Strange Design Choices

I've just been reading through the "Pause Button" thread, and I figured I'd share a few things I'm finding a bit odd.

For starters, players have been questioning the use of the word "Pause" in this game for a while. Why would they call it that? Why not something more accurate, like "Menu"?

A few things that are really getting to me lately are the following:

1) Disabling all menus if when docked you select "Outfitting" from the menu. I can get around this by entering the hanger first, and then doing other things while the ship plays though an animation, but why lock me out? Personally, I'd prefer to have certain menus only available to you if you actually enter the hanger. Once or twice I've clicked on that by accident. Other times, I literally just want to check if they have a certain module in stock, and have to sit through a long, boring animation just to find that they don't, which then leads to...

2) The long boring launch animation. Luckily on this one, they don't completely lock all other menus. If you press launch, you can check your side menus and plan your route. But why is the animation so long? It just seems so egotistical to me. I don't mind the rotation, and sliding in to place, but what on earth is the deal with having to wait for that staircase to fold down? If you don't fly off straight away, it stands back up anyway, and there's occasionally a large tower in front of you anyway, so it's not like people will just fly forwards. I fly vertically up, and then out the system. Why do I need to sit there for an additional 14 seconds just to watch the pointless animation? Does anyone know what it does? Also, I've just upgraded my ship to a Lakon... and is it me, or is the launching animation even longer now?

3) Accidentally pressing the Launch button. Man, this one is annoying! Luckily I've only done this twice since I got the game, but what a pain. Not only do you have to sit through the animation, but you can't stop it. Then, once you're released from the dock, you can't just reconnect... nope! You have to leave the station, request docking again, and then fly back in. This one needs a cancel button in my opinion. Just rewind the animation back to the default landing state. Don't force us to leave the entire station!

4) This one's a touchy one, but it's driving me nuts. A mate of mine recently got the game, but he's not interested in anything but combat. He informed me that he was about 20k credits short of something he wanted to buy. I have a lot of money, so I thought I'd help him out. However, the only way I can help him out is by flying into a station, buying the most expensive things they have, flying 10km from the station, abandoning them, and then wait for him to pick them up, fly into the station with his 2 cargo slot Eagle, sell the items, and repeat until he has enough. Why can't I just wire my friends some credits? I know there was talk about farming money... but this is crazy, in my eyes.

5) Say I'm looking to upgrade a weapon, and selling my old one. So I'm docked at a station while voice chatting with my mate who's also docked at the same station. I don't want the gun I have any more, but he does. The thing is, the station we're at doesn't sell the gun I have. I would like to give him the gun... but nope. The only person I can sell my gun to is the outfitter, who will kindly hold onto my gun until I leave the area, but won't sell it to anyone else.

6) Like I said, I recently traded in my Cobra for a Lakon 6. Without leaving the station, I look in outfitting, and find the the jump range of this ship is a lot less, and I can't afford an upgrade, so I want to buy back my old ship. Tough! It's been melted down for scrap, instantly, never to be seen again.

7) Interdiction. My friend was interdicted within the first 5 minutes of playing. Seriously, his first super cruise, and was instantly interdicted. I was flying right next to him, but couldn't do anything. I tried to interdict the person attacking him, and all that did was make my menu go mad for a few seconds. He drops out, and a low wake appears. I lock onto it, drop my speed to the lowest it can go, and slowly fly towards it. No indicator telling me to drop out. I get 3km metres away and decide to manually drop out. I do so, and I'm in the middle of empty space. Meanwhile, my mate gets utterly destroyed, and is immediately put off the game for a short while.

TLDR - What I simply can't get my head around is how the designers can't seem to put their finger on what they want the game to be like. Is it a simulator? Is that why we have to jump through so many hoops just to fly to a system and dock? Why I have to sit through a long, pointless animation of some stairs lowering? But if it's a simulator, why can't I send my mate some credits? Is that not allowed in the future?

The game does so much right, but it gets the simple things wrong. The other day I was playing Torchlight 2 with another friend. I described the experience as a single player game, with a friend on your screen. Neither of us could figure out how to send each other items, or share money. If we weren't on the same screen, we were invisible on the map, meaning the only way to find each other was to verbally direct... It just felt lonely... and that's how Elite feels. Massive... but empty. I don't think any games like this should include boring, pointless, elements.

Game design is meant to be about the player. If something doesn't add to the game, and instead takes something away from the player's experience, then that element should be removed, or at least improved.

*Disclaimer - Love this game, and have been playing it a lot the last week or so... but that cursed stair animation is really starting to grate on me after watching it well over a hundred times.
 
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I have to agree with you.
Im at the point now where grinding credits is really pointless.
Two of my friends are struggling to get that ship they want so i go help them kill anacondas drop some goods ect. but i could just buy them the ship.. Its annoying because one of them is getting fed up because of how long it takes to make money and isnt playing much anymore.
but coordinating low energy fsd drops and turing my friends into goldfish grabbing little canisters of money is not only demeaning to all of us but annoying as well.
The multiplayer interaction needs major work, i hope they dont do it halfway in 1.2 i really want to play with my friends in this mmo.
 
I agree with not being able to check what modules are in stock without having to enter hangar. We can see all other info from the service menu, why not modules? To enter hangar just to see they dont have what you need is a tad annoying. Launch im fine with though.
 
Are you in a big ship? I only really started to get wound up when I started docking at the large landing ports. I just don't see the point in it. I think I'd prefer an animation of someone cleaning my windscreen than some stairs that lead to nowhere slowly move down. Seriously it's about 14 seconds of nothing.
 
Newsflash - the docking and undocking animation hides a load screen. You won't be able to skip it, you'd just be faced with staring at a blank loading screen instead. Chill out.
 
Where did you get that from? What could it possibly be loading? All of the assets are already in place. I can see NPCs and even players flying around in the background. Are you just guessing?
 
I agree that the multiplayer aspect of the game should have been included at release, and if not, it should have been worked on 24/7 so they could release it as soon as possible after release. Hardcore followers will stick with the game, but many gamers are fickle and will drop a game like a bad habit if it doesn't provide them with immediate gratification. This game is still in its infancy and is a WIP. That being said, I really think that the designers need to work on the MMO aspect of it so less imaginative gamers (no offense meant to anyone) will have the content they need to stay entertained. This game has the potential to offer a little something to everyone. After all, we have at our fingertips the biggest digital sandbox ever created. Now they need to fill it with drama and wonders that are beyond what exist in the real Milky Way. Give us not a game that belongs in 1984 but instead a game that belongs in 3300. I truly hope that this game continues to develop into an ever increasingly enjoyable experience. I'll definitely stay tuned and I await any and all new content with anticipation.
I've had to take a break from the game because the graphics card in my laptop went poofkaboom! But the parts are on the way to build myself a rocking desktop gaming machine. Should hopefully be back in the game next weekend. Definitely before Wings comes out.
 
None of the design choices you've mentioned are "strange".

The Pause button is a hang-over from when there was to be an offline single-player mode, and by all rights should have been removed from the game.

1. How many times have you checked your cell when riding a roller coaster? Same thing... it get's hard to read, much less push buttons.

2. See #1. (Note: Those that think it's hiding a loading screen, it's not. The only time it can be considered that is when you make changes to your ship in outfitting because those modules are actually visible when you're flying about). It's a simulation of undocking operations (more on the simulation later).

3. Would you rather be fined for screwing up the landing/take off queue? Seriously... would you? There's a ton of people outside waiting on a docking slot that don't need to be held up by your indecisiveness nor your fumbling memory issues.

4. The possibility for abuse outweighs the need for it in game. It's that simple.

5. See #4

6. It's simulating that someone already bought your used heap of scrap. And decided not to inform you because you left the lieu unflushed.

7. That wasn't 300m, it was 300km.... you dropped out nowhere near your friend.

TLDR (#8?). It's a simulator that simulates things in the attempt to immerse the player into the game's world.

9(?). No, game design is not about the player, it's about the game AND the player. More importantly decides how, when, where and why someone playing the game can interact with the player, and the how, when, where and why the player can interact with the game. It describes the world to the extent the designer(s) choose(/s).

TL;DR - Your gameplay experience may not equate to mine, so please, lay off the subjective criticisms. They do no good as they are often provided with out constructive inclinations, valid complaints or otherwise brilliant solutions. Whereas I may choose to use common sense of the why when deciding certain design deficiencies I might glimpse, others choose not.
 
The reason you enter the hanger, is to save your progress, and to eventually launch again. Whatever else happens is whatever. It also removes you from an instance for server load magic lol
 
Newsflash - the docking and undocking animation hides a load screen. You won't be able to skip it, you'd just be faced with staring at a blank loading screen instead. Chill out.

Wrong. If you get a ship with a large pad the blast shields are already down and you release immediately. Was painful to go from type 7 to Python because of this, watched those stupid blast shields lower far too much in my Asp.

The 3D engine continues to run with ships docking and leaving while on the pad, there is nothing to load. The animation for medium pads is there simply to waste our time.
 
Two of my friends are struggling to get that ship they want so i go help them kill anacondas drop some goods ect. but i could just buy them the ship.. Its annoying because one of them is getting fed up because of how long it takes to make money and isnt playing much anymore.
Why are they grinding for cash? Cannot they just enjoy the game and let the cash accumulate over time and buy the ship when they eventually have enough? I.e. enjoy the game, rather than turn it into a grind fest?
 
Fully agree with the OP.
So many things he mentioned ticked me off as well - and some Friends I wanted to play this with.
Then we noticed that we actually can not really interact and have no freedom at all.
You are in a cage with a lot of weird rules that may please the developers vision - but not that of the player who wants to help a friend out who just got the game.

"No, sorry buddy, you gotta go through 1-x days of grinding until we can really do things together."
What was meant as a 'protection system' is, to me, just silly and un-immersive... also a time and fun killer.

Oh and:
InB4TheTryhards who will explain to me 'what Elite is'... :rolleyes:
 
It isn't a set of stairs - it's a blast shield. ;)

Certainly looks like one although beats me why is it IN FRONT?

Anywho. This 'blast shield' (not mocking, but what else shall we call it) goes down on small pads in parallel to the ship being rotated into launch position, this is a fact. Why can't it do the same on medium and large pads is beyond me.

Not that much of an annoyance though, I still can use the time to set my destination if it's in the same system.
 
The triangle in the middle makes me think it's just a warning sign. If you see it while docking then you're facing the wrong way. Not that I understand why there even is such a thing as the wrong way when the pads are capable of rotation.
 
Having no credit transfers yet is not crazy, there are some reasons behind it. They are still at that level when cheats are still around (not everything can be plugged at once). Once they will find client more reliable, I expect credit transfer to appear at some point.

Pause as term should be removed from game, because there's no pause.

As for waiting - well, I personally enjoy it a lot, and it has been strong selling point for me. As for outfitting data being shown outside hangar I have no strong feelings about it - if they can figure way how, then it would be cool to do it.

People being interested in combat - you can make Sidewinder a best for very little money. Choose your targets carefully. No, there's no way to get in biggest, baddest ship fast. And I hope it stays that way.
 
The triangle in the middle makes me think it's just a warning sign. If you see it while docking then you're facing the wrong way. Not that I understand why there even is such a thing as the wrong way when the pads are capable of rotation.
I assume that they got inspired by air traffic rules - always approach from the same direction, leave to the other one. But considering the ships fly in any direction, I would actually find it useful to park in any direction and leave in any as well at least on the outpost. I understand that in stations, having the ships leaving facing the exit has some practical value.
 
The launch animation is to point all ships towards the exit when you take off. As you already stated you can avoid this slowing you down by returning to surface then selecting your destination. This usually takes about the same length of time.

Interdiction - seriously? I've never ever had an interdiction problem, submit boost FSD nothings ever touched me.

Agree the outfitting and shipyard should be more "dynamic" when it comes to sales of parts, I'd assume it isn't at present because its a way to transfer credits (if timed right) and is probably done outside of the instances so may be more complex than it looks.

I don't get "big ship syndrome" sure I want a 'conda but am happy working my way to one.
 
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