontier devs have done a great job, especially compared to any of the other games like it (y)

Edit: Contentious perspective about ED(O).

If i had been persuaded as chief big wig that ED needed an on-foot fps section (because like Fortnite is HUGE and what all the kids want to play) that might JAR terribly with the overall Elite gameplay arcs and the ability of the tech and dev team to deliver without an insane amount of cash investment (see Star Citizen). I would have probably invested in a complete standalone IP related to FPS combat in the game world of Elite (Pick a Solo or MP campaign, pick a faction your soldier belongs to at game start, pick a location to fight in, usual FPS combat ensues etc). Then if that worked well enough either look to construct something new that combined Elite and this FPS, with a robust tech in place to handle that (money from the standalone FPS could have gone into this), or work even harder and fit it into the ongoing ED(H) adventure.

Of course hindsight is what it is, and i'm not privy to the details of the tech or the nitty gritty of the dev situation. This is just a punted idea.
 
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I don't understand the other thing. I always get 1 material for a long mission, which may not be as difficult but is always very long, and 5 for a quick, more difficult one.
Why is this so?
 
I don't understand the other thing. I always get 1 material for a long mission, which may not be as difficult but is always very long, and 5 for a quick, more difficult one.
Why is this so?

Difficult to give a good answer without specific examples but in general I think what you describe rewards skill, but still allows the less highly skilled player to progress by exchanging time/tenacity for ability. Seems fair enough to me?
 
Difficult to give a good answer without specific examples but in general I think what you describe rewards skill, but still allows the less highly skilled player to progress by exchanging time/tenacity for ability. Seems fair enough to me?
I would agree, but there's a but. My skills are growing, but since there is no material exchange I have to keep doing these monotonous and long missions for the same reward. It's getting to be no fun anymore.
 
I would agree, but there's a but. My skills are growing, but since there is no material exchange I have to keep doing these monotonous and long missions for the same reward. It's getting to be no fun anymore.
There are material traders at some stations Have a look at Inara to see a material trader near you
 
It's the constant feeling of the game hating me while playing. Not sure how to explain. If you are just a casual player or beginner, you won't experience it enough to feel it. Maybe once you start getting into engineering. And it's a case of negative experiences building on each other, not just a single thing. Like the fact that there are no material traders in the same system as where the engineers live, forcing you to take your ship (or worse, switch ship) across multiple systems, just to finish up what you were doing. Sometimes there is no ship outfitting so you have to go to the next system to call your other ship to go get that material to finish engineering. Yes, you have found a way to make the user stay in game longer but your decision just p***ed me off and you are negatively forcing me to stay in game more than I planned for, not because I'm having fun. They should find a better way, one that leaves the user feeling rewarded instead, and making their own decision of wanting to stay in game longer because they want more of the same.

Like gravity wells when you enter supercruise, which after a while you realize they are totally useless and again just a way to force things to take longer than needed. That minute (to 3 min?) while you wait that the ship accelerates away feels like a month. Then you have to do it again when you approach your destination. Maybe remove one at least? I feel that this philosophy was abused while developing the game imo. Then I realized that I don't have to subject myself to it. I can just "not start the game" and I win. It's a weird reaction / side effect of grindy ED I guess. If the game hates me, why should I love it. The worst is when you find an exploit and start having fun, only to have the hammer come down a few updates later. I feel that they have been taking shortcuts while developing, meaning, they were successful in keeping the user in game longer than the average gaming session but not via positive rewarding. That's why users look for exploits. They used the grindy, mindless play shortcut, to extend the play time, which makes you feel as if you are being punished. You can do grindy with fun instead, then users would want more.

I still check in every now and then, to see if things changed and I still play occasionally but only do things that I feel are fun and rewarding. Mostly combat in High Res and sometime mining platinum. But it has been a year or so that I went from playing ED multiple times a day to only running it a couple of times a month. I guess I needed a long break.
 
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There are material traders at some stations Have a look at Inara to see a material trader near you
There are exchangers in every bar, but they only change assets and a narrow selection of 3 categories ...
For example, to improve AR-50 from 4 to 5 grade need 35 carbides and 35 components total 70. And this is the 2 most expensive to exchange in their category.
And so with almost all materials.
 
The other day I was going through my friend’s player list of over 150 and noticed that a very large percentage of commanders have not been on for months, commanders I used to play with almost daily not logging on for months. Only about 20 were active in the last month.

Then I was reading a post that mentioned over 12 million copies have been sold and it got me thinking. What can be done to improve Player Retention
( Note I Edited the original post to remove mistaken date about daily players count.)



Just look at the Gnosis/Cone Sector Debacle, where players were told by Fdev that the Gnosis was going to jump to a Sector no one could go to and return. Over 15,000 commanders boarded the Gnosis in anticipation of an adventure. Fdev realized at some point that they made a mistake and made the Gnosis miss-jump not making it to the Cone Sector, disappointing a large portion of the 15,000 commanders.

Player Groups Save The Day.
Distant worlds II organized by a small group of Commanders shows just how much commanders want to play Elite. Over 4000 commanders signed up for DW2’s 4 month-plus adventure, and this is where Fdev GOT IT RIGHT.

Frontier put together a CC to build a station at the center of the Galaxy. Wildly successful and covered by all the gamming media it became one of the biggest gamming events ever. Frontier how many copies did you sell because of DW2, a lot, I guess.

DW2 became my most memorable gamming experience of all time.

Sadly, Erimus has said DW3 is postponed indefinitely; quote “ The Game has lost its sole Soul “ oops, my bad

There lots of other player groups that add content and keep this game current, AXI, Buckyball Racing Team, Hutton Truckers, Fuel Rats, Hull Seals, just to name a few.
Frontier you have sold 12 million copies, what are you doing to bring in these players, 0.10 % is a sad showing when there is much more potential.
You just did a CG that got 15,000 commanders involved, Great work Fdev.
Doesn’t that show that people are looking for content.

What do you all think, for me new game content is what is needed to get this great game back on track.
Fdev bringing new content and helping player groups provide exciting events.

Any Thoughts
Honestly after playing, training, etc this game is one of the most frustrating games. Too many bugs such as random systems shutting off without pushing any buttons or attacks etc make this not worth the money. Taking too long to travel only for disaster to randomly strike not to mention when actual disaster strikes. It is just a frustrating gfame that needs more refining and player retention wouldn't be a problem. Also because it is a sandbox it also gets a ding for that in terms of retention.
 
What I most wanted from Elite Dangerous was to play a struggling commander, who made hard, and sometimes morally dubious, decisions about getting ahead in a cutthroat galaxy. For years, I've been playing a wealthy dilettante whose decisions are more at the level of "What do I want for dinner?"

This right here. Perfectly stated.

When I started playing, shortly after the initial release, a player in an Anaconda, it was a big deal. Making a billion credits trading was a big deal. Operational costs were a big deal. Missions paying 100k were HUGE. Trading routes ( multi stop routes ! ) that net'd over a million were considered top SECRET !. It took 6 months to get a PYTHON and outfit it. 6 MONTHS ! Weekends searching for Large Beam Lasers at dozens of stations.

Now we have CMDRs who can go from Nothing-to-Anaconda in a weekend. Admiral/King in a week. Elite and access to Jameson Memorial in a weekend.

I could let my young son play with any of my ships if/when he wants. Who cares if I crash ? My 1 billion+ credit 'Vette has 30 or 40 rebuys in the bank, and I can re-fill it in a weekend. I have all the ships I want. All the modules I want.

Wealthy Dilettante, Indeed ! What do I want 'for dinner' ? I'd like to go back to where decisions meant something. Where I spent a few weeks in a T-7 running trade missions because that was the best ship I could afford, at 100k a run, hoping and dreaming I would one day afford the beloved Python Kornelius Briedus showed us. Or the time I spent a few bounty hunting in a Vulture, again, because that was the best ship I could afford for that purpose, and it paid well at over a million an hour !

I could zero my CMDR, and I would, except for the mind numbing exercise of getting back engineers and Fed/Empire rank. Sure, much easier now, but still.. But credits would still be a joke. I could be back in a Python in a weekend, and back at Jameson in a week, the rewards are so excessive. Nothing means anything, and I'd rather park at Jameson ( or somewhere else, doesn't matter ) than fly, waiting for something meaningful to catch my attention.

Link to KB's video.. still inspirational. Watch it, and see how much the game has changed. Being able to AFFORD the ship. He talks about damage costs. He mentions fuel costs ! Ammo ! How much an A rated PP costs, and he didn't 'need' one. How to fully A-rate it costs 290 million ! Outrageous ! Watch that video, and you'll see whats changed.

Source: https://www.youtube.com/watch?v=5lXTyQ3xhY4
 
This right here. Perfectly stated.

When I started playing, shortly after the initial release, a player in an Anaconda, it was a big deal. Making a billion credits trading was a big deal. Operational costs were a big deal. Missions paying 100k were HUGE. Trading routes ( multi stop routes ! ) that net'd over a million were considered top SECRET !. It took 6 months to get a PYTHON and outfit it. 6 MONTHS ! Weekends searching for Large Beam Lasers at dozens of stations.

Now we have CMDRs who can go from Nothing-to-Anaconda in a weekend. Admiral/King in a week. Elite and access to Jameson Memorial in a weekend.

I could let my young son play with any of my ships if/when he wants. Who cares if I crash ? My 1 billion+ credit 'Vette has 30 or 40 rebuys in the bank, and I can re-fill it in a weekend. I have all the ships I want. All the modules I want.

Wealthy Dilettante, Indeed ! What do I want 'for dinner' ? I'd like to go back to where decisions meant something. Where I spent a few weeks in a T-7 running trade missions because that was the best ship I could afford, at 100k a run, hoping and dreaming I would one day afford the beloved Python Kornelius Briedus showed us. Or the time I spent a few bounty hunting in a Vulture, again, because that was the best ship I could afford for that purpose, and it paid well at over a million an hour !

I could zero my CMDR, and I would, except for the mind numbing exercise of getting back engineers and Fed/Empire rank. Sure, much easier now, but still.. But credits would still be a joke. I could be back in a Python in a weekend, and back at Jameson in a week, the rewards are so excessive. Nothing means anything, and I'd rather park at Jameson ( or somewhere else, doesn't matter ) than fly, waiting for something meaningful to catch my attention.

Link to KB's video.. still inspirational. Watch it, and see how much the game has changed. Being able to AFFORD the ship. He talks about damage costs. He mentions fuel costs ! Ammo ! How much an A rated PP costs, and he didn't 'need' one. How to fully A-rate it costs 290 million ! Outrageous ! Watch that video, and you'll see whats changed.

Source: https://www.youtube.com/watch?v=5lXTyQ3xhY4
Its true and its very much devalued the experience of progress making the game feel hollow.

What I would say is that the answer is not to draw back but to add meaning to the gameplay i.e. add more steps but make them enjoyable or challenging as opposed to 'deliver 3 more Hutton Orbital mugs one at a time' cos that's not hard its just tedious.
 
This right here. Perfectly stated.

When I started playing, shortly after the initial release, a player in an Anaconda, it was a big deal. Making a billion credits trading was a big deal. Operational costs were a big deal. Missions paying 100k were HUGE. Trading routes ( multi stop routes ! ) that net'd over a million were considered top SECRET !. It took 6 months to get a PYTHON and outfit it. 6 MONTHS ! Weekends searching for Large Beam Lasers at dozens of stations.

Now we have CMDRs who can go from Nothing-to-Anaconda in a weekend. Admiral/King in a week. Elite and access to Jameson Memorial in a weekend.

I could let my young son play with any of my ships if/when he wants. Who cares if I crash ? My 1 billion+ credit 'Vette has 30 or 40 rebuys in the bank, and I can re-fill it in a weekend. I have all the ships I want. All the modules I want.

Wealthy Dilettante, Indeed ! What do I want 'for dinner' ? I'd like to go back to where decisions meant something. Where I spent a few weeks in a T-7 running trade missions because that was the best ship I could afford, at 100k a run, hoping and dreaming I would one day afford the beloved Python Kornelius Briedus showed us. Or the time I spent a few bounty hunting in a Vulture, again, because that was the best ship I could afford for that purpose, and it paid well at over a million an hour !

I could zero my CMDR, and I would, except for the mind numbing exercise of getting back engineers and Fed/Empire rank. Sure, much easier now, but still.. But credits would still be a joke. I could be back in a Python in a weekend, and back at Jameson in a week, the rewards are so excessive. Nothing means anything, and I'd rather park at Jameson ( or somewhere else, doesn't matter ) than fly, waiting for something meaningful to catch my attention.

Link to KB's video.. still inspirational. Watch it, and see how much the game has changed. Being able to AFFORD the ship. He talks about damage costs. He mentions fuel costs ! Ammo ! How much an A rated PP costs, and he didn't 'need' one. How to fully A-rate it costs 290 million ! Outrageous ! Watch that video, and you'll see whats changed.

Source: https://www.youtube.com/watch?v=5lXTyQ3xhY4
I remember these days very well.
Since i backed the game through KS and got the Bounty Hunter and the Merchant pledges, decided to use the bounty hunter one, so i started with Eagle (as Imperial Eagle was not existent then) in an Empire system.

It was actually harder than starting with a Sidewinder because the Eagle doesn't have much cargo space so trading and delivery missions where a no go for me, and i started bounty hunting in mine at the neighbor systems. I played in Open only. Haven't met another CMDR for months. The bounty payments where really low then, so i needed to work my a** in order to get that Eagle A rated for a better survivability.

After some time i managed to get enough credits to buy a Cobra MkIII with mostly A rated internals if i sell my Eagle. And so i did and started trading. It wasn't very profitable but it was better than the bounty hunting, also the risks of some NPC dusting you where almost zero.
At some point decided to try trading rares which was the way of getting rich fast. Made a few millions and got bored. Decided to start exploring, but i didn't have enough money for AspX, so i parked my Cobra and bought a Hauler. Kitted it for exploration and started my journey.

Few months after that i got back in the Bubble, just before Horizons was released. The Distant Worlds expedition was going to start in a few weeks and i hoped that the money i got from my first exploration trip will be enough to get myself an AspX so i can have a decent jump range. I hit the jackpot by having 30 millions exploration data from this trip which enabled me to get my AspX and to use it for the expedition... And the rest is history.

Now making money is so easy that at some point you are starting to wonder for what to spend them.
I really miss the old days when you needed to make compromises in your ships equipment depending on the role you where playing and how much money you had. Especially in exploration and combat.
 
Few months after that i got back in the Bubble, just before Horizons was released. The Distant Worlds expedition was going to start in a few weeks and i hoped that the money i got from my first exploration trip will be enough to get myself an AspX so i can have a decent jump range. I hit the jackpot by having 30 millions exploration data from this trip which enabled me to get my AspX and to use it for the expedition... And the rest is history.

Now making money is so easy that at some point you are starting to wonder for what to spend them.
I really miss the old days when you needed to make compromises in your ships equipment depending on the role you where playing and how much money you had. Especially in exploration and combat.

Jackpot at 30 million ! Think about that. I can make more than that doing PAX runs in an hour. What decisions do you have to make about your ship now ? Only what special options you want added at an Engineer.

CMDRs now are like entitled trust fund babies, using Daddies money to buy whatever strikes their fancy. There's no consequences, or decisions, or doing without.. Just buy it all, A-rate it ( unless you're going for a REAL niche build ), and slap it on. There loads more fast credits to be made if you make a mistake.

Don't get me wrong, It's not a new players fault. They're playing the game the way it is now, not what it used to be.

But I sure do miss the way it was. You really felt like a vagabond pilot, making your way in a cut throat galaxy. Do I do this mission, or that one ? Bounty hunt ? What if I don't make enough to cover repair and ammo costs ? Trade instead ? Do I have enough to buy what I need, plus fuel, and a possible rebuy ?

Now I'm a jaded billionaire, hanging out at the pilots lounge with nothing better to do.
 
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