You people do of course realise that what we have now took three tears of work from FD. That's just to remind you what a realistic time frame is. They're not going to work three times as fast all of a sudden.
Please notice my todays edit to the opening post - about the hilarious speed limit in space.
Those three years include building the engine to run it all, set up the framework, create the assets and so on and so forth. Expanding on an existing framework do not require quite the same level of development time as starting from scratch. It'll still be a big undertaking by all means to do all the stuff they want, like living planets and us roaming around in FPS mode inside stations and ships and whatnot, but still - it is not creating a game from the bottom up.You people do of course realise that what we have now took three tears of work from FD. That's just to remind you what a realistic time frame is. They're not going to work three times as fast all of a sudden.
not to be confrontational with anyone, just alot of the repeat responses i see in ANY threads nowadays reminds me of some of the absurdities that arised when EVE tried Walking in Stations
Imagine the hilarity of all the people who would otherwise smack right up to a station doing several thousand meters a second. Spread out over the outside hull of it like another bug on a windshield. Same with combat. Ever tried rendezvous and docking in KSP? Now tell me you want that kind of realism when doing space-combat. It would be reduced to one quick pass where one may or may not get a snapshot in and then the combatants would just drift away from each other at impressive speeds.
How it works now is certainly not simulator grade space-flying, but it is much more accessible and user friendly. If ED appealed only to the die hard space grognards, we would not have ED - there would be no market for it.
One question here: ever played Frontier: Elite II ?I doubt you didn't, but...
You'd know that it actually had no speed limit in space (well, I didn't try it to the maximum, maybe I should do it now) and the game was so great that brought all of us here to the point where we stand, i.e Elite: Dangerous...
No, I'm not telling that there's no difference between Elite II and IV and we should justify things in IV as in II. I just wan't to say that the speed limit is not absolutely neccessary. At least for me.
Agreed, there's whole bunch of more important features to do. But after playing Frontier for decades I was just surprised that the speed limit is OK for everyone...
Those three years include building the engine to run it all, set up the framework, create the assets and so on and so forth. Expanding on an existing framework do not require quite the same level of development time as starting from scratch. It'll still be a big undertaking by all means to do all the stuff they want, like living planets and us roaming around in FPS mode inside stations and ships and whatnot, but still - it is not creating a game from the bottom up.
As for the speed limit - two things here. First that speed is relative to some object. 300ms may not sound as much, but if that speed is relative to say the Abe Lincoln station around Earth, you are already in an orbit going roughly 7500ms. Now of course that speed limit is a bit artificial, but it is there for a good reason.
Imagine the hilarity of all the people who would otherwise smack right up to a station doing several thousand meters a second. Spread out over the outside hull of it like another bug on a windshield. Same with combat. Ever tried rendezvous and docking in KSP? Now tell me you want that kind of realism when doing space-combat. It would be reduced to one quick pass where one may or may not get a snapshot in and then the combatants would just drift away from each other at impressive speeds.
How it works now is certainly not simulator grade space-flying, but it is much more accessible and user friendly. If ED appealed only to the die hard space grognards, we would not have ED - there would be no market for it.
I do not mean time compression. ....
The faster you go, the higher the real life internet LAG will be felt, so wont happen, they probably picked a tradeoff; Etienne
totally agree, without planetary landings and a bit more game content, I think most players currently playing will move on by that time out of boredom.
Elite is not for spoiled kids that can be bored easy
most players still playing are the ones vehemently opposed to anything that dares threaten their bubbles of "this is the perfect everything", most of them will never move on ebcause it allows them to pretend the alst 30 years of their lives doesnt exist and they arent gettign old
not to be confrontational with anyone, just alot of the repeat responses i see in ANY threads nowadays reminds me of some of the absurdities that arised when EVE tried Walking in Stations, sure its implementation was bumpy at first, but just about everyone who was a "true eve player" were calling for witch hunts of anyone who would dare like anything "new" or "different" from what they see as important, which is already happening here, and with the limited budget FD has, I doubt theyll try anything that will create a "community issue", so prepare for LONG stints of stagnancy
Well put. Everyone questioning the un-realism of the physics should remember what I like to call "The Superman Syndrome." That is, once you accept the man can fly, you have to accept whatever else the author tells you. In this case, we're accepting both hyperspace and supercruise as fictional technologies that violate physics as we understand it, so we basically have to accept how they tell us it works.Those three years include building the engine to run it all, set up the framework, create the assets and so on and so forth. Expanding on an existing framework do not require quite the same level of development time as starting from scratch. It'll still be a big undertaking by all means to do all the stuff they want, like living planets and us roaming around in FPS mode inside stations and ships and whatnot, but still - it is not creating a game from the bottom up.
As for the speed limit - two things here. First that speed is relative to some object. 300ms may not sound as much, but if that speed is relative to say the Abe Lincoln station around Earth, you are already in an orbit going roughly 7500ms. Now of course that speed limit is a bit artificial, but it is there for a good reason.
Imagine the hilarity of all the people who would otherwise smack right up to a station doing several thousand meters a second. Spread out over the outside hull of it like another bug on a windshield. Same with combat. Ever tried rendezvous and docking in KSP? Now tell me you want that kind of realism when doing space-combat. It would be reduced to one quick pass where one may or may not get a snapshot in and then the combatants would just drift away from each other at impressive speeds.
How it works now is certainly not simulator grade space-flying, but it is much more accessible and user friendly. If ED appealed only to the die hard space grognards, we would not have ED - there would be no market for it.
It's the same question as "If GRAPHIC will have any purpose other than "That's nice"". I'm thinking of MUDs, Roguelike games and so on.
MUDs are fun. WoW and their kin -ruined- the immersion provided.
You'd know that it actually had no speed limit in space (well, I didn't try it to the maximum, maybe I should do it now) and the game was so great that brought all of us here to the point where we stand, i.e Elite: Dangerous...
One question here: ever played Frontier: Elite II ?I doubt you didn't, but...
You'd know that it actually had no speed limit in space...