Dear Frontier,
Please look at the comments below this article and read between the lines:
https://www.rockpapershotgun.com/2016/10/25/elite-dangerous-guardians-update/
Some quotes:
Now these people all have various ideas of what's missing, but don't be blinded by that. Have game designers sit down for a week and think about mechanics that would produce adventure, to make every player actually blaze their own trail. Don't be fooled by player groups getting together and making great things. If your game is only enticing to those willing to organize around it, you have given up to the meta-game (the game outside of the game). Then you have become like EVE.
My thoughts where you should head:
1) Take your procedural generation and point it at the living world. You know that procgen is more than rolling dice. It's rolling dice in such a way that the result looks believable, natural, grown. Point that at factions, at missions, at contacts, at galnet. Give those things interconnections of depth. Enable true exploration and discovery there - in that part of the game where you actually do something.
2) Figure out crime and punishment! Do not be afraid to change everything until pointless ganking stops. One quick question: You have a system security indicator now; does it show Lave in red?
Please look at the comments below this article and read between the lines:
https://www.rockpapershotgun.com/2016/10/25/elite-dangerous-guardians-update/
Some quotes:
"I am interested but, at the same time, wondering if there is any longterm goal to play besides grinding your ship collection."
"To me, its cookie clicker; space edition."
"It’s not enough. It’s not worth it anymore to me. I want more. ... Elite is grindy solo game where you do one of like 4 or 5 possible tasks for credits."
"I did make up my own adventures ever since i began playing ... but the game isn’t even trying to meet me halfway."
Now these people all have various ideas of what's missing, but don't be blinded by that. Have game designers sit down for a week and think about mechanics that would produce adventure, to make every player actually blaze their own trail. Don't be fooled by player groups getting together and making great things. If your game is only enticing to those willing to organize around it, you have given up to the meta-game (the game outside of the game). Then you have become like EVE.
My thoughts where you should head:
1) Take your procedural generation and point it at the living world. You know that procgen is more than rolling dice. It's rolling dice in such a way that the result looks believable, natural, grown. Point that at factions, at missions, at contacts, at galnet. Give those things interconnections of depth. Enable true exploration and discovery there - in that part of the game where you actually do something.
2) Figure out crime and punishment! Do not be afraid to change everything until pointless ganking stops. One quick question: You have a system security indicator now; does it show Lave in red?
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