What Happend to the Dream?

Im really not to sure what to classify this post as. Small part rant, small part nostalgia...

I apologise in advance for this essay.

Due to popular demand heres the tl:dr
RP/Imagination/playergroups - Either give us story and RP at the player-level (as opposed to galaxy wide story arcs) or give us the full sandbox and multiplayer tools to RP the stuff ourselves and have our own narrative.
Power Creep and Engineers - Engineers have destroyed balance in PvP and late game ships have become very easy to obtain.
AI and combat feel - PvE engagements should be more meaningful with each kill being a task in itself, rather than shooting supposedly elite NPCs down left right and centre, balance rewards to reflect this.
PvP and community - We've needed C&P for ages, my personal preference is implementing some kind of EVE like system where in chunks of space if you attack someone you get proptly owned by system security.
Dev game focus - Would wish that the devs would try and fix the current features and sort out placeholders like signal sources that have been around for ages.

I havent played E:D for months, and every now and then I think about coming back to it, but without significant changes to the core game that interest me I always get bored and leave again. First and foremost let me start by saying that E:D is not a bad game, it is a good game. I've played many hours and it was worth the money to be an alpha backer. This game (and I guess SC?) reignited the space sim genre at a time when finding games like this were so rare. E:D is the best VR experience i've had by far.

But I think that FD have made some design decisions that have just made a bit of a mess of things. Im positive that they had a rationale for these, but we've seen it before and personally i've never liked where it led.

RP/Imagination/Player Groups

The biggest mistake (and I say this as a predominantly solo player) is the lack of ingame tools for corporations/clans whatever. Now as an original Elite and FE player I fully understand the idea of the elite experience being "you all alone in a galaxy which tries to kill you" so I get why initially the decision was made to try and keep that single pilot vs universe feeling, and I guess they reasoned that corps/clans would massively change that aspect of the game. (Which is true, it would). However, whilst elite has lots of potential for emergant game play, there are no cues to help a person RP, aside from their imagination. ED never bothered making any bespoke missions (they existed in the first alpha of the game for the mastopholese mining corp, and I think that if they had kept that style that alone would be enough to keep me playing), granted its a lot more writing work, but good games are not built on coding alone. So without the RP hook of bespoke missions, this is something that player groups can fill in. If you belong to a player group there is always an idea, some goal, some thing that you're trying to do (if you have the tools for player group bases, wars what-have-you).

Having neither of the two creates some weird disonance, basically the BGS is working so your actions have an effect on the macros scale of the universe (a small effect but an effect nontheless), powerplay is another layer on the macro scale which allows for galaxy wide story telling, we have the thargoids and the arc showing their arrival, again macro level. We have the CG's and again individual pilots can see their efforts doing something (sometimes) on a macro level again. However there is nothing on a personal level, and this is where the "imagination" stuff comes in. Some people have great imagination and can quite happily link their actions to that larger outcome, for these E:D is one of the best games ever. Some others don't have any imagination so if they dont have their hands held through it all, then they get bored within a week. And of course you have all the inbetweens (which I classify myself as) and there's only so much that I can "imagine" until the drive and interest to keep playing leaves and I take a long break. (VR was a big help for me with this btw otherwise I probably wouldnt come back to E:D at all)


Power Creep and Engineers

This here is a classic, and it happens everywhere. It even happens in films, and series. Good examples are Marvel films. The heroes are powerful, the supervillains are really powerful that you need some kind of special power to beat them, so in the sequal, well the supervillain needs to be even more powerful than the one before, so the heroes need to band together and get some even greater special powers to beat them, and so on and so forth. Other good examples are DBZ, the enemies and the heroes just get more and more powerful each story arc.

The same thing happens in a lot of games, we gain resources, we use the resources, we get more powerful ships, now we all run around in Anacondas and we've hit the ceiling, so along comes engineers, this raises the ceiling again (in a horrible grindy RNG way, but whatever) so off everyone goes again, and their ships become even more powerful, so we need more powerful enemies, so now the enemy ships have engineered modules, but the community doesnt like that, so we just increase the number of enemy ships that we destroy. So the NPCs arent a challenge for a proper engineered PvE ship, so along come the thargoids, we'll probably need some new even more powerful weapons to defeat them.

In the mean time, that part of the game is getting further and further away from the new players who are coming in, and so the only solution is to allow them to reach that content faster, so we make missions pay out greater amounts of money etc. Strange how even though the E:D currency has not really experienced any inflation in goods prices, suddenly everyone and his dog (mission givers) have more money to pay for menial stuff.

This type of (admittedly classic) solution to end game or game ceiling problems is what has caused all this issue. E:D should have given people an even playing field, but just more options. Balancing becomes more of an important part of the game, but you dont get this crazy power creep. Anacondas and Cutters should be rare! Almost every CMDR I run across in private or open (when I do go there) is in one of these massive end game ships. Getting to these bigger ships is fairly easy (Conda and Python, as cutter has another grind to wall it off). They are also (for the most part) categorically better than the smaller ships, they have more firepower, can survive far longer, have much more cargo space, can jump greater distances, mass lock little ships but cannot be masslocked themselves etc etc. Good pilots may prefer the speed, agility, nostalgia, utilitarianism of a Cobra, however this is more of an RP/personal decision, or a PvP one. Instead of balancing, E:D has simply add bigger ships and engineers, and then made it a little easier to get them. Personally I think engineers was a mistake, having special boosts to existing weapons and modules locked behind a time sink is a quick easy solution. Better to add a greater variety of weapons readily available rather than just basically have the quad damage permanent buff (could have been RPed beautifully too with new corps coming up selling new weapons, adverts in galnet etc etc). This has also led to crazy time to kill issues in PvP which have ruined that too.


AI and combat feel

This for me is a really big issue (for others perhaps not so much). When I started in alpha each of those little missions you were given a preconfigured loadout and ship and had to take on some enemies. They were tough, the enemy AI was crazy accurate with their guns, they would hit you with pinpoint accuracy at the edge of their range. If you got into a fight with a similar NPC ship, you knew about it afterwards. You needed to be good to come out unscathed. Then the AI was nerfed so that it wasnt so crazy accurate, this coupled with the larger ships that players can have vs the smaller ships that you tend to find in combat meant that the player had a distinct advantage in combat zones. Then when you add engineers to the mix and the nerf of engineered weaponry from the AI and you end up in a position where you enter a CZ and just run around destroying everything until you get bored/run out of ammo/run out of SCBs.

You get given this crazy feeling of "I am a flying god taking out these elite ships like theyre nothing" inside a CZ. Then you leave the CZ go run a mission and the universe has forgotten you again. Elite, and FE were never about these grand old space furballs with hundreds of ships shooting each others to pieces in a war. It was more individual than that. Each NPC should be a threat, and any ship that isnt a trading ship or exploration ship should have a harder time of waking out.


PvP and community

The state as to which PvP was set up and encouraged in E:D was a little farcical. We've been waiting since beta for a proper C&P system that actually works. Instead we have an absolute mess. PvP is only discouraged right outside a station, thats it. You can go to Sol system and run around shooting NPCs and CMDRs up in there if you wanted, the same is true for the home systems of any of the big factions. Which is crazy. If you so much as farted the wrong way in Imperial space and you went into one of their big systems they should be demanding fines or they'll blow you up on the spot. Anarchy and Independent systems should be the areas for PvP where the repercussions of doing something illegal is not as heavily policed or not policed at all (anarchy). There are so many ways that FD could have done this, but tbh I think that EVE had it right when it came to this (please note im not an eve fanboy by any means). There were zones which were for all intents and purposes safe, and if you attacked another ship you would be blown out of the sky in short order. There were areas where if you attacked someone there were some repercussions. And areas where you could attack other ships with impunity. The lack of any of these systems has put us in the crazy us vs them situation that we currently are with regards to PvErs vs PvPers. Engineers has also messed up time to kill and balance of fights. Fights are a lot more protracted, and most of the time no one ever gets destroyed.

The problem is you cant fix the latter without fixing the former. Otherwise if TTK gets shorter across the board it makes it harder for player who are PvEing to get away from the PvPer. With no real consequences for performing illegal actions in the game, there is no disincentive to running around murdering people left, right and centre. The only way to give the PvErs a chance is to increase TTK so that they can actually have a chance of high-waking out. In the mean time PvP duels have become ludicrously long and boring. I think this is another area where the vision for the game has affected game decisions in a negative way. E:D is supposed to be cut-throat. You aren't safe anywhere. Instead the consequences of how this has been set up is that PvErs have gone to Mobius or solo (where everywhere is effectively safe), and open has turned into a bit of a graveyard, and where you do get people doing CGs you get a bunch of PvPers who are bored senseless and end up wanting to shoot anything that moves. Lose lose scenario. I know this is something that FD are working on. I really hope they get it right and genuinely make effectively safe zones for traders. The more PvErs we get into open the better. Not only that, but it means that there will be more players at least willing to give some PvP a go.


Dev game focus

This last one is tricky as I dont know the first thing about developing computer games. It appears as though FD have been going through a design process where the base systems for gameplay are put in place, and then they move onto another base system. I get this as they had a roadmap in mind, they have lots of crazy things they want to do (atmospheric planets, space legs whatever). Then they flesh out the mechanics and details later on. This has led us to some very seemingly half baked implementation, and some really REALLY sketchy lore (telepresence), all just to justify a feature that FD want to develop. Powerplay as a feature has not been great, but its not too bad. CQC, why have it separate from the main game, just make an ingame simulator which you access when docked at a station for a bit of random PvP fun, it could be like the armax arsenal arena from ME3 in the citadel DLC. Multicrew and SLFs (imo) have been an utter disaster... direct telepresence, really? 3rd person turret view!?!? (yes I know when you die you teleport back to the station and that concessions have already been made for gameplay, but the lore they made up to justify this feature was just ridiculous, there were much better solutions).

Of course all of this has been at the expense of developing the original features which were put in. Features get added, and then left in this weird half-baked situation, it seems as though only the framework is added, but then the polish is left behind. Its little surprise that the description of "mile wide, inch deep" persists.



Elite dangerous is a very good game.
Its a decent sandbox - not near the level of mount and blade or perhaps even something like skyrim which has only fairly basic sandbox features.
It has a very fun flightmodel - Not IL2, but its fun and it has its intricacies.
It has very engaging combat - Best part for me, gives me the tie fighter feel.
It has poor story-telling / RP - Worst part for me, either you have the full, proper fleshed out sandbox tools like m&b or minecraft, or you add story elements at the player level, rather than galaxy wide (or do a mix like most games)
It has okish multiplayer - Well they went P2P and thats always going to be worse than a dedicated server setup, but hey swings and roundabouts. Just a shame that the multiplayer features werent very fleshed out.
It is very visually compelling - I really like the graphics. I love how the stars are done and the views. I love the planetary rings and the details on the ships and the stations. Flying around is a treat in itself and VR takes it to a whole new level.


But it could have been an absolutely incredibly game. Maybe it still could be, but that would require a massive shift on how they are developing the game currently, and I have to say im not very optimistic.
 
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What is it with these walls of text?!

I'm sorry, but personally when faced with a wall of text like this and no summary I'm not going to bother reading it as most of these things are just a rant (and I won't get that time back :) ). I've no idea if yours is. Maybe you could summarise?

Wall of text didn't read

Would you rather watch a 15 minute long youtube video instead of reading 55-58 lines of text which can be done in 1-2 minutes?
That's hardly a wall, is it?
 

Deleted member 38366

D
I'd say the biggest issue is the massive Delta between Implemented and Potential.

As we have neither Sandbox (the BGS being the only Sandbox element in the entire Game, albeit one with extremely limited results) nor Player-driven Content, the Galaxy is essentially at the whim of "Headline Features" or anything else Frontier can come up with.
With nothing connected to each other and the complexity of several Game aspects sometimes rivaling a Smartphone Game in terms of depth-of-gameplay, there's not much left.

It's anyone's guess if Version 3 will replace all the Alpha-level placeholder mechanics and misplaced RNG with actual Gameplay and Depth.
Fleshing things out from here isn't too difficult (the benchmark level is set extremely low after all), but it's still alot of work fleshing it all out with completely new Mechanics.

Connecting it all into a real Sandbox... Hmm.... By now that'd require nearly a total redesign. Don't think it'll ever happen.
And I don't think the Designers want it to happen. They've always been hell-bent on maintaining 100% full control of everything so far.
Player-Driven and Emergent Gameplay isn't what ELITE : Dangerous was ever about. Working as intended in the 80000LY wide and 1/4inch deep Themepark.

In a sense, we don't play a "Game". We play "Mechanics", because the entire Game is literally "Mechanical" due to its scripted and central-planning nature. That's just the way it is.
The original DDF etc. suggested that ELITE will one day go beyond Smartphone-level depth of Gameplay, but again - it's anyone's guess if we ever get to see anything like that.
Recent Feature-implementations would suggest that it won't be the case, whatever the reasons for those harsh limitations might be.

It's okay though, for as long as you're happy with what you got; it's obviously not a bad Game after all. Just one that would have far more potential even with absolutely minimal effort.
We'll see how it goes next Season.
 
Last edited by a moderator:
What is it with these walls of text?!

I'm sorry, but personally when faced with a wall of text like this and no summary I'm not going to bother reading it as most of these things are just a rant (and I won't get that time back :) ). I've no idea if yours is. Maybe you could summarise?

Or possibly an opening introduction so I don't have to scroll past it all to the summary. I know OP put effort into this so I'd like to feel attracted to take it in.
 
I'd say the biggest issue is the massive Delta between Implemented and Potential.

As we have neither Sandbox (the BGS being the only Sandbox element in the entire Game, albeit one with extremely limited results) nor Player-driven Content, the Galaxy is essentially at the whim of "Headline Features" or anything else Frontier can come up with.
With nothing connected to each other and the complexity of several Game aspects sometimes rivaling a Smartphone Game in terms of depth-of-gameplay, there's not much left.

It's anyone's guess if Version 3 will replace all the Alpha-level placeholder mechanics and misplaced RNG with actual Gameplay and Depth.
Fleshing things out from here isn't too difficult (the benchmark level is set extremely low after all), but it's still alot of work fleshing it all out with completely new Mechanics.

Connecting it all into a real Sandbox... Hmm.... By now that'd require nearly a total redesign. Don't think it'll ever happen.
And I don't think the Designers want it to happen. They've always been hell-bent on maintaining 100% full control of everything so far.
Player-Driven and Emergent Gameplay isn't what ELITE : Dangerous was ever about. Working as intended in the 80000LY wide and 1/4inch deep Themepark.

In a sense, we don't play a "Game". We play "Mechnanics", because the entire Game is literally "Mechanical" due to its scripted and central-planning nature. That's just the way it is.
The original DDF etc. suggested that ELITE will one day go beyond Smartphone-level depth of Gameplay, but again - it's anyone's guess if we ever get to see anything like that.
Recent Feature-implementations would suggest that it won't be the case, whatever the reasons for those harsh limitations might be.

It's okay though, for as long as you're happy with what you got; it's obviously not a bad Game after all. Just one that would have far more potential even with absolutely minimal effort.
We'll see how it goes next Season.

Lol, what is it with the 'far more potential with minimal effort' nonsense?

"Oh, if only that one dev would work a bit during his lunch on wednesday all my wishes would be fulfilled!'

[haha]
 
You can read 2500 words in 60 seconds?

Well, I wouldn't know about that, but it sure wouldn't take me 15 minutes to read it either.

tenor.gif

I know who Casper was in life
 
Im really not to sure what to classify this post as. Small part rant, small part nostalgia...

I apologise in advance for this essay.

I havent played E:D for months, and every now and then I think about coming back to it, but without significant changes to the core game that interest me I always get bored and leave again. First and foremost let me start by saying that E:D is not a bad game, it is a good game. I've played many hours and it was worth the money to be an alpha backer. This game (and I guess SC?) reignited the space sim genre at a time when finding games like this were so rare. E:D is the best VR experience i've had by far.

But I think that FD have made some design decisions that have just made a bit of a mess of things. Im positive that they had a rationale for these, but we've seen it before and personally i've never liked where it led.

RP/Imagination/Player Groups

The biggest mistake (and I say this as a predominantly solo player) is the lack of ingame tools for corporations/clans whatever. Now as an original Elite and FE player I fully understand the idea of the elite experience being "you all alone in a galaxy which tries to kill you" so I get why initially the decision was made to try and keep that single pilot vs universe feeling, and I guess they reasoned that corps/clans would massively change that aspect of the game. (Which is true, it would). However, whilst elite has lots of potential for emergant game play, there are no cues to help a person RP, aside from their imagination. ED never bothered making any bespoke missions (they existed in the first alpha of the game for the mastopholese mining corp, and I think that if they had kept that style that alone would be enough to keep me playing), granted its a lot more writing work, but good games are not built on coding alone. So without the RP hook of bespoke missions, this is something that player groups can fill in. If you belong to a player group there is always an idea, some goal, some thing that you're trying to do (if you have the tools for player group bases, wars what-have-you).

Having neither of the two creates some weird disonance, basically the BGS is working so your actions have an effect on the macros scale of the universe (a small effect but an effect nontheless), powerplay is another layer on the macro scale which allows for galaxy wide story telling, we have the thargoids and the arc showing their arrival, again macro level. We have the CG's and again individual pilots can see their efforts doing something (sometimes) on a macro level again. However there is nothing on a personal level, and this is where the "imagination" stuff comes in. Some people have great imagination and can quite happily link their actions to that larger outcome, for these E:D is one of the best games ever. Some others don't have any imagination so if they dont have their hands held through it all, then they get bored within a week. And of course you have all the inbetweens (which I classify myself as) and there's only so much that I can "imagine" until the drive and interest to keep playing leaves and I take a long break. (VR was a big help for me with this btw otherwise I probably wouldnt come back to E:D at all)


Power Creep and Engineers

This here is a classic, and it happens everywhere. It even happens in films, and series. Good examples are Marvel films. The heroes are powerful, the supervillains are really powerful that you need some kind of special power to beat them, so in the sequal, well the supervillain needs to be even more powerful than the one before, so the heroes need to band together and get some even greater special powers to beat them, and so on and so forth. Other good examples are DBZ, the enemies and the heroes just get more and more powerful each story arc.

The same thing happens in a lot of games, we gain resources, we use the resources, we get more powerful ships, now we all run around in Anacondas and we've hit the ceiling, so along comes engineers, this raises the ceiling again (in a horrible grindy RNG way, but whatever) so off everyone goes again, and their ships become even more powerful, so we need more powerful enemies, so now the enemy ships have engineered modules, but the community doesnt like that, so we just increase the number of enemy ships that we destroy. So the NPCs arent a challenge for a proper engineered PvE ship, so along come the thargoids, we'll probably need some new even more powerful weapons to defeat them.

In the mean time, that part of the game is getting further and further away from the new players who are coming in, and so the only solution is to allow them to reach that content faster, so we make missions pay out greater amounts of money etc. Strange how even though the E:D currency has not really experienced any inflation in goods prices, suddenly everyone and his dog (mission givers) have more money to pay for menial stuff.

This type of (admittedly classic) solution to end game or game ceiling problems is what has caused all this issue. E:D should have given people an even playing field, but just more options. Balancing becomes more of an important part of the game, but you dont get this crazy power creep. Anacondas and Cutters should be rare! Almost every CMDR I run across in private or open (when I do go there) is in one of these massive end game ships. Getting to these bigger ships is fairly easy (Conda and Python, as cutter has another grind to wall it off). They are also (for the most part) categorically better than the smaller ships, they have more firepower, can survive far longer, have much more cargo space, can jump greater distances, mass lock little ships but cannot be masslocked themselves etc etc. Good pilots may prefer the speed, agility, nostalgia, utilitarianism of a Cobra, however this is more of an RP/personal decision, or a PvP one. Instead of balancing, E:D has simply add bigger ships and engineers, and then made it a little easier to get them. Personally I think engineers was a mistake, having special boosts to existing weapons and modules locked behind a time sink is a quick easy solution. Better to add a greater variety of weapons readily available rather than just basically have the quad damage permanent buff (could have been RPed beautifully too with new corps coming up selling new weapons, adverts in galnet etc etc). This has also led to crazy time to kill issues in PvP which have ruined that too.


AI and combat feel

This for me is a really big issue (for others perhaps not so much). When I started in alpha each of those little missions you were given a preconfigured loadout and ship and had to take on some enemies. They were tough, the enemy AI was crazy accurate with their guns, they would hit you with pinpoint accuracy at the edge of their range. If you got into a fight with a similar NPC ship, you knew about it afterwards. You needed to be good to come out unscathed. Then the AI was nerfed so that it wasnt so crazy accurate, this coupled with the larger ships that players can have vs the smaller ships that you tend to find in combat meant that the player had a distinct advantage in combat zones. Then when you add engineers to the mix and the nerf of engineered weaponry from the AI and you end up in a position where you enter a CZ and just run around destroying everything until you get bored/run out of ammo/run out of SCBs.

You get given this crazy feeling of "I am a flying god taking out these elite ships like theyre nothing" inside a CZ. Then you leave the CZ go run a mission and the universe has forgotten you again. Elite, and FE were never about these grand old space furballs with hundreds of ships shooting each others to pieces in a war. It was more individual than that. Each NPC should be a threat, and any ship that isnt a trading ship or exploration ship should have a harder time of waking out.


PvP and community

The state as to which PvP was set up and encouraged in E:D was a little farcical. We've been waiting since beta for a proper C&P system that actually works. Instead we have an absolute mess. PvP is only discouraged right outside a station, thats it. You can go to Sol system and run around shooting NPCs and CMDRs up in there if you wanted, the same is true for the home systems of any of the big factions. Which is crazy. If you so much as farted the wrong way in Imperial space and you went into one of their big systems they should be demanding fines or they'll blow you up on the spot. Anarchy and Independent systems should be the areas for PvP where the repercussions of doing something illegal is not as heavily policed or not policed at all (anarchy). There are so many ways that FD could have done this, but tbh I think that EVE had it right when it came to this (please note im not an eve fanboy by any means). There were zones which were for all intents and purposes safe, and if you attacked another ship you would be blown out of the sky in short order. There were areas where if you attacked someone there were some repercussions. And areas where you could attack other ships with impunity. The lack of any of these systems has put us in the crazy us vs them situation that we currently are with regards to PvErs vs PvPers. Engineers has also messed up time to kill and balance of fights. Fights are a lot more protracted, and most of the time no one ever gets destroyed.

The problem is you cant fix the latter without fixing the former. Otherwise if TTK gets shorter across the board it makes it harder for player who are PvEing to get away from the PvPer. With no real consequences for performing illegal actions in the game, there is no disincentive to running around murdering people left, right and centre. The only way to give the PvErs a chance is to increase TTK so that they can actually have a chance of high-waking out. In the mean time PvP duels have become ludicrously long and boring. I think this is another area where the vision for the game has affected game decisions in a negative way. E:D is supposed to be cut-throat. You aren't safe anywhere. Instead the consequences of how this has been set up is that PvErs have gone to Mobius or solo (where everywhere is effectively safe), and open has turned into a bit of a graveyard, and where you do get people doing CGs you get a bunch of PvPers who are bored senseless and end up wanting to shoot anything that moves. Lose lose scenario. I know this is something that FD are working on. I really hope they get it right and genuinely make effectively safe zones for traders. The more PvErs we get into open the better. Not only that, but it means that there will be more players at least willing to give some PvP a go.


Dev game focus

This last one is tricky as I dont know the first thing about developing computer games. It appears as though FD have been going through a design process where the base systems for gameplay are put in place, and then they move onto another base system. I get this as they had a roadmap in mind, they have lots of crazy things they want to do (atmospheric planets, space legs whatever). Then they flesh out the mechanics and details later on. This has led us to some very seemingly half baked implementation, and some really REALLY sketchy lore (telepresence), all just to justify a feature that FD want to develop. Powerplay as a feature has not been great, but its not too bad. CQC, why have it separate from the main game, just make an ingame simulator which you access when docked at a station for a bit of random PvP fun, it could be like the armax arsenal arena from ME3 in the citadel DLC. Multicrew and SLFs (imo) have been an utter disaster... direct telepresence, really? 3rd person turret view!?!? (yes I know when you die you teleport back to the station and that concessions have already been made for gameplay, but the lore they made up to justify this feature was just ridiculous, there were much better solutions).

Of course all of this has been at the expense of developing the original features which were put in. Features get added, and then left in this weird half-baked situation, it seems as though only the framework is added, but then the polish is left behind. Its little surprise that the description of "mile wide, inch deep" persists.



Elite dangerous is a very good game.
Its a decent sandbox - not near the level of mount and blade or perhaps even something like skyrim which has only fairly basic sandbox features.
It has a very fun flightmodel - Not IL2, but its fun and it has its intricacies.
It has very engaging combat - Best part for me, gives me the tie fighter feel.
It has poor story-telling / RP - Worst part for me, either you have the full, proper fleshed out sandbox tools like m&b or minecraft, or you add story elements at the player level, rather than galaxy wide (or do a mix like most games)
It has okish multiplayer - Well they went P2P and thats always going to be worse than a dedicated server setup, but hey swings and roundabouts. Just a shame that the multiplayer features werent very fleshed out.
It is very visually compelling - I really like the graphics. I love how the stars are done and the views. I love the planetary rings and the details on the ships and the stations. Flying around is a treat in itself and VR takes it to a whole new level.


But it could have been an absolutely incredibly game. Maybe it still could be, but that would require a massive shift on how they are developing the game currently, and I have to say im not very optimistic.

I read the first bit about player clans and quit then. I do not want to see player clans, corporations and system ownership in this game. I may agree with some of the rest but can't be bothered to read anymore.
 
I read the first bit about player clans and quit then. I do not want to see player clans, corporations and system ownership in this game. I may agree with some of the rest but can't be bothered to read anymore.

So what's your reasoning behind not wanting these things?
What's so bad about having multiplayer features in a multiplayer game?
 
Sad to see how OP gets slammed for voicing his opinion.

People to lazy to read the post do apparently have time to discuss how the post could be better structured and the usual suspect shows up to tell OP how little he understands game development.

In order for this game to grow FD needs feedback like this.
OP is polite and constructive and deserves serious replies instead of attacks.
 
How did you come up with those numbers?
Usually averaging at 1500-1700 words per minute.

The 60 seconds number is yours, although to be fair you did say 1-2 minutes so it's the lowest end of that range. The post is exactly 2500 words long including the title, I checked.

I'm impressed by your reading speed - the average adult reads at 300 words per minute and the average college professor reads at 675 words per minute according to this article:

https://www.forbes.com/sites/brettn...ad-fast-enough-to-be-successful/#663771d3462e

So good for you, but don't expect everyone to be able read that quickly.
 
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I read the first bit about player clans and quit then. I do not want to see player clans, corporations and system ownership in this game. I may agree with some of the rest but can't be bothered to read anymore.

you dont but what about all them player clans that do ? apart for lone pilots player groups are holding elite together
 
Well I skimmed but stopped when there was mention of everything getting more powerful...

Looks at GPU, CPU... boy these were the most powerful money could buy last year..... It's called natural progression ... it's all around us and in ED too!
 
Sad to see how OP gets slammed for voicing his opinion.

People to lazy to read the post do apparently have time to discuss how the post could be better structured and the usual suspect shows up to tell OP how little he understands game development.

In order for this game to grow FD needs feedback like this.
OP is polite and constructive and deserves serious replies instead of attacks.

It's a pity. Seeing most other topics on this forum that might as well be tweets or blog posts without encouraging any further discussion.
It's all just "Me, I, my, mine" combined with demands or general ranting and lack of coherent sentences.

Topics like this one show up quite frequently, the lack of multiplayer features in this game is simply baffling.
I always thought stuff like player corporations, player made missions that take the reward out of the players account etc. would make it into the game sooner or later.
Yet here we are, with the game being out almost 4 years and it's still as barebones as during the beta phase regarding multiplayer features.

If any dev responds to related issues or pending bugfixes (skimmer bug anyone?) there's usually one of three answers:
  1. We know about it but can't tell when we will fix it
  2. We know about it but can't fix it yet
  3. We know about it but currently don't have the resources

Power creep can't really be prevented as long as you want to give players the feeling of advancement/accomplishment.
It's really not that big anyway, all it needs is 3-4 weeks of casual material gathering and working towards unlocks to get them all.
Compare this to other MMOs where 200 hours will get you nowhere.
 
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