This game has become to complex (to use).

sollisb

Banned
I think using the word 'complex' is wrong...

Having played last night with the new scanner, my over-riding thought was 'Why?'

Personal opinion, after decades of real-world commercial development is that this is nothing more than nice graphics added to over complication for what is essentially a simple task. There is absolutely nothing complex in Elite, they just try very hard to make it so.

Prior to 3.3 we honked and then did details scans. Now we have to navigate a cursor around a screen (A nice screen to be fair) and then use more buttons to zoom in and out. I seriously yawned at it after 1 minute and closed the screen down.

I'm sure anyone who likes exploration might find this a treat and that's great. But for me, it's just the usual, over-engineering of a simple task. I cannot for the life of me see me using this ever again.

The 2 news ships are nice. I see no use for them. Where exactly do they fit in the overall ship manifest? Why would I want either in my fleet? Anaconda is still king explorer for me. The mumbo or whatever its called is fast but so is the FDL and for me the FDL beats it in every other regard.

The lighting is just terrible. Gives me headaches in VR so the days of playing Elite for hours on end are over.

The new menu system has again made something that works into a tedium. We had all the exact same data before, easy to hand, now we have to navigate multiple screens to get at it. The codex is a complete waste of space as it doesn't hold my previous data. Trying to get to synthesis and my specific item is a chore.

It looks really really nice! Yep, the graphics department have again, saved the title for me. It really looks great. That is all washed away by the fact that underneath it all is not a lot. Beneath the fancy makeup, is the same game trying hard to be something it's not.

In conclusion, we have a saying in Ireland, probably the UK too.. All fur coat and no knickers. Which for me sums up 3.3 - It presents well, but if you take the fur coat off, it's nothing new and same and not something you'd want to touch.

I haven't mentioned mining, I don't do it, and won't do it. Someone else can comment on that.

And man, the lighting!! This for me is what kills Elite for me. I can't now play for more than 30 minutes without getting headaches in VR. So sadly, after some 5000 hours or so over 5 accounts, I just cannot play it. On the upside I might publish my tools, navigation guages and Elite-Sat-Nav for sale :)

o7
 
I think the better word here is clumsy. It's gotten real clumsy. Good simulation games are complex but the interaction is still typically well designed. These latest additions IMO are not. They're clumsy to use.

Arma 3 is a good simulator but its FAR from user friendly..
 
Whilst i understand the Op's frustration, we've all and are still there with the new stuff, part of Elites draw is the "conquering" of things that aren't easy.
Not everyone wins a medal , like current life does, and thats part of its charm.
Best way to not get frustrated is in teamspeak or such like and get tips and hints from others, makes it more social at the same time.
 
And man, the lighting!! This for me is what kills Elite for me. I can't now play for more than 30 minutes without getting headaches in VR. So sadly, after some 5000 hours or so over 5 accounts, I just cannot play it.

Nice sum-up there, it must be the saddest thing i've read here in...EVER!
So sorry for you, hope you find a way to play it anyway's.
o7
 
Personally, one of the reasons I have enjoyed ED for so long is it is involved (not complex) or easy - depending on how I play it and what level I want to play at.

Take something as simple as trading. The player has three options regarding trading:

(1) Pick a mission from the board and do it.

(2) Decide to fill the hold with something from the Commodities screen and using the simple information there, take it to the location where it says it exports to, even using a third party tool to assist

(3) Create indepth spreadsheets detailing market trends based on system/station state, all gleamed from the players own experiences in the game. This type of player probably spends more time working out what to haul than actually flying.

The good thing is all three ways of trading are perfectly legal, and is solely up to the player on how easy or how involved they want to play ED. Yes there is a lot of detailed mechanics in the game, most like Engineering, Guardian stuff etc isn't mandatory to play, it is up to the player on whether they want to use those mechanics or not based on what they want to do in game.

One great aspect of the game and it's structure is after 1700 odd hours, I am still learning bits in the game, still doing aspects of the game I have never attempted before. I think that is great as it will take a long time for it to become stale for me.,
 
From a new start's PoV throwing some cargo racks into a Sidey and running teabags between two stations is not complicated.

Everything after that is just a matter of building up experience as you go.
 
This ‘game’ is getting silly complicated. Not in a good way.

Sorry FD but making stuff complicated isnt the same as adding better gameplay.

Plus it looks worse now an’ all.
 
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i just feel like FD is piling more stuff on to their game without caring how the game as a whole and the usability of it is changing because of it.
I like having additional rocks on the asteroids, but why i need to have a second laser for them when i already have an mining laser?
Why do i have to operate 8 different tools for mining with just 2 fire buttons at a time?
Why isn't the discovery scanner just having an automated second operation mode for scanning asteroids when i'm in an asteroid ring?
I could have to buy this scanner module anyway to get it actual working. It would make sense. But the "avionics" are to complicated and clumsy to handle.
It's not that i can't handle or didn't knew how to do it. It's just a mayor nuisance to handle all the stuff by now.
 
I’ve spent the last two days in key rebinding hell,I think a larger selection of usable presets would be a step in the right direction.
With respect to mining you can still just use the original lazers so it’s scalable.
I’d like to see the scanner given the same treatment,the return of the honk but maybe limited so as to encourage getting deeper into scanning.
 
OP here. I had to come back after playing the final version of 3.3.
I flew and fly Combat Sims like DCS myself. That's not the point.
I don't want anything do be like a mobile game. No.
In such a over simplified game you didn't need to open the cargo hatch for collection mining chunks,
those would just fly toward you and you collect them up automatically.
That's not what i want either!

OP - I cut the rest out purely to save space - but anyone can read your response if they look back.

I understand your points - it can be a pain - but for me, this complexity/compromise/failing/learning/succeeding (eventually) is why I love this game.
 
I understand your points - it can be a pain - but for me, this complexity/compromise/failing/learning/succeeding (eventually) is why I love this game.

Me too. Since i had an CPC 464 and later an Amiga i had the most fun of finding out how to control a game. I loved games like Gunship, Fighter Bomber and F16 Falcon. And Frontier - Elite II. For that reason. ;)
But there is a point where complex usability tips over into being an annoying fumbling to get the machine to do what you want.
It is ok when this is intended, to work out complex steps, one after another to simulate something. But there have to be thoughts of usability in designing those steps.
I feel Elite Dangerous is controlling clumsy, because they added things without thinking of that now. They just put layer on layer and suddenly have created a almost uncontrollable behemoth,
with some things that could be done way better to achieve the same things. I like that i can now scan asteroids and then probing them. But having 10 Scanners all to be fired separately via just two buttons isn't well thought out.
I do like the new discovery scan mechanic in general. But i think it could be refined further. I always felt that the "honk and go" was too easy, but spotting light dot's with the basic one was a bit too low tech.
But having different scan modes for discovery and surface is a set too much i think. There is a point where it could be more streamlined. It would be easier to use, but didn't take away anything on the underlying gameplay.
 
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Me too. Since i had an CPC 464 and later an Amiga

These were my first two computers as well. Small world :) I had the whopping 64K memory pack added on the back of the Arnold which doubled as a space heater during cold snaps.
 
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.

Edit:
I just postet another try to make clear what i want to say about that later in the discussion:
https://forums.frontier.co.uk/showt...lex-(to-use)?p=7247411&viewfull=1#post7247411

I absolutely disagree. "Streamlined" and "Simple" are the enemies. I _love_ that we have so much control and options and would even like more of those. Elite is the one game where you actually need a brain and practice to get into it. It's rare nowadays and shalt not be tempered with!
 
I absolutely disagree. "Streamlined" and "Simple" are the enemies. I _love_ that we have so much control and options and would even like more of those. Elite is the one game where you actually need a brain and practice to get into it. It's rare nowadays and shalt not be tempered with!

Agree. We don't need less. We need more, but in the process also more mechanics to help and teach. The story mission system I mentioned before to teach how to play different careers, and also keep on expanding the codex to become the all encompassing encyclopedia, so new players (and old) don't have to Google the answers.
 

Deleted member 115407

D
I disagree, OP, and can say that if this game weren't so complex mechanically that I would have lost interest in it (for good) a long time ago.
 
Speaking as a complete noob, played less than 60hrs,

I love a game that has depth, huge scale, open-ended, more things and options than I can ever handle. Its more realistic than a game you master in a couple days.

That being said, basic tasks should not be difficult or frustrating, and should not require external assistance.

In ED many basic tasks are pretty easy. I learned to pilot a ship (mouse & keyboard) pretty quick. Basic deliver mission to make some quick cash, np. Upgrading my first ship I did need some external internet assistance to understand the modules but no problem, that was fun.

There are other basic tasks that can be frustrating and likely many experienced players take for granted.

It would be nice if the game forced players to start various activities basic and with experience unlock more advanced abilities. Ya I hate the classic "levelling up" game mechanic. Its old and tired. But maybe has some merit with easing a player into activities that require more advanced player knowledge and skills. I think this is already true with Trading because you are limited by finances, ship & cargo space. Exploration and mining not really... you just buy stuff and go.... and easily get confused or overwhelmed. Other activities I haven't learned much about yet.
 
I would like it if the game had more ways to reward, or recognise, a task done well. Take launch and docking, for example. If there was a docking ranking, but one that could move up as well as down, we could take quiet pleasure in maintaining our 'perfect 10.0' docking record.

On the other hand, protocol is woefully underused as a way to differentiate the different societies and cultures in the bubble. Corporate states could levy (token) taxes on independent traders, police states would require flight plans and detailed cargo manifests to be filed on departure, and permit locked systems would allow anyone to enter but would fine and eventually attack those unable to present a permit. This would add texture and reward skillful play.
 
If you've flown DCS you might have noticed that some planes and loadouts simply can't do anti-radar missions. I guess equipping the ship in Elite for different jobs is OK. Having to jump through 150 materials, where to get them randomly then return to some dude to improve a heat exhaust pipe is way more complex and tiring than flying ships with different loadouts. In terms of UI I agree though. UI needs to develop along to allow easily accessible controls. What good is the best scanner if you have to press a pedal with your right toe, keep a button depressed with your left knee while having to operate the rows with your hands and arms and your nose having to flick a switch on every pull you take.
 
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