The Old vs the New and player age

Though largely not the case in Elite Dangerous, of course - there's no particular need for a trader to be armed, while if you want to seek out combat there's no real benefit to carrying cargo along the way.
I respectfully disagree. During a combined trade/bounty hunt CG an armed hauler is very valid. Every NPC pirate Anaconda/T10 toasted by my Cutter during hauling is 1 million credits towards the bounty hunting CG while causing only minimal delay.
 
So the question wasn't "weapons or cargo?", the question for maximising trade profits was "how few combat modules can I fit and still be confident of winning the fights?" - which is obviously not a consideration for the average ED trade ship where the answer is "none, there won't be any fights".

Which is one reason why the Elite/FE2/FFE trade model doesn't work in Elite Dangerous.

In the previous games, the trade profits (far more than the direct bounties) were your reward for defeating the pirates. In ED it's not clear what the profits are actually rewards for, and the underlying "buy low sell high" model remains essentially the ultra-simplified one from the previous games where it didn't need to be more sophisticated.
Actually it is but not at the level of modules, it's done at the choice of hull, thus if I want a medium pad trade ship do I take the Python or Krait? If I want large pad do I take the T9 or the Anaconda?
 
Well when I say school, I really mean a child labour factory hidden in a rotting shack, were an old leper with halitosis used to beat us with with his belt to the music of a young Chris De Burgh.
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O7
 
I know a bunch of people despise the FSS, but not having a mechanism to actually find things on a planet was mind-numbing.... and made worse by the fact the game trained you to investigate blue circles on your scanner when at low-orbital flight to find "things of interest".... so guess where you would find barnacles, Thargoid Structures or Guardian Ruins. That's right! Not... via.... that mechanism..... it was just MK1 Eyeballing all the way.

That and no longer having to wait for the RNG to roll up your mission USS (and actually telling you which one was a mission USS)... dont know how many times I failed missions because three identical USS spawned after 5 minutes, and I simply didnt drop at the right one.
 
I know a bunch of people despise the FSS, but not having a mechanism to actually find things on a planet was mind-numbing.... and made worse by the fact the game trained you to investigate blue circles on your scanner when at low-orbital flight to find "things of interest".... so guess where you would find barnacles, Thargoid Structures or Guardian Ruins. That's right! Not... via.... that mechanism..... it was just MK1 Eyeballing all the way.

That and no longer having to wait for the RNG to roll up your mission USS (and actually telling you which one was a mission USS)... dont know how many times I failed missions because three identical USS spawned after 5 minutes, and I simply didnt drop at the right one.

The ground POIs (blue circles and geo/bio stuff) really was too hard before, after 3.3 (exploration & mining) it became way too easy. I think Odyssey got that balance about right. Stuff needs to be found by eye but it's common enough that it can be found, and the artificial stuff (human & alien POIs) are indicated without filling the nav panel with dozens of destinations (legacy still has this after you map a planet if anyone wants to see what i mean).
 
I did a bit of wake scanning too before deciding it's too tedious.
This is one area of the game that really would benefit from some mission related activities. Not in a "scan twenty wakes" type of mission but one that uses time in a way that I don't know if I've seen in the game yet, and that would be to track a pirate/smuggler/politician etc. for elimination/scans/etc.. where you're given a place and time to be at a station for the known departure time of the target which you will have to scan the wake to get their destination, follow them, interdict and so on. Are there any missions that use the wake scanner like this?
 
From nowadays, you discover Elite and think:
"Damn! They 've been playing for ten years!"

Then ,as you dig deeper and deeper onto the lore, you correct this by:
"Damn! They've been playing since 1984, that's three years prior to my birth!"

I kinda like the 70s-80s scifi era, most likely because my dad was a fan, so I 've watched movies and read books he had from that period when I was younger. So those polygon stations, gigantic random shaped motherships, retro-future laser pistols, orange hud, and freelancer trading while harrased by pirates, kinda look familiar for me. I wish i could make him play Elite, but the grumpy old man is the generation that considers watching TV a perfectly fine activity whereas video games a brainless kid hobby. But now that I'm spamming him with ED screenshots and so on, I can feel he is changing his mind a little bit each time his jaw drops about how that media evolved since.

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Let him try Elite in VR. I'm pretty sure that will at least pique his interest. o7
 
Yeah I think that's a bit of a stretch. I get it that with the class of '84 there is a lot of nostalgia involved, but the gameplay is clearly not the same beyond the lowest common denominators. That's like saying the gameplay of Doom Eternal is the same as Commander Keen, because you run through a dungeon and shoot aliens. Elite 84 had its innovations and set some standards, some of which persist up to the current game (the scanner), but people need to stop putting it on this pedestal at every opportunity.

(And no, I am not a youngster who doesn't know what he's talking about. I'm an old geezer too... Just didn't play E84)
I played Elite and Frontier way way back in the good old bad old days, I think the core gameplay of both of those games is present in Elite Dangerous. But yes, I do agree with you that Elite Dangerous is its own thing and goes well beyond both of those games, original Elite especially. o7
 
Board switching, No y DC and 300ly mission smuggling runs were good back in the day.

Now we got scan a plant 3x and you can afford an Asp x. Game is really easy now.
 
I got to the mailslot with zero problems straight away but then going through it had a hell of a time landing on my pad :) IIRC I figured out the compass straight away. Now every new player starts with an advanced docking computer and gimbaled pulse lasers, overcoming one of the most obvious reasons for a newbie to give up on the game as being too complicated. I understand why it was done, it makes the game more accessible to new players but it is not the same as when I started. I always thought autodock was supposed to be bad/risky to encourage players to learn how to manually dock ie a dilemma. It is near perfect now (I have one on my trade cutter) & I'm glad to have it as an option but it's a double edged sword imo.
I'm a sorta newer player (3306-ish I think, or thereabouts) so I started with autodock available. It would have been really frustrating having a crappy autodock, and I did feel like it made it easier starting off to not have to master that along with everything else right off the bat. Getting stuck in the queue I think is a good nudge to learn to manually dock and learn how much faster it can be (and more fun!). I do like the option now of letting the ship auto launch or dock when running trade routes while I plot my next route or check 3rd party tools.

(edited for clarity)
 
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Better late than never!

Not that anyone expects it to happen any more than any other non-minor/iterative change.



This game isn't even Elite: Dangerous 3.3, 2.2, 2.1, 2.0, 1.4, 1.1, Beta 3, Beta 1, Premium Beta, or any of the Alphas.



I have the opposite perspective.

The Elite: Dangerous that I played in Beta 1 was a different game from Beta 2 & 3 release, which was a different game from Gamma through release, which was a different game post-Wings, which became a different game after 1.5/2.0's balance overhauls and new content, which changed significantly with Engineers, which was dramatically rebalanced again with 2.2, then again with 3.0, then was broken in significant ways in 3.4 and never fixed. Then, of course, came Odyssey, which had it's own iterations of refinements and depreciations.

The game I'm playing now is barely recognizable from the one I had when I started (in Beta 1). We've had major alterations to flight models, significant changes to networking, three different equipment systems, two very different exploration systems, many different NPC incarnations, at least three different terrain renderers, and a series of radical inflations to many mechanisms. A lot of the gameplay, good and bad, that was the meat and potatoes of various earlier versions doesn't exist any more.

Windows is the same way. They're all OSes with GUIs and Windows 11 may even share some code with Windows 3.1, but in footprint and feature (and I use the term loosely) set, they are night and day different...and many of these changes were not for the better.
If you apply the same loose definition you reserve for Winblows but not Elite, then I think you'll find the comparison isn't so meritless. o7
 
See, this is one of the things that bugs me a bit about "veterans" - please know that this is not meant rude or condescending. You were NOT playing this game since 1984 or whatever. You played another game in the franchise. This game isn't Elite 1984, nor is it FE2 or FFE.
[…]
As one of those veterans, I have to say that the feeling of "coming back to a known place" was one of the most important things to me when I started ED. In the original Elite there weren't that may unique visuals. But the way FDev managed to make the ships – the iconic parts of Elite – and the Coriolis station recognizable was amazing (to me). And I think that this wan't by accident! – So, I think its totally valid if old players pretend to be back in their old Elite universe.
 
As one of those veterans, I have to say that the feeling of "coming back to a known place" was one of the most important things to me when I started ED. In the original Elite there weren't that may unique visuals. But the way FDev managed to make the ships – the iconic parts of Elite – and the Coriolis station recognizable was amazing (to me). And I think that this wan't by accident! – So, I think its totally valid if old players pretend to be back in their old Elite universe.
Back in the golden days...
golden.jpg
 
Yet both are recognisably Windows and not DOS. They share more than sections of code.
Or would you say you've only been using Windows since 2021?

Windows 3.1 is mostly a fancy DOS shell and DOS remnants are one of the biggest area of similarity between Windows 3.1 and Windows 11 (which still has a command line that mimics DOS).

The main reason Windows from the early 1990s and Windows from the 2020s are recognizably Windows is branding and a tiny handful of Microsoftisms. They don't have the same functionality and they don't provide the same experience.

If you apply the same loose definition you reserve for Winblows but not Elite, then I think you'll find the comparison isn't so meritless. o7

I'm applying the same premises to both. Old versions of Windows, even I were to limit myself to say, NT 5..x and later, are as divergent from the latest incarnations as old version of Elite: Dangerous are from the current game.

I vastly preferred Windows 2000, as an OS, to Windows 10 or 11. It's not practical to use Windows 2000 on a modern system, but I appreciated the relative leanness, speed of setup, lack of product activation or other privacy eviscerating 'features', and greater control it provided. Likewise, the current versions of Elite: Dangerous aren't what I prefer, even if I like some of the new additions. Main difference with Elite: Dangerous is that I cannot run unsupported version and even if I could, it wouldn't do me much good because the multiplayer aspect is a key part of the experience.

In both the case of Windows and Elite, there are things with different labels and different provenances that have more similarities than past namesakes.
 
This is one area of the game that really would benefit from some mission related activities. Not in a "scan twenty wakes" type of mission but one that uses time in a way that I don't know if I've seen in the game yet, and that would be to track a pirate/smuggler/politician etc. for elimination/scans/etc.. where you're given a place and time to be at a station for the known departure time of the target which you will have to scan the wake to get their destination, follow them, interdict and so on. Are there any missions that use the wake scanner like this?
Nope. There is zero reason to wake scan for any mission. In fact, short of a couple experiments around NPC persistence, I've never had any reason to follow a wake for any game activity.

Even with what you're suggesting, it's problematic. The need for wake scanning in FFE/FE2 was because engaging a target near a station got you fined to the tune of sometimes significantly more than your payout on the assassination... by following them through the wake to deep space it meant you wouldn't get fined because of that thing i know you love; zones of punishment weren't omniscient across the whole system.

They absolutely need more mechanics supporting use of wake scanning beyond "material collection thing". Maybe a rescue, search, eliminate style thing... mission has you seek out a Distress call USS. There you find:
1. stricken ship/ megaship, maybe some weak-ish pirates and a (persistent) wake
2. deal with the pirates, repair the ships with limpets, then follow the wake to catch the leader who... left the stove on or something.
3. jump through the wake, standard assassination target in cruise trying to flee, interdict and destroy them before they reach their destination.

I say "persistent" wake because i doubt you could deal with pirates and patch a ship fast enough before it dissipates. Or maybe step 3 is a bonus reward situation, and your main goal is to help the stricken ship. Either way, we've now got mission use for:
  • FSDI
  • Wake scanner
  • repair limpets (notwithstanding scenario use)

Sigh. This is what i mean when i say we don't need new things, we just need the existing things used better.

Anyways. I wonder if FD have fixed the bug where you can't follow a target through low wake out of Supercruise to a target where nav-lock drop was used.... because either:
  • You follow the wake, which persists the target, which is 1.0Mm from where the target actually is because of the nav lock; or
  • you ignore the wake and drop at the actual target. Puts you in the right place, but breaks the persistence chain, so your target won't be there.
 
'84er here.

The best moment I had with this game was in the first days of Elite Dangerous here, when I docked at Lave station 30 years after I left my Cobra III parked there. Honestly, I had goosebumps, almost waiting to find my old ship somewhere under the tarpaulin and cobwebs, dusty and dirty :)

And I could have sworn the station's voice was DB.
 
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