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To start with your last line, they arn't lies, all the DDF/kickstarter discussions wer a directional plan. A statement of intention. If you misconstrued it as a promise then its a bit silly. Its like me promising I will buy a car in 3 years time, I want to, and there is a good chance of it happening but anything could get in the way between now and then and I may end up with a motorbike instead.
Im going to leave this (it is Kotaku but read between the lines, the facts are fairly solid): http://kotaku.com/12-successful-kickstarters-that-never-delivered-1687019268
Ok on the topic of realism. I've had this debate with a number of people. It's the problem Frontier have of selling a mixup between: RPG/Simulator/Retro-game/Combat flight game. They can't make everything work without compromising another thing. To take Combat zones and RES as a example: Would you prefer to drop in a ring system, travel for 40 minutes, find one ship mining. Then travel another 40 minutes and find another pirate ship flying around like a lost soul looking for a friend?
Space is literally huge, 3D and impossible to fill. Some are already complaining the number of ships we see is unrealistically large, imagine if they didn't cluster around these set points, you'd never see more than 3 ships in any one place at a time and It'd be incredibly realistically boring. Yes I would like to see combat around stations but their change to make stations invulnerable and have massive guns kinda makes it impossible unless they contrive a reason to disable the guns. I do hope they move towards station combat in the future though.
I'd also like to see all ships enter normal space at the Nav beacon after a hyperspace jump. Keep the current supercruise standard for places without a beacon but at least make it a convergence point for ships.
And finally addressing your points at the top:
-Blockades haven't really played well I agree
-Assassinating other players carrying passengers. Well if you'd have the patience to wait for passengers then you may find it there. Lets not judge on the quality until they've actually put it in game. Yes I too would like it, I even have an Orca ready, but I'd prefer them to do it properly than put in a half effort with passengers equal to cargo racks.
-Wars over exploration, agreed but others would argue with all the masses of space to explore why would they fight unless the literal planet of gold was found. Not sure how it really fits.
-Fluctuating market based on supply and demand, have you never traded? I mean talk about routes drying up over a day then when it eases off overnight its fine again the next morning only to dry up again. Go check some threads on T9/Anaconda trading.
Overall:
You make a lot of good points, actually I'm a little surprised. Whilst I know my replies come across as a fanboy or white knight type figure I can honestly say the game is flawed and I want change and welcome criticism like this since it does point out flaws. I do also like to play devils advocate though so if I can think of a valid arguement I will usually post it (as above), please try to take it with a pinch of salt
On the whole gameplay vs realism seems to be an issue as well as the background sim. Yes there are problems in both of those aspects that need resolving but to say we are roughly 3(ish) years into development after the initial person sat down and started writing code I would say its probably about as good as it can be considering how many other key aspects there are like flight models, graphics and so-on in this mammoth of a game. Would I like to see continued improvements to make it more realistic and like Braben imagined it being: yes. Can I wait another 2-4 years like I expected to when I bought the game: Probably..
Looking back this reply seems quite serious, after all we are talking about a few of the smaller details in a single game in my library, so im going to finish with a quote and a smilie face
"Gaze ye not into the Abyss, lest the Abyss' boyfriend get narky".
Edit: I've been slightly ninja'd on one or two points XD
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