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Sadly, the devs won't listen. Which is either out of arrogance or they plan to sunset the game at some point down the road and have a date in mind. My bet is on arrogance. They have shown time after time a failure to communicate changes.
Next run some missions to get ya a better ship. DO NOT LEAVE START AREA WITH SIDEWINDER. Very important. There are several types of options to choose to play in such as mining, trading, mission runner, illegal trade runner, Super Power supporter, or just a Faction supporter, explorer, evo collector, and or course surface missions. This title is huge and tons of things to do. Tutorials ♥♥♥♥ and do not help at all, so this is the best place for help.
NO questions are stupid questions here in forums...:)
I would stress the bindings to fly your ship and surface vehicle first then play around with planet maps just to get the hang of how it works. Then mess with playing around with system maps to get used to how they work. (Doing all of this while setting your key bindings to suit what you like as far as controls). then start hitting missions and go from there.
Hope this helps as a lot of people will help ya out.
Hang in there, it truly is complex but once ya learn the basics you'll love it....o7
Saying that, the Dev has addressed this issue, and has mentioned making the game more "newbie-friendly" in some aspects. That being said, whether they actually go to the lengths you would like remains to be seen. I would like to see a simpler control setup myself, and some other things.
I am of the group that believes that this approach is in line with Braben's original vision decades ago. Give a pilot a small ship, a few bucks, and throw them into a galaxy filled with opportunities to become whatever sort of pilot they want to be. Provide basic information, and encourage the pilot to investigate and learn. I think it might have been Sighman who stated that everything you can find at third party sights can, one way or the other, be found / learned in game. I'm not sure that's true, as I've usually turned to third party apps/websites etc. when stumped on something.
I would also go as far as saying that even the most popular MMO's sort of fall into this category. I also play WoW, and while that game is much simpler in basic gameplay, to REALlY get everything out of it, requires 3rd party sites to learn things like Raid and Dungeon mechanics, ways to complete Achievements/quests, etc.
DCS also relies on third party info for a lot of basic things. They do a pretty good job of including some "mission tutorials" and Youtube "how tos" straight from the devs, more than FDev for sure.
All I can say is the OP is at that point in the learning curve many of us hit....the "Start/Stop" phase. And that is the point in the learning curve, where the decision is made......do I proceed and use the info and tools available, or do I just give it up. No one but the individual can make that decision. And that makes the question whether the end benefit is worth the time and effort. To me it was. To others, not so much.
I hope the OP survives this phase of the curve. Embrace the ♥♥♥♥, invest the time to at least become proficient enough at the basic gameplay to THEN decide if it's worth more effort. FDev still introduces things that change the way the game functions, and I haven't played much or gotten into the latest/greatest with the station buildng stuff. But I know that I'm going to be doing a lot of alt-tabbing and googling to figure out the basics so I can pick up the rest.
The learning curve is real, and that actually draws me into sim/games like DCS and ED.
And to be frank, "back in the day" at first we had NO third party apps or websites to help. Right now, we're kind of in a Golden Age when it comes to playability and content offered by ED.
In the words of Bizzarro Superman,"Space am hard".....🚀 😄
The points.
Controlls are unintuative and hard to map to a controller.
How are you supposed to intuit space flight? I don't know that intuitive is reasonable, but they could probably offer a simple controll scheme, take out the vertical and horizontal thrusters...
After that it was complaints that ten years of evolving systems can't be learned in an hour. That's not a very fair complaint in my book, if you want complex systems, and I do, then they take a while to learn. That's part of the deal and it's a reason I don't buy football games, I dont care to learn them so I leave them to those who do.
Finally anger about out of game tools.
What, precisely, is the problem? A belief that games should be self contained? Why? What makes that better?
For me I think we get better tools the more folks work on them. It's a better game for tools like voice attack and innara.
Some folks object to 3rd party tools, cool, don't use them, you want a developer to code those tools into the game for you? What are you willing to give up for that? Devs don't code for freez enthusiasts do.
For example, by doing this you would actually make the space-craft behave more like an airplane perhaps, but that's not a good thing. You would lose a lot of manoeuvrability in combat, and you wouldn't even be able to land your ship without vertical thrusters.
Those things are there for a reason. Whether you use flight assist or not, you need to line up with your pad, or the mail slot. You have to be able to manoeuvre in three dimensions. The control-scheme we have now is the simplest you can make it, as it happens. It just doesn't seem that way because so many space-flight sim games make their ships behave like planes. Elite's ships move like real space-craft would, or at least a compromise between realism and fun.
I get that it's a somewhat frustrating experience when you're a noob, and maybe they could improve the tutorial a little. I don't think they should make any changes beyond that though. It's been a few years now, admittedly, but the last time I played through the tutorial it quite clearly explained all of the basics you need to know to fly your ship around the galaxy. From there, you figure it out on your own or with the help of others.
A big part of Elite is figuring things out for yourself, and the very lack of objectives or a preset story-line makes it so that everyone's experience in the game will be somewhat unique. There's a steep learning curve, but this isn't a game for the feint of heart.
The thing is, this game requires a certain level of patience and determination. So, most of the veterans you'll see (myself included) will defend this because we went through the frustration. We pushed through it with determination to get better, and it was worth every minute of it. Why would I want to rob someone else of that journey?
Not everyone is going to enjoy the experience that Elite provides, and that's okay. There's tons of games out there, and most space-sims I've tried are far, far more simple than Elite is. In fact, that's what makes so many of them utterly boring to me in the long run. To each their own though.
And I waited til I was in the mood for a game that required that kind of effort. And I gotta say it honestly took me about 30 or so hours and I finally had a grasp on what I wanted to do where I wanted to go and how to fly there safely. Lots of internet research, lots of 3rd party tools installed and a non serious discord guild really helped.
So next time do a little research before a purchase.
Luckily there are about 500,000 other games on steam where you just have to press buttons and flashing lights and things happen. No hard thinking involved.
It's not nearly as bad as it looks, and the ability to hold a button to get a quick look at what chords are available on that button speeds up learning those combinations.
Fortunately there are:
1) A manual/the codex - read it.
2) Tutorals - play them.
3) FD provided YouTube tutorials - watch them.
4) Player made tutorials on youtube and elsewhere - watch them.
Not necessarily all at once. I would recommend the manual (or the game guide in the Codex, which i believe is more up to date) and at least give the tutorials a go.
After that, start playing, and when you a hit a "How do i do X?" moment, go look up a tutorial.
I agree with you. It is more than infuriating. It is one of the worst initial impressions i have ever experienced in a complete game.
It took me at least 5 hours to find a "game" inside this alledged game.
However, i come from 16 bit Elite and Frontier Elite II, and countless other Elite-likes.
So i was going to find it eventually no matter what as long as it existed. And it does exist.
Have spaceship, will travel. And run away after stealing stuff and possibly murdering someone.
Lots of ships, good sim, huge universe and a realistic one (as much as possible). The combat is kinda dog poo but it was in previous games too. Original Elite had basic but good combat but all sequels make it ...mush. I don't even know what it is but it is bad. Not as bad as og Privateer but worse than X-Wing or X-Com Interceptor.
The controls are awful. The worst, most mindless and insane i have come across. French game designers make more sensible games and controls. And they are all mad geniuses who CANNOT make anything sensible.
But at the same time, the controls are extremly configurable. I'll be damned if i can name one game that allows for so many controls to be mapped and configured. No game comes close to Elite Dangerous.
There is good game in there. With complete freedom to go in any direction and seamless transitions between space, orbit, planets and ports + driving and walking.
Explore, trade, shoot, get shot, participate in community events, construct colonies.
Not all of these features are developed to perfection. They don't have to be.
But...
They are wrapped in old socks soaked in urine.
The stuff that annoyed you and you've been banging your head against? We've all been there. Some of us had the sense to walk away. The others took the socks off, washed their hands, and got down to playing the game.
And we kept finding more socks. Some sitting near dog poop.
I get you.
Is the game good?
I don't know. It is for me.