What is plaguing Elite: Dangerous the most??? Content? Player Agency? Reward Balance?

Reward Balance is plaguing Elite: Dangerous the most




INTRO AND THE TWO TYPES OF ELITE PLAYERS

The time you put into Elite does not equal the rewards you receive.
Players are only going to play games they feel are worth their time & effort and with a good chunk of the players being adults with jobs, this game can frustrate them the most because Elite can feel like a second job for the fact of the level of time it takes to do/get to do simple things in the game.

If Police Officers and an Office Workers both recieved the same pay an hour, then Police Officers would demand a raise as their job is WAY more life-threatening, stressful and time comsuming. (EDIT: this statement has been debunked by some so the statment irrelevent but I'll leave it in for reading purposes)

There are two types of players: (and some even shift between both categories) "Play for Fun" players and "Play for Progression" players.
Play for Fun players desires a fun game to play, as a game being fun to play is the reward itself. (ie. Sea Of Thieves)
Play for Progression players desire a system that gives them a sense of progress, results, and a practical (heavy emphasis on practical) goal to chase as they put time into a game. (ie. Fallout Series)

A good progression system benefits BOTH types of players, as a poor progression system only benefits the "play for fun" type of player as they don't care about a progression system.

As ships, modules, powerplay propaganda, combat, mining, trading and exploration all revolve around Credits and is the CORE of Elite, it's correct to say that earning Credits is Elite: Dangerous's MAIN Progression system.







GREAT CONTENT THAT AREN'T WORTH THE PLAYERS' TIME

There is SO MUCH to do in Elite: Dangerous that it'll take a while just to name it all, but the problem is most of it isn't worth the players' time because the reward they receive scares them away from ever doing it again or doing puts them off doing it at all.

Examples Being:
CQC - Very minor credits for playing and rank (which doesn't do anything)

POI's on Planets - VERY random on what is there, hard to pinpoint exact location, very little combat and tedious item pickups (SRV can only carry 2 at a time back to ship)

USS's (excluding material) - Random in difficulty, Hard find specific signals without the use of External Sources, little to no reward for most

Search and Rescue - Unbalanced rewards as rarer finds aren't significantly higher than others

Megaship Pirating - High risk, difficult to understand/master WITHOUT the use of external sources, very low cargo rewards

Guardian Tech - Hard to Prep for, difficult to find sites, VERY difficult to master the puzzles WITHOUT the use of external sources, MUCH repetition without skill is needed and Logging is encouraged to conserve on time (which is never a good sign for game design)

Thargoid Scouts - 10,000 credits per kill but are ONLY in specific locations on the outskirts of the bubble, meaning mainly experienced players with lots of money to afford the trip are going to go there and 10,000cr per kill might not seem enough for the trip and the repair cost to the player's hull for killing them

These are just some of the few that could have went SO MUCH further if the reward for doing them were worth the player's time and effort. This is the reason why "Play for Progession" players lean on Sothis and Ceos/Rhea at times. They feel this is worth they're time and effort for the reward even though it's just as (or even more) repetitve as the thing they were doing before.






IMBALANCED MISSION EXAMPLES (what I currently receive in the game + my opinion on the difficulty for AVERAGE player)

Mining
Time: 30min-2hour
Difficulty: low (BUT VERY COMPLICATED TO LEARN BY ONLY USING IN GAME TOOLS)
Profit: 1,200,000


Assassination
Time: 10-20min
Difficulty: Medium-High
Profit: 2,000,000

Trade
Time 7-15min
Difficulty: Low
Profit 600,000

Massacre Mission (90 ships)
Time 1-5hours
Difficulty Very High
Profit 5,000,000

Pirate Massacre Mission (90 ships)
Time 3-8hours
Difficulty: Medium (VERY HARD TO FIND TARGET USING ONLY IN GAME TOOLS AND IN GENERAL)
Profit 2,000,000


"Difficulty + Time = Reward" is imbalanced on missions at the moment and this forces players to do repetitive tasks that pay the most or stay in their comfort zone for progression. (players in the "play for fun" catagory are NOT included in any of this as Fun Gameplay = Reward)






MY SMALL OPINION ON PLAYER AGENCY

Player agency is a problem, but not as big as this leans more on mechanics that react a player rather than mechanics that reward a player.

HOW TO IMPROVE PLAYER AGENCY ON

MINOR FACTION
*Players could actually pledge to a minor faction
*Have more variety of choice of missions to fit they're playstyle (some factions only spawn 3 missions)
*Completing USS's around the faction's station/settlement (their sphere of influence) increased their Influence in the system

THARGOID NARRATIVE
*Have the thargoids ALSO invade important systems instead of ONLY sitting in their own part of space
*Paint the Thargoids in a more negative light
*Give players the option to ALSO protect a station from a Thargoid attack rather than just ONLY repairing the station afterwards
*Include Thargoid Vs NPC Ship Conflict Zones




CONCLUSION

Elite: Dangerous has A LOT of content in their game, way more than most Triple-A Games (and that's without hyperbole), but unfortunately Elite: Dangerous will never reach their full potential of being BETTER than a Triple-A Game if the imbalance continues to plague the game.

The reason why I still play Elite: Dangerous is because I have the money and ships that allows me to play MY way, and because of what Frontier Developments has put in front of me is like nothing I've seen before this motivates me to want to grow and be a part of the unfolding phenomenon that is Elite: Dangerous for years and years to come.
 
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I think the OP's assessment is fairly accurate. I don't think FDEV has any ambition to change the model.

By design, it recycles the flight and driving package with as many masks as it can. They dribble out static assets as set pieces, but that's really about it.

Normally, a balanced risk reward structure is essential for game success. Since there are no alternatives to multiplayer flight sci fi (other than Eve) , they can get away with it. They've optimized the minimum investment to obtain the minimum level of player participation necessary to operate.

Great sim built on a shoestring. Not a game in the conventional sense. It never will be.
 

rootsrat

Volunteer Moderator
The game's problem has always been that it's an inch deep ocean.

IMHO

The game's biggest problem has always been the fact that it's not presenting it's actual depth accurately to players, so they draw incorrect conclusions like the one I quoted. The depth is outside of the game, hidden in the forums, official literature, previous games and other information.
 
Anyway, on topic:
I don't think rewards are a problem, in fact I couldn't care less about them. The reward for any activity should be that the mechanics themselves are fun and engaging and that's what they just don't manage to deliver.

- You'll need to drop in ten USS before you find the one you are looking for.
- Most time you spend in powerplay is looking at a boring station screen.
- Bounty hunting in RES is just farming completely unrealistic pirate spawns.
- If you look for a planet POI you'll have to wait until some weird blue circle spawns and quickly disappears.
- Multicrew is just a badly integrated 3rd person turret view + spectator mode.
- Engineers certainly improved but it's still looking for random materials that rarely follow any logic.
- The game has dozens of different modules and you can only use a few of them if you don't want to cripple your ship, some of that stuff should just be standard equipment.
- SLF can only used for combat, no cargo and passenger transfer for large ships at outposts for example.
- Exploring consists of pressing a single button.
- Finding specific coordinates on planets is a PITA, which is completely unnecessary
- CQC doesn't offer a decent lobby and self created matches
- etc.
 
The biggest problem with the game is not having Helion, Empyrion, Subnautica and GTA V integrated into it.

:D

I feel foolish giving this idea away for free, but we need a Steam like feature integrated into something akin to a passenger module, maybe they could call it an entertainment module, or a holodeck. From there our commanders could take a break from shooting rocks and enter a virtual world of 21st century gaming launched by the cutting edge computers in said modules.
 
I think the game is in better shape than it's ever been. It's just that nearly everybody on the forum have been playing it for literally years and are naturally a little bit bored.
 
I think the game is in better shape than it's ever been. It's just that nearly everybody on the forum have been playing it for literally years and are naturally a little bit bored.

I agree. It’s pretty swell right now. Optimism seems to rule the circles in run in. And like the OP said, ain’t nothing like it.
 
I feel foolish giving this idea away for free, but we need a Steam like feature integrated into something akin to a passenger module, maybe they could call it an entertainment module, or a holodeck. From there our commanders could take a break from shooting rocks and enter a virtual world of 21st century gaming launched by the cutting edge computers in said modules.

So long as I can earn Elite Dangerous credits by playing BattleTech then I'm in!
And when I'm travelling between systems in BattleTech I could earn credits in BattleTech AND Elite Dangerous by playing Pillars of Radiance.
And when I'm resting in Pillars of Radiance I could play Elite Dangerous, and earn credits in Pillars of Radiance AND BattleTech AND Eilte Dangerous AND Pillars of Radiance AND...

Gaming Inception!
 
If I had to go for any particular issue, it would simply be the disconnectedness. Everything feels like it is in its own completely isolated box that cannot interact with anything else. Everything starts to feel a bit dull and pointless because it doesn't make any difference in the grand scheme of things, FD could leave the servers running for a decade and the galaxy would be basically the same as how they left it, simply because there isn't the facilities in the game for things to actually happen.

Much more connectedness would also help player agency significantly, as player actions would actually make much more difference in the long run. The current "story" is following a script with only a couple of direct player interaction points to actually make even the slightest deflection in the route; there's no way for a trader to buff up the economy and sufficiently militarise a potential Thargoid target so they can defend themselves. There's no way to go around hunting political dissidents to strengthen Aegis's position politically, there's no way to track down Aegis's greatest financial contributors and help/hinder their economies to swing the galaxy.

Giving the players the power to influence the galaxy, to become a component in a vast, living galaxy, is much more interesting that simply getting direct control so players can play minecraft in space. Steadily manipulating humanity through every possible interaction offers far more gameplay than simply assuming direct control or only interacting with isolated mechanics through keyholes.
 
Over reliance on RNG, lack of in-game tools to properly engage with the world, lack of integration of the player into the world, ATROCIOUS balancing, half-baked over-simplified minimum-viable-product bolt-on game design. Oh, and laughable QC / horrible turnaround for gameplay-affecting bugs. Those are the most outstanding issues to me. The reward balancing is pretty poor, but if FDev focused on making the gameplay experience for the various activities actually FUN, the rewards wouldn't be as much of a concern. Instead, they went for the whole, "how much tedium and repetition are you willing to endure for a given reward" approach, so reward balancing / adequately compensating for the player's suffering is a constant struggle.
 
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