I want a living breathing universe, one with emergent stories born out of complex systems interacting with one another, not stories that exist because a game master wrote them for me.
That's the problem, mate!
The universe in ED is not living nor breathing, and its systems are nothing more than primitive disjointed activities.
Hence the need for hand-crafted quests and chained missions.
That's the problem, mate!
The universe in ED is not living nor breathing, and its systems are nothing more than primitive disjointed activities.
Hence the need for hand-crafted quests and chained missions.
I play a lot of games and I've never seen any game offer GOOD emergent dynamic procedural quests. If the game mechanics were good you'd have 'personal narrative' emerge naturally. A good example of this would be mount&blade warband. Where every single game offers a ton of unique and fun situations. This is made possible by the fact that the game has good mechanics that work together and complement eachother.
I play a lot of games and I've never seen any game offer GOOD emergent dynamic procedural quests. If the game mechanics were good you'd have 'personal narrative' emerge naturally. A good example of this would be mount&blade warband. Where every single game offers a ton of unique and fun situations. This is made possible by the fact that the game has good mechanics that work together and complement eachother.
From what I understand, the Commanders Log &-I suspect-the Codex, should have all the information needed for the game to better "tailor" missions (&, more importantly, mission chains) to the players own experiences. Beyond that, & significantly improving the complexity of missions-& how they chain together, I don't feel you'd get enough "bang for your buck" from hand-crafting "Quest Missions".
Agree completely.
They don't even need a big "story" behind them, and not looking for hand crafted 'one-offs' either.
But they definitely need a way to inject some custom, multi-stage/branching mission sets into the procedural mission system.
I don't play this game for it's story line, I just like flying the ships & missions are something to do that involves flying the spaceship I'm in.
Why do you play this game instead of one that provides the type of engaging content you are looking for? Note that I'm not saying 'go play another game', I'm hoping to get you to think about what it is you like about this game, and whether those other games lack that. No game is all things to all people, this one is pretty good at storylines, just maybe not the storylines you are interested in.
I suppose they do to a degree, but the current implementation of them is extremely shallow.The mechanics to do this already exists. I gave some really good detailed examples a while ago. Using “wrinkles” (those mid-mission pop ups everybody seems to ignore) and mission chains, we could have some great full-season long “quest” missions you could stop doing at each chain link if you wanted and comeback to later.
Well, tbh I don't really play elite anymore. I unplugged my Hotas some 4 months ago and tried to forget about elite. What still lingers though is the promise of what Elite COULD be. The game promised in the kickstarter campaign is the game I would like to play and with every update I keep hoping that its promise will be delivered (in some small part). Bottom line is that I still care for the potential game that's hiding somewhere in the current game and keep hoping for that butterfly to pop its cocoon.
Well, tbh I don't really play elite anymore. I unplugged my Hotas some 4 months ago and tried to forget about elite. What still lingers though is the promise of what Elite COULD be. The game promised in the kickstarter campaign is the game I would like to play and with every update I keep hoping that its promise will be delivered (in some small part). Bottom line is that I still care for the potential game that's hiding somewhere in the current game and keep hoping for that butterfly to pop its cocoon.