Pretty much this. It's some weirdly stitched together Cryengine levels with janky-asp physics and horrendous networking performance that tanks even the most powerful gaming PC.
I was all for Star Citizen, I loved the idea and got sucked into the marketing. Then when GC2017 happened and saw that they'd made zero progress, in fact even gone backwards, I very nearly got my refund then. When 3.0 was pushed from Evocati to concierge/subs for Christmas that was the final straw, I asked for my money back because they just can't deliver.
The only wasted time was on CQC and powerplay. The rest is just fine.
And I very much doubt the time spent on CQC and powerplay would get close to the level of what would be needed for legs. 10% of it, maybe.
Whatever magic ED once had was lost after it was released. I remember having a great time during alpha, and early betas mostly because the game was at that stage centred around player encounters. Truth of the matter is there were no template missions, no silly different modes, and most of what went on was pure player sandbox open world activity.
Frontier gutted the game with solo and pg and as for the trade run you speak about in the OP well anyone who refers to themselves as a 'trader' loses t he plot if their ship get so much as a scratched. Its these folks Frontier has catered and listened to. Its impossible to fail in ED, there is no real challenge or test of skill, and therefore no reward, people progress simply from a matter of turning on the game.
There was a time back early on when they were promoting ED and there was a line in the speil that went along the lines of, 'and cross trading lanes and become rich, if you make the journey' As soon as anyone loses their ship its mass hysteria on the forums and now there is zero jeopardy as a result.
Once you've played for a while it becomes obvious how shallow and poor the actual game-play is. Template missions, filling up xp bars (super power grind is a prime example here). If ED were a woman she would have the looks of a glamour model and the IQ of a pot plant.
The whole 'economy' is a joke. Everyone is a billionaire and yet prices never go up. It feels a lot like all the game is there to do is give people enough of a feel good factor to spend money on 'cosmetics'. And weekly they keep pumping out these dreary 'community goals' hearding players like a bunch of sheep. I dunno who came up with CGs but I am far from impressed.
Unless new blood and direction is given its hard to see anything really changing and if that means moving the key players on to a different project then so be it.
As it stands the game really isn't what we were led to believe it would be. What is frustrating is seeing the raw potential ED has but which Frontier are unwilling or unable to realise. This really can't just be a matter of 'we don't have enough resources', its all down to ideology in my view.
It will be my avatars and if I have to stare at there backside all the time I am sure as hell gonna make sure it looks good.
I agree...
The impression where the game was going given from Kickstarter/Alpha/Beta etc was one of depth and layers of mechanics and gameplay.
I'd say over the past two years, too many design choices have resulted in shallow bolted on gameplay that not only haven't deepened gameplay, but all to often have added next to none.
I'd love to know what went on in the design discussions for:-
I have to agree here. CQC was a waste of time and effort. Maybe it was something that microsoft insisted on. Not too sure but it does seem to be an odd thing to create.[*]CQC - Why wasn't that effort put into adding fighter gameplay (eg; tours of duty, protect, escorting, attack) in the core game?
Agreed. Needed a much longer development time to make it shine. It really should have been the final update in the first season. The idea is great, the implementation is poor.[*]Powerplay - Why was it so limp in the scenarios it offered?
There is only so much you can do. But I suppose they could add some of the new megaship gameplay to open up different logs and so forth instead of just a scan. But the only way to truely open up generation ships would be to explore them on foot with natural and maybe some unnatural hazards to bypass. Use the mission system for this. They should add missions to these places.[*]Generation Ships - For all the build up it adds nothing more than some point and click audio files. Are CMDRs using this gameplay now?
They are just reskinned bases, hopefully they will be using these for other things in the future, maybe pirate only bases and so on. But yes, so far they are only potential.[*]Asteroid Bases - Simply reskinned stations.
Not me. Have done it once, but there should be missions from other scientists to these places, not just Ram Tah. Surely with all these populated systems there would be other people that would want knowledge of these things.[*]Original Guardian Bases - Are CMDRs using this gameplay now?
Not sure. I haven't been inside one yet, it's on my bucket list. But again see above with the orgininal Guardian bases.[*]Thargoid Bases - Are CMDRs using this gameplay now?
Again see above.[*]New Guardian Bases - Will CMDRs be using this gameplay in a few months?
It was decided a long time before horizons was revealed. On paper it's a great idea, but having no real gameplay to supplement it made it go the way of the dodo. I hate the idea of galaxy wide telepresence and hope they change that in the future.[*]Multicrew - How much development effort went into this? Who greenlit it? What has it added to the game other than a development headache for any/all mechanics being added (to make sure they're multicrew compliant).
To a degree I agree. It looks like to me that they are moving forwards now. I really like and enjoy the new trade tools. I find them fun to use and makes trading interesting. Well it does for me anyway.For me, too much of the past there years has been art heavy, gameplay light developments which has meant the game not moving forwards...
Me too. The scanning mechanics have been dire. The megaship interactions though are nice (not talking about rewards, just the mechanics), and I really hope they expand on those in the future to other parts of the game. Missions should be tied into these new mechanics. I am really hoping the steller and planetary scanning updates are really good and they should also tie into missions, hopefully giving missions a bit more depth too.I'm dearly hoping FD's clean slate opportunity to move gameplay forwards in Q4 of this year shows a change of ethos. I hope we finally get some gameplay with layers of inventive depth. But my fear is, surely with the design of it is being governed by the same people as gave us the list above... Hmmm...
This is the thing. If they have long term developments such as atmospheric planets, space legs, earthlikes and so forth going on, then what we are getting now is not from the whole 100ish people working on ED. It is a team from that 100, while other teams will be working on other areas.ps: Generally looking at the game, I still can't believe there's a 100+ people working on it. And if there is, surely a huge majority must be artists and very few developers? Why else is everything so art heavy but gameplay simplistic?
I agree...
The impression where the game was going given from Kickstarter/Alpha/Beta etc was one of depth and layers of mechanics and gameplay.
I'd say over the past two years, too many design choices have resulted in shallow bolted on gameplay that not only haven't deepened gameplay, but all to often have added next to none.
I'd love to know what went on in the design discussions for:-
For me, too much of the past there years has been art heavy, gameplay light developments which has meant the game not moving forwards...
- CQC - Why wasn't that effort put into adding fighter gameplay (eg; tours of duty, protect, escorting, attack) in the core game?
- Powerplay - Why was it so limp in the scenarios it offered?
- Generation Ships - For all the build up it adds nothing more than some point and click audio files. Are CMDRs using this gameplay now?
- Asteroid Bases - Simply reskinned stations.
- Original Guardian Bases - Are CMDRs using this gameplay now?
- Thargoid Bases - Are CMDRs using this gameplay now?
- New Guardian Bases - Will CMDRs be using this gameplay in a few months?
- Multicrew - How much development effort went into this? Who greenlit it? What has it added to the game other than a development headache for any/all mechanics being added (to make sure they're multicrew compliant).
- etc...
I'm dearly hoping FD's clean slate opportunity to move gameplay forwards in Q4 of this year shows a change of ethos. I hope we finally get some gameplay with layers of inventive depth. But my fear is, surely with the design of it is being governed by the same people as gave us the list above... Hmmm...
ps: Generally looking at the game, I still can't believe there's a 100+ people working on it. And if there is, surely a huge majority must be artists and very few developers? Why else is everything so art heavy but gameplay simplistic?
I just wish they would come clean and spell out their vision clearly (and stick to it), we could then buy in (or not). I would imagine most people who leave this game leave out of frustration or some other negative emotion and that isn't good for the long term prospects, and given the last week they are also becoming a laughing stock - not good.
It was decided a long time before horizons was revealed. On paper it's a great idea, but having no real gameplay to supplement it made it go the way of the dodo. I hate the idea of galaxy wide telepresence and hope they change that in the future.
You missed the engineers, but I agree with everything.
It's a shame to see that happen in this game, and no action is taken by the FD. And from what I've seen so far Beyond will not solve that.
Frankly how awesome would that be : emergency boradcast as a drydock is attacked. Either get your fat ship there or use telepresence
to take control of an AX fighter from one of the fighter base protecting the asset. Defend while the AEGIS modified big beast powers up
and punch a medusa or two on the nose.
Good luck with that; Frontier have their communication strategy which is to keep it to as little as possible (notice how few message threads now get a Community Team member response now that Dale has left?).
Let me start off by saying I'm a bit of a defender of Frontier and Elite: Dangerous. And I am NOT a backer, player or fan of Star Citizen. To be honest, I have no intention of playing the game, though when it's released and if it's decently optimised, I might give it a whirl. But the other night at 4am or somesuch I came across this video.
https://www.youtube.com/watch?v=Ab9q5ZQw20M
It's a guy. Doing a cargo run. That's it. He hauling stuff from A to B. And honestly, it made me relook at our own game and the problems with it. He's just going to A and flying that stuff back to B and it's more exciting than anything I've come across in ED outside of first contact videos last year.
Because there's a sense of tension, an immersion he isn't even aiming for and would probably laugh at me for suggesting he was immersed. But he was, it's in every syllable he speaks.
We lack that, and I think we lack it for a few reasons when doing missions or hauling cargo. Modes are definitely a part of it (and I'm a long-time defender of keeping the modes, I'm not suggesting we pull them, but I am re-examining my ideas on what would happen if we did) and I don't think I could play that tense all the time. Space Legs is another part of it, and I think this video goes some way (to me at least) as to part of what Space Legs brings, even with little extra gameplay. That sense of vulnerability when you leave your space-tank. I think brighter (and more objective) people should look at this and figure what (if anything) we should be looking to learn from it.
Obisidian Ant's video is also part of what this thread is answering. I don't think we'd be in such a rush to earn money if earning it was more fun.
https://www.youtube.com/watch?v=5G0nXeYYUQM&feature=youtu.be
I still love the game (even if I am taking a break from it) but I think some things could be better.
+Rep great point.
I would say two things:
1) I would love to walk the halls of my ships!!! (I do own SC but the frame rate is so bad on my i7700 / GTX1060 laptop that I can't play it)
2) I don't think it's the sense of "jeopardy," but a sense of "accomplishment."
Early in Elite you truly get that as you can afford better ships, but after a couple of years I just feel like my large ships just don't make me the money they should.
I've played a bit of SC 3.0 since it came out.
Its almost there tbh. Considering where both games are going to be in 12 months time I think that will be it for Elite.
You missed the engineers, but I agree with everything.
It's a shame to see that happen in this game, and no action is taken by the FD. And from what I've seen so far Beyond will not solve that.
Take The Engineers... You have to spend significant time upgrading your ship, simply then to then carry on doing exactly the same gameplay that you were doing before simply now at the newly imposed upper teir of performance (eg: better more powerful pew pew beams). And the mechanic/gameplay you need to invest in to upgrade your ships? Basically exactly the same gameplay that you were doing before.
ie: It introduced a whole new upper teir of performance you're bribed into taking part into to stay competitive, by undertaking the same (old) gameplay, so you can then take part in the same (old) gameplay. And all at the risk of unbalancing PvP and PvE.
Where over the past three year has there been truly impressive steps forwards with new gameplay mechanics/content/depth? Wings? Planetary Landings? ...ummm...
Look where we are right now with the long awaited first hostile alien invasion... With years to prepare the gameplay mechanics, we can take part and affect this epic invasion how? By taking X to Y to repair stations after invisible attacks. Meanwhile time galore for multicrew, thargoid/guardian bases, generation ships etc...
Maybe this post from another thread today will cover Engineers for you?
"Take The Engineers... You have to spend significant time upgrading your ship, simply then to then carry on doing exactly the same gameplay that you were doing before simply now at the newly imposed upper teir of performance (eg: better more powerful pew pew beams). And the mechanic/gameplay you need to invest in to upgrade your ships? Basically exactly the same gameplay that you were doing before.
ie: It introduced a whole new upper teir of performance you're bribed into taking part into to stay competitive, by undertaking the same (old) gameplay, so you can then take part in the same (old) gameplay. And all at the risk of unbalancing PvP and PvE.
Where over the past three year has there been truly impressive steps forwards with new gameplay mechanics/content/depth? Wings? Planetary Landings? ...ummm...
Look where we are right now with the long awaited first hostile alien invasion... With years to prepare the gameplay mechanics, we can take part and affect this epic invasion how? By taking X to Y to repair stations after invisible attacks. Meanwhile time galore for multicrew, thargoid/guardian bases, generation ships etc..."
Maybe FD will get some new game-design people in and salvage ED.
Cos it’s clearly not working out.