At this point any sneak peak that isn't a new substantial feature or content is making me rage. Fuck off with tire tracks. Give me a reason to play the game.
Much drama I sense in you.
At this point any sneak peak that isn't a new substantial feature or content is making me rage. Fuck off with tire tracks. Give me a reason to play the game.
And just like that one of the buttons on my thrustmaster hotas-x decided to die on me. That didnt even last 2 weeks....
Is this a common thing for this joystick?
Mine lasted a good 3 months before one of the buttons broke, so I sold it
apparently it wasn't even broken, just a wire was caught in a tight place that weakened the contacts
It's not so bad. It's like seeing the map laid out on a table in front of you.I'm not sure how I'm going to deal with the galaxy map in VR. When using VR does the video output to your display with Elite?
It's not so bad. It's like seeing the map laid out on a table in front of you.
Much drama I sense in you.
Lol, k. Just tired of a complete lack of competent feature roll-out for things that need to be improved...like actual availability of things to do. And compelling reasons to do so.
It's not just you. But raging is the least helpful thing you can do. It is unconstrutive and will neither speed up the development of years worth of improvements that are necessary overall, nor make you any happier.
It sounds to me like it's time for you to put the game down for a year (if you haven't already), play other things, forget about it and come back when you feel like it.
Bo's hardly raging, ED has some serious issues with game direction right now, and FD isn't showing signs of learning from the last 2 years or decreasing the time between major new features.
What most people forget, though, is Braben basically said that ED and Star Citizen were both games that would be fully baked around the same time, with the difference being that ED players could be along for the ride the whole way there.
I am now having my doubts about ED being a "full" game by 2018.
What hotas do you use now?
I am now having my doubts about ED being a "full" game by 2018.
Bo's hardly raging, ED has some serious issues with game direction right now, and FD isn't showing signs of learning from the last 2 years or decreasing the time between major new features.
Regarding this discussion on Frontier's progress, ED is still kind of a mile wide and inch deep. While fixing that is somewhat more challenging, there is a lot they could easily change to make it much better. A few examples of the top of my head.
1. Make doing things fun instead of being a grind. I realize you will get a lot of repetition in a game like this, and that is fine, but make it enjoyable. There is a clear difference between combat and trade. Trade may be relaxing at first, but then quickly feels like a grind. Combat is always exciting and fun. Stuff like smuggling is great, but there is always room for improvement.
As underdeveloped as Elite is as a game, you defeat your own argument of "lots of easy changes to improve the situation" with your very first point. What are those easy changes again? "Make things fun!"
What's the algorithm for fun again? The answer is: there is no such thing and you don't specify a single concrete change under 1) that would make the game more fun, much less an easy change. You merely talk about the status quo as you perceive it.
I won't argue that even the base mechanics for progressing at some point devolve into a mindless grind or that all the grind has little to no context. But there is no simple change here to "fix" the issue. If you've paid attention to the recent dev blogs, you would have found a lot of info on how they intent to address some issues, at least from a broad conceptual point of view. Mostly concerning how they intent to put actions of the player into more of a context and the coming persistent NPCs are a big step into that direction. While we haven't seen what the actual implementation will be like, everything in those dev updates made a lot of sense imo. Looking closely at what goes into the broad concept of "giving player actions more context" however, anybody ought to realize that there is nothing easy or quick about it.
Of the top of my head, they have to implement human characters, at the very least torso and heads, a character editor/generator, they have to rewrite large parts up to the entire system for generating the missions including changes to a number of base mechanics, concerning the crime and response system (there was a mention in there) and generation of NPC traffic. From the outside it's hard to say how long that might take, but it's probably a pretty safe bet to say it's not done within three months. We might be looking at anything up to probably a year for a number of devs just for the fuzzy "mission context" feature and everything surrounding it. Without a guarantee that the result will be good or even just passable. That's not even touching the mission templates which could receive a serious overhaul to be more "fun" and less of real life courier jobs.
There are no "quick fixes" to such fuzzy features as "fun". Anybody believing otherwise Iis setting themselves up for more disappointment than necessary.
And frankly, thrashing SRV tracks because they don't turn the game into the fictionaly fuzzy idea of the ideal a space game somebody might have in their head is downright silly. We'll see soon enough what the other things in 2.1 are or aren't. No need to bend over backwards to find something bad in something very much positive and overdue.
As underdeveloped as Elite is as a game, you defeat your own argument of "lots of easy changes to improve the situation" with your very first point. What are those easy changes again? "Make things fun!"
What's the algorithm for fun again? The answer is: there is no such thing and you don't specify a single concrete change under 1) that would make the game more fun, much less an easy change. You merely talk about the status quo as you perceive it.
I won't argue that even the base mechanics for progressing at some point devolve into a mindless grind or that all the grind has little to no context. But there is no simple change here to "fix" the issue. If you've paid attention to the recent dev blogs, you would have found a lot of info on how they intent to address some issues, at least from a broad conceptual point of view. Mostly concerning how they intent to put actions of the player into more of a context and the coming persistent NPCs are a big step into that direction. While we haven't seen what the actual implementation will be like, everything in those dev updates made a lot of sense imo. Looking closely at what goes into the broad concept of "giving player actions more context" however, anybody ought to realize that there is nothing easy or quick about it.
Of the top of my head, they have to implement human characters, at the very least torso and heads, a character editor/generator, they have to rewrite large parts up to the entire system for generating the missions including changes to a number of base mechanics, concerning the crime and response system (there was a mention in there) and generation of NPC traffic. From the outside it's hard to say how long that might take, but it's probably a pretty safe bet to say it's not done within three months. We might be looking at anything up to probably a year for a number of devs just for the fuzzy "mission context" feature and everything surrounding it. Without a guarantee that the result will be good or even just passable. That's not even touching the mission templates which could receive a serious overhaul to be more "fun" and less of real life courier jobs.
There are no "quick fixes" to such fuzzy features as "fun". Anybody believing otherwise Iis setting themselves up for more disappointment than necessary.
And frankly, thrashing SRV tracks because they don't turn the game into the fictionaly fuzzy idea of the ideal a space game somebody might have in their head is downright silly. We'll see soon enough what the other things in 2.1 are or aren't. No need to bend over backwards to find something bad in something very much positive and overdue.
Still too much unnecessary drama. With more than a month to go there'll be enough time to show things, not to mention that we'll be able to see them for ourselves when the beta starts which will less than two months. We're (hopefully) not talking about a "star marine" type of "delay" here.I don't have a problem with SRV tracks in and of itself, just that this thing gets delayed and then that is all they show us. Just feels like a slap in the face to me.
Two, if they manage to hit the targeted beta window of May.1. We won't see any of it for three months yet
2. Mostly none of that does anything for exploration, pretty much only the bookmarks are useful to explorers
Is it possible to be an explorer when just starting out? It seems like I cant really jump anywhere in this sidewinder(6ly max and most systems are further than this limit) and because of this im poor as hell.
oh boy, those ships do not look good in those scenes
and by that I mean judging by the size of the pilot they seem right but the detailing of the ship looks so fat and chunky, I feel like those lines along the hull should be a lot thinner
it's nice to get a sense of scale though in comparison to real world objects but god they do not scale well
People explore in Sidewinders
If it's not about making money, you can explore in anything
generally you'd want an advanced discovery scanner and a high jump range though if you want to reach places where there are sparse stars
Upgrade in increments, no need to go for a Class A FSD right off the bat. Do some short-range trading, get a et a couple extra light years out of a Class D or C FSD and it's a whole new galaxy.Main problem is that my jump range is terrible so I can barely travel anywhere. Seems like im limited to 10 or so systems
We had a lot of fun at waypoint 21 of the Distant Worlds Expedition tonight. The landing zone was on the edge of a huge network of ravines, and there was a ridge across the gap, so we (of course) decided to make an SRV bridge out of our ships!
I'm the white pharoah Asp behind the yellow Anaconda. Some made it across, others not so much, but we did learn one thing: upside down Asp's don't make good bridge material. As soon as the SRV got onto the underside of the belly the Asp's upside down thrusters gave way a bit and down she went!
https://www.youtube.com/watch?v=EDsWbsLXFA8
That's not what I meanWut?! Fat and chunky is fine. These aren't wuss ships lol
Main problem is that my jump range is terrible so I can barely travel anywhere. Seems like im limited to 10 or so systems
So last night I spent a few hours and traveled over 4500 ly's from waypoint 21 to 22 on the Distant Worlds voyage. We are now flying on the outer arm of the galaxy, on the opposite side from Sol, and the star density is thinning so much that route plotting is getting a bit tricky. Even with my 33.3ly range Asp I kept getting "route unavailable" when trying to plot and it took some real work to find a workable route. You also can't plot the full 1000ly range because the density is so thin that it takes over 30 jumps just to make half the distance it normally does.
Still, it's beautiful out here, with the main bulk of the Milky Way behind us and glowing so bright in the sky that it's unreal. Ambient light in this region of space is minimal, so dark is truly DARK. And when I arrived at WP22 there were a few other early bird commanders already landed as well, and we were greeted with one of the most beautiful planetary views I've yet seen in the game.
The dim glow of the distant blue-white star mixed with the intense brightness of the far off Milky Way over a landscape littered with craters and mountains was just...beautifully serene.
I really hope they add more things to do on the surfaces. Add some more life, like AI SRV's and AI ships flying around. I would love to see some kind of SRV police teams and SRV bandit teams rolling around. The engineers are a decent first step, but it doesn't really add to the exploration aspect of planets.
^ We have much more pressing issues than NPC traffic. A reason to be on the surface at all for example.Nor will NPC SRVs that are tied to settlements.
^ We have much more pressing issues than NPC traffic. A reason to be on the surface at all for example.
I like this idea and hope they actually have it when the update comes out.Concept art in this week's (early) newsletter: an Engineer base:
Really cool that it looks like they'll be integrating the base more into surface structures, rather than just plopping them down on a flat enough area of land.
-- https://forums.frontier.co.uk/showthread.php?t=239596Update incoming - 2.0.7 patch notes
Hey guys,
UPDATE 1: We encountered a small issue which has required a little additional time to resolve. Everything is moving along well but it does mean that the servers will need to remain down for a little longer. We'll estimate up to a couple of hours but we'll keep you informed as we know more.
UPDATE 2: We're still working on the update. We are now expecting it to be ready to download at about 3:30 pm GMT (approximately).
UPDATE 3: This update should now be available.
We have a patch coming in this morning. It means there will be scheduled server downtime from 10am and will last between 1-2 hours.
Here are the patch notes.
Enhanced VR support
- Added support for Oculus 1.3 SDK
- Added new VR specific graphics presets (VR Low and VR High)
- Added Hangar main menu background when HMD is present
- Added VR experience demo as a scenario in the tutorials menu
- Added option for SRV to maintain level horizon if player finds motion uncomfortable​ - Please note: This will not be on by default, users will need to select this option to activate it
- Added option for SRV blackout when rolling if player finds motion uncomfortable - Please note: This will not be on by default, users will need to select this option to activate it
- Adjusted VR and panel positions in the SRV
- Improved UI mesh tessellation for rendering the front-end on VR
- Preflight checklist can be completed with just a controller
- Updated various warnings when using Head Mounted Displays
- Crash fix when entering open play with HMD active
- Crash fix when entering CQC with HMD active
Other changes / fixes
- Community Goal top contributor news reports have returned, featuring Commanders from all platforms
- First Discovery tags from Xbox Commanders now display on PC/Mac
- Wanted Xbox commanders can now appear in top 5 bounty local news reports
- Fix a crash in system simulation for "Sidgoe LX-S c17-0"
- Fix for purchased exploration data not always giving details on all bodies in that star system
- Fix for First Discovery names from Wings appearing too many times
- Fix for refuelling 10% button
- Fix for refuelling 10% button