No it's not. There is a ton of hand tweaking in the galaxy. All that would go haywire.
Do you have any source on this
"hand tweaking"? If you're referring to the pregenerated stars (from stellar catalogues and previous games) and things like our solar system, those should be handled as overrides on the procedurally generated galaxy, so the seed shouldn't matter, really, and in any case they could always not release anything Frontier-specific... just give us the stars from the catalogues and keep Lave, Achenar, and whatnot.
If it's any more difficult than that, frankly, it's a pretty bad design, and I find it difficult to believe that the talented programmers at Frontier could perpetrate such a hack.
Because without the changing mechanics you have very little. If there is no evolution, then what are you doing? Sight-seeing in progressively larger ships after grinding your trade route that never changes?
These systems require large numbers of Players to cause a flux and the implications of those changes are what generate the missions and the counter missions, the political change and combat scenarios... literally EVERYTHING hinges off of the evolution aspect.
That is why an offline version would be sooo empty. I am not even sure you would have the elements that Elite or Frontier offered up because the NPC AI is not (as far as my understanding goes) programmed to always appear or randomly generate in the way it was done in those old games. Here the AI evolves as well to the galaxy around it.
Yes it could be changed, but this is the point, too much needs to be done to get it to work.
Hey it could have been worse, they could have delayed the decision, launched with Multiplayer and then said tough luck. Yes the comms were late in the day, but the decision is understandable in my mind.
An evolving, dynamic, procedurally generated galaxy
can be made... if you plan to do offline from the start.
However it's become increasingly apparent that this what not the case with Elite Dangerous, and that any talk of an offline mode was just marketspeak intended to entice people to back a game they might not be able to play.
Hi All,
I want to keep you all updated.
We initially declined some people's request for refund as our records showed they have already played Elite: Dangerous online. After listening to many of the comments I received after my AMA here, we have since re-opened these requests and informed those people that we will be contacting them so that we can fully understand their individual situation before making a more informed decision.
We will be contacting them each in the next few working days.
Thanks,
David
Well, let's hope this works out for the affected people, although I'll be sad to see them go.
Personally, I don't intend to ask for a refund, I'll enjoy the game to the extent that it's possible to enjoy an online-only game (not much, even if online solo mitigates the worst issues), and wait for third party private servers to be reverse engineered.
Well that's a pleasant surprise.
Regardless of your feelings for no offline, you gotta hand it to frontier for being responsive and doing some great damage control.
I'd think it's already a bit too late for that...
Did read your thread before actually
Why does it make sense? Emergent game play mostly I'd say.
Let me tackle perception first. Is it indistinguishable? that depends highly on the person. If supply of commodity A decreases because a pseudo random process decided it had to decrease thus raising its price will not seem any different then a commodity increasing in price because of players / NPCs buying a lot of that commodity. So why do it at all? Mostly for what it allows. Now I have no idea how far Frontier intend to take this so I am just writing what I think would be possible. News, Missions and Trading can all intertwine together to provide emergent game play for players. Say it all starts with drought expected to hit soon on planet A in System B. Which means soon we're going to have missions to deliver water / trading water at high price. How about people could start exploring close by systems for good source of ICE to mine since this too might become highly requested. What about moving combat ships in the area as those miners will likely be the target of pirates? Thats not all though. Those miners moved from other places and the supply of Ore / ICE / Metals etc.. has fallen in those regions as people try to capitalize on the new ice market. What if some players ignore the whole Ice market and instead focus those previous Mining operations knowing that less miners will probably make what was already profitable more profitable ?
Essentially what I am trying to say it may not be possible to distinguish if a price change happened because of actual market forces or through some process trying to fake those market forces but thats not the point. The point is knowing that price change happened because of market forces rather then due to some random process engages people much much more. By having them trying to anticipate events, by having them trying to move resources to get there first and capitalize on an event. etc.. This is all emergent game play thats not really possible without actually keeping track of all the major variables and understandably with 4b systems its impossible to do that on an end user PC.
Thanks for taking the time to read it!
The whole drought->trading->missions->piracy->war->whatever chain could still be done with the kind of model I proposed, though (I used the exploration and expansion example, but this would also work); yes, it would not be caused by players, but from the point of view of each single player there's no way to distinguish between the two models.
But in any case, yes, if your distinction between two identical dynamic galaxies, one of which you know is completely automated and one of which is influenced by players, is that the one that is influenced by players is more engaging because you know it's influenced by players... then, yes, you can't simulate that, obviously (unless if you hide it in a server and tell people it's influenced by players when it really isn't, maybe).
Of course, though, this is all about
multiplayer; on single player (
real single player) the completely procedurally generated galaxy would be the more engaging one, since without any other players the player influenced one would be entirely static (except if it was built
"on top" of the other, as I suggested).
Which brings me again to the point that Frontier just don't seem to have ever taken offline mode into account when designing the game, despite telling us otherwise.
I apologize if this has been gone over before, but I didn't really find the answers I was looking for elsewhere, so I respectfully ask that the community or Frontier forum reps please clear this up for me.
This kind of confused me:
Can I still play in single player mode?
Yes. Some people have thought that dropping 100% offline play means there wouldn’t be a single-player mode - to be clear, the single-player game is already there, but it requires a low bandwidth online connection for the reasons we explained.
What does the online connection provide? What does 'single player online mode' mean -- will I still need to interact with other players? Will the markets be affected by them? What impact will other players have on my playing experience in single-player mode?
Thank you for any information!
The online connection apparently handles transactions, basically, and possibly some location information.
You don't need to interact with other players in solo online mode, but they will in theory affect the markets and possibly other background stuff.