Here I am again. I can't hit the start button, because I don't know what to do once I'm in game. Everything looks so flat to me and everything looks like a clone: just pew pew and bring that thing from A to B. No matter if I do BH, CZ, BGS, PP and CG, free roam, whatever. I also did a lot of exploration and today to my eyes the galaxy is only an infinite sequence of copy-pasted celestial balls. Nothing interesting to see out there.
A couple of months ago I decided to clean my CMDR and to start a new career (about two years of gameplay). I also decided to play ED on a slow and immersive pace. And I did it. I avoided the grind like a pleague and I decided to play the game "as intended". BUT the gameplay is too easy to me. I was able to rank up the engineers without any trouble and once the game threw enough money at me I jumped in a python and outfitted it for the best multirole setup. That's it. Now I can mostly oneshot small-mid sized ships and face-tank the big ones, untill they burn to death. I can haul stuff around and pick any mission "template" and go on.
Ok I could try to collect every single ship in the game and have some fun with the small ones (the only way to have a challenge in pve combat), but what once you have killed a hundred npc's in a iCourier or iEagle? I can't feel a real scope. I does seem that FD gave us a lot of rule sets but no "adventure" to play them with. If ED was a true sandbox I could build my station, collect resources to manage it or experiment with item crafting, but everything in this game is static and there's nothing to interact with other than scan or kill it, because let's say it ED is not a sandbox. It is a space shooter with some basic trading and exploration elements.
In the past I have tried to defend what I thought to be game content, but now everything looks crystal clear: we have a lot of mechanics and almost zero content to enjoy.
So I'm sitting here, looking at a well made toy that does not evolve into a true space adventure. I would love to see seasonal campaigns like wars between superpowers, crysis to solve, new emerging enemies, charismatic characters to follow in their fate, a lot of adventures to share with friends in a huge huge galaxy full of space anomalies and exciting natural fenomenas. The instanced nature of ED could encourage the creation of adventure modules such as "space dungeons", puzzles, story driven fights, tactical wars, diplomacy, interactive dialogues with multiple choices and different endings and so on. But the design team seems too focused on the introduction of even more new game mechanics like multicrew pew pew, new ships, new planets to land on, space legs etcetera.
But where is the story? where is the infinite adventures?
In meantime I keep firing the game every now and then for a couple of hours in the hope to receive a distress call from deep space to discover that something went wrong and put the entire galaxy at risk!
A couple of months ago I decided to clean my CMDR and to start a new career (about two years of gameplay). I also decided to play ED on a slow and immersive pace. And I did it. I avoided the grind like a pleague and I decided to play the game "as intended". BUT the gameplay is too easy to me. I was able to rank up the engineers without any trouble and once the game threw enough money at me I jumped in a python and outfitted it for the best multirole setup. That's it. Now I can mostly oneshot small-mid sized ships and face-tank the big ones, untill they burn to death. I can haul stuff around and pick any mission "template" and go on.
Ok I could try to collect every single ship in the game and have some fun with the small ones (the only way to have a challenge in pve combat), but what once you have killed a hundred npc's in a iCourier or iEagle? I can't feel a real scope. I does seem that FD gave us a lot of rule sets but no "adventure" to play them with. If ED was a true sandbox I could build my station, collect resources to manage it or experiment with item crafting, but everything in this game is static and there's nothing to interact with other than scan or kill it, because let's say it ED is not a sandbox. It is a space shooter with some basic trading and exploration elements.
In the past I have tried to defend what I thought to be game content, but now everything looks crystal clear: we have a lot of mechanics and almost zero content to enjoy.
So I'm sitting here, looking at a well made toy that does not evolve into a true space adventure. I would love to see seasonal campaigns like wars between superpowers, crysis to solve, new emerging enemies, charismatic characters to follow in their fate, a lot of adventures to share with friends in a huge huge galaxy full of space anomalies and exciting natural fenomenas. The instanced nature of ED could encourage the creation of adventure modules such as "space dungeons", puzzles, story driven fights, tactical wars, diplomacy, interactive dialogues with multiple choices and different endings and so on. But the design team seems too focused on the introduction of even more new game mechanics like multicrew pew pew, new ships, new planets to land on, space legs etcetera.
But where is the story? where is the infinite adventures?
In meantime I keep firing the game every now and then for a couple of hours in the hope to receive a distress call from deep space to discover that something went wrong and put the entire galaxy at risk!
Last edited: