The top 5 Guestimated Reasons Many Players Aren't Sticking Around, and why Horizons isn't Helping

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Simple, right?

1. It's barren. People come to this game from previous Elite titles, sure, but it's far from all of them. Most of the fanbase arent just Elite fans. They came from Wing Commander, the X series, Evochron Mercenary, or backed Star Citizen and wanted something to actually play until it came out. Some may have even came from titles like Star Conflict. These titles prominently featured/promised vast, but cluttered areas where the six degrees of movement could be put to full use for dodging and using cover in combat, all the way to providing interesting scenery and venues within the galaxy to essentially just oggle at. Elite Dangerous is very open, very dark, void-like space most of the time, and while it's not bad, exactly, it's also not enough to keep people interested.

2. It's quiet. There's no chatter. There's no actual dialog in the game at all except for your ship. Remember those other games I mentioned before? Uh huh. Same scenario. Most of them had a full range of voiced NPCs, or at least radio chatter, to keep things feeling lively. Since Elite Dangerous only featues a limited music pallet, and not many lines of actual dialog, it feels less like it's bustling in stations and more like it's just another part of deep space.

3. Pacing. The pacing for this game is very slow. Like, EVE Online mining slow. It doesn't appeal to new players looking to get off the ground. One of the biggest complaints I hear from new players is how it's too difficult to actually find combat to do early on. And players can't typically just rush into RES with a stock Sidewinder. They're looking for action, but because of Supercruise mechanics, as well as how breaking into a combat scenario operates, many players actually grow bored before being able to get into the title.

4. The learning curve is steep. Not EVE Online steep, but this is still something you hear. With tutorials that don't really teach you valuable gameplay elements, and only really cover basic flight and minor combat, it's difficult for players to adjust to the setting and environment for the game. A complaint I see often enough even has to do with station docking. Now, I personally think it's insane that people can't make it into the mailslot. Hell, I've boosted full speed through it multiple times in my career. Some of them with me crashing into the back wall. But some players honestly find the docking mechanics cumbersome and difficult.

5. The galaxy. Or specifically, the map itself. For players who haven't really seen how it works, It's an outrageous undertaking for them to learn. Even for advanced players it's still a hassle to use. Sure it looks cool, but cool looks and no functionality doesn't really cut it for a lot of people. Since many players have to regularly use the Galaxy Map, this turns into more of a chore than a fun mechanic.

Now, you may be wondering how the hell Horizons affects this. It's very simple:

A lot of these issues have been present from day 1. To be perfectly honest, these are all issues that can be fixed WITHOUT adding brand new mechanics, and instead just changing up a features here and there. Horizons is an unessesary addition at this point in development because ultimately, while it's adding something that could be very enjoyable to existing players, it's not very new player-friendly, and isn't really fixing some of the biggest complaints.

Space is still the barren, quiet place it has always been, and I can only imagine the surface of non-atmosphere-bearing planets will feel the same way. A sparse, desolate, boring environment.

I swear to Christ, if they screw up Europa...

I digress... Imagine how much better things could be right now if they spent the time, energy, and finances on putting in dedicated questlines with voice actors instead of planetary landing. I feel like that alone would give new players much much more to look forward to when coming here.

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I must say, this thread has really become quite the...

Dangerous Discussion.

A lot of people have been asking for facts, so here's the facts:

This is a speculative thread. I'm sure you're not all so foolish as to not know what that means? I've stated it again and again. The fact that this thread uses 'Guestimate' in the title should have been obvious. Everything I've stated thus far has been speculation based on observation and opinion garnered from multiple sources across the interwebz. The top 5 list I addressed are ways FD could potentially make this game more appealing to a more mainstream audience without ruining the game for other people who enjoy the current system.

Most common (In that everyone has been spouting literally the same thing for each) defenses against what I said are:

1. Space is supposed to be barren.
Of course it is. It's space. Space is supposed to be a barren, dark place. It's one of the reasons I didn't really like EVE, and a gripe I have against Infinity: Battlescape right now is that it's too bright. However, clutter is not, by any means, a bad addition. It's all a matter of how additional clutter is used. For example, some variety to RES by adding derelict stations or outposts, pirate-run facilities, etc, could change things up in a way that adds different terrain types, but doesn't hinder the barrenness of ED. This could also be a cool new way to incorporate pirate lords, by providing them with an actual home base instead of just finding them in open space.

2. Haven't really seen a major disagreement or defense against this, other than the no-brainer that space is supposed to be quiet. However, having some basic comms chatter, or voicing the NPC pirates, traders, etc. would be a nice touch.

3. The biggest defense here is "I'm happy with the pace", which, in my mind, finishes with a "and so should everyone else".
Let's not try to force things down everyone's throat ;) Having different branching paths for different paces would be pretty interesting. For example, in the persistent universe being able to join the Federal Navy, Allied police force, etc as a way to get a more 'fast-paced' mission-run experience would be a nice touch. Especially when added with my original argument with point 1: adding questing or something to make things a little more interesting.
And yes yes, I know there's CQC. Jesus. I've heard that enough, and CQC is nice, but doesn't really offer much for the persistent universe experience, which is what I am EXCLUSIVELY talking about here. CQC isn't even an extension of the persistent universe. It's just kind of... there. Like another tutorial mission that doesn't really teach you anything.
Speaking of...

4. The game is easy, so your complaint is invalid.
The game is easy for anyone, including myself, who played countless other space sims before jumping on board the Elite Dangerous bandwagon. But we often forget... Most other space sims are old... Like, over 10 years old at this point. Not many people actively played space sims before ED dropped. It was a pretty niche community. Still is a little bit, even with titles like Star Citizen hyping everyone up for the genre.
My point is, we have a lot of people coming to this that haven't played a space sim a day in their life. Hell, they may not have ever played a FLIGHT sim a day in their life. Wouldn't at the very least making more in-depth tutorials be a good step forward? Wouldn't having a voiced interactive SKIPPABLE tutorial when you first load into persistent be a very nice touch? I'm not complaining so much as acknowledging things aren't perfect and addressing how to improve on them.

5. The galaxy map is easy for everyone.
I tend to disagree. Even I sometimes get frustrated with it, when I'm trying to pick out one system of 100 billion and don't even know if I'm spelling it right. And don't even get me started on Wolf, Core Sys, etc. systems. Bear in mind, a lot, and I mean A LOT of players aren't going to bother looking up system names like you or I beforehand, or during their trip. They want that info directly in-game. This goes back to another post I made in a completely different thread. A simple, but amazing addition that could be made is a drop-down list of systems when you start typing in the navigation box. The more characters you enter, the more it narrows down what systems show up. Add to that if the system included a LY distance with it before even clicking from the list, I think this alone would make everyone who even has marginal gripes about the Galaxy Map SIGNIFICANTLY happier.

It's not about being right. It's about being objective and thinking about how we can make this experience even better and reach out to a much larger demographic of players. That's what I'm trying to do here. I understand opinions others have, and even if I don't inherently agree with them can at least accept that they are legitimate gripes from the fanbase. I can see both sides of the argument here, and my main question for those 'Purists' who believe the experience as it is is perfect is... "What's the harm in making this more accessible?"

Obviously, I don't define what is or is not better. I just listen to what is mentioned to me. That's why I made this top 5 list. To address some of the bigger, more common complaints I hear. I'm just adding my two cents on how to deal with it all.

What are you doing?
 
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You missed out;

6. Hyperbolic forum threads that continuously describe the game as dying, or predict its imminent death. ;)
Except I'm in no way saying that. I'm addressing why it struggles to keep new players, not why it's dying.
Honestly, the community is still large, but ultimately, if they want new people to invest in their product, these are all things that should be greatly considered.
 
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CQC fixes the "Its all too slow, needs instant action" problem rather good. Thats what its here for after all.

And I'm very glad they don't spend all there Budget on Nolan North and Troy Baker.
 
Except I'm in no way saying that. I'm addressing why it struggles to keep new players, not why it's dying.
Honestly, the community is still large, but ultimately, if they want new people to invest in their product, these are all things that should be greatly considered.

What proof do you have of the game dying? I am curious because the game sales are going up and I have a larger friends list(that is active) than I have at any other point in the games history.
 
What proof do you have of the game dying? I am curious because the game sales are going up and I have a larger friends list(that is active) than I have at any other point in the games history.
I don't. That's why I've said, twice now, that the issue is with players not sticking around. Not that the game is dying.
 
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This game just keeps getting better... hell, I was talking to a player last night that has been playing a week and is almost elite in trading! He mentioned something about smuggling missions.

Anyway, great game for those whom want it to be.... nothing more, nothing less.
 
I'd like you to post the figures that show ED struggling to keep players, I've never seen any official figures of this kind and would be intrigued as to your source.

He didn't say they were struggling to keep players. He gave 5 reasons why he believes MANY people leave. He gave examples of what people have said to him. I would suggest there have been quite a few postings about people's friends lists dwindling. People leave, new people join. He's giving his opinion on how FD could have less people leave for the reasons he has personally been told they are leaving. Why do people feel the need to constantly hijack posts on people's personal opinions. It's their personal experience not yours.
 
ED isnt the instant action game your looking for.... Move along!

Seriously tho, ED is not star conflict or Freelancer.

It's not designed for instant action or a single player story driven game. It's an open world sandbox simulation game.
It demands your time and it takes time to do anything, it should say that on the box!

True, it can be boring, very boring, but when it gets to that point, its time to take a break.

Don't try to make ED into something it isn't.

I agree I has many issues, I for one wish we had NPC character faces for missions and could ask multiple questions like we could in FEII amongst other things, but FD are trying and hopefully Horizons will make ED feel more compete as a space exploration and simulation game.
 
You have no data or any way to collect data enough people are leaving the game to threaten it.
There is one piece of evidence to contradict ALL the whoas Elitists. It's been around for 30 years. In all that time, every predictor of doom was flat out wrong.
Join the club. Just because a few avid posters to a forum are grumbling about this and that is not the end of the world for everyone else.

As far as learning curve, I play games with 4-10 times the curve of Elite which have been around 20 years or more. It does not matter. Produce a game people want to play and they
will learn to play it at the level which satisfies them no matter what it takes. If you think Elite is hard, try Falcon4 or Warthog. You may spend a a day or two just trying to take off without crashing.
Combat? You may spend a month or two before you are not getting shot down in five minutes.

Hey, industrial CAD programs are difficult to learn. People do it. Rockets are hard to launch. People still do it. Cancer is hard to cure. People still try.
Designing a free aircraft for Flight simulator takes years. There are 10s of thousands of these aircraft available for free download.

I would make the same speculation leap you did and predict a Horizons release which does not have killer bugs will increase initial participation dramatically.
I'm speaking as someone who played Elite back when planetary exploration and missions were part of the product. I want those days back and will relish the moment.

-Pv-
 
I don't. That's why I've said, twice now, that the issue is with players not sticking around. Not that the game is dying.

Congratulations on your listening skills.

Remember that it doesn't have to keep every player that tries the game. Fact is the game WILL lose players at the same time as it gains new ones. Happens to every game in my experience so why would anyone expect this one to be any different? And it won't always be particularly because this game lacks something but is often because there are other games to play too. I know I can't play everything for example, and sometimes perfectly good games have to be put aside to make time to play others.
 
Is it actually struggling to keep new players? Do you have proof? Or is this just another one of your guesstimates?

I can't speak outrageously beyond what I've seen on the forum, but what I have seen a lot of on the forum is about just as many complaint threads as there are normal discussion threads.
No. Obviously I don't take this to represent a factual basis in my argument in any sense. Instead I look at my own friends as they struggle to learn an unfamiliar game with no clear indication of what to do or direction on where to go. It's a struggle, even as an active player, to help new players learn the game to the point where they've actually found enjoyment in it.
Aside from those two things, I would also state media outlets and reviews that address flaws and concerns over the game, usually not wholely unsubstantiated, that continue to keep people on the fence about picking it up in the first place.
Of course, media articles are another source to always take with a grain of salt.
 
He didn't say they were struggling to keep players. He gave 5 reasons why he believes MANY people leave. He gave examples of what people have said to him. I would suggest there have been quite a few postings about people's friends lists dwindling. People leave, new people join. He's giving his opinion on how FD could have less people leave for the reasons he has personally been told they are leaving. Why do people feel the need to constantly hijack posts on people's personal opinions. It's their personal experience not yours.
I ask because he stated it as fact that people were leaving then gave guestimates as to why, I have no problem with people's opinions as long as they are not falsely presented as facts.
 
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WARNING! Blatant and probably wrong generalisations ahead!

The game doesn't struggle to keep new players imho, the new players struggle to keep with it for any length of time to make it count.

The reason is not really hard to imagine though. Space sims are always nerdy. Current game market is for the popular kids that play games on the side of sports. Nerds I know personally have no problem with how this game works. Nerd is the new cool alright but nerd is not the old nerd. The makers of this game though, are old nerds.

Space games were never for everyone nor ever will be. I wish people stopped suggesting to make it so.

This game does a lot of things that were never done before. 1:1 scale galaxy in it's entirety is a whole product to sell without anything added on. Most of space is really, in real life, barren blackness. It's only natural a game trying to mimic it as closely as possible also has a lot of barren blackness. It's not hard to see that the devs try to push limits of real physics only so much to make the game playable. I'm sure the firs question they ask with any new design suggestion is 'how does it make sense?'. I didn't see anything in this game that doesn't immediately make sense other than the mandatory bending of physical laws to allow for instant space travel. Every other mechanic in the game make perfect sense in terms of applicability to real life. Ok, it's usually a little too simplistic but still realistic.

Edit: Grammar
 
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i agree with 1) partly and fully with 2).

what i'd like to see are diverse and dynamic encounters. the signal sources are always the same. also voices, portraits or even actual characters that you meet on your journey. some random npc text chatter just doesn't cut it for me. when i'm on a mission and receive a npc message, which are also always the same, i ignore it completely. FD should put some more effort into this.
 
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