Re-installed EVE Online a couple of days. ED could learn a lot from EVE.

I do wonder whether it's possible to actually simulate the economy of 20,000 star systems and trillions of people. My guess would be that the current implementation is something approaching what the devs' initial feasibility assessment indicated was doable on their initial backend.

It would be a big undertaking, but FD are pretty good at procedural generation. A well-designed dynamic BGS could operate most of the time at a gross level but allow focus on an individual NPC merchant when required, only creating that persistent character as necessary. They made a galaxy of 400,000+ systems and plan for more and more physical detail in the future - why not also add a full NPC civilization?

Learning from EvE does not equal making ED the same game. There's lots of things ED would benefit from, some of which would not come with the same limitations and problems because ED is so much bigger in simulated space size.

For example, player-run organizations and player-owned stations would be perfectly doable in ED without the risk of locking down entire areas. Think powerplay, but instead of some Frontier-created character, it's a faction that players created in-game. Think being able to upload new holograms to stations, or to restyle and extend a station. To add new services, to set up mining operations and whatnot.

All those space-billionaires would finally have something to work towards.

Repped, and agreed. You can take good aspects from one game to incorporate without having to take the whole package, and likewise rejecting the unwelcome aspects does not necessitate throwing the baby out with the bathwater.
 
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Most games have a shelf like of up to 50 hours. You play them and move on. With ED you can see from the reviews that there is the same threshold, with a little more longevity.FD should be looking at games that have managed to keep a decent core of people for a significant period of time. Eve is for sure one of those games. Having played MMO's for more years than I care to remember two elements stick out.

1) Collective play where my team/guild/org contribution matters. Eve has this in abundance, in ED its mostly out of game.

2) Competitive rankings so there is always something to aim for.

I am fine with guilds owning stations, providing those stations can change hands under the BGS aside from perhaps the guilds home station. I am all for players owning their own stations and building them into bigger ones. I would restrict it carefully. One station per player free, subsequent ones chargeable at a price that desists the player from owning more. You would have to limit how many were in a system, so it doesn't get cluttered. The key for me is making it so players who want to play as independents can travel around, so I think the crime and punishment piece is a key element.
 
Most games have a shelf like of up to 50 hours. You play them and move on. With ED you can see from the reviews that there is the same threshold, with a little more longevity.FD should be looking at games that have managed to keep a decent core of people for a significant period of time.

Exactly. Long term gameplay. Long term (collaborative) goals. Credits are not a game goal. Running a station is. Being able to "make it your own".

I am fine with guilds owning stations, providing those stations can change hands under the BGS aside from perhaps the guilds home station. I am all for players owning their own stations and building them into bigger ones. I would restrict it carefully. One station per player free, subsequent ones chargeable at a price that desists the player from owning more. You would have to limit how many were in a system, so it doesn't get cluttered. The key for me is making it so players who want to play as independents can travel around, so I think the crime and punishment piece is a key element.

You hit the nail on the head. The problems with EvE are well understood. Frontier can learn from them and avoid repeating them. One big thing ED has over EvE is the massive galaxy which makes area denial very difficult from the get-go, but I also believe that players should never be able to really restrict other player movement in the game. I mean hell, how could they, with Solo mode being available.
 
Yes a lot of great stuff, particularly the player driven, crafting, corporations and social aspects would be good additions for ED.
 
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* That feeling of "life". The EVE universe is truly alive, and brimming with players. It's things like the local chat menu that shows me who's nearby, along with my ability to communicate real-time with any player online. It helps that players congregate and mess around by major centers such as Jita. In comparison, ED feels empty.

Will never change with the Open/PG/Solo modes available, so get used to this.

Also, stop comparing the game to EVE just because they're both set in space.
 
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Will never change with the Open/PG/Solo modes available, so get used to this.

Also, stop comparing the game to EVE just because they're both set in space.

I agree. At the moment, this game cannot have a player driven economy due to the amount of systems, planets and stations that are around. As it is we can influence it with BGS miniputlation which I think is about right. Could it be a more dynamic, sure it can be. Can it be imporved, again yes.

Do i want a full on guild system with corporations etc like EVE, not for me thanks. I really do not want that at all. I don't want to see station or system ownership. I wouldnt mind being able to join a faction and have factions expanded upon, but not full ownership.

I am also happy if a housing system was introduced, like having you own little base somewhere, either on a planet or an asteroid, but has nothing to do with the BGS and is not tied into factions.
 
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