The Vision of Elite Dangerous Game Development

Sir.Tj

The Moderator who shall not be Blamed....
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Is that a Madras or a Tikka Masala? :D

Pass the Mango Chutney...

But it was nice to look back at the Dev video DBOBE made all that time ago and for me how far the game has come.

They were and still are exciting times to be a fan of Elite.

Yes, still lots to do and like others I'd love to see more content as soon as possible but FD have a 10 year plan but I'm still a happy bunny with how things have gone so far.
 
And in January 2016 : Frontier CEO David Braben said: "We have an amazing player community. The average play time among our 1.4 million players is 60 hours – that’s a massive 84 million player hours and counting. With the community’s feedback, we’re constantly making Elite Dangerous better than ever. We have incredible long-term ambition and we will continue to deliver on those ambitions. We will detail more exciting developments for Horizons very soon."
 
Just listened to it again and smiled when i heard the part about how he was sure people will map out areas reserved for future content, and indeed, i remember when we (the FGE) mapped out the boundaries of the Regor sector.
 
"We want to do it well."

Well, you did not do it well. You did barely did the bare-bones, buggy and shallow. The paradise, as always, remains in the future.


Ugh... Your one of those?
Doing it well costs time.

Having been an enthusiastic participator on this forum since the beginning I have come to think that it would have been best if FD had developed the game in total secrecy.
That would have avoided all the depressive entitled whining of people with ridiculous expectations who do not seem to get how difficult and time consuming the development of this huge project is.
 



Where did you get that city concept art. Is that ED concept art?
Never seen it before.
 
Having been an enthusiastic participator on this forum since the beginning I have come to think that it would have been best if FD had developed the game in total secrecy.
That would have avoided all the depressive entitled whining of people with ridiculous expectations who do not seem to get how difficult and time consuming the development of this huge project is.

I think this ^^ is a MAJOR thing.

The upside down business model, in selling expansion (seasons) before the event, is a bit like pushing a rock uphill and we all know, the more sneak peeks you see, the more you want to see. It is the way it is, probably because of the kickstarter starting position but I REALLY hope people start to find understanding, that buying a season is esentially funding a development (rather than the traditional way, which would be buying a finished product). Not sure there's any way around it but I think it's a side effect of kickstart that wasn't necessarily anticipated.

Back to the game development, have to say (even as a backer and player of the original) that I absolutely love how ED plays. Yes I'd like to see big beast hunting on planets (like, yesterday!) but I find the game a total chill out as it is, love the way it operates and (actually powerplay taught me a lesson here, because I was quite dubious when it dropped) that I'm in for supporting FD's development plan, even though I don't know it, and even if the immediate impact on gameplay might not always seem obvious .. so much to date, I've come to realise, has been about adding layers of function that opens up possibilities for future.
 
I think this ^^ is a MAJOR thing.

The upside down business model, in selling expansion (seasons) before the event, is a bit like pushing a rock uphill and we all know, the more sneak peeks you see, the more you want to see. It is the way it is, probably because of the kickstarter starting position but I REALLY hope people start to find understanding, that buying a season is esentially funding a development (rather than the traditional way, which would be buying a finished product). Not sure there's any way around it but I think it's a side effect of kickstart that wasn't necessarily anticipated.

Back to the game development, have to say (even as a backer and player of the original) that I absolutely love how ED plays. Yes I'd like to see big beast hunting on planets (like, yesterday!) but I find the game a total chill out as it is, love the way it operates and (actually powerplay taught me a lesson here, because I was quite dubious when it dropped) that I'm in for supporting FD's development plan, even though I don't know it, and even if the immediate impact on gameplay might not always seem obvious .. so much to date, I've come to realise, has been about adding layers of function that opens up possibilities for future.

I agree, I know this is a long haul, we wont see the real meat until end of season 3 in my opinion. The problem is that when a game goes on steam, you are saying that its ready and done. Yes they do have early access, however that is a kind of new for steam. I do have some of those early access, and some of them I can play, others are just to boring or so full of bugs that they make the gameplay horrible.

The good thing about getting in early is that you can point out flaws with the game, or even give some positive feedback to the DEVS.
 
This should be at the top of the priority list, it would change a lot the game, to better.:eek:

It would be everyone flying around in a wing of NPCs except the new players who can't afford it.

Sure it sounds a cool feature but in all honesty I don't see how this makes the game better.
 
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It would be everyone flying around in a wing of NPCs except the new players who can't afford it.

Sure it sounds a cool feature but in all honesty I don't see how this makes the game better.

It really depends how you do it, if you create the NPCS with a personality, you can not just order them to attack honest commanders or innocent NPCS. They would simply refuse to do it and rebel. Wingmen could be hired to protect a prospector or a cargo ship. Crewmen could be hired to join as fighter support and support the operation of a larger ship. It would not necessary mean that you will have your own private army.
 
God this post was negative. On a positive thread too, going to negative rep myself. Sorry guys, get positive again - I can't wait to see more moving bits about like loading cargo etc.
I thought your post was right on the money. Positive rep coming your way.

NMS and the other space sims should compete with each other. It's the best way to ensure healthy (and continual) development on all. I think Elite has a bright future because of the large group of players (and devs) who truly care about the game.
 
It would be everyone flying around in a wing of NPCs except the new players who can't afford it.

Sure it sounds a cool feature but in all honesty I don't see how this makes the game better.

I sure do.

Having NPC crews means more gameplay and it would also contribute immensely in giving the game a more human face.
You would have to hire crew, pay them just like in the old games.
I hope that certain ships will become only flyable when you meet minimum crew requirements, again just like in the old games.
My Python and Anaconda for example should not be fully operable with just one crew member. It just feels wrong.
For me this would enhance my experience quite a lot.
I hope FD will also add some sort of cool management mechanic concerning crew members.
We should get a screen in the HUD that shows us a list of our crew members, with portraits, their competences, their wages, when you hired them etc.
It would also be great if crew member's skills improved somewhat over time.

Having NPC wingmen would also open up the road for other mechanics like npc freighters hiring human protection and vice versa.
Or military convoy type missions of the kind that were so interesting in the X-Wing and Tie-fighter games.
It would open up all kinds of new mission types.

For me there's no question all this would considerably enrich the game experience.
 
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Not able to watch the video (at work) - but picking up on a comment:

It would be everyone flying around in a wing of NPCs except the new players who can't afford it.

Sure it sounds a cool feature but in all honesty I don't see how this makes the game better.

In my opinion, the biggest thing that the game is missing is direct interaction with the entities that make up the factions and characters in the universe. Whilst technically brilliant, the scale of the galaxy and introduction of planetary landings was always going to end up feeling a bit samey, because that's what our understanding of the galaxy leads us to believe.

The more things we can do or see to do with other humans (even AI representations) the better.
 
biggest flaw in the game is that enemies endlessly spawn in resource sites, conflict zones and nav beacons.
there is no hunting your prey as a bounty hunter
there is no fighting in a war over strategically important stuff
pristine metallic rings are not places of danger unless you visit a spawn point
stuff just spawns in a predetermined place to be shot and when it is shot it respawns, over and over again.
well that and having no tire tracks but that one will be fixed :D j/k
 
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Can anyone post a link to the video? I'm not seeing anything :-S

"We want to do it well."

Well, you did not do it well. You did barely did the bare-bones, buggy and shallow. The paradise, as always, remains in the future.

Sadly the only comment I can really agree with in this thread. Overall disappointed with the game, it's design, and how it evolved over the years (no offline, PP, CQC, Horizons left bugged for half a year). Regardless of the promises FD makes, I don't expect 2.1 to change that either...seen it too many times before (vertical slice anyone?), and they just don't seem interested in making a game I would love to play.
Come to think of it, most fun I head was during the beta, but maybe the potential the game had at that time played a big part in that.
 
Simulator part is ok. I have some issues with plenty of design choices, but at least, they spent time implementing their strange choices.. Ship variability is quite small. Mostly, we all ride with A modules and there are no real "build" options that are interesting or that you can dig into. But ok, still it is fun to dock with big ship few times or fight with 2 ship types (anaconda style combat or vulture style combat).

I have terminal issues with the game built on the top of the simulator. It is superficial, halfbaked, unfinished and built with very little developer resources and most importantly, passion and love. That includes wasted potential of CQC integration into the world /tournaments, betting, sponsors, systems where it takes place etc etc/, insultingly trivial CG framework, Powerplay design weaknesses, background simulation lie (there is no simulation, just bunch of conditions, nothing deep and interconnected and "real"), unrealistic yet super important mission system, ubiquity of just 2 space stations model (from inside mind you, that is what count). Etc etc. These are huge failures and resposibility of game design leads. Not space flight sim leads.

At start, i expected swift changes to remove the placeholders, temporary measures and dummy systems placed, because they were anxious to get the game out and have it beta tested in real life. I cheered for it and enjoyed novelty of the space sim. After a year, the placeholders still hold firmly and fdev didn't even once acknowledged them for what they are. We did not have a single frank and honest state of the game press release. Only promises, that, when delivered, disappointed and didn't lead to good gamplay.


I disagree. What is there is generally pretty good and "done well" (with a few exceptions). Bugs are being fixed but it's part and parcel of programming, something about Assassins Creed Unity springs to mind...

Not trying to be a fanboy but the graphics are solid, the compatibility with VR, TrackIR, Voice command, controllers and hardware is second to none on the current gaming market. Immersion, headlook etc is pretty perfect. CQC is functional and good. All the ships are pretty well sorted as are weapons, the meta needs a bit of a kick again but that happens in all games. Community goals are a tad bugged from time to time I'll accept that one. Wings and instancing issues work but the failures there are a product of the networking design and can't be improved without a complete overhaul and lots of cash so being realistic it's probably about as good as it can be with a few optimisations coming along the line with future updates.
Planet landings are pretty good, no complaints there, expecting great things from atmo, gas giant, underwater landings etc. Sound design is right up there with Skyrim and other epic games etc etc etc

There are problems, powerplay is one, and there are many others. Each update so far has been another step in the right direction.

So overall I'd say the stuff in the game has been done well. What isn't there is the problem that you are eluding to and this can only be solved in time because of CBE (can't be everywhere).
 
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