- disclaimer -
I've ranted about this a couple times in Discord, and nobody ever reacted. So it might just be my garbage wrong opinion. (I never went into this much detail, but who knows.)
But I still feel convinced. So i'm making this thread to see if anyone has something to say.
___
TLDR
The game is undoubtedly in a very suboptimal state right now, for a lot of reasons.
We assume that it's because the game is incomplete. And while that's obviously a prerequisite factor, I think there's a fundamental issue with the direction of the game.
By that, I mean that: if we had a time machine, hopped... 1.5 years ahead? Or, whenever the roadmap gets completed...
...The game we would find might still be heavily flawed.
My conclusions boil down to:
1) Can I finally play the game?
This is a very fundamental, but basic concern.
The downtime is ENORMOUS for ALMOST EVERYTHING. Time spent AFK, or just waiting.
Let's make a comparison with an established genre: Battle Royales.
You might complain about the downtime there, and yet you can see how compared to Starbase, it's nothing.
An important thing is, that the downtime of a BR is different from most of Starbase's downtime:
in a BR, "downtime" are moments where there is no action. But you are still doing things:
There might be things that you technically could do, but aren't worth bothering. (Checking for unknown ships/hostiles, you could do that literally anytime all the time, but unless you're expecting them, you most likely will meet nobody anyways. It would waste time, effort, and get you carpal tunnel syndrome.)
My solution (but you should also think of one yourself) :
Downtime should just vanish as much as possible.
This is where the current direction isn't just not solving problems, but actually harmful.
The whole cap spool/siege timer system has massive inherent downtime, but that might be a necessary evil for timezones / offline raiding.
I suggest giving EVERY ship a quickly (5-20 seconds) charging warpdrive. Yep.
This is a radical change, but i see no other solution.
Problem is, if we add ship warpdrives, what's the point of capitals? Maybe leaving them as just siege machines is OK. Maybe not. And then the game would be filled with these million ton, billion credits paperweights.
Sieges would be disrupted too, since you can ship warp to the battle... Adding an exclusion zone might be enough to fix that.
Warpgates can still fill the niche of making travel through super frequent routes more cheap/efficient. But it's a niche, and they look really expensive to build.
But wait... It's not that simple
The massive downtime that players have to spend to do literally anything absolutely matters in the value that anything has.
A stack of ore would be worth less if you can just *hop* *mine a couple minutes* *hop* *done* .
So, reducing wait = reducing time needed = reducing value. The next paragraph goes into this in more detail.
Counterbalancing the value or cost might be enough. Or not. It's cursed, I can't predict it.
2) The cursed problem.
Starbase wants to make a fully player driven universe. The purpose is to promote, and make it routine, to have meaningful and complex player interactions of many kinds:
Necessity is the spark that motivates every goal in this, and goals can create subgoals (for instance, logistics can support combat, or mining operations; mining itself might be considered an instrumental goal to acquire resources, which themselves are an instrument for... anything, really)
So the obvious question is:
How should necessity be designed in the entire game?
Make it a very light grind for anything, and there a possibility that it has the same issues as the "creative mode" hypothetical.
Make it a very heavy grind, and... Nobody likes that. Get it out of here.
But if there is no grind, there is no necessity. If there is no necessity, nothing has a reason to be done anymore.
Necessity and grind are 2 ends of the same spectrum, and they each want something completely opposite.
Necessity wants to hit you as hard as possible, to motivate all of those rich player interactions.
But the grind is time spent not in these interactions. So you'd want it to be as low as possible.
It's a cursed problem. It has no true solution.
The only thing you can hope for, is that eventually, with iterations, feedback, and appropriate changes, if everything goes right, the end result will be ok-ish, somewhere in the middle.
This is nothing new, and a lot of online videogames have to deal with something like this in some form.
The first point here is, anytime "reducing the grind" comes up, you can't "just do it". Balancing or features may be enough to make it work. Or not. Who knows. 1) is affected by this.
Crazy theory
I don't really have a solution for this, so instead I have a question for you.
Could there be something else that (partially?) replaces the role of grind, time and cost as a motivator for the game? Do you have any ideas? Are there any games out there that already did this?
Because right now the game fundamentally relies on grind, which is... Not the player interactions, the core that the game promises.
(Or, maybe there's a way to change things so that all/most grind should be done as a co-op activity? Would that be enough of an improvement?)
The current plan for the game is a Jenga tower, where if you try to remove 1 piece, the whole thing falls.
Ships exist because they let you mine, fight, travel...
You need resources for ships, stations, capitals.
You mine because you need resources.
You fight because that lets you take resources and assets.
You build a civ capital ship because you want a secure place to store your resources.
You build a mil capital ship because you either want to use it as a traveling mining outpost (because you need to mine, because you need resources)
You build a station or outpost because that lets you use gas extractors. Which give you resources passively.
Basically, the entire game relies on resources and time.
VERY THEORETICALLY, if the current plans can be abandoned, nothing says it has to be like that. Because at the end, all it needs to do is somehow provide motivation for activities in the game, so if something else can do that, it may be an alternative.
3) Miscellaneous concerns
Gate camping
AFAIK, Nothing in the upcoming features adresses this.
If you are a gate camper, I'd like to hear if you think it's healthy for the game to keep it.
Capital ship/station camping
Especially with radiation scanners, I have no doubt that spotting caps and station is not hard. Then we might even get a beacon putting a name on everyone's HUDs, maybe. Or maybe not.
If the cap/station isn't directly spottable, it might be visible anyways on rad scanner due to high concentrated activity of ships.
If you want to camp, and find a target, you'll be able to camp. Sure, you'll get spotted when you open fire, and eventually the defenders will be more than you, but especially considering that I believe most of the times, there won't be many people around, a camper will be able to do way more damage than they recieve before they're out of the fight.
It might be so effective that it could be a legitimate tactic used in war against outpost that are known to be weak.
Multiplayer, sometimes. (Or, "The vast lonely universe")
Players are dangerous, and you can choose where to place yourself in the universe, thanks to capitals and stations.
So naturally you want to choose a spot that gives you the protection of not being found. Away from other players.
The playerbase could increase 20x, and you won't notice, because you only see your few clanmates that happen to be in the same place as you at the same time, for the most part.
Different reasons, but similar-ish outcome to what Elite: Dangerous ended up with.
So, what do you think?
-thanks for coming to my Ted talk xdddd
I've ranted about this a couple times in Discord, and nobody ever reacted. So it might just be my garbage wrong opinion. (I never went into this much detail, but who knows.)
But I still feel convinced. So i'm making this thread to see if anyone has something to say.
___
TLDR
The game is undoubtedly in a very suboptimal state right now, for a lot of reasons.
We assume that it's because the game is incomplete. And while that's obviously a prerequisite factor, I think there's a fundamental issue with the direction of the game.
By that, I mean that: if we had a time machine, hopped... 1.5 years ahead? Or, whenever the roadmap gets completed...
...The game we would find might still be heavily flawed.
My conclusions boil down to:
- Any time spent AFK should be removed from the game entirely, and there is currently a TON of it.
- The grind might have an alternative. Or not. That part is pure theory. Or, the game could find a way to make all/most grind heavily favor co-op playstyles, so that the grind part of the game gets to be a multiplayer activity.
- The current direction of the game, when fully executed, will make it very hard to "reactively" change the game to what i'm suggesting. It would essentially be like making a building, demolishing it, and starting over, wasting precious years of development for a game that is already percieved as behind schedule by the public. So what's more likely is, the devs will have to stick to it, even if they dont like it. "It's not a flaw, it's a feature now"
1) Can I finally play the game?
This is a very fundamental, but basic concern.
The downtime is ENORMOUS for ALMOST EVERYTHING. Time spent AFK, or just waiting.
- Want to go mine asteroids? You need to fly out 5-50 minutes. And back.
- Pirate with a radiation scanner (upcoming feature) looking for a prey? Not sure. Maybe that's quick. But the rad scanner will probably just give you an intensity value, not a distance. So to know if a potential target is close enough to even bother, will probably take a while of fiddling with your radar. And then you have to fly to the target. And odds are it's a hauler going full speed in a line, so 50/50 chance of it going away from you.
- Pirate without a radiation scanner? All you do is sit in a spot and wait.
- Want to be an escort? Unless you're flying into a warzone, you're lucky if you get 1 encounter half of the missions you fly. [THIS IS INCREDIBLY OPTIMISTIC considering capital ships and stations will spread the playerbase thin in the universe] So basically, escort is "formation flying, oh and sometimes you might get to do combat".
- Crafting things takes a long time. You might be crafting for the parts themselves, or just for progression tree points. Either way that's just spam clicking some items, and walking away from your computer.
- Want to move your capital ship, along with all of your squad with it? Changing mining spot? Well, that literally takes days due to spool time.
"Just plan ahead" is not a solution, it's a patch. When for any reason you know there's no point in doing activities where you currently are, you won't do it, you'll just close the game / not launch it, waiting for the cap you're on to land to the new destination.
Let's make a comparison with an established genre: Battle Royales.
You might complain about the downtime there, and yet you can see how compared to Starbase, it's nothing.
An important thing is, that the downtime of a BR is different from most of Starbase's downtime:
in a BR, "downtime" are moments where there is no action. But you are still doing things:
- Looting
- Traversing the map (yes, still more involved than SB, you're walking around a twisting level, instead of setting throttle to max and walking away from your computer)
- Scanning your surroundings (looking for cues, listening for sounds)
- Deciding how to proceed (go here, go there? hide, or push? go to that other loot place first? avoid a particular place?)
- Depending on the game, there might be abilities you use, or objects placed in the level that you can interact with.
There might be things that you technically could do, but aren't worth bothering. (Checking for unknown ships/hostiles, you could do that literally anytime all the time, but unless you're expecting them, you most likely will meet nobody anyways. It would waste time, effort, and get you carpal tunnel syndrome.)
My solution (but you should also think of one yourself) :
Downtime should just vanish as much as possible.
This is where the current direction isn't just not solving problems, but actually harmful.
The whole cap spool/siege timer system has massive inherent downtime, but that might be a necessary evil for timezones / offline raiding.
I suggest giving EVERY ship a quickly (5-20 seconds) charging warpdrive. Yep.
This is a radical change, but i see no other solution.
Problem is, if we add ship warpdrives, what's the point of capitals? Maybe leaving them as just siege machines is OK. Maybe not. And then the game would be filled with these million ton, billion credits paperweights.
Sieges would be disrupted too, since you can ship warp to the battle... Adding an exclusion zone might be enough to fix that.
Warpgates can still fill the niche of making travel through super frequent routes more cheap/efficient. But it's a niche, and they look really expensive to build.
But wait... It's not that simple
The massive downtime that players have to spend to do literally anything absolutely matters in the value that anything has.
A stack of ore would be worth less if you can just *hop* *mine a couple minutes* *hop* *done* .
So, reducing wait = reducing time needed = reducing value. The next paragraph goes into this in more detail.
Counterbalancing the value or cost might be enough. Or not. It's cursed, I can't predict it.
2) The cursed problem.
Starbase wants to make a fully player driven universe. The purpose is to promote, and make it routine, to have meaningful and complex player interactions of many kinds:
- War
- Small scale / opportunistic PVP
- Trade
- Alliances
- Industry
- Logistics
Necessity is the spark that motivates every goal in this, and goals can create subgoals (for instance, logistics can support combat, or mining operations; mining itself might be considered an instrumental goal to acquire resources, which themselves are an instrument for... anything, really)
So the obvious question is:
How should necessity be designed in the entire game?
Make it a very light grind for anything, and there a possibility that it has the same issues as the "creative mode" hypothetical.
Make it a very heavy grind, and... Nobody likes that. Get it out of here.
But if there is no grind, there is no necessity. If there is no necessity, nothing has a reason to be done anymore.
Necessity and grind are 2 ends of the same spectrum, and they each want something completely opposite.
Necessity wants to hit you as hard as possible, to motivate all of those rich player interactions.
But the grind is time spent not in these interactions. So you'd want it to be as low as possible.
It's a cursed problem. It has no true solution.
The only thing you can hope for, is that eventually, with iterations, feedback, and appropriate changes, if everything goes right, the end result will be ok-ish, somewhere in the middle.
This is nothing new, and a lot of online videogames have to deal with something like this in some form.
The first point here is, anytime "reducing the grind" comes up, you can't "just do it". Balancing or features may be enough to make it work. Or not. Who knows. 1) is affected by this.
Crazy theory
I don't really have a solution for this, so instead I have a question for you.
Could there be something else that (partially?) replaces the role of grind, time and cost as a motivator for the game? Do you have any ideas? Are there any games out there that already did this?
Because right now the game fundamentally relies on grind, which is... Not the player interactions, the core that the game promises.
(Or, maybe there's a way to change things so that all/most grind should be done as a co-op activity? Would that be enough of an improvement?)
The current plan for the game is a Jenga tower, where if you try to remove 1 piece, the whole thing falls.
Ships exist because they let you mine, fight, travel...
You need resources for ships, stations, capitals.
You mine because you need resources.
You fight because that lets you take resources and assets.
You build a civ capital ship because you want a secure place to store your resources.
You build a mil capital ship because you either want to use it as a traveling mining outpost (because you need to mine, because you need resources)
You build a station or outpost because that lets you use gas extractors. Which give you resources passively.
Basically, the entire game relies on resources and time.
VERY THEORETICALLY, if the current plans can be abandoned, nothing says it has to be like that. Because at the end, all it needs to do is somehow provide motivation for activities in the game, so if something else can do that, it may be an alternative.
3) Miscellaneous concerns
Gate camping
AFAIK, Nothing in the upcoming features adresses this.
If you are a gate camper, I'd like to hear if you think it's healthy for the game to keep it.
Capital ship/station camping
Especially with radiation scanners, I have no doubt that spotting caps and station is not hard. Then we might even get a beacon putting a name on everyone's HUDs, maybe. Or maybe not.
If the cap/station isn't directly spottable, it might be visible anyways on rad scanner due to high concentrated activity of ships.
If you want to camp, and find a target, you'll be able to camp. Sure, you'll get spotted when you open fire, and eventually the defenders will be more than you, but especially considering that I believe most of the times, there won't be many people around, a camper will be able to do way more damage than they recieve before they're out of the fight.
It might be so effective that it could be a legitimate tactic used in war against outpost that are known to be weak.
Multiplayer, sometimes. (Or, "The vast lonely universe")
Players are dangerous, and you can choose where to place yourself in the universe, thanks to capitals and stations.
So naturally you want to choose a spot that gives you the protection of not being found. Away from other players.
The playerbase could increase 20x, and you won't notice, because you only see your few clanmates that happen to be in the same place as you at the same time, for the most part.
Different reasons, but similar-ish outcome to what Elite: Dangerous ended up with.
So, what do you think?
-thanks for coming to my Ted talk xdddd