What exactly do you mean by "more depth"?

Disagree (sorry :))
one of the first DB quotes - "player interaction should be scarce and meaningful"

Yes, they started incorporating more multiplayer stuff very early on, but the state of things right now is far from the original thought. It was, and mostly still is, about singleplayer player experience

No need to apologise. :p
We just have different ideas of what is and what is not single player. :)

For me, a single-player experience is not the same as a single-player game.

You can still have a single-player experience in a multiplayer game. Warframe, for example; can be played entirely alone - but it is not a single player game, it is a multiplayer game that supports the single-player experience.

Elite: Dangerous is the same, it can be played entirely alone - without any interaction with another human; however, it is still a multiplayer game. Especially given that your experience will *still* influenced by the actions of every other Cmdr in the game through PP and the BGS.

Star Citizen's Squadron 42 is a single-player game which merges into the multiplayer persistent universe at it's finale. And, should you choose to continue alone, your experience then will change from single-player, to a single-player experience in a multiplayer game (though I do not believe they will have groups like Solo.. could be wrong on that).
 
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Cannot speak for everyone. But in my very own perspective on this.....

Lets try to explain in a simple visual. ED vs Wicher 3, the two have been compared time and time again when it comes to content.

ED with it's HUGE, almost infinite scope:

infinity.jpg




Witcher 3:

image_update_b5bd465423ebafe9_1338816052_9j-4aaqsk.jpeg


Lacking scale, 1/10000000000000000000000000000000000000000000th of elite.
They hand crafted and cram packed it full of content and story, and changed the plot against player decision.

ED is capable of being equally as epic. A good start would be to add some human touches. A feeling of worth, a feeling of progression, a feeling of BEING the story. HAVING a story!


So whilst it's great to be on that almost infinite road, what we need is... variety.

b116dd333a6ac5847b1975a5ad482a4d--all-the-things-meme-funny-things.jpg
 
No need to apologise. :p
We just have different ideas of what is and what is not single player. :)

For me, a single-player experience is not the same as a single-player game.

You can still have a single-player experience in a multiplayer game. Warframe, for example; and be played entirely alone - but it is not a single player game, it is a multiplayer game that supports the single-player experience.

Elite: Dangerous is the same, it can be played entirely alone - without any interaction with another human; however, it is still a multiplayer game. Especially given that your experience is *still* influenced by the actions of every other Cmdr in the game through PP and the BGS.

Heheh, I agree with that.
And like I said earlier, this is exactly how I play multiplayer games.
 
Cannot speak for everyone. But in my very own perspective on this.....

Lets try to explain in a simple visual. ED vs Wicher 3, the two have been compared time and time again when it comes to content.

ED with it's HUGE, almost infinite scope:

https://plus.maths.org/content/sites/plus.maths.org/files/articles/2015/infinity/infinity.jpg



Witcher 3:

http://news.images.itv.com/image/file/40003/image_update_b5bd465423ebafe9_1338816052_9j-4aaqsk.jpeg

Lacking scale, 1/10000000000000000000000000000000000000000000th of elite.
They hand crafted and cram packed it full of content and story, and changed the plot against player decision.

ED is capable of being equally as epic. A good start would be to add some human touches. A feeling of worth, a feeling of progression, a feeling of BEING the story. HAVING a story!


So whilst it's great to be on that almost infinite road, what we need is... variety.

https://i.pinimg.com/736x/b1/16/dd/...d482a4d--all-the-things-meme-funny-things.jpg

To be fair, W3 had an $81 million budget. :3
 
To be fair, W3 had an $81 million budget. :3

Not bad for 250 people and 3.5 years :)

In the first six weeks, the game sold more than six million copies, which propelled CD Projekt RED to make up development costs and earn $62.5 million in profit.

Not bad at all for a small bunch of Polish folk!

bd54715afceed6f9_848x477.jpg
 
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Not bad for 250 people and 3.5 years :)

In the first six weeks, the game sold more than six million copies, which propelled CD Projekt RED to make up development costs and earn $62.5 million in profit.

Not bayad!

Not at all. Well done to them, and what a masterpiece it is.
 
Back on topic..

ED has so much scope it makes me dizzy. The sandbox is HUGE. It's a phenomenal foundation / framework. Some mmo style instancing, match making, 'dungeons' and group content could add so much. I don't even know where to start. Infinite possibilities. Just need a human touch, community designed stations if dev resource is limited, variety, space legs to really get that 'in the game' feel.. consequences, and meaningful reputation standings...... I don't have all night, I could be here all night reeling stuff off.

What couldn't you do, if the galaxy was your playground? ENDLESS!
 
If you base the definition of depth based on the example I provided earlier in the thread, it's actually missing a lot interlinked systems and deep mechanics.

What is mining? You mine with lasers and you sell the materials... that's all. What is bounty hunting? Look for targets that have the 'wanted' tag and shoot them either in belts, supercruise, or nav beacons... that's all. What is exploration? One of two things; jump, honk, scan or jump, honk, close in for photo ops to post on imgur. Now, missions can add an additional layer to some of these things by sparking the imagination and making it an adventure, but there really isn't anything else going on with these systems. They are exactly what you see of them unless you like adding extra things with your imagination. Imagination may make the game more interesting to some, but it does not add depth that is lacking. I don't think that calling attention to what is lacking is to mean that we can't all see and play within what is there. In fact, I wouldn't have made it into the thousands of hours if I wasn't able to. The game can be quite enjoyable as is, but it can also be better and that is the point of these discussions.

I like to use my imagination to come up with ideas on how the game can be improved instead of imagining that these things are already there with no further development. To further push the point that I'm not personally looking for Eve features in Elite, I don't think this needs to be like another game. I think it needs to be Elite, but being Elite doesn't have to mean you only get a round bucket and a shovel in the sandbox with the rest made up by the player.

Not going to disagree with you at all. In fact I suspect I agree with you on many of the places a little more development would not come amiss. However, "calling attention to what is lacking is to mean that we can't all see and play within what is there" is EXACTLY the approach of the post I replied to, which I quoted in its entirety. You certainly are not one of those with a dismissive attitude that's as shallow as they claim the game to be.
 
A lot of people have wrong ideas about why Elite feels shallow & how to fix it:
1. More complex gameplay mechanics (for exploration, trading, mining, etc) will not *necessarily* make Elite have more depth. (It's harder than that, although not completely wrong either.)
2. Making existing things more varied (say for missions & station locations) will not make Elite have more depth. On it's own, doubling the amount of shallow variety will only result in it taking you twice as long to find it repetitive. Which won't be very long at all.
3. Depth is not "immersion" or "realism". Immersion is "immersion". Realism is "realism". Please don't use the wrong name for completely different things. It makes it impossible to have a discussion. Gameplay depth can be roughly defined as "deep complexity", or the opposite of simplicity & shallowness, or simply just "depth". Solitaire is shallow, Chess is deep. That's not because Chess is "immersive" or "realistic", it's because Chess has a set of rules which interact in complex ways.

* RNG has nothing to with shallowness. Hand-crafted missions (for example) would give you increased novelty (for a while), but ultimately they'd still be similar missions with different flavour text (think "collect 10 of X" missions in typical MMOs). This is just another way to ask for "more variety", which I already discounted in point 2.
* Adding new gameplay mechanics (e.g. base building) is not likely to add much depth to Elite. It will just add "more stuff", which some players will like (until the novelty wears off), and some players will find boring. Which I've already basically discounted in point 2.

A simple set of rules leading to complex results.

More ways to accomplish a task with the tools you have.
You are on the right track here! One way to get more depth is to make the gameplay mechanics highly interlinked. So if you do one thing, you can find it's affected the rest of the gaming world in lot of different way. That also allows you to solve the same problem in multiple way. (Apparently Nintendo's popular game "Breath of the Wild" does this very heavily.)

For me, depth = player choice. Instead of something simple like, "Hey, there's a Wanted ship - Imma shoot it!", I would prefer "Hey, there's a Wanted ship - where should I shoot it?" I would love it if module targetting was a more important part of the game, and that different ships with different strengths and weaknesses rewarded different strategies, depending on the circumstances. And since it is technically already in the game, I assume that it would be easy for Frontier to expand upon...
This is also on the right track. If you are given multiple ways to approach a problem (with different pros & cons), then that adds depth. (Ideally you'd also have a bigger range of consequences.)


In summary: At the moment Elite Dangerous is a collection of mostly independent gameplay mechanics, which have little affect on each other (or the wider universe). And that seems to be because each gameplay mechanic was designed separately, without considering how it could be made to work with the rest of the game.
 
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So how do you carve out your own place exactly? You never own anything, you cannot build anything, you leave a system for a couple weeks and you're a stranger there again. You build Cr, buy ships and you store them in any shipyard in the galaxy, or you do none of these and you're just as "in your own place" as the person who has every ship in the library. You could have 100b Cr or 100 Cr, you have the same space as everyone else.

You don't carve out anything. You can only pretend you do, but the game then reminds you quickly that you're just a remote viewer of a world that's going through the paces with or without you. All you can do is try to embed yourself into the riches blood sucking spot on the dog's back. You're not changing his direction and not carving out your own space.

I think IndigoWyrd is on to something. The more I interact and browse these forums, the more groups and fan devoted websites of players who HAVE carved themselves out a place. One of the things I love about Elite, is that it is essentially a dystopian wasteland of human life. I found an NPC yesterday named "That Guy". With the number of humans in the galaxy in the trillions, life is cheap. It doesn't take a license to fly, just a ship. The Pilots Federation doesn't even care if you excel at killing pirates, soldiers, or civies. Just how good you are at it. It's all just one big Milky-Way sized sandbox.... The content, is how you choose to play in this sandbox. Pick a faction to build up on. I've been doing a lot of jobs for Sirius Corp. and I can see that my actions have had a tiny minuscule affect on the background simulation. Pirates that I've shot out of the sky HAVE come back in different ships to take vengeance on me. One even showed up while I was in the middle of a fight with another bounty.

Ultimately, the Milky Way is very-very big, and we are all the opposite of that. For me... once I make the fortune I'm after with the Sirius Corp. I'm working up to Elite, and then I'm headed to Shinrarta Dezhra to see what I can do with the Dark Wheel.... and the quest.... for RAXXLA!!!
 
If multiplayer and online mode was optional and they chose that because of DRM that never works unless it's online and people get angry about it, we could have tons and tons of persistent things. Persistent things could allow us to be somebody and not like how it is now that you are mr. Nobody and you can't really affect nothing. I've got IRL for that, in games I like to feel special and that I matter.
 
You need a change of perspective, friend.

Why? If ED was EVE with cockpits i would never have backed. EVE has zero interest to me, (I am not saying its a bad game, just that it isnt for me, much like other unarguably great games such as DOTA 2....... that also do nothing for me). Elite on the other hand over all its iterations i have played for probably 10,000 hrs and will for ever be my most played franchise of all time. (even if i stopped playing now such is the way of it i doubt any other game would catch up).

i just wish they made the game focussed around the single player features and then added MP stuff around that rather than the other way around. Had they of done that then much of the stuff lacking in the game now, such as persistence of npcs, problems with everything being static indestructible items would all disappear as all that data would be unique to our own game and stored on our harddisks..........

ED is far from perfect and I think FD focussing on MP only stuff and throwing single player stuff under a bus is a huge misstep, but despite this, glass half full and all that, i still like what we have, which is veering OT now sorry,.
 
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A lot of people have wrong ideas about why Elite feels shallow & how to fix it:
1. More complex gameplay mechanics (for exploration, trading, mining, etc) will not *necessarily* make Elite have more depth. (It's more difficult than that, although not completely wrong either.)
2. Making existing things more varied (say for missions & station locations) will not make Elite have more depth. On it's own, doubling the amount of shallow variety will only result in it taking you twice as long to find it repetitive. Which won't be very long at all.
3. Depth is not "immersion" or "realism". Immersion is "immersion". Realism is "realism". Please don't use the wrong name for completely different things. It makes it impossible to have a discussion. Gameplay depth can be roughly defined as "deep complexity", or the opposite of simplicity & shallowness, or simply just "depth". Solitaire is shallow, Chess is deep. That's not because Chess is "immersive" or "realistic", it's because Chess has a set of rules which interact in complex ways.

* RNG has nothing to with shallowness. Hand-crafted missions (for example) would be give you increased novelty (for a while), but ultimately they'd still be similar missions with different flavour text (think "collect 10 of X" missions in typical MMOs). This is just another way to ask for "more variety", which I already discounted in point 2.
* Adding new gameplay mechanics (e.g. base building) is not likely to add much depth to Elite. It will just add "more stuff", which some players will like (until the novelty wears off), and some players will find boring. Which I've already basically discounted in point 2.


You are on the right track here! One way to get more depth is to make the gameplay mechanics highly interlinked. So if you do one thing, you can find it's affected the rest of the gaming world in lot of different way. That also allows you to solve the same problem in multiple way. (Apparently Nintendo's popular game "Breath of the Wild" does this very heavily.)


This is also on the right track. If you are given multiple ways to approach a problem (with different pros & cons), then that adds depth. (Ideally you'd also have a bigger range of consequences.)


In summary: At the moment Elite Dangerous is a collection of mostly independent gameplay mechanics, which have little affect on each other (or the wider universe). And that seems to be because each gameplay mechanic was designed separately, without considering how it could be made to work with the rest of the game.

I agree with this. This is why I came up with this:




Bounty Hunting
First off get rid of res sites. Instead we get dockable mining platforms in the rings. These are dockable and you can sell your mined goods there and pick up faction mining contracts.

There are no mining platforms in anarchy systems. At times there will be pirate incursions at the mining platforms (not likely in High-Sec areas, but getting more and more likely the worse the security rating), maybe the pirate need to take out the weapon systems like on a capital ship to make it compromised, this could play into wing missions for pirate factions. These become compromised and a system wide call out asking for help happens (bounty hunting commences). Compromised Mining platforms will have some services shut down, but you will be able to launch your ships, but not dock. Bounty Hunters and Miners with weapons will have to fight off the pirates before the mining platform returns to normal.

Remove bounty hunting missions from the faction missions section and replace them with bounty hunting contracts from the security contact. This will be your staple bounty hunting area to get missions. These will range from low paying to extemely high paying and maybe have some as wing recommended that can be shared with your wing members for a share of the reward.

You can also do the normal bounty hunting looking for wanted ships in supercruise and go to anarchy systems with a KWS.




Trying to tie in pirate factions and res sites and the mission system. Make you feel like you are making a difference in your own small way. Pirate factions get missions that tie into this mechanic (possibly giving good reasons for PvP). Having good reasons for others to do missions.

And another reason why I came up with this:




Idea for more dynamic systems.

I like th BGS but my main problem with it is that after a war/outbreak/famine etc the systems are exactly the same as if nothing has changed.

So my idea was to have mini community goals, these would be completed in the background regardless by NPC simulation, players can speed up the process though.

Example 1
A civil war has broken out at a station. We have the CZ's etc. During the Civil war the station services bit by bit go offline due to infrastructure damage and personel loss.

So after the Civil war some/all station services are offline apart from missions/passengers.

The mission/passengers boards will be dedicated to getting services back online with extra incentives maybe.

Use local Galnet stories as a way to find out what the problems are within system. Would be good to be able to get Galnet when not docked as well.

As said services will get back to normal anyway by the BGS npc's.

This can be expanded to some of the other BGS states.

hsR4CFQ.jpg





I want to see the mechanics tie into each other, give good meaningful reasons to do things we can do in-game, without you being the saviour of the world sort of thing.
 

Doooood... "First off get rid of res sites. Instead we get dockable mining platforms in the rings. These are dockable and you can sell your mined goods there and pick up faction mining contracts."
I really like this idea.
Busy reading the rest. Have some rep. Might as well, probably going to agree with your entire idea.

Other ideas, I like it.
 
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Why? If ED was EVE with cockpits i would never have backed. EVE has zero interest to me, (I am not saying its a bad game, just that it isnt for me, much like other unarguably great games such as DOTA 2....... that also do nothing for me). Elite on the other hand over all its iterations i have played for probably 10,000 hrs and will for ever be my most played franchise of all time. (even if i stopped playing now such is the way of it i doubt any other game would catch up).

i just wish they made the game focussed around the single player features and then added MP stuff around that rather than the other way around. Had they of done that then much of the stuff lacking in the game now, such as persistence of npcs, problems with everything being static indestructible items would all disappear as all that data would be unique to our own game and stored on our harddisks..........

ED is far from perfect and I think FD focussing on MP only stuff and throwing single player stuff under a bus is a huge misstep, but despite this, glass half full and all that, i still like what we have, which is veering OT now sorry,.

Because the people that want ED to be like Eve are a minority (a very small one too, stat verified only by me of course ;) ). The rest of us complainers just want Elite to be a better Elite.

As an edit, I think I misread what you wrote and thought you were saying a lot of us did want it to be like Eve. My mistake.
 
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Bounty Hunting
First off get rid of res sites.
I'm NOT disagreeing with you as such, but I wanted to explain why res sites (and conflict zones) exist: They are there SOLELY because of the Multiplayer aspect of Elite. The idea behind them was to provide a few locations in any star system that players are likely to visit, and so hopefully greatly increase the chances of player interaction (be that PvP or co-operative PvE), in what would otherwise be a 1 in a billion (cubic miles) chance of meeting another player. So the chances of FDev removing such a feature are probably close to zero...

Similarly, we have Community Goals & story-related events occurring in specific locations, mainly to encourage players to go to specific locations, so as to greatly increase the chances of player interaction.

I don't think we can expect existing game system to be drastically revamped, as they'd be throwing away too much work (when Braben still wants to add countless new things, like atmospheric planets & space legs). At best they may tweak them, such as seen in the upcoming Crime & Punishment revamp & the upcoming Engineers revamp. They've also been burnt too many times by introducing major new features, and then finding players not nearly as interested in them as they'd hoped (e.g. PowerPlay, CQC, Multicrew), so they're going to prefer to just tweak stuff that isn't fundamentally broken.

I can only hope they will do an Elite Dangerous 2 in 5-10 years time, designed from scratch & based upon everything they've learnt from Elite Dangerous (and some of the suggestions they've received). But perhaps more likely is that someone else will do their own take on how Elite Dangerous should have been (just without the ridiculously huge galaxy, as that makes it much harder to create a fun game).
 
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I fully support Mining Platforms. Well, good read Max Factor.

- Res sites could be crossroads for all kind of players to interact: miners deposting theire finds at platforms, traders distributing the ore, pirates trying to raid the platforms, bounty-hunters and mercenarys trying to guard the platforms or/and hunt the pirates... there could be missions for all these things or contracts.

* contract: patrol the mining platforms and pass checkpoints alpha beta and delta, all wanted targets are your prey. contract goes for three hours.

* raid the mining platform or traders and miners and bring the goods to the fence, for the credits. Contract goes for three hours.

* destroy the military escort to help a pirate raid. Mission.

....
 
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I'm NOT disagreeing with you as such, but I wanted to explain why res sites (and conflict zones) exist: They are there SOLELY because of the Multiplayer aspect of Elite. The idea behind them was to provide a few locations in any star system that players are likely to visit, and so hopefully greatly increase the chances of player interaction (be that PvP or co-operative PvE), in what would otherwise be a 1 in a billion (cubic miles) chance of meeting another player. So the chances of FDev removing such a feature are probably close to zero...
You seemed to completely miss the idea that res sites would be replaced with something better. This thread is about depth, so adding depth to res sites is a good thing, and this would be adding depth to res sites. Having good reasons to be there instead of senseless combat. And I disagree that res site are there solely for multiplayer PvP. They seem there for mindless bounty farming.

Similarly, we have Community Goals & story-related events occurring in specific locations, mainly to encourage players to go to specific locations, so as to greatly increase the chances of player interaction.
Can't see why we can't have both to be honest. Not to sure if this is even relevant.


I don't think we can expect existing game system to be drastically revamped, as they'd be throwing away too much work (when Braben still wants to add countless new things, like atmospheric planets & space legs). At best they may tweak them, such as seen in the upcoming Crime & Punishment revamp & the upcoming Engineers revamp. They've also been burnt too many times by introducing major new features, and then finding players not nearly as interested in them as they'd hoped (e.g. PowerPlay, CQC, Multicrew), so they're going to prefer to just tweak stuff that isn't fundamentally broken.
I don't think that is happening at all. From what I can tell Mining and exploration/scanning mechanics are getting completely revamped. They are not just tweeks.
 
You seemed to completely miss the idea that res sites would be replaced with something better.
Sorry, it wasn't clear to me, but I thought you were imagining there would be LOTS of "dockable mining platforms in the rings" (rather than replacing one res site with one dockable mining platform) ?

I don't think that is happening at all. From what I can tell Mining and exploration/scanning mechanics are getting completely revamped. They are not just tweeks.
Are you sure? I'd be happy to discover this, but don't recall seeing anything concrete in that direction.

edit: In the Roadmap Summary thread, I see the following:
* "Mining improvements! Improvements to detection and extraction of materials. Frontier looking to improve Wild-West feel of prospecting."
* "Exploring improvements, to how you find stuff."
* "For explorers, there will be new exploration content and new anomalies to go out and find."

IMHO, seems like slightly more than tweaks, but far less than a complete revamp. Probably just adding a few extra features, rather than throwing away all existing features & starting from scratch. (Maybe we don't disagree so much, but you're just interpreting my original words different than how I intended?)
 
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Perhaps the most common complaints about Elite: Dangerous are "mile wide, inch deep" and "needs more depth".

It's much less common for people to explain exactly what would add "more depth" and how it would achieve this, or even what "more depth" actually means (I appreciate this will mean different things to lots of people) as it seems to be a catch all phrase to sum up general dissatisfaction with the game.

Please explain to me what you think would would add "more depth" but more importantly the details about the why and how it would achieve this.

Hmmm. A refund for Horizons, and all the money I've spent in the Frontier Store? :)
 
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