This is a review I recently wrote and its a shame, it had so much potential and still does.

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Exploration is basic. I don't care of players dedicated their time just to that. If people like it that so be it.

I know people who have one 15+ accounts all ranked to elite in exploring, in next to no time, because it is that easy.

And like I said, if exploring was that deep and well thought out.

Why are explorer class ships pointless?

Why do explorer class ships have no specialist equipment?

Why is there no real wear and tear mechanic to stimulate long term stresses?

Why can you go exploring in combat class ships?

Pooping on things people love? No, because not everyone loves it. There are hundreds of threads about how poor exploring was done. So?

Exploring really is very basic.

You are right though, combat it's self is not basic, but what I was referring to combat zones. There is no nuance to them, they are just basic and boring. Always in open space, never defending a facility, defending or attacking a convey, in an asteroid belt or anywhere else that is interesting.

Shall we look at pirating then.

Let me ask you these questions if you think pirating has depth.

Where are the secret pirates stations that only recognised pirates would know? With big better supplied stations revealed to the player the more you make a name of your self as a crim.

Where are the pirate engineers supplying unique equipment that only they can use? As why would a crime based engineer engineer the ships of bounty hunters?

Where are the proper smuggling mechanics? Other than just boosting through the letter box.

Amazing depth, amazing.

Why is it, that the ships are the ones that start to feel consequences of a player's action, rather than the player themselves?

The ships become "hot", restricting where they can go rather than the player becoming "hot". When the authorities and sales persons will ask, who is buying this murder machine for a billion credits and who do we pay the insurance too? Of course the police are going to know who is flying the ships.

To raise but a few simple questions. And it's not like these are difficult question, these are simple basic and common sense factors you should be

I think mining is the best feature in this game, it's actually really really good and well done. Problem is, as I explained before. You log back in a 1000ly years from nowhere and suddenly you got pirates spawning out of nowhere for no reason.

And it completely ruins the mining experience... Along with the ridiculous ease at which you make money, making money meaningless.

The lack of any content thought throughout the game, is as obvious as it is shocking.

You just post a wall of text, only to show your lack of interest/understanding in Exploration
but it's ok.

And no, explorers are not really interested in Elite exploration rank or having 15 accounts all with Elite rank in exploration 😂
 
They chucked in a lot of their own money on top of the 1.25 (+) to get it launched.

And they have spent a lot of millions on it afterwards, through horizons and odyssey.

The OP does not like the game, thats fair enough. Its pointless us trying to change his (or anyone elses normally) opinion. I like it, plenty do, through thousands of hours of play.
 
The OP does not like the game, thats fair enough. Its pointless us trying to change his (or anyone elses normally) opinion.
When I commented on disliking CP2077 intensely, I was offered steam charts comparing it to ED to prove I couldn't possibly think it dreadful by another forum member here :ROFLMAO:

If a game doesn't tick the right boxes, it doesn't.

Your observation is undeniably correct.
 
Combat
Um... are you for real, combat received the most love from FDev. Sure if you're flying any of the big 3, you basically point your ship at the target and overwhelm them with superior firepower. That's why I got bored and switched to flying med or small ships with fixed weapons in combat and the experience is much better.

And that's the problem, they spent too much focusing on combat.

But I love combat in the smaller ships, the eagles, mark three's etc.

One of the biggest mistake they did was when the python came out. It was an expensive repair bill if you went out in one of them. So they changed it and made it very cheap. Taking away consequence, cost and choice.

As before then,. We don't have ranks of shield generators, replenishing ever 5 seconds. We flew our little medium ships, actually dog fighting and making that choice to run away, as you couldn't recharge ya shield.

It was great fun, short fun battles that you came back for more. Then the shield recharges came out, loads and loads of them and the big ships and combat became along and boring chore devoid of fun.

It also made traders defending themselves much harder, as you would need to take down a 1000 shields before the pirates took damage, therefore cost to repair. Where as before with a single shield, turreted weapons had a chance of taking down the shields, doing damage and cause the pirate to think. Is this worth it? Am I going to get enough goods to cover the cost of damage received. There were choices the player had to make.

Then FDev made it super safe and cheap to pirate in the biggest ships in the game with zero consequence.

P.S. I think mining is the best too, great fun, but spoiled by randomly spawning pirates when your really are in the middle of no where. Like, light years away from the bubble and yet they find you 100% of the time. Awful mechanic.
 
That's true, but equally there's a reason that NMS and X4 didn't "kill Elite" (or even cause a noticeable change in player numbers) as they were vocally predicted to on this forum pre-launch, and why none of the other games released since have even been suggested that they will.

I'd say Elite Dangerous has three and a half key features which it's entirely possible for another game to have, but none actually do right now.
  • Extremely large but not entirely homogenous play area. You can explore it without ever running out of new places to visit that not only you but no other player either has seen before, but where you are does also matter somewhat.
  • Dynamic environment (approximately the BGS in the case of Elite Dangerous but there are plenty of other ways to do it) - your actions can make both temporary and persistent changes to the game environment with more or less consequence.
  • First-person realtime flying of spaceships
  • [and a half] All the above while having persistent multiplayer
There are lots of games which do any one of those points way better than Elite Dangerous does. There are a very small number of games which do more than that (generally the ones people think are ED's "competitors").

There are no other games attempting to do all three, and no rumours of any either ... yet. It's certainly not impossible for there to be a game which does all of those things and is better than Elite Dangerous - but it might be quite a while before one shows up.
Thumbs up for your attempt on making it a bit more objective.

However, even with that we have a problematic situation. Clearly you don't see NMS fitting into it. But why? Is the extremly large area in NMS too homogenous in your opinion? Is the environment not dynamic enough? Is the first-person realtime flying "wrong"?

This is what I meant with my statement. IMHO NMS totally fits your points up there. It has an extremely large area to explore, which is not homogenous. It has a dynamic environment, where your actions can make both temporary (creating bases) and persistent changes (naming planets and creatures). The flying part is there, and it has multiplayer.
Granted, it does all these things differently to Elite, but that was what I said.
 
And no, explorers are not really interested in Elite exploration rank or having 15 accounts all with Elite rank in exploration 😂
Really? You think I am joking? Go ask the Hutton Truckers about that. They may point you to a few.

Hence, it's very simple, very basic, no real challenge other than fighting bordem.

Rinse and repeat, no skill involved elite ranking.
 
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One of the most disappointing games ever
Which game have you been playing?

let's have a look at exploring. Currently, exploring is nothing more than jump, scope and honk, rinse and repeat. Yeah, you can fire off explorer limpets to do some basic scanning, but it needs more than that.

Thats not exploring, exploring is well, wait for it ........ exploring.
Scanning systems, looking at amazing planets and anomalies, there's always something new to find.
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See really boring
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Still boring
Mining - Basic
Best mining experience of any space game, so much to mine, so many ship builds, different types of mining, how is this basic?
Come on how peaceful is this without having to worry that your cargo will self destruct?
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2) Explorer ships should have specialist equipment that they can install, that no other class of ship can and if they can, basic at best. Just like the liner class of ships should only be able to carry passengers in cabins in half decent to luxury quality cabins, as that is what they are designed to do. Same for explorer class ships, they should have equipment, scanners, limpets, drones, engineers that only explorer class ships have access to.
There are explorer ships that do things better than others, but why cant i take a non explorer out into the Black?
This game gives you the freedom to do whatever you want, why restrict that?

Put mechanics in place that only big team efforts can go far into deep space.
Makes no sense whatsoever, what in deep space stops me from going anywhere solo that a massive team in a huge ship could do?
Admittedly there are a few places that an FC can get to that normal ships cant but this is a jump range issue not how many folks i have shoveling in the coal.
focusing more on PVP rather than depth of mechanics in game
Wheres the PvP? CQC is a joke and pvp in Open (other than gankers) is pretty much non-existent and i really think Fdev have done nowt to improve it.
Where have they focused on this??
And that is the saddest thing of all, the complete and utter failure to reach it's full potential
In your opinion, in mine this game is a masterpiece, ive been here two years in December and already clocked up over 4500 hours.
My list of things to do in game would keep me here for another two years even if further content wasn't added.

Elite dangerous is no different from Star Citizen
Now your really having a giraffe, ED can never be compared to that complete failure.

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O7
 
But nope, FDev went with the basic of basic in every player activity, focusing more on PVP rather than depth of mechanics in game, being too scared of adding real consequences to players actions and thus ruined the chance of Elite Dangerous becoming one of the most iconic and greatest games ever made.
Indeed Fdev (and some) players do not want any meaningful consequences in this game, that is why any consequences have been reduced again and again. At best the applied fail state is a waste of player time or at worst a prevention of players from playing together.
I disagreed on the PvP part, although I am not what you'd call a PvP player, because the notion you'd get from reading comments is Engineering is (still) negatively effecting loadouts, flight mechanics ("perma-boost") and TTK discrepancy. Also premium ammo seems to be a huge wrench in the gears in that regard (there has been an big thread on that topic on this forum with reasonable suggestions). But the elephant in the room is, there is no framework, apart from maybe PP, that supports PvP. ED just allows it to happen. Yes, there is the bounty system, but it is horribly balanced in the scope of the money system in ED.

My take on some of your points.

Trading
Trading is only basic if you use 3rd party tools to look for the most profitable trade loops. I've read some posts from traders who don't use tools like inara or eddb and instead do their own groundwork by visiting various systems and taking note of their economy & state before doing their trade runs. To these hardboiled traders, using 3rd party tools to generate trade loops with a few mouse clicks is an "I win" button and takes away all challenge and after really thinking about it, I agree with them.

Mining
Yea, laser mining is kinda basic but before the actual mining starts, you still have to fly around to search for lucrative pristine rings with the correct hotspots. Again without relying on 3rd party tools, find your own mining spot is an endeavor itself. Building a mining ship also can be more complicated than you think. Do you sacrifice cargo space for more limpets controllers for faster collection? Do you want to add guns to defend against pirates? Downsizing your shields for more cargo?
Both your arguments rely on the player "looking for things" and "manually managing a list of information" as core of those game loops, which is pretty absurd, that the game does not support the player enough in this regard and especially, since DB explicitly did not want ED to be a game about spreadsheets. But seeing the number of instances, where the game overloads the player so many different items to keep track of, it can be perceived as either sheer incompetence or a straight up lie (unfortunately).

Combat
Um... are you for real, combat received the most love from FDev. Sure if you're flying any of the big 3, you basically point your ship at the target and overwhelm them with superior firepower. That's why I got bored and switched to flying med or small ships with fixed weapons in combat and the experience is much better.
You are right on both accounts, but additonally compared to, for example, The Division EDs combat scenarios are still extremely basic, from the mechanics to the backstory to the variety and the multiplayer aspect. And on-top of all that, there is the time it took Fdev to implement any changes (I would not call them improvements all in all).
 
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This is what I meant with my statement. IMHO NMS totally fits your points up there. It has an extremely large area to explore, which is not homogenous. It has a dynamic environment, where your actions can make both temporary (creating bases) and persistent changes (naming planets and creatures). The flying part is there, and it has multiplayer.
Granted, it does all these things differently to Elite, but that was what I said.
It's tough to be precise about what I mean by "Elite-like" and still get it into a readable forum post, certainly, and I'm not sure I'd do better with more words.

Best I can do is to say that all three points have to be fundamental to the level that if you took any of them out you'd clearly have a different game (or possibly no game at all), which I don't feel is true of NMS which goes very strongly on the first point to the extent that the other two could be removed.

(Or put another way: the X series requires the second and third points and ignores the first; you could mod two million more systems onto one of them and then it would technically do all three, but there'd be a lot more to it than just adding that extra space for it to actually become Elite-like)
 
Best I can do is to say that all three points have to be fundamental to the level that if you took any of them out you'd clearly have a different game (or possibly no game at all), which I don't feel is true of NMS which goes very strongly on the first point to the extent that the other two could be removed.
I see what you mean. However, I think e.g. BGS could be removed from Elite and most players wouldn't even see a difference.
OTOH, if you remove name tagging or flying from NMS, it would be a different game altogether.

Still I think your list there is really a good check-up to see if something comes close enough to Elite for comparison. Let's call it the Doncaster classification. :p
 
I was a pre-backer, I got the game a few months before it's release.

I watched all the video's of David, telling us how he would like the game to be. How consequence of choice will actually mean something, all the exploring. etc etc. Then we ended up with King Admirals, as being a part of factions that hate each other means nothing. Not a thing. One of the biggest driving factors in the Elite universe, the animosity between the Federation and the Imperials, means the square root of naff all... Oh, can you join the alliance yet?

And how they said the game is like a room that needed the furniture to be over time to add the depth the game required, but all they did was add new doors to the same room and forgot about adding the furniture.

So I have been playing for a very long time and saw all the addons, chatted with my friends at the time how powerplay was going to be and how it ultimately ended up being a very poor bolt on that never quite fit. A bolt on where you could join one faction one day, then two days later join another with no consequences of switching sides, yet still got to keep the goodies you were given. As such, everyone just joining all factions one by one to get the special weapons for PVP. It was a mess and an utter waste of development time.

Then when they released CQC, which was great fun, but they never allowed players to make lobbies so friends could go up against each other. Or even better yet organise cups, leagues and competitions. I mean, how could you do anything like this if you're not able to make lobbies and organise these things as all FDev did was come up with a very clever matching system that was utterly useless because;

1) Took a 30 mins or more to match teams up
2) Was completely random, so you couldn't organise meet-ups for leagues, cups and comps.

What a waste of time and effort, not to mention the utter ignorance of FDev to think that CQC didn't need a lobby to organise matches. Absolutely insane.

You have people in this thread laughing thinking they are so cleaver. But what have they added to exploration in what? Almost 8/9 years now? Mechanic wise other than launching limpets in order to scan planets and objects of interest? A tiny % of fraction of depth added the core mechanic, before moving off to another planet etc in the system and doing the same. That's it. After 8 years of development it's still basically jump, scope and honk, jump scope and honk, rinse and repeat.

The only thing that has been improved is mining, but still, when you are a 1000 ly away from the bubble, and you log in, some pirates appear out of nowhere and because your set up for mining, you get destroyed. What are the chances of being found in a system 1000ly from the bubble in a billion billion square miles of gas giant's ring and they find you. Utterly poor game mechanic, that hasn't changed in 8 years.

What about trading, what has changed in 8 years of development... Oh, just missions moving x amount of goods just a couple of jumps away that may involve getting repeatedly pulled out of super cruise time and time again, because you're in a T-9 and expected to defeat a FDL that has been engineered to hell. And if you run away, he repeatedly pulls you out of super cruise time and time and time again. And that is all they have added in 8 years to trading, is just annoyance.

The same with crime, pirating, joining a faction. It's all the same, the same old undeveloped career paths that just don't mean anything.

And the truth is, it is still there to be taken. Grabbed by the horns and made how the it should have been made in the first place.

I will probably disappear again at some point, try again in a couple of years and will still continue to argue for the game to have real consequences to the choices you make, like if you wonna join the Federation, the imperal's ain't gonna like you much and their engineers are gonna tell you to sod off. A game with proper piracy, smuggling, exploring, trading, bounty hunting and war mechanics that players can get the teeth in to, so you can feel the lore upon the choices you make and depth and meaning to trail you are blazing for yourself, because the game deserve it and the players deserve it too.
What I take from this post is that you're bored of the game. Which is fine.
 
You know what im prolly being tad mean to SC, its actually closer to being a survival "(game)"

Survive getting out of bed
Survive getting across the concourses
Survive getting to the tram
Survive the tram
Survive getting into the cockpit without using killer ramps
Survive taking off
Survive your mining materials not blowing up
Survive your cargo not falling into space
Survive your mates not dong unscheduled space walks
Survive the annual server wipes

So yeah it may just make it as a game yet

O7
 
Thumbs up for your attempt on making it a bit more objective.

However, even with that we have a problematic situation. Clearly you don't see NMS fitting into it. But why? Is the extremly large area in NMS too homogenous in your opinion? Is the environment not dynamic enough? Is the first-person realtime flying "wrong"?

This is what I meant with my statement. IMHO NMS totally fits your points up there. It has an extremely large area to explore, which is not homogenous. It has a dynamic environment, where your actions can make both temporary (creating bases) and persistent changes (naming planets and creatures). The flying part is there, and it has multiplayer.
Granted, it does all these things differently to Elite, but that was what I said.
I can see where @Ian Doncaster is coming from. From my perspective, NMS is no match for Elite if you love what Elite offers, and it is probably the same the other way around. I just recently (after the 4.0 update) played through the NMS main story (about 50 to 60 hours or so, so not just "dabbgling" or trying it out), and for me, it pales in comparison to Elite in what counts (again, for me) - flying is poor and arcady, ship outfitting lacks the systems Elite offers, buying ships and outfitting them is a pain. Almost all planets are filled to the brim with lifeforms (space *should * be lonely for me), and after having seen about a dozen planets I felt I had seen them all, I was rarely surprised (Edit: To be fair, neither do Elite's planets surprise me anymore; but the "variety" is what you would expect in "real" space). I don't care for base building, I hated the bubblegummy aesthetics, it has no real orbital mechanics... in short: It isn't even remotely rooted in realism. And that's okay. It's not really for me. Elite ticks my boxes, NMS didn't.

People who love NMS will say the same about Elite. So I would say it is a fair asessment that they don't really target the same crowd if you look beyond the superficial "space game" label and thus NMS wasn't the Elite killer it was made to be. The three and a half points Ian listed are where Elite is really strong and NMS is really weak from a certain perspective (the one I prefer). NMS offers very good gameplay for people who love minecraft in space, and I guess Elite would be very poor for those.

Apples and Oranges. They are different games, so naturally one will never replace the other. And that's fine.
(Edited for spelling and sense)
 
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