Putting my ship in storage and checking out until there is a game to be played.

There's a disconnect between the AI traders affecting the market and the NPC ships you see in-game. There are simulated AI traders that make the markets dynamic independent of the players' actions:
http://youtu.be/NbvEay_YJy0
(from Newsletter #20)

If you watch the second half of the video in 1080p you can see individual trade runs, profits made, ship upgrades taking place.
Whether the current game simulates AI activity at this level of granularity is debatable, but there is a trading simulation there.

Why don't the NPC ships actually carry out the trades in the background simulation in game?

What happens if a the last player in a system turns off his or her game? The abandoned NPC trade runs have to be reinstated in the headless simulation for it to remain accurate.

It adds unnecessary complexity, communicating the exact state of AI traders in the system to players' clients in that system, then communicating back the outcomes of the minute to minute gameplay to the simulation, when it's sufficient to summarize the state of AI trade and then generate some NPCs for that system that represent it.

Additionally, as Michael has specified, AI traders are tens of times more than players combined. Players are just fraction of all market members. Their effect on economy is carefully tuned so there would be some significance to any trade happening by human pilots.

But yeah, background sim have tons of AI trading happening.
 
I don't believe the video, could have been staged. Looks like a modified IRC window, to be honest. What happened in Beta Sculptoris proved their GloriousBackgroundSimulation is either a lie or not working.
There's enough evidence out there that suggests otherwise anyways, too, like when you enter a zone, the NPCs slowly begin to spawn. At stations, in conflict zones etc.
You never have the impression of this being a self-sustained, persistent universe, at all.

Then there's the lack of NPCs and FACES. Even in old titles like Wing Commander 1 on the Amiga, enemy comms had faces of your enemy. There's no face at ALL in Elite, giving me the impression of an empty, lifeless galaxy where you're the last human surviving.

They spent so much time and paid so much attention to technical details of stations. But there's no LIFE. No ships doing their thing (or making you think so), traveling between planet and station or jumping in and out. No police unless you spawn it, and then nothing ever happens. All systems are identical, be it one with billions of people inhabiting it or only a few hundred thousand.

Know what, watch this video. Really take a look at how there are glider taxis, humans walking around, people doing their thing (like the mission giver playing with his mobile until you talk to him).

[video=youtube;4GxM6lUCd5k]https://www.youtube.com/watch?v=4GxM6lUCd5k[/video]

If that was ED, all you'd see is an orange trade menu. Very generic information is given in text chunks with no NPC representation.

I'll just wait for the successor of this (which is in the works, as you know) and meanwhile check up on ED every few weeks.

A miracle might happen, but I won't hold my breath. Playing other games to pass the time. Busy enough with real life anyways, TBH, I won't waste anymore time with ED until they seriously add to it, because it's just a boring game.

And now it's obvious why upper class ships are so expensive. Imagine they weren't, then not even the grind junkies could enjoy the game anymore.
 
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If DB had stated in the kickstart that he wanted to bring the original Elite up to current game engine "standards", on the release of ED, he would have suceeeded. To be honest though, Elite 2015 wouldn't have made it very far, and very doubtful it would have received much support during the kickstart. The problem is all the extras he tacked on to make the game desirable in the current market, multiplayer (really player interactivity, not necessarily implying pvp as a focus) and dynamic/persistent "universe" being the key ingredients. Multiplayer itself was made unreliable due to the peer2peer networking model, the functional lack of working communication between players, and a gross underestimation of what players will do to each other without true consequence for their actions being in place. The persistent universe is a joke, being no true dynamic economy and, even with a multitude of players attempting, the lack of effect in the multi-faction background sim relative to missions completed, combat victories (or losses), etc.

In terms of storyline, there really isn't one to follow that isn't injected/triggered by the devs themselves. There is no hand-holding the player through the universe, no "content" to provide motivation beyond goals set by the players themselves. As it's been stated before, you are not the hero of the game, you do not matter to the game and, at best, any action you take in the game has an infinitesimally small influence on the game itself. ED has the player to make their own story in the "universe" they've built. The reason some people say there is no content in ED, they're essentially right. It's the player's job to provide that content utilizing what tools the devs have created and/or allow. The biggest non-supplied tool is the player's imagination. You have to remember, things back in the early 80s were different. We didn't have the luxury of being in an electronic toy filled world of devices that automate our daily lives. We made stuff up daily to entertain ourselves beyond the daily grind. The same is expected of the player in ED.

Whereas the majority of games in the market have a completely opposite structure to them. You're promoted to being the savior of the world and are dragged around via quests and other mechanics, constantly pushing you in the right direction to fulfilling your destiny. All the while being constantly spoon-fed the idea that you matter. The resources in game (as well as players) lead you down a path to the best equipment there is, measuring your progress through an array of information that magically appears. They're also noted for their end-game content to hold you over until the next expansion is dropped in your lap (after paying for it of course), providing more of the same grind to end-game enjoyment.

For those that can't understand that ED is not a hero game, there will never be enough "content" in game, much less done to the various individual expectations of the players. Some will see any content added as being implemented wrong, too strong, not enough or even useless. Discussion of features, bugs and the like are more than welcome in the forums to be sure, but more than often they seem becomes ridiculously senseless ravings of frustration, especially when . An example being: someone offering the suggestion that machine guns and space ships should be in World of Warcraft, with twitch-based FPS play. And for those that just can seem to aim, a lock-on feature to target things. And they should be able to run willy-nilly around wielding a rubber duck and smacking people upside the head for giggles. Some things just don't fit or belong in the game, they don't follow the spirit of the game. If the devs believed they should, they'd be there.

Now we have people making threads saying goodbye to a game they may or may not like, stating both the good and bad points posted and reposted over the forums since Jesus was around. To me, it's just another way of bringing up the same old discussions, provoking them even. The truth is, to a point, that some of the discussions here ultimately do matter, and others just need to be buried.

To the OP, sorry you didn't enjoy the game as much as you would like, good journeys to you.
 

Personally the content I want isn't directed quests, I don't want to be spoon fed or to be the chosen one. The content I want is game mechanics with a little depth.

If I explore I don't want to be spoon fed a route to any of the 400 billion systems out there, I think finding your way should be a challenge, something to figure out. But it doesn't tax your brain at all, you either have the jump range or you dont. Thrown enough money at it to buy a ship with the jump range? Great, you may proceed. But no big deal because all you end up doing is playing a game of keep the thing in the centre of the screen for a bit anyway.

Bounty hunting. Christ, I wish there was some hunting involved.

With that said it would be nice to see some variety in the missions beyond trawl USS for x or take y to this place. And you know what, a directed military campaign for rank progression within the major factions would actually be pretty sweet, but its not top of my list.

I just want game mechanics that go beyond "look at this thing for ten seconds and then do x y or z"
 
It's the player's job to provide that content utilizing what tools the devs have created and/or allow.
Except that developers provided no tools and no materials to work with. That what is "content" in a sandbox game. That's why ED is being constantly criticized and why players are leaving this game: it's a bad sandbox game in which there's simply nothing to do.

Whereas the majority of games in the market have a completely opposite structure to them. You're promoted to being the savior of the world and are dragged around via quests and other mechanics, constantly pushing you in the right direction to fulfilling your destiny. All the while being constantly spoon-fed the idea that you matter.
ED not being received well has nothing to do with lack of linear story. Those kinds of games are simply what publishers fund because they are a safe way to get sales. Good games still sell well regardless of their structure.

Elite's core idea is what I have been waiting for a long time, but design and implementation of background simulation, economy and progression in ED is absolutely abysmal.
 
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If DB had stated in the kickstart that he wanted to bring the original Elite up to current game engine "standards", on the release of ED, he would have suceeeded. To be honest though, Elite 2015 wouldn't have made it very far, and very doubtful it would have received much support during the kickstart. The problem is all the extras he tacked on to make the game desirable in the current market, multiplayer (really player interactivity, not necessarily implying pvp as a focus) and dynamic/persistent "universe" being the key ingredients. Multiplayer itself was made unreliable due to the peer2peer networking model, the functional lack of working communication between players, and a gross underestimation of what players will do to each other without true consequence for their actions being in place. The persistent universe is a joke, being no true dynamic economy and, even with a multitude of players attempting, the lack of effect in the multi-faction background sim relative to missions completed, combat victories (or losses), etc.

In terms of storyline, there really isn't one to follow that isn't injected/triggered by the devs themselves. There is no hand-holding the player through the universe, no "content" to provide motivation beyond goals set by the players themselves. As it's been stated before, you are not the hero of the game, you do not matter to the game and, at best, any action you take in the game has an infinitesimally small influence on the game itself. ED has the player to make their own story in the "universe" they've built. The reason some people say there is no content in ED, they're essentially right. It's the player's job to provide that content utilizing what tools the devs have created and/or allow. The biggest non-supplied tool is the player's imagination. You have to remember, things back in the early 80s were different. We didn't have the luxury of being in an electronic toy filled world of devices that automate our daily lives. We made stuff up daily to entertain ourselves beyond the daily grind. The same is expected of the player in ED.

Whereas the majority of games in the market have a completely opposite structure to them. You're promoted to being the savior of the world and are dragged around via quests and other mechanics, constantly pushing you in the right direction to fulfilling your destiny. All the while being constantly spoon-fed the idea that you matter. The resources in game (as well as players) lead you down a path to the best equipment there is, measuring your progress through an array of information that magically appears. They're also noted for their end-game content to hold you over until the next expansion is dropped in your lap (after paying for it of course), providing more of the same grind to end-game enjoyment.

For those that can't understand that ED is not a hero game, there will never be enough "content" in game, much less done to the various individual expectations of the players. Some will see any content added as being implemented wrong, too strong, not enough or even useless. Discussion of features, bugs and the like are more than welcome in the forums to be sure, but more than often they seem becomes ridiculously senseless ravings of frustration, especially when . An example being: someone offering the suggestion that machine guns and space ships should be in World of Warcraft, with twitch-based FPS play. And for those that just can seem to aim, a lock-on feature to target things. And they should be able to run willy-nilly around wielding a rubber duck and smacking people upside the head for giggles. Some things just don't fit or belong in the game, they don't follow the spirit of the game. If the devs believed they should, they'd be there.

Now we have people making threads saying goodbye to a game they may or may not like, stating both the good and bad points posted and reposted over the forums since Jesus was around. To me, it's just another way of bringing up the same old discussions, provoking them even. The truth is, to a point, that some of the discussions here ultimately do matter, and others just need to be buried.

To the OP, sorry you didn't enjoy the game as much as you would like, good journeys to you.

Well said.
 
And now it's obvious why upper class ships are so expensive. Imagine they weren't, then not even the grind junkies could enjoy the game anymore.

Ooooo - you're going to get letters about this one, but this is an excellent point I don't think I've seen before!
 
One thing that gets my curiosity: How many players are actually online during a whatever duration? I mean, most MMO's have some counter showing you the number of players on the servers at any given time. Would be fun to see some graphs over the last few weeks too see if the "game is dying" claim is true. I am just curious, having parked my Cobra and not played for 3 weeks, (and this is coming from someone, who feverently defended this game, until I finally got bored.)
 
One thing that gets my curiosity: How many players are actually online during a whatever duration? I mean, most MMO's have some counter showing you the number of players on the servers at any given time. Would be fun to see some graphs over the last few weeks too see if the "game is dying" claim is true. I am just curious, having parked my Cobra and not played for 3 weeks, (and this is coming from someone, who feverently defended this game, until I finally got bored.)

I'm the same way...except I'd be lying if I said I did more than give it the benefit of the doubt :)
 
It would help, if the game has only one working sandbox element with a llittle depth. Btw. OP, you're already named and shamed again as a guy without IMAGINATION. Perhaps this is the real problem with those Fanboys, they are constantly seeing "things". Can't be healthy.
 
i was bored with it. last week i decided after playing the 1.1 release. which the sound bug drove me to do it in the end. after a week of not playing it. i thought why not, and enjoyed the game like the first day again. its all about moderation.
 
Until they make for instance exploration and/or bounty hunting as worth while as a good trade route I'm not touching this game anymore. And it needs to scale properly with ship type like trading does. The current state of ED just can't compete with my other hobbies for my precious free time.
 
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