Here are some frustrating experiences with elite that have the advantage of giving feedback on gameplay or user experience issues.
As we are moderated severely on the frontier forums when we criticize, I hope that a frontier member will find in my post a remark used to improve the QOL of the game.
I want to do some distant exploration
I want an engineered exploration ship: big fsd, light modules
I already have most of the necessary things, but
I need to engineer my gen in lvl 5
He goes up level 4 only at marco, I have to go see another engineer for lvl 5
This other engineer unlock requirement asks me to go see another engineer first
To do this other engineer, I must be friends with a system faction in question, i only have an exploration ship, so i can attempt the battle on foot (system at war)
The faction I want to be friends with is not at war, I can eventually do some explo or visit poi instead of doing thing i don't like, maybe i will find something to gain reputation
In exploration mod, I come across an "other" POI, curious, i go there.
I arrive, as soon as I get out of the slightly tight descent glide, I get killed and lose the vessel –> fun gameplay
I wanted to do some distant exploration, it's been 2 days, where is the gamesplay? where is the reward for these efforts? when do i start having fun in this game?
I return to the area in question, it is an engineer base
Is it difficult to simply refuse the deck instead of attacking on sight?
Was this choice made for a better user experience? different gameplay?
In terms of rp/narrative/story, it doesn't rank high
So i stop here.
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Lot of thing are good in this game, but more work is needed on the user experience and some gameplay elements need to be reviewed.
For example, I took out my ID scanner and turned it to ID copy mode (i explain the game to a friend with a streaming of the game), without making a copy of a character. I was expecting remarks from the Non-player character asking me to "put my gun away". Possibly a fine. But no, I had the whole base that immediately blew me away. This gives the impression of writing the rules in a hurry, and it gives users a bad experience.
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Interessing mission ! A base repair mission, not illegal or combat oriented, more assitance/humanitarian, I take.
First objective : Repair generator
Arrived on site, a large area in 2 sectors, I turn 20 minutes by searching fusion reactor through a window, in vain
I end up looking to tell myself that I can possibly turn on a terminal, so as I learned to overload the doors to open them, I do the same here, bad idea.
I am looking for a "HAB" corner for housing, hoping to find a terminal OK.
I finally see after 30 minutes the PWR building (for power), the majority of the planet does not speak English, we are not helped.
Let's go inside.
No door. I go around 3 times.
I go upstairs, still no door. I go up high, no visible door, I go around in SRV with night vision, same thing.
After 45 minutes, I go on discord, and I learn that the entrance is via another building, and i can simply load the doors and the terminals, no overload requiered (where is it indicated in game?)
I go there through a multitude of buildings, and I come across the room, ok I need a generator for SRV. It's provided in the mission, no need to look for it in the database (I got this info on discord, when we should be guided on it).
The gen is in the ship, I take my srv, I go to the ship, do the last layoffs and put the gen in my backpack, go back to the srv, and go back to the generator.
Surprise, I don't have the gen in my bag. Didn't understand.
I return to the ship, and pay close attention to the menu this time, then resume srv, return to base, etc.
Surprise, I still don't have the generator on me.
It turns out that every time I go up to the srv, the bag inventory is automatically dumped to the srv, and the gen has been in the srv since a while ago.
Desperately looking for a UX designer…
An hour and a half later the generator is restarted.
There are still fires to extinguish, the mission will therefore be abandoned.
No positive reward for the player on partially achieved objective.
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