This game is slowly being ruined :(

ShadowGar

Banned
My point is the game needs to cater for all skill levels. At the moment if a few people complain then thing's get made easier leaving the rest of us who didn't have a problem being short changed.

You can't please everyone and if you attempt to, you only make it harder on yourself. Braben said he is making a game he wants to make. I don't ever remember him saying it was a game that we wanted.

So all of these posts discussing what we want would be irrelevant if what he said is adhered to.
 
The lack of challenge is yet another lack of depth issue.

Every mechanic and piece of content in the game is so non-scalable and simple that there isn't enough challenge and things to do after a while of playing.

The framework, flying mechanics, etc. are awesome and take a while to learn (which is where the early difficulty spike comes from) but after that the learning curve and difficulty flatline (and in some cases go down again). This is the point where you've learnt the mechanics of the game and are now relying on the actual game and its content to keep you playing. And since that part of ED is really simple and non scalable as far as difficulty goes, people get bored and think everything is too easy.

There's no point in making every simple mechanic harder, that'll just annoy players who are newcomers. What veteran players need is content that they can keep learning and being challenged by. Right now there isn't any. Hell there isn't even any reason to own a higher end ship outside of trading purposes.
 
How about a system that helps new players without changing things for the more advanced players, I'm looking specifically at insurance and a possible change to something more like how taxes are calculated;

1) First 250,000 value is totally covered by insurance
2) 250,000...500,000 insured at 50% cost
3) 500,000+ insured as usual

This would allow those players in the smaller, non-upgraded ships to take a few more risks or have a few accidents with their first ship upgrade without losing their progress but would have little impact on those flying anything worth in the millions of credits.
 
Look i understand you need to attract new players and not make it so difficult that they give up in frustration but conversely you need to give experienced players something.

Bounty hunting has been dumbed down. Systems are so safe it's boring and no doubt with all the whining about losing everthing because people can't be bothered to make sure they have enough for insurance, we'll end up seeing more safety nets thrown in.

By all means help new players but please give the rest of us something to get our teeth into, because sadly with the direction this is heading my enthusiasm and interest is waivering.

Tl:dr - stop dumbing the game down for all of us.
So you're saying the absence of AI and general gameplay is because they wanted to make the game easier for new players?
.
Uhm, no.
.
I'd say they rushed the release and tons of features just aren't in yet. Like the teaser where you get a distress call in space trying to defend a cap ship. We have to wait a bit more for some real content to come. And hopefully some AI that will make it harder to just sit there and smash ships like little bugs.
 
The great thing about the potential of this game is is CAN please the too easy and the too hard camps of people.
It just needs a spectrum of difficulty ranging from the safe, say corporate state systems, to the suicidally dangerous don't go there and expect to live systems, say certain anarchies. A bit like the original.
At the moment the spectrum ranges from totally safe systems to almost totally safe systems, and even if you do die - no spinning tombstone like the old days, just keep all your money and rep and rank, lose a bit of insurance and your cargo, carry on as before.
The game is big enough to include some very dangerous areas but there simply are none.
 
That's not the point. My point is the game needs to cater for all skill levels. At the moment if a few people complain then thing's get made easier leaving the rest of us who didn't have a problem being short changed.

I agree, the NPC difficulty and payout should scale depending a bit on where you are. Safe core systems should be easier, when you start going out to the frontier worlds risk but also reward should be higher.
 
The lack of challenge is yet another lack of depth issue.

Every mechanic and piece of content in the game is so non-scalable and simple that there isn't enough challenge and things to do after a while of playing.

The framework, flying mechanics, etc. are awesome and take a while to learn (which is where the early difficulty spike comes from) but after that the learning curve and difficulty flatline (and in some cases go down again). This is the point where you've learnt the mechanics of the game and are now relying on the actual game and its content to keep you playing. And since that part of ED is really simple and non scalable as far as difficulty goes, people get bored and think everything is too easy.

There's no point in making every simple mechanic harder, that'll just annoy players who are newcomers. What veteran players need is content that they can keep learning and being challenged by. Right now there isn't any. Hell there isn't even any reason to own a higher end ship outside of trading purposes.

oh yes +1

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The great thing about the potential of this game is is CAN please the too easy and the too hard camps of people.
It just needs a spectrum of difficulty ranging from the safe, say corporate state systems, to the suicidally dangerous don't go there and expect to live systems, say certain anarchies. A bit like the original.
At the moment the spectrum ranges from totally safe systems to almost totally safe systems, and even if you do die - no spinning tombstone like the old days, just keep all your money and rep and rank, lose a bit of insurance and your cargo, carry on as before.
The game is big enough to include some very dangerous areas but there simply are none.

and yes +1
 
The only times I have felt a sense of danger in this game can all be contrinuted to my own ineptitude (like forgetting to ask for a docking permission).

I really hope we get interdicted by Elite Anacondas equipped with top notch FSD interdictors and accompanied by a couple of Vipers and Cobras at some point. Maybe grouping up in wings would make some sense then.
 

Snakebite

Banned
that wasn't a release version, release was on the 16th of December and until then it was a public beta.

i know what you are saying but think of it this way, once the new players get out and about and start to get large bounties on them how much fun is it going to be for us players who are used to the more hardcore play styles to collect said bounty?

It won't happen, they will just clear the bounty at each station, it's a failed game mechanic but you are not going to see many people flying around with a price on their heads
Bounty hunting is completely nerfed....as is piracy.....

as a bonus if you kill the right cmdr you get two lots of entertainment, one watching them go KaBooooooom in game and another watching them go kaboooom on the forums complaining about their death :cool: [insert evil laugh here][/QUOTE]
 
The lack of challenge is yet another lack of depth issue.

Every mechanic and piece of content in the game is so non-scalable and simple that there isn't enough challenge and things to do after a while of playing.

The framework, flying mechanics, etc. are awesome and take a while to learn (which is where the early difficulty spike comes from) but after that the learning curve and difficulty flatline (and in some cases go down again). This is the point where you've learnt the mechanics of the game and are now relying on the actual game and its content to keep you playing. And since that part of ED is really simple and non scalable as far as difficulty goes, people get bored and think everything is too easy.

There's no point in making every simple mechanic harder, that'll just annoy players who are newcomers. What veteran players need is content that they can keep learning and being challenged by. Right now there isn't any. Hell there isn't even any reason to own a higher end ship outside of trading purposes.

The great thing about the potential of this game is is CAN please the too easy and the too hard camps of people.
It just needs a spectrum of difficulty ranging from the safe, say corporate state systems, to the suicidally dangerous don't go there and expect to live systems, say certain anarchies. A bit like the original.
At the moment the spectrum ranges from totally safe systems to almost totally safe systems, and even if you do die - no spinning tombstone like the old days, just keep all your money and rep and rank, lose a bit of insurance and your cargo, carry on as before.
The game is big enough to include some very dangerous areas but there simply are none.

These are thoughts I am happy to consider.
I remember in the old Elite it was a true achievement to get to land in an anarchy system. Just to get closer to the planet meant a lot of challenging fights and runs - hardly achievable for commanders with stock pulse lasers and no shield/enegry boosts.
So I agree that scaling could make the galaxy more detailed and more challenging for those seeking for more. While as ED is a sandbox it's still an option to take on or not: traders could still find their routes around with maybe more fun included plannig their routes carefully and bounty hunters may have a chance to find their nest of income on a more straightforward way.

I would love to see a more relevant scaling in ED for sure. That would motivate me to do other roles too.
 
The great thing about the potential of this game is is CAN please the too easy and the too hard camps of people.
It just needs a spectrum of difficulty ranging from the safe, say corporate state systems, to the suicidally dangerous don't go there and expect to live systems, say certain anarchies. A bit like the original.
At the moment the spectrum ranges from totally safe systems to almost totally safe systems, and even if you do die - no spinning tombstone like the old days, just keep all your money and rep and rank, lose a bit of insurance and your cargo, carry on as before.
The game is big enough to include some very dangerous areas but there simply are none.

I actually agree with this.

It's not just systems, either; more dangerous scenarios and ai spawn groups would be welcome.

Particularly once wings are released.
 
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