Space Adventure Unlimited... namely "I'm done again".

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!
 
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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 there 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!

Bolded the key part. The problem is that you seem to assume this is a trivial thing to add. Creating the game as it currently is has been a massive endeavor. There is nothing like it, and nothing on the horizon to rival it. You cant just take that for granted and expect more, for no reason other than it would be cool if there was more. If ED is enough or not is a personal preference, and if it aint thats no problem.

By the way, if you sincerely expect 'infinite adventures' of any kind of quality, I suggest you come back to gaming in the 22th century. Thats just an unreasonable expection beyond any stretch of the imagination.
 
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Doesn't Da Vinci Corp run a BGS operation?

Don't they have any long term goals?



BGS activity gives structure and meaning to your gameplay.
You should only pew pew to win a war, a station, a system.
Explore to make your faction ruler.
Mine to raise influence.


You're down near Archon space with twenty systems surely that's giving you enough headaches to keep you busy.

Do you have a truce? Are you stealing a base?
 
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Bolded the key part. The problem is that you seem to assume this is a trivial thing to add. Creating the game as it currently is has been a massive endeavor. There is nothing like it, and nothing on the horizon to rival it. You cant just take that for granted and expect more, for no reason other than it would be cool if there was more. If ED is enough or not is a personal preference, and if it aint thats no problem.

By the way, if you sincerely expect 'infinite adventures' of any kind of quality, I suggest you come back to gaming in the 22th century. Thats just an unreasonable expection beyond any stretch of the imagination.

I do not assume anything. I'm just looking back at what was my experience with ED and forward at what it is going to be in the future. I still have a lot of expectations. Will there be a day FD will stop adding tools and start adding things to do with said tools? I don't mind how many centuries it would take to program some true game content. I will be there to enjoy it, cos I'm still a fanboy ;)

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Doesn't Da Vinci Corp run a BGS operation?

Don't they have any long term goals?

No ambition?



BGS activity gives structure and meaning to your gameplay.
You should only pew pew to win a war, a station, a system.

Yes we do. But it is very limitative, like playing Risk over and over and over again.
 
Boy...wish I had a nickel for every "I quit", "ED sucks", or "ED is dead" thread posted in this sewer.
I could retire right now! And play ED of course...
 
Silly op. It's a sand..b... SAND!

Go play with all the sand! Look, there's lots of sand!

Sand-dunes-in-the-Sahara-Desert-Merzouga-Morocco_291966587.jpg


You have to imagine some fun, it's fun! Imagine you have some toys, then imagine you're imagining the fun stuff your imagined toys bring to the sand.

You're clearly doing it wrong!
 
No one you're competing with?

Not undermining Archon?

All that stuff is not in game, but in our heads and in our discord channels. In Elite everything is managed by doing the same few things in an infinite loop. It is a close, circular system. It's equal to itself. That's why I can't find any incentive to go on.
But I'll stop here because I find that my opinions could start to be equal to themselves too... :p

I guess I need to take a very long break untill FD will start to add some real in game fiction and true story. But I apreciated the community effort to fill the hole FD left behind.
 
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