Always check out a game properly before buying. Maybe you were fooled by the 'splosiony trailers for this game, which are to put it generously - misleading.
I broadly agree with the OP, and I strongly disagree with those that glibly say simply that the game isn't for those that don't like these things. It's none of their damn business to dictate whether the game is for people or not, and in fact, I'd argue that the people that can be 4rsed to play it for long enough to form an opinion and then take the trouble to express that opinion here are very much part of the set of people the game is 'for'..
Always check out a game properly before buying. Maybe you were fooled by the 'splosiony trailers for this game, which are to put it generously - misleading.
True. ED is just not Finished. The Engine seems to work, physics are allright. Now i Need some Gameplay and content.
Which is why I find it funny that we used to have interesting SC mechanics that got nerfed for being to hard for many and now people are demanding interesting SC mechanics. It's what you get when you apease the mob.
This game is a time-sink and I don't see that changing anytime soon.
Seen this so many times here. The OP didn't say it was too hard. He said - OBJECTIVELY CORRECTLY - that game contrives to be as inconvenient as possible to inflate time. Which is factually true.
Now, refute THAT STATEMENT.
Well said. The defenders will keep driving away potential paying customers until they no longer have a game to play. Fear not.
All of that could be solved by giving people an autopilot function so they could at least read GalNet or look up trade routes or whatever during long supercruise journeys.
Prisons are time sinks as well.
people who push the idea of autopilot etc are doing exactly what Fdev likes to do, treat a symptom because it's perceived as the easiest thing to do. Increasing jump range, autopilot, etc, these are all things that come to people's mind and they do nothing but address a symptom of the problem the game has. Which is that traveling is boring, the majority of the game is traveling...and Fdev has done nothing to make the largest aspect of their game enjoyable.
A proper solution is to not increase jump ranges, or introduce autopilots etc. It's to make traveling exciting and engaging. That should have been a game requirement from day 1. The focus of the game should be a good mix of the journey and the destination. Instead the game is all about destinations. The only thing Fdev has given us for the journey is RNG idiotic pirate archetypes to randomly interdict the player. Lame. Lazy. Boring. It's simply a nuisance you barely have to deal with.
Systems need to be more dynamic... There needs to be consequence involved with risking traveling to a low security system or high security. NPC's need to have more localized behavior that is somewhat unique for every given system and faction based on the faction state and govt type, economy, etc. Jumping needs to be a strategic decision with meaningful consequences. This will be a start to making the journey just as important and fun as reaching your destination. Negating the need to increase jump ranges or use autopilot to avoid boredom.
While in-system, to fix Supercruise, i think supercruise should not show you the system as if you were in normal space. you're not in normal space while in supercruise. You're somewhere in between hyperspace and normal space and it should reflect that. Giving you a reason at times to drop out of supercruise to explore. Further, there needs to be more environmental impacts while in supercruise. Solar storms, magnetic interference around certain stars / planets. This would not just impact supercruise, but your sensors and setup areas of ambush by pirates so they're not just randomnly spawned for no good reason. Supercruise then becomes somewhat of an dangerous environment that requires your attention and your skill in seeing dangers ahead of time and avoiding them. It also would allow the developers to hide things in supercruise that requires players to figure out how to reach. Perhaps you'll need to equip a much stronger shield to withstand high radiation or better sensors to detect something mixed in with a roid field that normal sensors would miss. This would be a good starting step to making Supercruise part of the game and not just a means to reaching a destination that everyone would rather skip because nothing happens and it's boring as hell.
That's what i mean by working the low hanging fruit. Not hand outs. Not an easy, i win button. A solution to the problem, not bandaids over symptoms that dont fix anything.
I think once the journey issue gets some love, then it would be time to address the other incomplete things like the game's economy and powerplay and then roles in the game.
I suggest another game. What your complaining about is the game. Bit like me complaining that world of warships is all about firing shells and no other gameplay
people who push the idea of autopilot etc are doing exactly what Fdev likes to do, treat a symptom because it's perceived as the easiest thing to do. Increasing jump range, autopilot, etc, these are all things that come to people's mind and they do nothing but address a symptom of the problem the game has. Which is that traveling is boring, the majority of the game is traveling...and Fdev has done nothing to make the largest aspect of their game enjoyable.
A proper solution is to not increase jump ranges, or introduce autopilots etc. It's to make traveling exciting and engaging. That should have been a game requirement from day 1. The focus of the game should be a good mix of the journey and the destination. Instead the game is all about destinations. The only thing Fdev has given us for the journey is RNG idiotic pirate archetypes to randomly interdict the player. Lame. Lazy. Boring. It's simply a nuisance you barely have to deal with.
Systems need to be more dynamic... There needs to be consequence involved with risking traveling to a low security system or high security. NPC's need to have more localized behavior that is somewhat unique for every given system and faction based on the faction state and govt type, economy, etc. Jumping needs to be a strategic decision with meaningful consequences. This will be a start to making the journey just as important and fun as reaching your destination. Negating the need to increase jump ranges or use autopilot to avoid boredom.
While in-system, to fix Supercruise, i think supercruise should not show you the system as if you were in normal space. you're not in normal space while in supercruise. You're somewhere in between hyperspace and normal space and it should reflect that. Giving you a reason at times to drop out of supercruise to explore. Further, there needs to be more environmental impacts while in supercruise. Solar storms, magnetic interference around certain stars / planets. This would not just impact supercruise, but your sensors and setup areas of ambush by pirates so they're not just randomnly spawned for no good reason. Supercruise then becomes somewhat of an dangerous environment that requires your attention and your skill in seeing dangers ahead of time and avoiding them. It also would allow the developers to hide things in supercruise that requires players to figure out how to reach. Perhaps you'll need to equip a much stronger shield to withstand high radiation or better sensors to detect something mixed in with a roid field that normal sensors would miss. This would be a good starting step to making Supercruise part of the game and not just a means to reaching a destination that everyone would rather skip because nothing happens and it's boring as hell.
That's what i mean by working the low hanging fruit. Not hand outs. Not an easy, i win button. A solution to the problem, not bandaids over symptoms that dont fix anything.
I think once the journey issue gets some love, then it would be time to address the other incomplete things like the game's economy and powerplay and then roles in the game.
Bit like me complaining that world of warships is all about firing shells and no other gameplay