I know this is a somewhat pointless thread, but guess I'm just feeling like getting it off my chest: I'm starting to seriously lose faith in FDev's ability to capitalize on this game's potential. 3.0 had a lot of good changes, but every patch just makes me suspect more and more that FDev doesn't understand what makes the good parts of their game good, how people play their game, or generally how to make a fun game. It almost feels like one person / team designed the first part of the game, then handed it off to a completely different set of people- people that fail to realize what made that original stuff good. Makes me think of the Miata NC model: people loved the NA and NB models for their agility, simplicity, and fantastic road feel. When Mazda made the NC model, they made the car a good bit bigger, a good bit heavier, and a hell of a lot nicer inside. By itself it's not necessarily a bad car, but focused on entirely the wrong things. It was not terribly popular because it sacrificed the things that made a Miata a Miata. It lost its soul, and instead became a mediocre example of an already-heavily-populate "niche". And none of this is even touching on FDev's apparent difficulties with QC and testing.
I realize a lot of you are thinking, "Who the hell are you, and why on Earth should I care what you think?" I''m just another player, but I am a devout fan of the Elite series. I've played countless hours since the beta, and spent far more hours thinking about the game / experimenting with different mechanics, trying some come up with suggestions to various challenges, and generally trying to improve the game. It could be because I'm struggling with depression right now (or it honestly could be a contributing factor to said depression), it's "kind of a big deal" for someone's opinion to shift as dramatically as mine has. I don't really know what I expect as far as replies to this thread go, but... I guess I just hope to have my mind changed in the future. I want to have hope again. I want to believe FDev will make this game as great as it can be. I want my optimism back.
Edit: For the sake of having a little more idea of what I'm talking about, here are some snippets from a post of mine later in the thread:
I realize a lot of you are thinking, "Who the hell are you, and why on Earth should I care what you think?" I''m just another player, but I am a devout fan of the Elite series. I've played countless hours since the beta, and spent far more hours thinking about the game / experimenting with different mechanics, trying some come up with suggestions to various challenges, and generally trying to improve the game. It could be because I'm struggling with depression right now (or it honestly could be a contributing factor to said depression), it's "kind of a big deal" for someone's opinion to shift as dramatically as mine has. I don't really know what I expect as far as replies to this thread go, but... I guess I just hope to have my mind changed in the future. I want to have hope again. I want to believe FDev will make this game as great as it can be. I want my optimism back.
Edit: For the sake of having a little more idea of what I'm talking about, here are some snippets from a post of mine later in the thread:
We have since talked about this in-game, but for the benefit of those not privy to that conversation I'll give some examples:
- The flight model
- The flight model is something I believe FDev did very "right" in a lot of ways at the start. They intentionally made yaw significantly weaker than pitch, caped the max speed, kept weapon ranges short, kept pitch rates fairly low, and made boosting a powerful tool that required good timing to use well. And then of course there's the whole blue zone mechanic: You can have either high rotation or high (or low) speed. Not both. Was it "realistic"? Not in the slightest. It made no attempt to be, thgouh. The whole point was to be fun. It was set up that way to lead to exciting, cinematic dog fights and chase scenes. Getting on someone's tail meant something. Speed control was important. mis-timinng your boost and overshooting your target was a problem. There was an adamant and explicit desire to avoid "turrets in space", and boring / simple high-speed jousting. Braben tried a more realistic approach in earlier games and found it to be, though realistic, not very fun.
- Now let's look at the new chieftain: it can be pretty fun to fly and is quite capable, but it is the epitomizes FDev losing their way from what made the flight model and combat fun and unique. Its pitch rate is extremely high- way higher than its maneuvering thrusters can keep up with. It barely cares about the blue zone at all; its pitch rate remains very high regardless of speed. If someone gets on your tail, it doesn't matter in the slightest- you will be be able to flip over and face them again far faster than they have any hope of avoiding. Doesn't matter if you're at full speed or stopped. It can basically perma-boost out of the box too, so timing your boost doesn't matter. It was billed as being able to take and avoid damage, but it's still-quite-weak lateral thrusters limit its ability to control its position; you're just kinda along for the ride. No what it is good at? Always facing the enemy, not having to worry about positioning, and jousting.
- Look at the changes they've made to the FDL: it leads to a similar outcome. With engineering, it can boost constantly (making boost timing and blue zone / speed control mean little), pitch over far faster that anything could dream of avoiding, and is great at high-speed jousting. Again, that thing the flight model was explicitly designed to avoid.
- Just giving a ship MOAR PITCH SPEED is not a good way to make it "a combat ship". All this pitch speed inflation (often with completely ignoring good acceleration too) has done is cheapen the flight model and make combat less engaging. The chieftain demostrates that FDev doesn't understand this AT ALL, and has no intent to address it.
- Unknown Signal Sources
- These things have pretty much always been kinda lame. Consider how they work: they just randomly spawn a fixed "time" away from you. Doesn't matter if you're going fast or slow, they always spawn about the relative distance away from you. There's 0 gameplay in finding them- you just wait for them to show up. They were originally added to make supercruise a little more interesting, but since a player had no idea what would be in them before inturrupting whatever it was they were doing to check, they just weren't a very effective diversion.
- FDev then made different kinds of USSs. Still no game play in finding them, just waiting for them to show up. Since you still have to inturrupt what you're doing at point at them to figure out what they are though (and many times are pointless to enter / have no game play). Adding more fluff, but still no game play.
- FDev then added engineers, and added a bunch of important materials to the USSs. Still didn't add any gameplay. All they did was make it so players were required to fiddle with the mechanic (to fully play the game) instead of addressing the actual problem: no gameplay in the mechanic / the mechanic isn't fun.
- Engineers
- Engineering in its original form was frustrating. Part of that was because it could take so many rolls to get really good stuff, but the main reason that was a problem is because mat gathering and messing with the engineers IS A CHORE. So much of it is just waiting for RNG to give you what you want, or pressing the, "engineer it" button. That's not game play. Not only does it take you away from whatever you actually enjoy doing in the game, but its tedious, not fun, and not even really a game. A big part of 3.0 was fixing the engineers. It did a good job of making it worlds better, but let's consider its big focus: you don't have to make as many rolls. That's right: Their solution to fixing the engineers was to MAKE IT SO YOU HAVE TO DO IT LESS. That doesn't make it fun, interesting, or engaging. That just makes you have to do the boring waiting-for-RNGesus-to-bless me tedious garbage less. Improvement? Certainly. Actually fixing the real problem? Not even close. FDev seems to think this is fine.
- One of the things I've always loved about Elite: Dangerous is that you're not special. You're not a super hero. You're not the "main character." You're not trying to save the galaxy. You're just another guy, living their regular schmo life in a cool space-age world. The engineers threw that out the window. Now your ship is hugely better than everyone else's (the NPCs). You "bounty hunt" by massacaring wave after wave of vastly superiour "pirates". Regular ships are a joke compared to player ships. 3.0 Had the chance to address this, but instead doubled-down on the problem and made engineering even more powerful. Soul of the game be damned, if players want super ships then lets give them super ships.
- Mega ships
- FDev added mega ships which were cool, but then added no game play to them. They were essentially just a centerpiece on the table.
- In 3.0 FDev added some stuff do do at them, but let's consider what it is: Point your ship at it, press and hold a button, and wait to be told what to do next. I want to do what the scanner is doing, not just wait for it to be done. Shoot a limpet at a thing, and wait for it to hack and give you a reward. I want to do the actual hacking, not just wait for an automated thing to do it for me. Shoot a different automated limpet at a different stationary thing, and receive cargo. More boring waiting for something to do the interesting thing for me, and what do I get for it? Cargo worth very little, nowhere near making the entire endeavor worth the effort.
All in all, it's like a movie where someone guy tells you about some exciting action scene. I don't want to hear a description of a cool scene in a movie- I want to see it. Alternatively, it's like an action game where you move your character around, but every fight goes into a cut scene of your character beating down the enemy with a bunch of cool moves. I don't want to watch the character do a bunch of cool fun stuff- I want to actually do it. FDev doesn't seem to get this concept.
- Engineers: clearly huge step forward (all this is imo... ). I had not issue with old implementation but this new one I like. Have newly engineered 1 ship and slowly here and there improve others.
- Did not fix the core flaws- all it did was make us have to engage with the engineering system less. Engineering is still hugely powerful. Mat gathering is still a chore that takes us away from what we enjoy doing. Actually "engineering" out equipment is still just pressing a button and letting the game do the interesting actually-engineering stuff for us
- Crime: there still are some flaws, but now player finally need to start think if go legal or illegal way and this latter HAVE consequences (lovely stuff)
- The crime system is a step in the right direction. Crime now has consequences. Not a huge fan of the consequences just being inconveniences, but it's something. Still not a whole lot gameplay wise to make a criminal actually feel like a criminal. Still not a lot of reason to commit crime. THere's not a lot of, "being a criminal pays way better than being clean, but comes with it's own challenges and largely increased risk" sort of quandary. But it's something.
- Ships: can only wish there is more new ships added. Chieftain is joy to fly.
- I addressed this above, but I'll reiterate: The chieftain is pretty fun to fly, but cheapens combat and makes most of the interesting and unique elements of Elite's flight model pointless. It is the epitome of FDev losing their way and failing to remember / realize what made their flight model fun and interesting in the first place.
- Micromaterials: surface harvesting works perfect and new (very nice) planet look is rly cool. Cant wait what will bring Q4.
- Planets are cooler looking. This was largely them fixing a bug they caused ages ago, but it's nice. Didn't add any game play, though. It's not easier to figure out what materials are available on a planet. No game play there though, either. You either just look at the system map and read the info, or hit the planet with a DDS if the info isn't available. The scanning is still just waiting for the scanner to do the work for you. Prospecting the planet is still just driving around until you happen across the thing you need. There is no hunting for it. No player agency. No mapping the planet and analyzing a heat map to figure out the most likely spot for your desired material to be. Just aimless driving hoping it randomly spawns. Another thing FDev made less painless, but didn't actually fix the real problem: no game play.
- QoL: there are many small things added here and there ... still finding new things on each play session.
- No argument here. There were a lot of nice little touches and bug fixes. I'm a fan of the contacts black list. Not really "major patch" worthy on their own, but welcome none the less.
- Graphic improvement/hardware needs ... Q1 works better and looks better as 2.4 win/win in my eyes.
- Always a nice thing. I haven't noticed that, but I'm sure FDev is constantly working on making their engine run smoother and look better. Doens't affect game play, but is nice.
- Galnet audio: nice step forward, but imo there is still much which can be improved.
- Agreed. Good stuff. Makes the world feel more alive. A lot they could do with this. Good first step.
- connection: yes, Im sure many can complain all day long how bad it still is, but I can clearly see how hugely it improved during these 3 years I play. Last evening I invited my friend from US (me in Europe) into multicrew and we had rly nice time with visiting thargoid and explore little on my way to Palin.
- Certainly good to hear. FDev definitely has been working hard on improving things from a technical stand point. Important, but doesn't actually change anything from a gameplay perspective. I haven't head many people say, "This game was not very exciting, but it never crashed a single time so I had a blast.". Stability is just sort of an expected thing.
Last edited: