The 3 most lazy things about Elite Dangerous and how to fix them

Isn't it possible the wreckage was the result of an accident? A collision? Overheated systems? Power failure resulting in oxygen loss? USSs contain wreckage, but nobody has any idea how it came to be.

Sure, but in the vast majority of cases where a player sees floating cargo, it's probably because they just looted the owner.
:)

I agree it could use some refinement for non-crime-related situations, like USS drops. That's always server-generated, so that could be a separate class of goods that doesn't carry the stolen tag. I think we're all hoping we'll eventually see things like derelict ships -- human or alien -- with valuable cargo and artifacts to pick up. That could be separated from the criminality mechanic with dropped cargo.

Right now, FD has just the one system designed mainly around the piracy mechanic, and to offer more potential for smuggling as a profession (which still needs some love). Maybe we'll see these other options eventually, but I don't think they're going to change the "stolen" tag ID for cargo outside of these special cases. It's been in the game too long now, all the way through the Betas and into final release. I think it's safe to assume that's how they want it to be.
 
Great ideas in OP, they would definitely add a lot more detail to the skeleton.
Hunting for "proper" USSs is like a mini-game where there's no meaningful difference between point A or B or mission A or B. I think FD will detail this further as this looks like a skeleton only which can hold and manage the future contents.
The system of fines and bounties are also carved with a rude axe so far but again it appears to be a stable framework the devs can sophisticate more later.
And I would also be happy to clean up abandoned cargo - it's not my business how it ended up there so making me pay a fine for it or labelling me as an offender is a kind of overreaction. You wouldn't make the cleaner responsible for the mess somebody else had made and she is cleaning up. She's been asked to do that (and that's where the licence could be the key.)

Thank you for putting this OP together!
 
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As much as I love ED I have to agree with the OP. As it stands the game is fun, but it could be great.

I'm a bit fed up of hunt the right USS. Heck, you don't even have to fly - just sit in space and the right one will pop up eventually! Imagine a game where everything you did had repercussions and caused other missions to spawn, that would be great.

Right now it is fun, but very limited. Imagine the kind of narrative drive we'd get if someone like Valve had done this. Sure not everyone wants that, but surely at least something that feels deep. The faction stuff doesn't cut it for me and the daily little bit of text has been underwhelming alas.

Despite all I've said I still play a good 5 or so hours a day! I just wish there was more to it than there currently is.
 
So I think the idea is based on how it works in real life. If you see a car broken down on the side of the road and you take the items it may or may not be stealing however most people know better than to do something like that.

I think there is a slight difference between a car broken down the side of a road vs some junk in 20,000 light seconds away from the closest outpost, behind an ice planet.
 
I actually like your suggestions the most. The murderous police has to be tamed, may be based on your reputation. If you are an outsider, a sudden move and you are space dust. But if you are an Ally, they should be more lenient. Right now the most fun is actually hanging in an anarchy system where this police is not present. I definitely feel more safer there :) Also, can sell my salvage without any obstacles.
 
Quit the GD complaining already. Of all the crap that developers put out (and people think it's godly) like *cough* DayZ or that developers eventually destroy *cough* SWG, you complain about a solid release like Elite? Get a grip. Besides they will make changes eventually. It's an on-going project. For a release, it's one of the best I've seen in 32 years and I play damn near everything at least once.
 
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I agree with the points raised by OP, the fine system and "anything you loot is stolen" system are especially poorly designed imho. There should be clear distinction between fine and bounty, i.e. speeding ticket and FBI search warrant difference at the least.

The game is harsh and unforgiving as it is without punishing minor infractions by death.
 
I definitely like the idea of getting a salvage mechanic. It's absolute nonsense that scooped USS cargo is always marked as stolen. Who knows how long it's been floating out there? It doesn't make sense for cargo that was registered as sold/traded/hauled/whatever a few weeks ago to suddenly turn up and then assume that whomever is carrying it stole it.

True, you can just go off to an anarchic system, but not all of us want to. And we shouldn't be punished for that.
 
Lots of thought gone into this +1

For murder, I'd like to see a bounty hunter mission pop up on all bulletin boards that multiple players can pickup to go rinse the murderer.
 
On the subject of fines, I think a simpler system would be better. If fines didn't convert into bounties below a certain point it would remove a lot of that unfair feeling. So, for instance, you can rack up as many fines as you like until their total reaches 10,000 Cr. Then you instantly get a 10,000 Cr bounty placed on your head.
 
1. You assume there are courts of any kind. Generally, the way most factions seem to operate is capital punishment for any and all crimes. If you undock without paying a fine or bounty, then it is assumed you are essentially telling them that you know you committed a crime and don't care. Basically waving a big "I am a pirate" sign at them as you try to leave. While I'm not familiar with previous titles, I'd say the very harsh treatment of crime and punishment in this game feels right at home for the universe we're in.

I've never heard of being shot at before allowing you to dock though, outside of the occasional bug.

2. USS and related missions need a lot of improving. This is an often complained about problem.

3. I figured it was akin to the way salvaging worked in Firefly. Basically, the simple act of picking off a wreck is considered illegal, and thus any cargo found in that method is considered illegally gained.

I'll take some time to think about an answer to the general question.


Edit: Honestly, I actually rather enjoy the illegal aspect of space debris and harsh penalties from fines/bounties.

Although, if they implemented a setup where the legal system worked differently depending on the government of the system or station, I would enjoy that more.
 
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The three laziest aspects of Elite: Dangerous.

1. Unidentified Signal Sources. For a random event mechanic, they are surprisingly dull and disappointing. After the first ten or so, I never went to an unidentified signal source again looking forward to it. I would say they need more events, but I chalk it up more to bad luck on my part. However, the majority of events are really not worth the time it takes to actually check out the signal. To me, it feels like they are specifically designed for padding certain missions.

2. NPC AI for docking. As far as I am aware, they are not aware players even exist when docking. On top of that, they have a habit of breaking around docks. I remember in particular multiple times where an NPC was stuck rubbing against a part of the station. I am not saying necessarily make them perfect, just... try to give them an awareness of nearby players. I can't tell how many times a sidewinder has died to me, or a type-9 has idled in the mail slot. (I did confirm they were NPCs.)

3. Asteroid belts. I'm not sure this counts as lazy, but I have never, ever felt like anything good came from an asteroid belt. They are useless for mining compared to planetary rings. They are practically useless for exploration, both for Credit gain and interesting aspects. They have nothing to do with trading of course. Nobody goes to an asteroid belt for combat, as far as I've heard. To top it all off, they are separated into clusters, which are a headache to deal with if you do go mining or exploring involving them.
Add content, any content, to asteroid belts to make them worth my time. Maybe add unknown outposts, or make pirate missions sometimes lead to them instead of USS, or really anything at all. I'll take SPACE MOLD if you make it have interesting colors and shapes.
 

Remiel

Banned
1. Fines

I left space dock with a 300 credit fine, went exploring, amassed 1.8 million worth of survey data only to be destroyed by a station over a 300 credit fine.

All punishments for anything have always been ship destruction. This is an intended design feature and has been from the very beginning, hence the voices inside stations threatening destruction at the most minor of slights. Don't wanna get blown up? Don't get a fine, or at the very least, pay it before you undock.

2. Search the random zones

Worse, it makes game events incredibly predictable, and totally random.
it's either predictable, or random. You can't have both, they are mutually exclusive. Random =/= predictable.

The client should KNOW where the black box or rebel transmissions are, you should be given specific location data for this.
Why? The client might know but why should you? To make it easier? You want easy mode, Hello Kitty Online is thataway --->> Over here, in Elite: Dangerous, you're given information on a threat but they don't know where it is. You're getting paid for both finding and destroying it, understand? This isn't COD where you get a waypoint holding your hand every step of the way.

As for salvage.... wth? How would anyone know you stumbled across their lost cargo in the middle of some random point in space they're probably nowhere near in order to request it back?

How about you guys. What do you thing of Elite Dangerous, what are the three laziest things for you? How would you improve them?


I have a question for you - how many games like this, and/or RPGs, have you developed this year?
 
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It also gives a meaning to smuggling, dropped cargo, stolen, etc. gives gameplay to smuggling, drop it, let smuggling be alive, you have a lot of other things to do, let us smugglers have our jobs.
So smuggle illegal things like narcotics, or slaves.
isnt that more accurately called multiplayer gameplay.... ?
Agreed
The problem here is that salvage can't be considered apart from the crime that resulted in free-floating cargo. Nobody carrying valuable cargo ejects it into space without being threatened or killed. There is always crime involved, unless you're in an Anarchy system or deep frontier space, where it doesn't matter and the goods can be easily fenced.
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Any easy solution for this problem would be a simple timer on floating cargo. As soon as it hits space, a 1-hour timer starts. If you pick it up within that hour it counts as stolen. After that, it's fair game.
 
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