There is not a lack of content, simply a lack of engaging fundamental mechanics.

In this Reddit thread, I posted a more-or-less basic OP which discussed the lack of engaging activities to do past the basic professions, without solutions. It became a mere prompt compared to the massive number of comments, full of both great ideas and helpful discussion. This prompted another another thread, which is fantastic, in my opinion.

FD, you've done an amazing job creating a game for a mature audience, those who love the small attentions to detail, the mystery, and et cetera. The scientifically accurate universe is astounding. However, I'd love to see this game expand even more, and I think these gameplay improvements will go a long way in supporting that. Thank you for reading.
 
Unlockable content is also a nice idea.


eg: faction decals and paintjobs unlocked upon reaching a certain navy rank / powerplay level (or meeting other requirements)
 
Being "philosophical" what is content, and in my opinion defining it wrong... I was about to write a wall of text, I wrote it and then deleted it. I have spent too much time here at the forum, and none is paying me from all those spent hours. I am bored to their incompetence. So...

You have done a nice technical demo, when will you make the game?
 
If, like me, you spend a lot of time in the Developer Update threads, you get the genuine sense that the Developers themselves feel exactly the same way as you do, CMDR Hagglebeard. From what I've seen over the past year, they've got the vast bulk of the underlying mechanics in place (the BGS, Power Play, Planetary Landings, Bulletin Board & non-Bulletin Board Missions, Partially Chained Missions etc)-all that is missing is the connective tissue to help bind it all together. A lot of the talk from the developers strongly suggests that this is the year in which we will start to see that connective tissue starting to appear-with greater interaction between the BGS & Players, Power Play having greater variety & a more dynamic feel, fully chained missions that can be obtained on or off Bulletin boards, a military mission structure that allows you to pursue an actual military career, just to name a few of the most obvious changes coming up. Feed in the customization potential of looting & crafting-& the way that looting/crafting can slot into the mission & mission reward system-& the ability for avatar creation to be utilized in the creation of Tier 2 NPC's-& I think we could see much, more greater depth to the game as this year progresses.
 
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Obdidians Ants has good ideas on this video.

In addition chain mission could lead some kind of scenario. For example if you do mission for pirates, you could climb the pirates ranks, and then become the chief of a pirates group.
 
Excellent thread.

Elite needs mechanics, "depth" is really emergent as it gets the mechanics.

As that Obsidian Ant videos say, Elite kind of has mechanics.
They just need to tie them all together so they actually interact with each other.
The more interactions the more interesting things should emerge.

CMDR CTCParadox
 
I'm always wary when someone says 'ED needs more content' or 'ED has no gameplay'. To me, these arguments are rapidly approaching 'this is a QoL suggestion with no downside'.

I can't watch the video at this time, though I will later. I expect it talks about how nothing really affects anything else in the galaxy, and that things feel scripted or shallow. I completely agree with this, but I definitely wouldn't label this as content or gameplay - this is a lack of realization. Also, things being scripted aren't inherently bad, they're just a little boring unless done with a light touch.

I think the key to fleshing out ED is in the BGS and in CGs and how they interact with things like powerplay, influence, faction states, etc. I think the key motif that FD should pursue is reinforcing what players stumble upon and making these things more meaningful. Realizing efforts and actions will go a long way towards giving the player things to do, a lot more than simply adding stuff for them to do.
 
Don't disagree.

There is clearly a lot off good mechanics here, but right now it is missing the one or two things it needs to tie together.

What is that "thing or two" you ask?

I am not sure, I can see the pattern, but don't know what the puzzle pieces quite look like yet.

So far it is clearly a warehouse with stuff in it. What I can't see is if it Warehouse 13, or has a Rave going on inside, an indoor paintball game, millions of boxes, or if it is full of abandoned junk.

Or maybe all of those.
 
Nice to see such an engaged comunity. Actually Obsidian Ants videos convinced me to give Horizon a chance. After some sobering 100+ hrs i´m not so fond of it anymore. The random and mostly arbitrary nature of missions and the shallow economy is appaling despite the great graphics. Yes they´ve done a great job in terms of graphics but not so much in terms of content. That´d be utilizing the mechanics to create a plausible&capturing immersion.
I realy hope the devs listen to the many great suggestions on this forum.
 
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