Well, we have another grindy update coming so I don't think anyone who agrees with this should hold their breath.
I would suggest that reducing pirates in one system should increase them in other near-by systems. That would ensure players never run out of pirates to shoot at, but still allows them to have some effect on the galaxy.400 billion stars is the galaxy, the bubble is rather big yes but that does not mean persitence is hard to archieve.
Kill a number of pirates in an systhem and the respawn dries out for some time, do it all around that systhem and pirate activity is down for a few weeks there (they go to safer places, logical?)
That's not technically true. Different stations have differently coloured lighting inside... (At least that used to be true, and assume it still is. I've barely docked at space stations since Horizons, prefering to land at surface ports.)One other area FD need to improve on is the amount of sameness in the galaxy. The interior of space stations in a classic example (well it is the same place just a different instance) they are all the same.
Lucky that Season 2 will include a Looting & Crafting update thenA simple looting mechanic, the chance for super rare drops or gear/equipment finds would breath so much life into many of the shallow mundane activities plaguing this game. Take a page out of eve online's book: Killing a pirate as part of a mission will not only yield... (1.) mission rewards but also (2.) the bounty on said named pirate/enemy, (3.) possible cargo/gear loot and if you have the skills and equipment... (4.) salvaging the wreck. These materials then can be equipped, sold or used in crafting.
The video was great. It explained politely and precisely many of the reasons why I don't play the game anymore.
I've logged hundreds of hours when I first got it. These forums are still on my bookmarks bar, and I keep checking them once a week to see if there are any reasons for me to come back or buy the expansion. I reaaaaaaaaaally wanted to like this game, I still do. Puzzling design decisions though. In the end I might just have to accept that it'll never be for me. FD seem to keep adding functionalities without content![]()
I've previously made my own proposals on how to make ED more engaging, and part of that was a kind of Agency + Persistence, but on a smaller more personal scale (and so more achievable) - what I called (Semi) Permanent effects on the world:
The good news is that since I originally wrote that 5 months ago, many of those things are now planned, or should at least be easy to add due to a planned feature:
(a) Proper chained branching missions are planned for Season 2.
(b) Rare items should become possible after the planned Loot & Crafting system is added in Season 2.
(c) They recently-ish announced NPC faces & a revamped mission system for 2.1, which sounds a lot like what I suggested.
(d) This is unclear, but they have vaguely promised to continue adding more mission types & better military progression, so hopefully...
Those were only HALF of my proposed fix. You really need to read my original post, but in essence I felt ED needed two kinds of things adding, and when combined they would help your journey in ED feel like an interesting & meaningful story that was unique to you. Rather than (as it currently is) just repeating the same actions over & over, without changing anything much except your bank balance.I think these are all fine ideas, but I think in reality the best case scenario for a, c and d is that it doubles the depth to "a mile wide and two inches deep". You'd get a few hours of extra juice, but the repetition would very soon start to bite again.