Remember wow?

OP's got it wrong for one simple reason imo - WoW had quests with stories. Simple, cheesy ones yes, but still actual stories, several of which ended inside dungeon encounters, and others that developed into raids. This is the one thing I reckon causes the feeling of emptiness that people have expressed. It's not that the game is lacking in *features* or mechanics, it's just that there doesn't appear to be the tiniest bit of difference or persistence in narrative or NPC interaction as one progresses.

Baldur's gate and Planespace Torment had stories.

WoW in the beginning had very shallow quest texts - they rarely had any relation to what you were actually doing. Collecting and killing things, often collect things by killing them with a 5% drop rate. After the first week I don't even think I bothered reading the quest texts anymore it was so generic.

It wasn't until the burning crusade that I started paying attention again.

Originally it was much like the current system in ED.
 
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OP's got it wrong for one simple reason imo - WoW had quests with stories. Simple, cheesy ones yes, but still actual stories, several of which ended inside dungeon encounters, and others that developed into raids. This is the one thing I reckon causes the feeling of emptiness that people have expressed. It's not that the game is lacking in *features* or mechanics, it's just that there doesn't appear to be the tiniest bit of difference or persistence in narrative or NPC interaction as one progresses.
That is my guess as well. When you get down to mechanics in most games, there is very little different between a fire mage causing burning damage, a death mage inflicting poisoning or disease damage; and even less between a frost mage and someone shooting a freeze ray.:p But each has a distinct feel, as much as I love this game, the environment does feel sparse; and not in a "space is big" way, in a "two interstellar empires have less news in a day than a single forum post". I've seen people say how Freelancer felt so much more alive and dynamic, and while it was neither, it did sure feel like it even if every station npc said the exact same thing (I had to start muting in the stations after a while). I am not even saying there needs to be tons of important news going on, but some voiced back drop talking about inconsequential fictional events would go a long way to bringing the game to life and giving the different cultures character.
 
Baulders gate and Planespace Torment had stories.

WoW in the beginning had very shallow quest texts - they rarely had any relation to what you were actually doing. Collecting and killing things, often collect things by killing them with a 5% drop rate. After the first week I don't even think I bothered reading the quest texts anymore it was so generic.

Originally it was much like the current system in ED.

Most quests were mundane tasks with less-than-epic text, usually suiting the thing you did. You get sent out to kill a bunch of wolves, and are told a tale how a NPC's wife was killed by wolves prior. Nothing special, but fitting the circumstance. Quest text *did* tend to be related to what you were doing. In the plaguelands (or whatever they're called in English), quest text tended to be a lot more interesting it's a bit of a waste if you had stopped reading quest text prior to reaching them, I find. I do agree that a lot of the text wasn't too interesting, but there were the occasional story marvels of questlines in the mix.
In any case, I'd take mundane quest text that isn't very epic, but at least not a rehash of something you've read 100 times already over Elite's current, entirely static, never-changing texts which only replace the names of the items, rewards or systems as applicable.
Oh, and it's Baldur's Gate, not Baulders Gate.
 
Good times. The battles when they introduced PvP rewards, but didn't have any battlegrounds yet, just open PvP, were marvelously entertaining. The only kind of battles which really had the kind of sheer manpower you'd expect from battles, rather than minor skirmishes. The lag made it pretty unplayable, but I had a blast nevertheless.

I love PvP, but, for me personally, the prospect of losing hard-earned credits for participating in it in this game is quite a turn off. I don't mind repercussions in PvE much, where I can avoid dying if I do things right - but in PvP, death tends to be rather unavoidable if you get yourself in a big enough battle. I prefer my PvP to come with the single repercussion of respawning and having to make my way back to the fun.

Can't argue with that, I hated being killed in wow, I go mad in Elite, I have only died once in Elite by another player and I attacked, so I can't complain. Maybe the insurance should have been something they looked at and thought about changing with it being an online game. It's nice that it's in keeping with the original, but it could do with a bit more modernisation. I have no complaints myself, but I see the points people make and regardless of how good or bad anyone thinks it is it could do with a bit more shine.
 
I've NEVER seen a team/game like this been updated at this pace.
I've never seen a game release so smoothly like this game.
I've NEVER EVER seen smooth gameplay like this at release of any game everneverever, and thats almost 20 years of gaming talking here.

What? If that's the case you should be A LOT more careful with what you buy. And if what you say would actually be true would be sad for us customers and that shouldn't stop us to ask for more content and a more streamlined experience in game. We are in 2015. Not 1984, not 2004.
 
Baulders gate and Planespace Torment had stories.

WoW in the beginning had very shallow quest texts - they rarely had any relation to what you were actually doing. Collecting and killing things, often collect things by killing them with a 5% drop rate. After the first week I don't even think I bothered reading the quest texts anymore it was so generic.

It wasn't until the burning crusade that I started paying attention again.

Originally it was much like the current system in ED.

My entire point exactly, wow's launch was horrid, for weeks on end!

It was shallow, pointless grinding, with more then 10X the budget of this game, god forgive that at release this game with more then 10X less money, and a far more limited team (headcounts) is much the same way.
But its all just getting started, and i cannot help smiling thinking of the future of this game, because i know its going to be great.

I would not know art even if it hit me in the face
I can't come up with any good game, or have the skills to make one.
I'm just an average end-user with allot of gametime on his list.
But i can smell a good game from LY's away, and this one has all the pillars it needs.

It just needs the back of all the backers, and the backs of the newly joined players.
i just KNOW that this will make all the difference.
 
Per say nothing wrong with the original post i reckon.

Other than that it seems to disregard one fact completely...FD isn't Blizzard (yes, i'm referring to financial mettle here).

Not to get me wrong, i have the patience and am enjoying the game in it's current state....but, in my opinion, the comparison severely limps.
 
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Cheers, I honestly couldn't remember how to spell Baldur. It must be 5 years since my last play through.

Non existant stories have always been the problem with procedural over hand crafted games.

Granted ED needs a more dynamic world, then people can craft their own tales, such as the fight for Lugh. It also needs a few select quest lines for players like the original Frontier did - the Military careers are particularly disappointing.

But we'll never see the MMORPG style everything is a custom quest line approach, it's just to resource intensive for a small company with limited resources.
 
I've NEVER seen a team/game like this been updated at this pace.

I'd like to address this little snippet specifically; while it may be true that updates kept rolling in from what I heard about Beta and Gamma, it's important to note that none of all the players who joined at launch got to see anything of this. For everyone who joined at launch, it looks like they threw in a few quick hotfixes shortly after, and then nothing at all for weeks, and no word about what they're working on.
 
WOW, bah. Everquest was the best :p And comparing WOW to this game is like comparing lemons with an unpolished diamond.
 
So do you all remember the release of WoW?

I do!
It was insane, it was hyped, it was... the next STEP UP in MMORPG gaming!

I'm an european, and i joined the US beta, just to get glimpse of the game, for me the experience was mind-blowing!

So... do you all remember now what you could actually do at the release of WoW?

I do!
-The year was late 2004, and after 3 years of development, it was releases.
-You could accept quests, and return them ! And you get a reward for doing so.
-You could fish, all the damn day, it was amazing!
-One could kill another player, it was called even back then "PVP", and if you killed them you'd get NOTHING!ahahahah (honor system introduced 5 months after release).
-You could group with up to 5 people, it was simply bliss.
-You could gather stuff and make stuff with it, you would NEVER need, or use, except a bag or quiver :p
-players could level there toons up to level 60!
-And after you hit lvl 60 you could join raids with up to 40 people, and wipe for WEEKS on end with a smile on your face, and considered yourself lucky you could do that.
-You could wait for hours on end for players to get behind there pc again because they "had to eat". Oh man... nostalgia.
-The spacebar on your keyboard was used for jumping!
-You could gaze at stuff in full real time 3D, and in some cases interact with it.
-9 classes!
-16 dungeons you would outgrow so damn fast and never visit again.
-1 raid, and 1 boss raid you spent more time in then all dungeons you did together."uh guy's i need to eat, my mom is calling me".


And that's it, nothing more, nothing less, a multi-million/billion? dollar company, and thats what they had to show for.

-BAH, ashamed they should be, simply utterly horrible... yet...
------------------------------------------------------------------------------------------------------------------------------------

Now i'm here gazing the forums, hyped for this release.
Gazing the interwebs, coming across some great story's on reddit, about players experiences.
And off course playing the game.

But most of the time i hear, JUST 3 WEEKS(!) most probably the same people that had that same experience as me, the release of wow,
complaining about what you cannot do, because why?

What exactly does one expect from a crowd-funded game supported by the player, made FOR the player? With JUST 2 years of development time AT release?
Simply too much... simply too much.

I've NEVER seen a team/game like this been updated at this pace.
I've never seen a game release so smoothly like this game.
I've NEVER EVER seen smooth gameplay like this at release of any game everneverever, and thats almost 20 years of gaming talking here.

It boggles my mind, and probably the team behind this game, of what some people actually expect at release of this game.
Just look at the timeline of this game, have some faith people.

Now, do you have any idea the size of that team back then? The budget ?(around 40 million back then).
Do you know what 40 million buy's you now, and back in 2004, well thats pre-2004 since 2004 was the release date of wow.
And that's 40 million just for development, not after release, i do not know for you guy's but inflation lately here is going through the roof.

Frontier did all this with around £3(development)... for those complaining about not having enough content in the game... you should be ashamed, truly ashamed.

The technical feat they have accomplished here will carry on for years to come, lay the foundation for many games to come, just think of that for once.

Content will come, it always does, its just not all there at release, it's always not all there at release.
And when it is, it's bugged, not balanced, overpowered, nerfed, changed, and some other things that most of the time just the community off.
Or... yeah you guessed it, its boring, already done, nothing we all have not seen before, "a grind".

This... this right here, is something new, embrace it, nurture it, it will grow, just give it time.
And with time i mean more time then the devs of WoW had, allot more.

You cannot simply expect frontier to do the same with this budget, if you wanted the same pace/flair as a triple A game you should of gave them more money, its as simple as that.
This is a simple and neutral fact.

Now i'm not a die hard fan of this game, i'm not the person who cannot accept criticism about the game he plays.
I'm a multigamer who has seen more games the i can remember, wasted years behind my desktop screen, so many years... steam account of over 400 games.
But i'm playing Elite now, i might be playing something entirely different next year, thats just how it goes with me.
But i cannot be one of the few here who sees the potential of this game, this simply cannot be.

I have a truly sad feeling inside of me, of people pounding these developers when things do not go as expected for them, and yet cheering like 10 year olds every time a new patch comes out.

Thats it, i got it off of my chest, feels good, and felt like the right place to do it.
Probably a lot more i wanted to say, but i forgot while i was typing, and i do not want to make this a 3-day's writing post.

Kind regards, David.

arghh i was near to forget about it...and u remind me of it...argh...
 
My entire point exactly, wow's launch was horrid, for weeks on end!

It was shallow, pointless grinding, with more then 10X the budget of this game, god forgive that at release this game with more then 10X less money, and a far more limited team (headcounts) is much the same way.
But its all just getting started, and i cannot help smiling thinking of the future of this game, because i know its going to be great.

I would not know art even if it hit me in the face
I can't come up with any good game, or have the skills to make one.
I'm just an average end-user with allot of gametime on his list.
But i can smell a good game from LY's away, and this one has all the pillars it needs.

It just needs the back of all the backers, and the backs of the newly joined players.
i just KNOW that this will make all the difference.


So what you say is that ED is horrid, but people should excuse them cause they had a smaller budget.

Excuse me, can you remind me who forced them to release in this horrid state? Why people that paid full price should "back" them? And back them for what? To make a paid expansion, maybe to release that early again?

Since I bought the game Frontier did nothing to convince me they are trustworthy, on the contrary. They shouldn't have release before Christmas brake and than leave. First impressions from customers DO matter.
 
WOW, bah. Everquest was the best :p And comparing WOW to this game is like comparing lemons with an unpolished diamond.

Ultima Online was the best - you will not question the Master! Pking until the sun set and looting there corpse of all there belongings, robbing poeples stuff right our of there houses, no fancy feature like Chat rooms - you actually had to be standing next to someone for them to see your speech "bubbles".

Oh and the endless skill grinding, such memories. It was the most open and free form MMO I've ever played and likley to ever play.

Want to be a baker! No worries just do it - until someone ganks you and destorys your store.

Good times. We loved it because we didn't know any better. Then EA happened.

EDIT : I did all these things on dial-up 36k from 12,000 Km away and loved it.
 
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But we'll never see the MMORPG style everything is a custom quest line approach, it's just to resource intensive for a small company with limited resources.

Of course not, expecting every mission to be unique or offering interesting snippets of dialogue or story would be truly unreasonable in a game of this scale - but having *nothing* besides randomly generated content at launch was guaranteed to be a disappointment for many players, and that's not the players' fault at all, in my opinion. When they promised story content, the current implementation of events spawning in systems somewhere certainly wasn't what I expected. Having at least one proper storyline focused on the player, with missions that get increasingly more difficult and rewarding, introducing you to the different factions and giving you a reason, any reason, to care about either one of them would've been very welcomed by me, personally.

My own, personal enjoyment in this game would come mostly from two things;

A.) Fighting and getting stronger/better, in skill, ship and outfitting.
B.) Making a difference.

A.) Works until I get a fully outfitted Viper, then there's quite a pause until I reach an Asp - which I have accomplished, but can't even nearly afford to make viable in combat yet. Progression for fighters isn't too amazing yet.
B.) Well, nobody can really tell at this point how much difference an individual can or can't make. The feedback we get from accomplishing missions, or even killing opposing faction ships, trading and everything else, is really obscure. I've been jobbing for a specific faction for over a week now, and I still can't tell whether or not I'm influencing anything at all.
Missions fall inbetween A and B, for me. I like missions, but their current implementation leaves much to be desired. Most missions require me to either ferry something from A to B, which is okay, but not exciting - or to poke around aimlessly in space for needles in haystacks. That part is incredibly boring and immersion breaking. Add to that that I can't really tell whether my doing missions even affects anything aside from my wallet, and the fact that missions seem to be underpaid in their current form, and it becomes difficult to motivate myself to keep doing them.

Trading, Exploration and Mining, for me, are something I'd do here and there, but definitely not something I could handle focusing on. I'd be interested in trading if we had a *real* economy, where stations produce products from resources they are provided with, ceasing production if they run out of resources and so on, but, currently, that doesn't seem to be the case, which turns trading into a boring chore for the sole purpose of raking in credits.

I don't want to seem like I'm just complaining, however. Flying feels great, combat feels great. The AI could use some improvements, but I really enjoy the fighting aspect of the game. I would greatly enjoy missions and messing with influence as well, if those mechanics received some more love from the developers and gave us some actual input on how we are affecting the galaxy, beyond little blue and red arrows.

I'm not someone who has a huge problem with the state the game was released in. I do think they released too early, and that releasing right before a vacation wasn't good, but I can be patient - what bothers me much more, is how avidly complainers get attacked by supporters, no matter how valid their complaints may be, and how avidly supporters will claim that everything's perfect, no matter how far from the truth that may be.


Mind you, this isn't specifically targetted at this thread. People here have been mostly civil, compared to some other threads.
 
Actually, one of the reasons to go for a KS instead of a publisher was to avoid to have to do stuff 'like in 2015', mainstream and streamlined

I still remember the "no hand holding like in modern games" argument that so capture my heart, sigh
 
Of course not, expecting every mission to be unique or offering interesting snippets of dialogue or story would be truly unreasonable in a game of this scale - but having *nothing* besides randomly generated content at launch was guaranteed to be a disappointment for many players, and that's not the players' fault at all, in my opinion. When they promised story content, the current implementation of events spawning in systems somewhere certainly wasn't what I expected. Having at least one proper storyline focused on the player, with missions that get increasingly more difficult and rewarding, introducing you to the different factions and giving you a reason, any reason, to care about either one of them would've been very welcomed by me, personally.

My own, personal enjoyment in this game would come mostly from two things;

A.) Fighting and getting stronger/better, in skill, ship and outfitting.
B.) Making a difference.

A.) Works until I get a fully outfitted Viper, then there's quite a pause until I reach an Asp - which I have accomplished, but can't even nearly afford to make viable in combat yet. Progression for fighters isn't too amazing yet.
B.) Well, nobody can really tell at this point how much difference an individual can or can't make. The feedback we get from accomplishing missions, or even killing opposing faction ships, trading and everything else, is really obscure. I've been jobbing for a specific faction for over a week now, and I still can't tell whether or not I'm influencing anything at all.
Missions fall inbetween A and B, for me. I like missions, but their current implementation leaves much to be desired. Most missions require me to either ferry something from A to B, which is okay, but not exciting - or to poke around aimlessly in space for needles in haystacks. That part is incredibly boring and immersion breaking. Add to that that I can't really tell whether my doing missions even affects anything aside from my wallet, and the fact that missions seem to be underpaid in their current form, and it becomes difficult to motivate myself to keep doing them.

Trading, Exploration and Mining, for me, are something I'd do here and there, but definitely not something I could handle focusing on. I'd be interested in trading if we had a *real* economy, where stations produce products from resources they are provided with, ceasing production if they run out of resources and so on, but, currently, that doesn't seem to be the case, which turns trading into a boring chore for the sole purpose of raking in credits.

I don't want to seem like I'm just complaining, however. Flying feels great, combat feels great. The AI could use some improvements, but I really enjoy the fighting aspect of the game. I would greatly enjoy missions and messing with influence as well, if those mechanics received some more love from the developers and gave us some actual input on how we are affecting the galaxy, beyond little blue and red arrows.

I'm not someone who has a huge problem with the state the game was released in. I do think they released too early, and that releasing right before a vacation wasn't good, but I can be patient - what bothers me much more, is how avidly complainers get attacked by supporters, no matter how valid their complaints may be, and how avidly supporters will claim that everything's perfect, no matter how far from the truth that may be.


Mind you, this isn't specifically targetted at this thread. People here have been mostly civil, compared to some other threads.

I actually agree with all your points, and I hope over the next 6 months frontier will address them. Which I think was the OPs intended message.
 
Of course not, expecting every mission to be unique or offering interesting snippets of dialogue or story would be truly unreasonable in a game of this scale - but having *nothing* besides randomly generated content at launch was guaranteed to be a disappointment for many players, and that's not the players' fault at all, in my opinion. When they promised story content, the current implementation of events spawning in systems somewhere certainly wasn't what I expected. Having at least one proper storyline focused on the player, with missions that get increasingly more difficult and rewarding, introducing you to the different factions and giving you a reason, any reason, to care about either one of them would've been very welcomed by me, personally.

My own, personal enjoyment in this game would come mostly from two things;

A.) Fighting and getting stronger/better, in skill, ship and outfitting.
B.) Making a difference.

A.) Works until I get a fully outfitted Viper, then there's quite a pause until I reach an Asp - which I have accomplished, but can't even nearly afford to make viable in combat yet. Progression for fighters isn't too amazing yet.
B.) Well, nobody can really tell at this point how much difference an individual can or can't make. The feedback we get from accomplishing missions, or even killing opposing faction ships, trading and everything else, is really obscure. I've been jobbing for a specific faction for over a week now, and I still can't tell whether or not I'm influencing anything at all.
Missions fall inbetween A and B, for me. I like missions, but their current implementation leaves much to be desired. Most missions require me to either ferry something from A to B, which is okay, but not exciting - or to poke around aimlessly in space for needles in haystacks. That part is incredibly boring and immersion breaking. Add to that that I can't really tell whether my doing missions even affects anything aside from my wallet, and the fact that missions seem to be underpaid in their current form, and it becomes difficult to motivate myself to keep doing them.

Trading, Exploration and Mining, for me, are something I'd do here and there, but definitely not something I could handle focusing on. I'd be interested in trading if we had a *real* economy, where stations produce products from resources they are provided with, ceasing production if they run out of resources and so on, but, currently, that doesn't seem to be the case, which turns trading into a boring chore for the sole purpose of raking in credits.

I don't want to seem like I'm just complaining, however. Flying feels great, combat feels great. The AI could use some improvements, but I really enjoy the fighting aspect of the game. I would greatly enjoy missions and messing with influence as well, if those mechanics received some more love from the developers and gave us some actual input on how we are affecting the galaxy, beyond little blue and red arrows.

I'm not someone who has a huge problem with the state the game was released in. I do think they released too early, and that releasing right before a vacation wasn't good, but I can be patient - what bothers me much more, is how avidly complainers get attacked by supporters, no matter how valid their complaints may be, and how avidly supporters will claim that everything's perfect, no matter how far from the truth that may be.


Mind you, this isn't specifically targetted at this thread. People here have been mostly civil, compared to some other threads.


I totally agree with this. New players don't want their hand held, at least not all of them. One of the reasons I got E:D was cause I heard it's "hard". But what I found out was not a hard game, but a game with mechanics that seem designed to make players waste as much time possible.

The fact that as a new player in my starting station I had only one mission available, and that mission was for a system I couldn't jump in is just BAD. I didn't care if that mission was very hard and I had a high chance of being killed (like in Dark Soul). But to not be able to even get there and for a reason so obscure that I have to google it?

Next station again only one mission available, a donation mission. NO, NO. The starting regions should have a lot of mission a new player can do, and to be lucrative missions, and of many types. And by types I mean that my 3rd station had more missions, but all of them asked me to do something illegal or immoral (kill traders), which I didn't want to do.
 
Of course not, expecting every mission to be unique or offering interesting snippets of dialogue or story would be truly unreasonable in a game of this scale - but having *nothing* besides randomly generated content at launch was guaranteed to be a disappointment for many players, and that's not the players' fault at all, in my opinion. When they promised story content, the current implementation of events spawning in systems somewhere certainly wasn't what I expected. Having at least one proper storyline focused on the player, with missions that get increasingly more difficult and rewarding, introducing you to the different factions and giving you a reason, any reason, to care about either one of them would've been very welcomed by me, personally.

My own, personal enjoyment in this game would come mostly from two things;

A.) Fighting and getting stronger/better, in skill, ship and outfitting.
B.) Making a difference.

A.) Works until I get a fully outfitted Viper, then there's quite a pause until I reach an Asp - which I have accomplished, but can't even nearly afford to make viable in combat yet. Progression for fighters isn't too amazing yet.
B.) Well, nobody can really tell at this point how much difference an individual can or can't make. The feedback we get from accomplishing missions, or even killing opposing faction ships, trading and everything else, is really obscure. I've been jobbing for a specific faction for over a week now, and I still can't tell whether or not I'm influencing anything at all.
Missions fall inbetween A and B, for me. I like missions, but their current implementation leaves much to be desired. Most missions require me to either ferry something from A to B, which is okay, but not exciting - or to poke around aimlessly in space for needles in haystacks. That part is incredibly boring and immersion breaking. Add to that that I can't really tell whether my doing missions even affects anything aside from my wallet, and the fact that missions seem to be underpaid in their current form, and it becomes difficult to motivate myself to keep doing them.

Trading, Exploration and Mining, for me, are something I'd do here and there, but definitely not something I could handle focusing on. I'd be interested in trading if we had a *real* economy, where stations produce products from resources they are provided with, ceasing production if they run out of resources and so on, but, currently, that doesn't seem to be the case, which turns trading into a boring chore for the sole purpose of raking in credits.

I don't want to seem like I'm just complaining, however. Flying feels great, combat feels great. The AI could use some improvements, but I really enjoy the fighting aspect of the game. I would greatly enjoy missions and messing with influence as well, if those mechanics received some more love from the developers and gave us some actual input on how we are affecting the galaxy, beyond little blue and red arrows.

I'm not someone who has a huge problem with the state the game was released in. I do think they released too early, and that releasing right before a vacation wasn't good, but I can be patient - what bothers me much more, is how avidly complainers get attacked by supporters, no matter how valid their complaints may be, and how avidly supporters will claim that everything's perfect, no matter how far from the truth that may be.


Mind you, this isn't specifically targetted at this thread. People here have been mostly civil, compared to some other threads.

People expecting story driven in E: D any more than what we currently have are simply not understanding what they bought, I'm sorry.
You don't do a story driven in a billion star systems galaxy. That's a... stupid and unfeasible concept. The only way to do it is to do exactly what FD is currently doing, actually, that's injecting something from the outside and react live on whatever happens.
A "story driven".... thing.... would concern, what? 0.0001% of the content they made? That would be UTTERLY STUPID to design a game that massive to put player into 0.0001% of the universe. That doesn't make sense to me. Things are auto-generated? OF COURSE THEY ARE.
They purposefully target to create the whole galaxy. That's their primary goal, and we all know that. Don't expect them to create a soap opera for that kind of size. People expecting this are in the wrong game. If this is really the meaning of all the "game lacks content" that I hear around, then the complaints make no sense.

I feel more that the game lacks varied mecanics, generic goals, than a story, tbh.
 
People expecting story driven in E: D any more than what we currently have are simply not understanding what they bought, I'm sorry.
You don't do a story driven in a billion star systems galaxy. That's a... stupid and unfeasible concept. The only way to do it is to do exactly what FD is currently doing, actually, that's injecting something from the outside and react live on whatever happens.
A "story driven".... thing.... would concern, what? 0.0001% of the content they made? That would be UTTERLY STUPID to design a game that massive to put player into 0.0001% of the universe. That doesn't make sense to me. Things are auto-generated? OF COURSE THEY ARE.
They purposefully target to create the whole galaxy. That's their primary goal, and we all know that. Don't expect them to create a soap opera for that kind of size. People expecting this are in the wrong game. If this is really the meaning of all the "game lacks content" that I hear around, then the complaints make no sense.

I feel more that the game lacks varied mecanics, generic goals, than a story, tbh.

Well prodedural missions can still be much more engaging than they are now - To reach Viscount I needed to deliver a message, to a station in the same system, it took 2 minutes.
 
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