The content i think ED needs

I have not read any reviews of ED that did not mention a lack of content. A mile wide and an inch deep is a common refrain used for this game. I love this game and my intention here is only to see what most people recognize as it's biggest flaw to be fixed.

In this infamous post, most players wanted some form of player owned stations. And now we have resources to be mined so you can make ammo.

https://forums.frontier.co.uk/showthread.php?t=166180

I've been playing a game that just came out, Ascent the space game. It's
just been released and, just like ED at release, it has bugs and a lot of stuff that still needs to be refined.

The crazy thing I have noticed is each game's weakness is the other game's strength.

ED
ED is GORGEOUS. ED's dogfighting is very good. Exploration in ED is novel and unique but not lucrative. Station trading is the only lucrative profession. Mining with a scoop or limpets, for me, is frustratingly bad. Bounty hunting is fun but only lucrative with the right site and the right sites are hard to find. Smuggling is fun but usually ok money. Pirating with a scoop or limpets is frustratingly bad and most pirates have to supplement their income with something else.

Ascent
Ascent's graphics are good to mediocre. Dogfighting in ascent is frustratingly bad.

It has a player-run economy for all but the basic minerals, foods and ships.

Exploration in Ascent can be very lucrative(250 billion procedurally generated systems). When you get outside of the known systems you can find systems with high value asteroids or planets that would be good for colonies. And you can fly from space to any planet's surface to find the gravity, atmosphere composition and take soil samples for mineral content.

Mining in Ascent is so satisfying. Once you find asteroids that you want to mine you get within range of your mining laser and shoot the asteroid to a certain temperature (temp is depicted as color from orange to blue). At the optimal temperature you stop the laser, the asteroid vaporizes and you get the most amount of minerals possible for your mining level and age of the asteroid. If you stop the laser before the correct temp you get way less minerals and if you heat the asteroid too high it vaporizes and you get nothing.
When you find an asteroid field exploring, you bookmark the system and come back to mine when you want to (asteroids in a new system start small with small mineral content. Over 4 to 6 weeks they grow and get much more mineral content). Most people have quite a number of these fields they've bookmarked and they harvest them so that they always have old asteroids to mine.

While exploring, if you find a planet that suitable you can build colonies. They can be for minerals or agriculture/animal farms. These resources can be sold on the stock market to other players or used in your space stations. Morale of your colonists plays a role in productivity and they even hold elections to pick governors and whatnot. Entertainment, restaurants, universities and palaces can be built to improve morale.

You start early on with a deed to build a space station in the inner systems. You can build shipyards to build ships and modules. You can build different factories to produce things to sell or to use yourself. This is where you research stuff, like factories, colony buildings and whatnot. You also research improvements to colonies and factories. Then you can build space stations in the outer systems as well.

In the later game, you can have npc fleets of ships that can help you with colony/space station maintenance. You can smuggle as well but I have yet to try either of these.

All of the warp gates from one system to another are player built and if you need to go somewhere without a warpgate you use a hyperdrive that runs on hydrogen. Hydrogen can be scooped from gas giant planets or bought from the stock market. ED's scooping mechanic is vastly superior.

Combat missions so far have been underwhelming but I think it's obvious the devs have focused on the economy and industry.

The dev team for Ascent is 3 people. Which is pretty crazy. Again the game has lots of bugs still and is rough around the edges. It's all pve so far, although there is talk of pvp being added later on. I have no idea what form the pvp will they have in mind.

I, personally would love it if Frontier bought ascent and worked it's content into ED. That would be amazing. Solo players could still buy from the player stock market.

More realistically, I just want to start a discussion on fixing the content hole in ED. I've read about the engineers and that does not seem like much. If ED could incorporate the good from games like Ascent, I think it would be amazing. People would be like, "woah!!! ED has too much content now! I'm drowning in all the content!"
 
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Ascent looks like its from 1990, so there you go. I'm pretty sure that FD will do their utmost to add content to the game.
 
the threads the forum doesn't need

Oh everybody complains about content, regardless of game or genre, I'm sure there are even people that compain aboutn the content of that game you reviewed in your thread. I don't think games have so much of a content problem as players have too-much-free-time problem.
 
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I think there needs to be more out there to find while exploring. I am not an explorer at all, but I can certainly see that component is a touch lacking. We need to be able to find relics of ancient alien civilization, strange crashed space craft of distance moons and so on. It needs no explanation or anything like that, just something for people to happen upon and wonder about.

I think the new crafting and loot system will add a new dynamic to the ship customisation which will be very cool.

But over all, Elite is comparable to the Souls series when it comes to content. The story, people, places and objects are explained through their use and appearance rather than any deliberate narrative. Which I think is good. It can absolutely do with being fleshed out more but I don't want to see things nailed down and explicitly dictated.
 
I have not read any reviews of ED that did not mention a lack of content. A mile wide and an inch deep is a common refrain used for this game. I love this game and my intention here is only to see what most people recognize as it's biggest flaw to be fixed.

In this infamous post, most players wanted some form of player owned stations. And now we have resources to be mined so you can make ammo.

https://forums.frontier.co.uk/showthread.php?t=166180

I've been playing a game that just came out, Ascent the space game. It's
just been released and, just like ED at release, it has bugs and a lot of stuff that still needs to be refined.

The crazy thing I have noticed is each game's weakness is the other game's strength.

ED
ED is GORGEOUS. ED's dogfighting is very good. Exploration in ED is novel and unique but not lucrative. Station trading is the only lucrative profession. Mining with a scoop or limpets, for me, is frustratingly bad. Bounty hunting is fun but only lucrative with the right site and the right sites are hard to find. Smuggling is fun but usually ok money. Pirating with a scoop or limpets is frustratingly bad and most pirates have to supplement their income with something else.

Ascent
Ascent's graphics are good to mediocre. Dogfighting in ascent is frustratingly bad.

It has a player-run economy for all but the basic minerals, foods and ships.

Exploration in Ascent can be very lucrative(250 billion procedurally generated systems). When you get outside of the known systems you can find systems with high value asteroids or planets that would be good for colonies. And you can fly from space to any planet's surface to find the gravity, atmosphere composition and take soil samples for mineral content.

Mining in Ascent is so satisfying. Once you find asteroids that you want to mine you get within range of your mining laser and shoot the asteroid to a certain temperature (temp is depicted as color from orange to blue). At the optimal temperature you stop the laser, the asteroid vaporizes and you get the most amount of minerals possible for your mining level and age of the asteroid. If you stop the laser before the correct temp you get way less minerals and if you heat the asteroid too high it vaporizes and you get nothing.
When you find an asteroid field exploring, you bookmark the system and come back to mine when you want to (asteroids in a new system start small with small mineral content. Over 4 to 6 weeks they grow and get much more mineral content). Most people have quite a number of these fields they've bookmarked and they harvest them so that they always have old asteroids to mine.

While exploring, if you find a planet that suitable you can build colonies. They can be for minerals or agriculture/animal farms. These resources can be sold on the stock market to other players or used in your space stations. Morale of your colonists plays a role in productivity and they even hold elections to pick governors and whatnot. Entertainment, restaurants, universities and palaces can be built to improve morale.

You start early on with a deed to build a space station in the inner systems. You can build shipyards to build ships and modules. You can build different factories to produce things to sell or to use yourself. This is where you research stuff, like factories, colony buildings and whatnot. You also research improvements to colonies and factories. Then you can build space stations in the outer systems as well.

In the later game, you can have npc fleets of ships that can help you with colony/space station maintenance. You can smuggle as well but I have yet to try either of these.

All of the warp gates from one system to another are player built and if you need to go somewhere without a warpgate you use a hyperdrive that runs on hydrogen. Hydrogen can be scooped from gas giant planets or bought from the stock market. ED's scooping mechanic is vastly superior.

Combat missions so far have been underwhelming but I think it's obvious the devs have focused on the economy and industry.

The dev team for Ascent is 3 people. Which is pretty crazy. Again the game has lots of bugs still and is rough around the edges. It's all pve so far, although there is talk of pvp being added later on. I have no idea what form the pvp will they have in mind.

I, personally would love it if Frontier bought ascent and worked it's content into ED. That would be amazing. Solo players could still buy from the player stock market.

More realistically, I just want to start a discussion on fixing the content hole in ED. I've read about the engineers and that does not seem like much. If ED could incorporate the good from games like Ascent, I think it would be amazing. People would be like, "woah!!! ED has too much content now! I'm drowning in all the content!"

What you describe is a "build your empire" game. There is absolutely nothing wrong with games like this, but Elite has not nor will it ever be that.

In ED you are "Han Solo" not the emperor or some big CEO of a company. At some point we will eventually get some limited "building mechanic"...potentially player built asteroid bases as David have previously described. My guess is that these will function more like your "home/hideout" rather than the things you see in Ascent/EVE.

There are an endless amount of things that could be added to ED, but this is probably not the path they will go down.

I have nothing really against EVE/Ascent or the X series as such...not really my cup of tea, but I can certainly understand why people enjoy these. The biggest space sims for quite some years up until ED made a comeback was EVE and the X games, both games with heavy focus on player driven "build your empire" gameplay. This has made players used to the idea that that these things should/must be part of space sims. However...there is no rule that says this is the case. This idea of what space sims "must" contain is IMO part of the reason (Note: NOT the only...) why people feel that things (like these) are "missing" from Elite.
 
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We need more ingenuity. Like this!

[video=youtube;lL-WdguPIqg]https://www.youtube.com/watch?v=lL-WdguPIqg[/video]

Oh, and space loaches. No one can hear you scream in space.
 
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I know it's in the pipeline, but what I am missing the most is mechanic to make player interaction other than killing eachother viable.
 
What you describe is a "build your empire" game. There is absolutely nothing wrong with games like this, but Elite has not nor will it ever be that.

In ED you are "Han Solo" not the emperor or some big CEO of a company. At some point we will eventually get some limited "building mechanic"...potentially player built asteroid bases as David have previously described. My guess is that these will function more like your "home/hideout" rather than the things you see in Ascent/EVE.

There are an endless amount of things that could be added to ED, but this is probably not the path they will go down.

I have nothing really against EVE/Ascent or the X series as such...not really my cup of tea, but I can certainly understand why people enjoy these. The biggest space sims for quite some years up until ED made a comeback was EVE and the X games, both games with heavy focus on player driven "build your empire" gameplay. This has made players used to the idea that that these things should/must be part of space sims. However...there is no rule that says this is the case. This idea of what space sims "must" contain is IMO part of the reason (Note: NOT the only...) why people feel that things (like these) are "missing" from Elite.

What I would like to see instead of the "empire" would be the "city". Smaller scale with the same in depth care. Being able to expand out across the surface of a barren world would be satisfying and could fit in with the lore.

As a commander you contract out to a colonizing group who is looking for commanders to work for them and help them get a colony up and running. It would add depth to exploration, mining, and even combat. More reasons to use your SRV in order to bring resources back to base for jobs and help expand the colony. It could be done quite well and still have that elite feel to it as well as giving players a sense of accomplishments besides "yeah I got paid!"
 
Ascent looks like its from 1990, so there you go. I'm pretty sure that FD will do their utmost to add content to the game.

A year and a half after release and we have power play rep grinding, a very limited planetary landing and engineers. People are excited for planetary landings and engineers. But people were also excited for powerplay...

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I think there needs to be more out there to find while exploring. I am not an explorer at all, but I can certainly see that component is a touch lacking. We need to be able to find relics of ancient alien civilization, strange crashed space craft of distance moons and so on. It needs no explanation or anything like that, just something for people to happen upon and wonder about.

I think the new crafting and loot system will add a new dynamic to the ship customisation which will be very cool.

But over all, Elite is comparable to the Souls series when it comes to content. The story, people, places and objects are explained through their use and appearance rather than any deliberate narrative. Which I think is good. It can absolutely do with being fleshed out more but I don't want to see things nailed down and explicitly dictated.

Ascent is a sandbox just like ED. Letting people build space stations, colonies, ships and ship modules, or not, is still a sandbox.
 
Yeah, no doubt. One look at it and I can see that it shares basically no resemblance to Elite. It's EVE: Easy mode.
 
As with any of us, my opinion really means nothing, but I'd like to see more player interaction, in ways other than just pew pew. Basically, the players are, I think, the greatest asset this game has, and, for th emos tpart, are aching to be able to better interact (player generated missions, for example).

Just look at things like Distant Worlds, or even th eBarnacles or the Formadine Rift - these sorts of things bring people together, if there was an "in game" way to co-ordinate this sort of thing...

Z...
 
I'd love to see a construction metagame in ED. Unfortunately there is a lot of inertia in tge community and FD is unlikely to implement this.
 
What I would like to see instead of the "empire" would be the "city". Smaller scale with the same in depth care. Being able to expand out across the surface of a barren world would be satisfying and could fit in with the lore.

As a commander you contract out to a colonizing group who is looking for commanders to work for them and help them get a colony up and running. It would add depth to exploration, mining, and even combat. More reasons to use your SRV in order to bring resources back to base for jobs and help expand the colony. It could be done quite well and still have that elite feel to it as well as giving players a sense of accomplishments besides "yeah I got paid!"

I would very much like to see such content as this added to the game. I can't see it infringing the "Han Solo" ethic at all - quite the opposite, in fact.

Repped for an excellent and positive suggestion.

[up]
 
Watched a YT video last night of someone musing over why people complain about "lack of content"

[video=youtube;qjOsK8gZ1vc]https://www.youtube.com/watch?v=qjOsK8gZ1vc[/video]

I agreed with the author.

Paraphrasing him for those that don't want to watch:

- Cohesion (The game feels like a lot of mini-games bolted together. CQC and PP to name the obvious 2)
- Agency (ability to effect change in the game world - the BGS is but one aspect but even that for me is way too slow)
- Persistence (Gives the ability for the players actions to have a lasting effect on the game. BGS - sure, but blow up 10,000 pirates in a REZ site and they still come for more)

These are things I can understand ... it's not really a lack of content as there are a ton of things to do, but ultimately none of them really matter as what you do has little to no effect on the game itself. There is no reward (other than credits) for your efforts or time which means once the novelty wears off it can cause discontent.
 
Referring Hans Solo in any way to the risk adverse activities that occur in Elite makes me laugh. If people are looking for a "Hans Solo" experience they should try any other space game for an better risky experience. In Elite you are not an infamous smuggler - you are at best a trader with an ounce of spaceweed for personal use.

You are being to specific in your interpetation of what I wrote. You are "Han Solo" in the sense of how you experience the world from the pilots eyes and how you control one ship at a time. At most you will eventually be able to be "Kirk/Picard" when it comes to controlling ships. You will never be "Starfleet HQ".


As for empire building - we shall see how it goes - powerplay and minor factions are already here regardless of those that choose to pretend it doesn't exist in Elite Dangerous.

None of which you personally own and have direct control over. A rather significant distinction. Even the player Powers that will rise soon in the game will still not be controlled by players directly other than through BGS effects. This will still be a type of empire building, but not in the sense that the OP is referring too.
 
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I don't want to build Empires in Elite Dangerous, nor do I wish to build cities either. This is one reason why I backed Elite Dangerous because it hearkens back to the original games which were about survival in the galaxy as a lone pilot. If it was like Eve Online or the X series I wouldn't of bothered to back the game.

Don't get me wrong I would like to see some form of player base/home like DB has mentioned about Asteroid bases for players that can be destroyed, as this would allow groups of players to carve out a place for themselves in the galaxy and produce simple things like fuel, limpets, prospectors etc to set up "out of the bubble mining operations". I have a feeling these may come with planet mining, yes there was planet mining in Frontier Elite on the old Amiga. As for building or taking over full sized space stations or planet cities that is a big no from me. As a player of elite and someone who loves the game I really don't want to see the bubble carved up between mega alliances like Eve Online has.
 
Hans Solo?

"Attacking zat battle station is not my idea of courage. Zis is more like suicide, ya?"

More savvy than Gruber and twice as terrifying.

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I don't want to build Empires in Elite Dangerous, nor do I wish to build cities either. This is one reason why I backed Elite Dangerous because it hearkens back to the original games which were about survival in the galaxy as a lone pilot. If it was like Eve Online or the X series I wouldn't of bothered to back the game.

Don't get me wrong I would like to see some form of player base/home like DB has mentioned about Asteroid bases for players that can be destroyed, as this would allow groups of players to carve out a place for themselves in the galaxy and produce simple things like fuel, limpets, prospectors etc to set up "out of the bubble mining operations". I have a feeling these may come with planet mining, yes there was planet mining in Frontier Elite on the old Amiga. As for building or taking over full sized space stations or planet cities that is a big no from me. As a player of elite and someone who loves the game I really don't want to see the bubble carved up between mega alliances like Eve Online has.
I disagree to an extent. I've been playing EVE since March when these shenanigans started and I gotta say (begrudgingly) that elite SHOULD take some notes from Eve. For a universe that claims that the player matters it sure feels like the player doesn't matter in elite. With as much emphasis put on communal effort there's little to warrant the community banding together. Mega alliances of thousands of players would be sick. But I wouldn't want to see the level of PVP in eve and with the option for PVE groups having their own servers that is easily avoided so long as SDC stays out of other people's crap.
Where EVE succeeds is giving the player satisfaction in their work, which is multiplied when your work VISIBLY BENEFITS your other players. In eve I do nothing but mine. 50 days in and not one player kill. Working with my corporation I helped mine materials to build multiple space stations. It's FUN to work with a Corp and it adds gameplay without adding features.
 
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