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Elite is kinda lame though. I can't quite put my finger on what's wrong with that game. It was once described to me as a shallow lake, which I think is a good description.
The gameplay loop is too short. Other than exploring, which takes ages, you can do any mission in a very short space of time. It's generated an addictive sort of player experience, where the only real reward is watching the numbers get bigger. There's little incentive to cross the galaxy other than to explore, or to get enough mats to get the next engineer so you can make your shields spicier, which is just more of the same stuff over and over again.

There's also not much in the way of management for your ship, which makes sense for the smaller, single-crew vessels, but anything that looks like it would require more than two crew still handles like a single-pilot ship. Elite 2 and 3 both required you to hire crew for larger ships.

Everything looks the same, everywhere you go. This isn't surprising in one sense; the galaxy is going to start looking repetitive simply because it's so huge, but the sameness is enhanced by the way the game tends to normalise the scale of things. Go to betelgeuse, and for all you might tell yourself that it's an enormous star, it doesn't look that different to any other red star, because you never get close enough to any star to fully appreciate how huge they are. It gets more impressive when you're close to a planet, but there's not any reason to go to those planets, other than to get screenshots of how big the star looks from the surface and convince yourself that you're impressed.

There's no way to craft a narrative for your (essentially non-existent) character within the game world. There's no real sense of distance or time, no clear reason to visit all the myriad worlds (other than to say "I went there"). There's just the big meta-narrative within the game, and then there's you, pootling around and having only the vaguest impact if you help the right faction deliver enough commodities. There's very little interaction with the world. Somehow, Frontier developments managed to make space both tiny and incredibly boring.

Elite 2 and 3 had many of the same issues, but felt a little more compelling. You had to actually manage your resources a little, including crew for larger ships. There were missions that actually took you out of your local group of systems, particularly passenger transport missions, which could sometimes send you half way across populated space and make you visit areas you'd never seen. There was a grindy gameplay loop, but it wasn't so overwhelming and repetitive across every aspect of the game. Elite dangerous only understands grindy, shallow gameplay loops and has nothing else to draw you into the game, other than making the numbers go up. Even a simple crew mechanic would vastly improve the game, in my opinion.

If I were to fix Elite Dangerous, I'd do three things: Make larger ships require a crew to fly, have passenger missions be longer than 5 minute sight-seeing tours, and introduce instanced narrative locations - that is, places where you interact with characters and locations, and perform missions to drive a contained narrative to get a reward. Something you could repeat, like a dungeon in any other MMO, that isn't just "go to system X and kill n bad guys". Simple stories could be procedurally generated, with a bunch of longer, bespoke stories added in every now and then to keep things interesting. Surely the prospect of new, actually interactive content would keep players coming back?

I suggested things like this to the devs or to other elite players in the past, but it's never been particularly well received. I guess they just like their endless grind.

Good christ, this post was far longer than I planned...
 
The gameplay loop is too short. Other than exploring, which takes ages, you can do any mission in a very short space of time. It's generated an addictive sort of player experience, where the only real reward is watching the numbers get bigger. There's little incentive to cross the galaxy other than to explore, or to get enough mats to get the next engineer so you can make your shields spicier, which is just more of the same stuff over and over again.

There's also not much in the way of management for your ship, which makes sense for the smaller, single-crew vessels, but anything that looks like it would require more than two crew still handles like a single-pilot ship. Elite 2 and 3 both required you to hire crew for larger ships.

Everything looks the same, everywhere you go. This isn't surprising in one sense; the galaxy is going to start looking repetitive simply because it's so huge, but the sameness is enhanced by the way the game tends to normalise the scale of things. Go to betelgeuse, and for all you might tell yourself that it's an enormous star, it doesn't look that different to any other red star, because you never get close enough to any star to fully appreciate how huge they are. It gets more impressive when you're close to a planet, but there's not any reason to go to those planets, other than to get screenshots of how big the star looks from the surface and convince yourself that you're impressed.

There's no way to craft a narrative for your (essentially non-existent) character within the game world. There's no real sense of distance or time, no clear reason to visit all the myriad worlds (other than to say "I went there"). There's just the big meta-narrative within the game, and then there's you, pootling around and having only the vaguest impact if you help the right faction deliver enough commodities. There's very little interaction with the world. Somehow, Frontier developments managed to make space both tiny and incredibly boring.

Elite 2 and 3 had many of the same issues, but felt a little more compelling. You had to actually manage your resources a little, including crew for larger ships. There were missions that actually took you out of your local group of systems, particularly passenger transport missions, which could sometimes send you half way across populated space and make you visit areas you'd never seen. There was a grindy gameplay loop, but it wasn't so overwhelming and repetitive across every aspect of the game. Elite dangerous only understands grindy, shallow gameplay loops and has nothing else to draw you into the game, other than making the numbers go up. Even a simple crew mechanic would vastly improve the game, in my opinion.

If I were to fix Elite Dangerous, I'd do three things: Make larger ships require a crew to fly, have passenger missions be longer than 5 minute sight-seeing tours, and introduce instanced narrative locations - that is, places where you interact with characters and locations, and perform missions to drive a contained narrative to get a reward. Something you could repeat, like a dungeon in any other MMO, that isn't just "go to system X and kill n bad guys". Simple stories could be procedurally generated, with a bunch of longer, bespoke stories added in every now and then to keep things interesting. Surely the prospect of new, actually interactive content would keep players coming back?

I suggested things like this to the devs or to other elite players in the past, but it's never been particularly well received. I guess they just like their endless grind.

Good christ, this post was far longer than I planned...
Did you ever play the X series of games? I feel like those never get enough discussion. I remember really enjoying X3 and X2. But those series are largely forgotten now. Everything was balls-slow but it was a lot of fun either way. Even docking at a space station required you to do shit like you would if it were mostly-real, which added a ton of fun to it for autists like me and you.

 
It's kinda sad to see people that refuse to acknowledge they've been scammed and desperately cling on their delusions.
MFW I know retards that fell for it.
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The gameplay loop is too short. Other than exploring, which takes ages, you can do any mission in a very short space of time. It's generated an addictive sort of player experience, where the only real reward is watching the numbers get bigger. There's little incentive to cross the galaxy other than to explore, or to get enough mats to get the next engineer so you can make your shields spicier, which is just more of the same stuff over and over again.

There's also not much in the way of management for your ship, which makes sense for the smaller, single-crew vessels, but anything that looks like it would require more than two crew still handles like a single-pilot ship. Elite 2 and 3 both required you to hire crew for larger ships.

Everything looks the same, everywhere you go. This isn't surprising in one sense; the galaxy is going to start looking repetitive simply because it's so huge, but the sameness is enhanced by the way the game tends to normalise the scale of things. Go to betelgeuse, and for all you might tell yourself that it's an enormous star, it doesn't look that different to any other red star, because you never get close enough to any star to fully appreciate how huge they are. It gets more impressive when you're close to a planet, but there's not any reason to go to those planets, other than to get screenshots of how big the star looks from the surface and convince yourself that you're impressed.

There's no way to craft a narrative for your (essentially non-existent) character within the game world. There's no real sense of distance or time, no clear reason to visit all the myriad worlds (other than to say "I went there"). There's just the big meta-narrative within the game, and then there's you, pootling around and having only the vaguest impact if you help the right faction deliver enough commodities. There's very little interaction with the world. Somehow, Frontier developments managed to make space both tiny and incredibly boring.

Elite 2 and 3 had many of the same issues, but felt a little more compelling. You had to actually manage your resources a little, including crew for larger ships. There were missions that actually took you out of your local group of systems, particularly passenger transport missions, which could sometimes send you half way across populated space and make you visit areas you'd never seen. There was a grindy gameplay loop, but it wasn't so overwhelming and repetitive across every aspect of the game. Elite dangerous only understands grindy, shallow gameplay loops and has nothing else to draw you into the game, other than making the numbers go up. Even a simple crew mechanic would vastly improve the game, in my opinion.

If I were to fix Elite Dangerous, I'd do three things: Make larger ships require a crew to fly, have passenger missions be longer than 5 minute sight-seeing tours, and introduce instanced narrative locations - that is, places where you interact with characters and locations, and perform missions to drive a contained narrative to get a reward. Something you could repeat, like a dungeon in any other MMO, that isn't just "go to system X and kill n bad guys". Simple stories could be procedurally generated, with a bunch of longer, bespoke stories added in every now and then to keep things interesting. Surely the prospect of new, actually interactive content would keep players coming back?

I suggested things like this to the devs or to other elite players in the past, but it's never been particularly well received. I guess they just like their endless grind.

Good christ, this post was far longer than I planned...
My issue with Elite is that there is no real purpose for the open world other than for devs to dickwave. I know that Elite is trying to distinguish themselves from EVE, but they really should break their no passive income rule and allow players to build and invest in stations. You're an explorer and found a resource rich planet? You should be able to auction off the coordinates to a player corp, so they can build a mining base there. Making lots of money from mining stations? Invest in capital ships and use your profits to off set wages and upkeep costs of your fleet, use capitals to wage war and take over other player stations.

Now you have another level of gameplay for high level players that help fill out the map, and it doesn't affect the original gameplay loop too much.
Did you ever play the X series of games? I feel like those never get enough discussion. I remember really enjoying X3 and X2. But those series are largely forgotten now. Everything was balls-slow but it was a lot of fun either way. Even docking at a space station required you to do shit like you would if it were mostly-real, which added a ton of fun to it for autists like me and you.

https://youtube.com/watch?v=GhS61VqIsAA
I played a lot of 3X, and I really enjoy X4 a lot. I just love how the economy works in those games and growing a massive mining and refining corp.
 
That the idea of SC releasing is a joke at this point, says it all really.


Over half a billion in funding btw and retards keep throwing ~5mil every fucking month lol. 60 mil a year is definitely more than enough for the company to fund itself ad-infinitum while delivering jack shit.

I don't see why Chris doesn't just retire from running CRI and just collecting a fat paycheck every year. Oh wait, thats exactly what he's doing lmao
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Ok, update for real:
Squadron 42 is "feature complete" what ever the fuck that means.
They're now going to focus on polishing and fine-tuning.
In my professional assessment, they realized that there was a lack of "Updates" to keep the whales satisfied and made a desperate hail-mary of a trailer to keep people believing.
Edit: Just realized my earlier rick-roll joke had a release date of July for S42 and October 31st for SC, so I got it a quarter right, go me!
 
Ok, update for real:
https://youtube.com/watch?v=IDtjzLzs7V8Squadron 42 is "feature complete" what ever the fuck that means.
They're now going to focus on polishing and fine-tuning.
In my professional assessment, they realized that there was a lack of "Updates" to keep the whales satisfied and made a desperate hail-mary of a trailer to keep people believing.
Edit: Just realized my earlier rick-roll joke had a release date of July for S42 and October 31st for SC, so I got it a quarter right, go me!
Just got an email about this and am interested. If something of the game actually came out in my lifetime that'd be neat.
 
I installed the newest version of Star Citizen and played for a while. My setup is reasonably elaborate as far as a flight simulator is concerned and I have to say, it was a heck of a lot of fun. It still isn't the game they promised us. But I did have fun. Not sure how much longevity is there though. Could I play this every day for several weeks? I am not sure.

Probably not as fun as Chris has been having with all that cash.
 
It still isn't the game they promised us. But I did have fun.
It's enjoyable enough, though there's zero chance of everything promised ever showing up. I've got a Hercules starlifter and it's pretty relaxing doing cargo runs/trying not to die to other players while I listen to podcasts.

No clue how the whales can justify spending what they do on this game though lol
 
It's enjoyable enough, though there's zero chance of everything promised ever showing up. I've got a Hercules starlifter and it's pretty relaxing doing cargo runs/trying not to die to other players while I listen to podcasts.

No clue how the whales can justify spending what they do on this game though lol
Huh... I have a Hull B somewhere. Completely forgot about that.

Is the cargo system fully implemented?
 
Is the cargo system fully implemented?
There's a functional but basic version of freight trading in the game now.

All major ports have a commodities terminal where you can purchase local material goods and then sell them at other ports- with each of the other ports producing some things and seeking others. Rates fluctuate based on how much cargo of that type has recently been sold by someone else so optimal routes change fairly regularly. Some routes are pretty typically profitable though and thus tend to be a higher target for player gank camps which frankly is pretty damn fun.

I say basic however because it automatically loads the cargo into your cargo grids right now. They have a functional test version of the long term concept for cargo where you'll have to load it manually, but it hasn't released yet. I played the test server version a bit when it was available and it's fairly polished already so I'm cautiously hopeful it'll see the light of day.

I like the idea of having to load the cargo from hangar yourselves because it'll justify paying one or two additional players to crew my Hercules- Which is a three seater cockpit. Right now there's no reason to bother crewing those positions but there's no way I can imagine fully loading it myself piece by piece even with the Mule (space forklift). More need for players to cooperate is better gameplay in my opinion.

But this is Star Citizen, land of broken promises. So I'm also not holding my breath lol.
 
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Eleven years and still not finished. Did Chris at least get another yacht? Or three?
 
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