This game has become to complex (to use).

Couldn't disagree more. I like the new additions and find them easy to use, with the transitions being smooth. I added one (maybe 2?) whole keybind and maybe 1 or 2 extra firegroups for everything. Exploration and mining needed a couple extra steps and I think they did a good job here, they feel great to me now. A little bit of balancing on yields and some extra QoL life for mining and I think it's golden.
 
I mean I am fine with Sandro saying "docking is supposed to be a process" as a reason for not adding a dedicated button. But having to bind essentially the same move controls in 4 separate control menus, is a "bit" clunky.

I think what you say here is interesting because for me it shows the difference between a simulation (which ED NEARLY is) and emulation, which is what I think ED really is.

In your example, emulation means you go through a "clunky menu" (a process). Emulated because in a simulated docking request you'd hail and establish open comms with the station, submit request, wait confirmation of your ID in terms of C&P wanted status, wait for confirmation the docking pad can be assigned and traffic control is ready for your approach and then say, "Cheers Steve" if you're allied. That's five or six steps at least (depending on the protocols adopted) meaning the simulation would be even worse than the clunky menu you describe.

For me Elite games have always been more emulation than simulation. Similar things happen elsewhere too. At engineers for example, you don't get a simulation of your mod being generated, you get an emulated equivalent that has a certain degree of complexity that approximates towards a simulation in terms of flow, but is a whole sight easier on your RAM and CPU. It basically 'quite like the real thing' but doesn't pretend to be the real thing.

Personal; Give me emulation the way ED does it, and that's not everywhere, every time.
 
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With all the additions of the last and current season (crime and punishment and now mining and discovery) i think the game has come far to complex to anyone not in the game yet.
To be honest, the complexity of the base game at release was for many people that i know already to high, but now it got bonkers!
Especially in the upcoming part. A dedicated weapon and analyzing mode, and (what? 8 or so?) different probe controller types, special Weapons against Ships and Weapons against Aliens.
Four Types of Mining Lasers and Missiles... Discovery Mode, Surface Scanner Mode (Or how the heck this stuff is named).

I don't know, i think Frontier should rework all that stuff and make it more streamlined and simple.
By just putting more and more features into the game it isn't necessarily becoming better.
Heck, I really have trouble to remembering all my different Hotas Button Combinations by now!
Let alone the Firegroups and Powermanagement settings on my Exploration and Mining Anaconda.
It is getting hideous!

Some things could "easily" (i know it will be quite a lot of work, but on the concept side) made more simple.
Just one Type of Probe Controller but maybe with different add on abilities applied to it (like a firmware add on).
This would eliminate the need of having so many different fire groups, but could preserve the gameplay / balance of limiting the availabe slots per ship.
(But to be honest, i don't like those limits anyway.) What you have targeted with it would determine the use of it. Well mostly. Repair or Refuel is an exception.
But Hatchbreaker on Enemies, Repair (or refuel) on Friends, one type on asteroids, the other on thargoids etc.
There isn't really a need for all those different scanners all with their own firegroup entry either.

It isn't about having less to do in the game, but to make it more user friendly and accessible.
I really think frontier should work on stuff like that in the future.

Check out Space Invaders, it's an older game but I hear it's quite simple to play and loads of fun ;)
 
@OP

ROFLMFAO

Yeah, that's all that really needs to be said. Oh wait...

Look, a SQUIRREL! :p

The entire playerbase doesn't need to suffer because you're ADHD. Sorry.
 
I totally get this, when I first jumped into mining in the beta I was overwhelmed with the options and I have several thousand hours in game. 15 minutes later I was on my way and understood the role of all the equipment and mechanics. Personally I think with proper tutorials it'll be fine.

Lets take mining as an example, If I were FD I'd split it into 2 sections:


Basic mining - Use mining lasers to shave chunks off asteroids, scoop them and the refinery will turn them into resources so bring cargo racks. Limpet controllers can give you information, bonus chunks or even collect the material chunks for you.

10 minute tutorial in the "show and tell then get player to copy" style. Job done, new players in small ships will be all over this and understand it without issues.


Advanced mining - In addition to basic mining lasers advanced miners in medium/large ships may use probes to look for hotspots in rings. When in a hotspot area the scanner will identify more interesting asteroids for you to use a prospector limpet on. Use advanced mining tools such as the abrasion laser and missile to hit surface and subsurface deposits for chunks. Find an asteroid with fissures and you can use the seismic charge launcher to expose new areas on the inside of the asteroid to mine.

20 minute guided tutorial in the same style and ta-da you've explained it to the player that already understands the basics and wants a more detailed mining experience.



Rinse + Repeat for the other main activities and any player can get the knowledge to do anything. I'd expect player made tutorials to be already available on youtube as we speak (type?). Proper FDev tutorials may or may-not come in the future but I'd hope they will especially for exploration as that's key for new players.
 
A start would be to replace the woefully out-of-date manual. (Yes there I go banging-on about the manual yet again - sorry.)

I mean would it be too hard for them to update it from its present two-point-four level?

It's a "living" manual that hasn't been updated for more than two years. Launcher is the same. Start Elite, click on the Tutorial link from the launcher, realise Elite as a whole is still in Beta since 2014. That's your newcomer experience right there folks.
 
I'm going to disagree with the OP. If the game were easy I'd have gotten bored long ago. Complexity is a good thing though its not for everyone which is why there are games like NMS. However, I will agree that there are a lot of things that could be fine tuned a bit more to streamline things.
 
Speaking of complexity, binds are getting pretty complex now, and both the controls menu and the new keybind hints that the UI now gives us (in beta) are often just opaque codes like "EXIT: JOY24" if you use flightsticks etc, which is not helpful in-game (you have to switch another application to figure out what button corresponds to JOY24)

To fix this I've made a post in the suggestion forum that we be able to enter nick-names for our key-presses, so that instead of the game presenting us with "EXIT: JOY24", it might say "EXIT: top-right hatstick UP" (or whatever text/note someone wants to write to themselves to indicate which button is JOY24 on their system).

If you would like that feature, drop a comment of support in that thread. (Rep is invisible to FDev, so indicating support of a suggestion requires a adding a comment to the thread, or starting a thread)
 
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I just started playing again after stopping just after horizons dropped and it's like starting over again ,I dunno wth's happening but I'm gonna find out.

So much new stuff that until I've tried it I can't really comment but it is rather daunting, combat is way harder but I'm rusty as hell and flying a ship that has nothing engineered in it.

So when do we get the Panther clipper, thought they would have released the beast by now?
 
The weird thing is that in some places it already exists: dont bind the SRV binding for some stuff and it'll automatically take the ship's binding instead. Binding it the same way is functionally the same as not binding it.
Is this being implemented some time after new button function were implemented to the game? For me that never worked, when SRV arrived, camera suite, multi crew and now the new scanner additions. I have to bind those new functions manually.
 

The Replicated Man

T
With all the additions of the last and current season (crime and punishment and now mining and discovery) i think the game has come far to complex to anyone not in the game yet.
To be honest, the complexity of the base game at release was for many people that i know already to high, but now it got bonkers!
Especially in the upcoming part. A dedicated weapon and analyzing mode, and (what? 8 or so?) different probe controller types, special Weapons against Ships and Weapons against Aliens.
Four Types of Mining Lasers and Missiles... Discovery Mode, Surface Scanner Mode (Or how the heck this stuff is named).

I don't know, i think Frontier should rework all that stuff and make it more streamlined and simple.
By just putting more and more features into the game it isn't necessarily becoming better.
Heck, I really have trouble to remembering all my different Hotas Button Combinations by now!
Let alone the Firegroups and Powermanagement settings on my Exploration and Mining Anaconda.
It is getting hideous!

Some things could "easily" (i know it will be quite a lot of work, but on the concept side) made more simple.
Just one Type of Probe Controller but maybe with different add on abilities applied to it (like a firmware add on).
This would eliminate the need of having so many different fire groups, but could preserve the gameplay / balance of limiting the availabe slots per ship.
(But to be honest, i don't like those limits anyway.) What you have targeted with it would determine the use of it. Well mostly. Repair or Refuel is an exception.
But Hatchbreaker on Enemies, Repair (or refuel) on Friends, one type on asteroids, the other on thargoids etc.
There isn't really a need for all those different scanners all with their own firegroup entry either.

It isn't about having less to do in the game, but to make it more user friendly and accessible.
I really think frontier should work on stuff like that in the future.

Asks FDEV for more content, excited when new content is announced. Goes to forums to complain about the game being to complex after the update. SMH
 
Is this being implemented some time after new button function were implemented to the game? For me that never worked, when SRV arrived, camera suite, multi crew and now the new scanner additions. I have to bind those new functions manually.

Always was like that, but works only for some bindings, not all. Discovered it by accident.
 
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