We have to talk about ED - why it is

Disclaimer: I wanted to avoid to do this post. I started it and closed tab with new post during this week a lot more than usual. I am already touted as fanboy by everyone and I frankly could care less than just add to the noise. So if you have nothing else to say except than usual something about my blindness, don't bother. If you want and can counter argue to my points - fire away. You and I don't have to agree, but I certainly enjoy reading well written arguments.Yes, it's a bit of rant, and heavily subjective of that one, this is my opinion and mine only. Said that, there's some facts you can look up if you care, especially about general direction of ED gameplay design.

I think we have reached the point where not only I have to, but I feel forced to talk about ED. Not only about current perception of ED, but also about ED as game with defined game design. Despite developers being open about fundamental design ideas behind the game for more than year now, there's lot of misunderstanding floating around, which has caused lot of toxicity in not very big, but very vocal part of community.

Why it is important to discuss it now? ED update 1.3 is massive. No doubts about that. You can clearly see FD has been working for some quite time on feature sets, improvements, etc. etc. However one thing 1.3 clearly tries to do finally is introduce consequences in ED - for long time project supporter like me fixing of ramming, bounty changes, etc. are way more important than Powerplay mechanism itself. I am mostly interested in these few small and medium tweaks and additions which has caused a bit of fraction with few members of society. These changes like bounty changes and legacy fine introduction, decrease cost of modules when re-selling them after traveling to other market - all of them aim at introducing much more refained and more substantial consequences. Yes, I am skipping CG and PPs as topics regarding this discussion, as for me they are bit of meta game addition (not my thing, although I like inception which both concepts offer) and it will take some time for them to feel fitting in for me. In fact, I think PP and CG discussions in overall have been more fruitful and there's lot of improvements to be had, as usual. Just Friday FD already changed new bounty system quite considerably, allowing it to scale, which felt very natural extension to overall design (7 days for bad aim felt too much for me too). I think that's what lacking in many these conversations - there's lot of assumptions thrown around FD don't care or don't know how to design game, they don't listen, etc. I think it is very important to point out that FD listens a lot and if they feel convinced and find a way how to merge ideas from community in their design - they certainly will do that sooner or later. However, there's one very important point to make - it's still their game and their design. They won't yield if your goal is change their design considerably.

And here comes the controversy I think is not discussed or touched upon for various reasons here on forums - mostly because it at this point it represents certain demographic which causes one part of argument to be echoed despite it's not representing full picture. About 1 year ago, to be precise, just before first Premium Beta 1 release, I wrote quite lengthy thread about how ED will be grindy for many people and in the perception of players in overall. Elite and it's games has always had strong basis in simulator category, while still not being fully pledged one (as Orbiter or Kerbal Space Program) All Elite games have merged pseudo and semi randomness of PG with authored and handcrafted content to create galaxy. However, gameplay mechanics have stayed more on 'sim' part of this hybrid. ED continues and expands on this tradition. Many players are aware of that and also expect ED to follow suit. Many players, however, come from different background and they expect something else.

"Elite: Dangerous" in many aspects is basically space sci-fi simulator (also dubbed 'Hans Solo simulator' by few). It takes a fantasy setting and "simulates" according to gameplay design and ideas of FD and early backer community. It isn't so control heavy as Orbiter or follow real life orbital physics, but it stands somewhere between space sim and space games. It mixes AI and player elements to create dynamic world. It's certainly not nowhere close to perfect - lot of things still happening just in background but not visible to players, not enough of data which changes are visible in game - but it's clearly getting there and moving in certain direction.

This boils down that ED as a game tries to "simulate" many aspects of imagined space flight, in the galaxy around the ship and human society around you as pilot. How successful and how complete this "simulation" is open to discussion - and might be source of regular "shallow/inch deep" debate people engange regularly on these forums. It is also clear that FD haven't implemented everything they would like to so there's lot of stuff waits to be implemented, which will change perception of any of these "sim" levels considerably. Still, intention according to developers has always been "space sim game". And there comes a problem.

Most modern games, open world or not, are built towards very directed experience, and have very strong defined borders of achievements and success. Games are measured in hours of 'accessing content' or 'beating the game'. Games without defined ending also usually have gameplay tailored to "min expenses/max income", allowing to 'game' system in certain ways and thus reward player who does so. When people argue ED lacking depth it's worth to remember what's their perspective are - they are looking for very detailed personalized experience they recognize. They are not interested how this experience is built, they are interested on cathartic deliverance, be it 'fake' or 'simulated'.

There's nothing wrong with that. There's billions industry build around these concepts and they have proven to be safe investment and working. However, ED tries to do something very different (you can call it old school if you like). And therefore comes the clash of concepts and understanding - people trying to "complete" or to "beat" ED find it super grindy and lack of any substance they could resonate against. And I can't avoid fact that ED is still growing as a game - for some it's good enough reason, for some it's justification never should have released this soon. In nutshell, this concentration on 'beating' the game has also caused biggest friction about 1.3 update, because people suddenly realize they can't really complete game.

TLDR ED is very simulatory at it's core, and it's fundamental systems still expand to deliver satisfactory gameplay. However, it's not built to be beatable at any costs, and forcing you to play it at any costs will leave you disappointed at best. If you don't find enjoyment in journey ED offers, I am not sure it will ever improve for you. If you however let it flow trough you and don't benchplay ED, it's amazing experience, in my opinion.
 
And therefore comes the clash of concepts and understanding - people trying to "complete" or to "beat" ED find it super grindy and lack of any substance they could resonate against.

Well said. Totally agreed. As we're still discussing Elite: Dangerous 1.2 in this particular area of the forum, you're totally correct.

Come 1.3 however, and this is turned on its head. Grind is introduced, in a major way, and as a major component of the game. The feel of the whole game is shifted from "blaze your own trail" to "many prescribed paths". The 1.3 technical improvements, audio/visual enhancements, new ships and improved AI are so fantasic I'm hard pressed to give those elements less than 10/10. But this new feature that we thought would add a whole immersive new element to the game has done anything but. As an isolated game mode it's ok, perhaps as a mobile game or something. As a part of this game it simply doesn't work.

Despite developers being open about fundamental design ideas behind the game for more than year now, there's lot of misunderstanding floating around, which has caused lot of toxicity in not very big, but very vocal part of community.

There are a few "toxic" posts in the beta testing forum, but not much. It's almost all constructive feedback. Yes, it's overwhelmingly negative about Powerplay. Yes, I know as a loyal fan of FDev that hurts (I say that in earnest, meaning no offense). Yes, I feel pretty crappy about being one of those vocal toxins. But that is what beta is for Pecisk.
[video=youtube;8ccxS1k0mFY]https://www.youtube.com/watch?v=8ccxS1k0mFY[/video]
 
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There are a few "toxic" posts in the beta testing forum, but not much. It's almost all constructive feedback. Yes, it's overwhelmingly negative about Powerplay. Yes, I know as a loyal fan of FDev that hurts (I say that in earnest, meaning no offense). Yes, I feel pretty crappy about being one of those vocal toxins. But that is what beta is for Pecisk.
I had zero interest in powerplay when it was announced, so have not bothered to launch the beta, though it sounds like there are lots of other nice bits and pieces, which is welcome. The biggest problem I have with powerplay is that they kept it close to their chests until they released it, and thus missed out on the opportunity to get constructive criticism earlier in its development. At best, they have to throw stuff away that they thought was 'working', and rewrite. At worst they will dump something on us that has generated so much negative feedback. Or somewhere in between. Pensioning off the DDF was a dumb thing to do.
 
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Brilliantly argued.

However, we must remember that we already opened the flood gate to various people with diverse expectations of the game. Their need to "complete the game" is valid, but very much hindered by the "simulation-based" nature of ED (which I love ED for). Thus they make their complaints, and quite a lot of them. They did pay for the game, after all. Just because I did not like the apple I purchased that I took a bite of, despite that I probably cannot get my money back for it, I will complain about it.

To put things in perspectives:


Ex 1. Incoming mining drones and changes to mining everyone, aren't you excited?!

Player A:

Omg, thank you FD, now I can watch the pretty drones pick up all the fragments for me, I feel much more immersed in the universe!

Player B:

Seriously FD? Mining still doesn't make more than trading after all the hours I spend staring at my Refinery Bin, why did you change it at all? Stop wasting your time developing things that don't earn my Credits faster!

Ex 2. Incoming Diamondback Scout and Imperial Courier, aren't you excited?!

Player A:

Omg, thank you FD, now I can fly around in two more ships and admire their beauty in debug camera mode!

Player B:

Seriously FD? Diamondback's stupid jump range is 1 Ly less than an equally exploration outfitted Cobra, and slower in normal flight?! So little compartment space and terrible shield! The Courier? Oh god that awful thing, three medium hardpoints? If I wanted to play with BB guns I do it in real life! That heat build up is terrible! The speed isn't even faster than the Diamondback?! Courier's suppose to fast! That terrible jump range and mediocre maneuverability? I'm better off in a vulture!

FD stop making useless stuff, no one's gonna fly them, I want my min-max, not this watery filler!



We can keep telling them to try and understand how this game was built more "old school", thus the "completing the game" should be more like "meeting a goal that I set for myself".

If we tell that to them... it's like telling the triple A gaming industry/company to not mistaken creative idea in their head as cancerous tumor and shoot itself.

So I say we tolerate them (also, that the wall of text is most likely going to discourage the type of people you are trying to deliver the message to to read it. #noattentionspan).

Again, excellent post, rep is yours.
 
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To the OP, it's obvious you spent a lot of time writing your post and while I may agree with some aspects of it, I have to wonder why you have blatantly disregarded one of the biggest complaints about ED. It completely lacks depth.

The mining, mission, exploration systems etc are all simplified and boring to a lot of people. And there is no sense of this universe being alive, whether it's a "sandbox" or not.

The end result of all this alleged "grinding" is simply to attain ships that are better at more grinding. There is no other point or purpose. This is what you discover when you pull back the curtain of all the fancy effects. There are simply no other tools to immerse yourself in this experience. Furthermore, I would say the folks who argue against this criticism can quite easily be put into the "easily entertained" category.
 
Pecisk, as usual I love your posts. I agree and understand that even having played the previous iterations of this game; I really have only an idea of DB's plans for this multiplayer version.

I really believe DBOEB has our (collective) best interests at heart, and furthermore that Michael Brookes is in sync with these interests. I'm always trying not to be impatient and or judgmental with any perceived (game direction) doubts; assuming at times I'm not seeing the bigger picture.

I very much enjoy the game as is and am sure I'll continue to. This 'background simulation' has come to be much more important than in any single player iterations; and I concede, ('Eve' type play not withstanding), it has to be in a multiplayer space. Powerplay is not my part of the game, but may when the problems are worked out make the game for all of us more full and immersive. Not something I expected, but should have seen. I guess I'm still growing up.

Again excellent thread, thank you.
 
There is another thread on here which someone posted all of the plans FD had for the individual professions of the game. When you read that you know EXACTLY why you wanted to buy this game. Unfortunately we got only the tiniest of portions of that plan. THAT is what causes the so-called toxic responses to the game. All of those things from exploring to mining were so much more fleshed out than the skeleton versions we have. I'm an old school gamer you talk of. I'm 51 years old. I don't need or want my hand held, nor do I want instant gratification. What I want is the game as it was described and not what I have. What I have is a mess of a game that can't figure out what it wants to be! MMO, not really, simulation....sorry no at least not by flight sim standards. Combat is simplistic, flight is simplistic, landing is simplistic. It is bordering on arcade in many aspects. I feel no connection to ANYTHING going on in the game. The universe seems dead. This has been argued to death. Some people are quite happy just flying around looking at procedurally generated planets and stars and some are just happy earning the next most expensive ship. That's fine. Some of us though are looking for the game and vision that was originally envisioned and what we have now is a pale pale comparison. Until the game catches up to the vision you will continue to have toxic attitudes towards the game. No amount of shiny new ships is going to replace obvious lack of MEANINGFUL content or real simulation aspects people were hoping for. This is the xbox era. Not my era and we are all suffering as a gaming community for it. Of course this is just the opinion of one old school gamer.
 
I haven't posted before, but felt I had to, just to congratulate you on a brilliant summary.

I had never thought of it before, but you are right, so many gamers these days are conditioned to 'beat / complete the game', rather than play and enjoy the experience, and they are the ones who will never 'get' what ED is all about.

It is all about survival, and (for me anyway), the payback is looking back on encounters with pirates, brilliant trade runs and a little bit of successful smuggling and then working out how to improve my techniques.

The new improvements will only add to the immersion for me, as it requires forethought before taking an action which has consequences.
 
There is another thread on here which someone posted all of the plans FD had for the individual professions of the game. When you read that you know EXACTLY why you wanted to buy this game. Unfortunately we got only the tiniest of portions of that plan. THAT is what causes the so-called toxic responses to the game. All of those things from exploring to mining were so much more fleshed out than the skeleton versions we have. I'm an old school gamer you talk of. I'm 51 years old. I don't need or want my hand held, nor do I want instant gratification. What I want is the game as it was described and not what I have. What I have is a mess of a game that can't figure out what it wants to be! MMO, not really, simulation....sorry no at least not by flight sim standards. Combat is simplistic, flight is simplistic, landing is simplistic. It is bordering on arcade in many aspects. I feel no connection to ANYTHING going on in the game. The universe seems dead. This has been argued to death. Some people are quite happy just flying around looking at procedurally generated planets and stars and some are just happy earning the next most expensive ship. That's fine. Some of us though are looking for the game and vision that was originally envisioned and what we have now is a pale pale comparison. Until the game catches up to the vision you will continue to have toxic attitudes towards the game. No amount of shiny new ships is going to replace obvious lack of MEANINGFUL content or real simulation aspects people were hoping for. This is the xbox era. Not my era and we are all suffering as a gaming community for it. Of course this is just the opinion of one old school gamer.

Yup, this is what I'm talking about in my response as well. ED = Wide as an ocean, deep as a kiddie pool. Sorry but I'm not entertained flying around staring at space in a universe that feels dead. This game feels like a bare minimum and for some reason NO ONE at FD is addressing that. I was hoping we would see CONTENT for this game and changes to the shallow systems in place.
 
I almost died tonight getting all risky trying for the awesome black-hole-in-the-nebula selfie. Found the escape vector finally after what seemed like forever and have lived to tell about it.

My heart was racing. Thoughts about my last few weeks of exploration data going kaplooey over an attempted screen shot and all my flight time for nothing. I've frankly never felt so attached to a game before.

Now, some will say, "Dude, I guess you just suck for gaming if that's your idea of excitement". I really don't have an answer for that.

Maybe I'm just easily pleased. I never got the "shallow" argument regarding this game. So far I'm a loner explorer just starting out, but I see all these guilds and organizations to join and the whole community hardly seems shallow.
 

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Really liked your post Peckish but I'm honestly not sure which demographic this is aimed at. Powerplay seems to have brought up different problems for different types of people (and I'm generalising heavily):

1. People that don't like reputation decay - seems to me to be predominantly older people with busy lives to do with work/family and are concerned if they don't log in they will be penalised
2. People that don't like harsh crime consequences - generally people that like to pirate and/or freedom to kill anywhere - could be anyone who enjoys that style of play but possibly younger people
3. People that don't like 10% module sell loss - this could be anyone from the community that is concerned with losing progress
4. People that don't like grinding missions - again I find this to come from a lot of corners of the community - older people find it detracts from moment to moment gameplay and has no monetary reward, younger people find that its not dynamic and direct enough for attacking another power
5. People that don't like metagamers who will flit between powers for the best modules - this also could be anyone who would prefer people to be loyal to powers

You also have to bear in mind where people come from. There are certainly younger gamers that enjoy games that give rewards out easily but there are also younger people that come from games like DayZ, H1Z1 and Dark Souls and indie hardcore platformers like Super Meat Boy who understand harsh game consequences.

On the other side there are older gamers that remember how tough old school games were and accepted how hard games could be but there is also a proportion of them now that play for a relaxing experience and don't like difficulty causing their progress to be set back.

The point is Powerplay and 1.3 has brought concerns from all areas of the community. I don't think there is a particular demographic causing the upset.
 
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It's a good post, even though I do not agree with some of what you say. You run the risk once again of making certain assumptions about how, and why, the attitudes of other players are a certain way. The premise that people talking about a 'lack of depth' do so because they are mistakenly looking to 'complete the game' is only a partial truth, applicable only to a subset of those making the comment. Your assumption about min/maxing is also, I believe, wrong. Some people will do that regardless of the game type, its long term goals and even its play style. They do it in rl as well. It's simply a personality type which takes enjoyment from finding optimised solutions to a situation or problem. Trying to frame this as inappropriate to Elite, or somehow lacking in understanding of the nature of the game is very condescending.

It would be equally valid to point out that some who talk about a lack of depth are considering only the basic nature of certain mechanics and indeed the lack of multiple forms of mechanics which add interesting gameplay (this was more true back towards release). Exploration would be a very good example to take here. I've said many time that I was, and am, deeply disappointed at the lack of depth exploration offers. This has nothing whatsoever to do with 'beating the game' or a desire for instant gratification, the two charges most often laid at the door of those who criticise. It has everything to do with finding a 'click and point... repeat ad nauseam' form of gameplay a let down. I'm sure some will claim I'm 'missing the point', as they so often do, and that it's all about the journey. I would counter by saying that the journey, and oohing and ahhing over the wonder of a shiny 1:1 galaxy, cannot be taken as a substitute for good gameplay... in a game.

I also feel that saying 'Elite was grindy in the past, so what do you expect' is an odd attitude. Games were grindy in the past, by and large and with obvious exceptions, due to the technical limitations of the times. We are at a point where the possibility to imagine and create games which offer far more exists. One of my major concerns with the development of Elite has been the lack of imagination displayed in the design of certain things.. here missions would be a good example to take. There were more imaginative (and interesting) missions in the tutorials than ever made it into the actual game. How on Earth is that justified or explained? The paucity of vision on display is a bit of a concern. Are you suggesting that 'Fly to X, shoot Y number of Z' type missions are the best we can expect, the best they can do? They've already shown more is possible so it's a mystery as to why the in game system is so bad. Yes, 'in the future it will be better'.. that line is wearing thin given how many times it has been used since early beta (when I started actually playing).

Much of the criticism of 1.3 and pp has in no way been about 'oh noes, now I can't beat the game, i r sad'. Far from it. It's been from rather the opposite perspective actually. People who are concerned that the game is being changed in a way which seems to encourage exactly that mentality. I won't get into the other changes, we did those to death and we simply won't see eye to eye since, I feel, you are not willing to accept the position we were arguing against (say) the module price change being made at this point in time, in this way. Again, nothing to do with not getting it, nothing to do with wanting to change the nature of the game or divert the long term vision.

GluttonyFang -re a couple of your points. Your characterisation of those raising concerns is absolutely biased and unhelpful. Are you seriously suggesting that people should not be voicing concerns about, for example, the fact that the Courier starts overheating if you even think about fuel scooping? Have you been in beta testing this stuff out yourself, or are you expecting those of us who are ti simply say 'Ooooh lovely, thank you SO much, nevr mind the broken stuff.' You'll find that when broken stuff hits release people then say 'OMG BETAS< WHY U NO TEST RIGHT?'. But yes, once again anybody who doesn't like something has no attention span (or is possibly under 25)... right?
 
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Well put and to the point; I think.

I would say that expectations are the biggest problems. The hope issues, followed by despair, sometimes.

FD; has it's own expectations of the game and over time this has to change, due to many factors: Costs; time, customer desires, backer demands and some things on this scale, are just not possible.

We the customers have many expectations of the game and therefore FD, has to listen: The problem is, there are almost as many different expectations from the game, as there are people, playing the game.

As in life, there are 'knee jerk reactions', to the crowd, the masses and in some ways this is a good thing. Issues like ramming, needed a quick and hopefully effective, solution; an up-date. So minds and bodies have been set to work to sort it, in time for the next, 'patch?' Issues that basically mean the game is not working, need that knee jerk reaction. Even if that is simply, remove that faulty mission from the game.

However, knee jerk reactions to the demands of the masses, are not always good.

I haven't touched CG or PP and have nothing to offer on that part of this game. The forums, make me think, I have missed some thing big, important, that I have lost out on something. Yet at the same time, many have said it is a waste of time and not worth the bother, or too much work, etc etc. As many opinions, as people, again. I didn't take part, for two reasons. 1, very little understanding of what was going on anyway and 2, I'm busy, doing my own thing.

I think and feel that FD, should take there own time, updating the game. Fixing the 'pixel' or 'programming' issues 1st and having a set of roll out dates for future, elements for, of the game; stick too them and don't change the order, or content, just because some people, have made noise about their wants.

Technically, if the game functions well, all the parts of the puzzle fit and work: FD can do as it wishes, because if a buyer is not happy with what they get in the box, it is not FDs loss. Truth told, hardly anyone is happy all of the time. At the same time, FD, needs to assure its customers, of what is in the pipe line and when it will be launched and then, do it. Fix any issues with the new bits as they arise. Just because the mob is demanding cake, don't mean they will stop eating the bread.

I have loads of things I would like to change about this game, but it is not 'my' game. I just play it.

Arry.
 
Excellent post OP. R+ for you. Elite is like games I've looked for and played for many years...I walked away from FPS style games many years ago and never looked back. For me Elite is pure enjoyment. From what I've heard of it, I expect PP will be more of the same sort of experience for me. If FDev's do something like charge 10% when you trade in modules...well so be it, it's just a minor change that will require a bit different strategy--- not any sort of game changer, from my view. I agree that some of the younger players look for different things in games than I do...they expect well defined goals and games that are such that you can 'win' the game....as we know ED is not any of that at all...if anything, perhaps PP will give that sort of player some of the goals they feel they need have in order to enjoy a game
 
Really liked your post Peckish but I'm honestly not sure which demographic this is aimed at. Powerplay seems to have brought up different problems for different types of people (and I'm generalising heavily):

1. People that don't like reputation decay - seems to me to be predominantly older people with busy lives to do with work/family and are concerned if they don't log in they will be penalised
2. People that don't like harsh crime consequences - generally people that like to pirate and/or freedom to kill anywhere - could be anyone who enjoys that style of play but possibly younger people
3. People that don't like 10% module sell loss - this could be anyone from the community that is concerned with losing progress
4. People that don't like grinding missions - again I find this to come from a lot of corners of the community - older people find it detracts from moment to moment gameplay and has no monetary reward, younger people find that its not dynamic and direct enough for attacking another power
5. People that don't like metagamers who will flit between powers for the best modules - this also could be anyone who would prefer people to be loyal to powers

You also have to bear in mind where people come from. There are certainly younger gamers that enjoy games that give rewards out easily but there are also younger people that come from games like DayZ, H1Z1 and Dark Souls and indie hardcore platformers like Super Meat Boy who understand harsh game consequences.

On the other side there are older gamers that remember how tough old school games were and accepted how hard games could be but there is also a proportion of them now that play for a relaxing experience and don't like difficulty causing their progress to be set back.

The point is Powerplay and 1.3 has brought concerns from all areas of the community. I don't think there is a particular demographic causing the upset.

This is pretty close to what I was thinking after reading the OP.

Personally, I like challenging games. Even games that are extremely complex/obscure and downright unfair at times but also soooo much fun and challenging, like Alien: Isolation, Dwarf Fortress and Faster Than Light. My experience with ED has been that outside player contact the challenge part really is not there much at all. Flying mechanics are downright great (good for immersion too). But there are a lot of balance problems starting right from weapon/module/ship meta and (too) large earning differences between different activities you can do. It´s a big game with lack of variety at least for now and lack of challenge outside PVP, which is in turn marred by the netcode implementation.

I will take a long recess before 1.3 hits and return next year to see how much it has been improved, I have no doubts about people at FD being good at their jobs (aforementioned flying mechanics and feel of immersion on that department are a sufficient proof of that). But at the same time, they are human too and a dedicated player who is not a softy can and should point out when implementation of something is lacking.
 
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While I wholeheartedly agree that there are consequences that need to be added.. I feel like the changes they are implementing are only going to negatively affect those who are casual players and don't have time for the prescribed grind that is being introduced.
10% Module cost means more grinding for those players who frequently switch between Trading, and Bounty Hunting. They either grind for more cash to buy another ship specifically for trading and bounty hunting (which then brings up the "how do I get to my stored ship from where I am?" topic) or they have to eat the cost of the modules. - Please don't misunderstand me. I do think there needs to be additional cost to modules as I always wondered why they had a 10% penalty on ships, but not on the modules.
I don't like that suddenly I'm being forced to have another ship or start eating incredible amounts of refit costs. Let me buy the modules and store them (even for a fee!). If I bought them I should own them and have a place for them to stay if they're not currently in use.

The faction decay.. Honestly, I'm not sure what the thought process behind this is.. If there are positive ideas behind it I'd love to hear them... I just see the decay like this.
Captain and crew of an English maritime vessel goes missing. They're found shipwrecked after a few years on a deserted island. He and his crew come back heroes for surviving... Upon returning however, he finds that he has been stripped of his rank among the military and lost all favor among political leaders. He also finds that his local smithy won't craft the same weapons hes grown accustomed to because of this lost rank.

Uh, What?

Casual players are going to progress slower through the ranks than those who are of the hardcore category.. That should be enough of a "penalty" for those who deem such necessary.
 
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1984 Elite. One ship. 3 gun choices (maybe 4 if you were mad enough to use mining lasers for offence). About a dozen extra's, 35 tons of cargo. That was how it was back then. No levels, no upgrades as such, one type of station, only 6 missions if you could find them. Played it for years and years. It was much harder, had far less to do and was not pretty at all. But all the gaps were filled in by that great ingredient that never came in the box. Imagination.

The younger generation has no imagination. No-one reads anymore. Everything is spoon fed, on demand and instant gratifications with a quick time event and a pat on the back with your achievement.

Could you add more content to Elite? Of Course, you can turn it into every other game that's out there quite easy. Add some go to A, take it to B, get ambushed so now go to C to find out where to find the guy who is at D oh no wait now he's gone to E. PING! 10G Same old same old.

Whereas I agree that Elite has some rough edges, and that tweaking of the whole mission system (basically it needs to be like frontier) is in order. But at its core the elite experience was born from a different age, which makes it a good thing for some, but not for others. Unless FD want to change what elite has been for 30 years and dumb it down to be like any other game, which may make better commercial sense, then it may be as well for people to embrace its heritage or move on.

Modern day gaming is seriously going down the toilet, with endless sequals from tired franchises, forums full of armchair warriors demanding changes to every possible minutia of games, the griefer and cheat to win at all cost mentality, the online community of the selfish. Why have an online facility where no-one has a civil word to say?

I might be old, but when it came in a box, and it was what it was, I had a lot more fun.


So Elite. Different because its old fashioned. I like it. Looking at powerplay, I cant see that I will be much of an adopter of it, Ill just keep on keeping on in my massive celestial sandbox. Powered by FD, fuelled by imagination.
 
1984 Elite. One ship. 3 gun choices (maybe 4 if you were mad enough to use mining lasers for offence). About a dozen extra's, 35 tons of cargo. That was how it was back then. No levels, no upgrades as such, one type of station, only 6 missions if you could find them. Played it for years and years. It was much harder, had far less to do and was not pretty at all. But all the gaps were filled in by that great ingredient that never came in the box. Imagination.

The younger generation has no imagination. No-one reads anymore. Everything is spoon fed, on demand and instant gratifications with a quick time event and a pat on the back with your achievement.

Could you add more content to Elite? Of Course, you can turn it into every other game that's out there quite easy. Add some go to A, take it to B, get ambushed so now go to C to find out where to find the guy who is at D oh no wait now he's gone to E. PING! 10G Same old same old.

Whereas I agree that Elite has some rough edges, and that tweaking of the whole mission system (basically it needs to be like frontier) is in order. But at its core the elite experience was born from a different age, which makes it a good thing for some, but not for others. Unless FD want to change what elite has been for 30 years and dumb it down to be like any other game, which may make better commercial sense, then it may be as well for people to embrace its heritage or move on.

Modern day gaming is seriously going down the toilet, with endless sequals from tired franchises, forums full of armchair warriors demanding changes to every possible minutia of games, the griefer and cheat to win at all cost mentality, the online community of the selfish. Why have an online facility where no-one has a civil word to say?

I might be old, but when it came in a box, and it was what it was, I had a lot more fun.


So Elite. Different because its old fashioned. I like it. Looking at powerplay, I cant see that I will be much of an adopter of it, Ill just keep on keeping on in my massive celestial sandbox. Powered by FD, fuelled by imagination.
I almost entirely agree with this. I backed ED because of the envisioned game, which for me was primarily a single-player off-line game in which my commander could live or die in a dangerous universe mainly created by my imagination with some scaffolding provided by the game itself.
What I have is a primarily multiplayer on-line game in a safe universe where it is impossible for my commander to die no matter what he does, a universe where I would like to create it mainly with my imagination but unfortunately the increase in content compared to the original has also meant an increase in things that make my brain ache to create something consistent and enjoyable, with any sense of challenge.
I see that this is primarily my problem. If I were to avoid the forums and just stick to solo and ignore galnet I think I could recreate the experience I had in '84. Maybe I should do this but I am committed to giving FD the feedback from my experience of the game, I do believe that they even want the feedback of minority players like myself. I still love the game even though it is turning into something I never thought it would.
 
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