2.3 dev update feedback mega thread

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Then the existence of multiplay isn't a problem. So I clearly could not have been referring there to "Solo", can I?

So, since you appear to wish to miscontrue, here it goes again:

You demand an NPC crew buff so you can equate with another player. That NPC buff cannot be locked to Open/PG only, so it will be there in Solo.

Comprende?

Ignoring the other answers you've merely repeated in a pitiful attempt to pretend that you don;t understand. Ever seen the Tom Hanks movie "Big"? You're like the nasty guy in the boardroom.



Only one.

You want another four wingies, all NPCs.

And then to combat this extra weight, more conflicting NPCs to make the encounter challenging.

So another four or even more.

Hmmm. 8 extra NPCs. All run on your CPU.

And you wonder where the issue comes from????

Sure. Not buying it, kid, you get it, you just don't want to let go of your precious.

Considering we regularly have 30+ in CZ's, why would 8 be an issue?
 
Nearly all the code will be the same for the different versions. They are not 7 completely different versions of the game. Only very small parts of the game needs to be changed to get it to work on different platforms, what takes the time is the testing.

That is why the same team that looks after Xbox are looking after PS4 as it isn't a huge amount of work once they get the game client done, especially if the game engine is designed to be used on multiple platforms like the Cobra engine is.

Please stop replying until you know what you are talking about.

Aye. Even if you eschew using autotools et al to automate cross-compatible code includes, you can do the same thing manually:

#ifdef __PS4__
call_ps4_specific_function
#ifdef __MACOSX__
call_mac_specific_function
#else
call_dx_function
morecode
morecode
morecode
....
morecode

make the wrappers to a library call for display, and the linker will make the right call for each platform, and the only code you change is the bits in the wrapper function that have changed.

Some people really don't understand the first thing about coding, but still they opine as if authoritative....
 
Instead I'm going to ask you what I'm wrong about, oh knowledgeable one.

Last I checked Supersampling wasn't a big feature in high demand on android smartphones. Are you telling me they're leaving that in for their ports?

PS4 requires some ridiculous shenanigans for things like post-processing which is typically well handled by their dev kit even though it makes the port file size tubby. I suppose they're just going to leave that in the engine while developing PC versions to simplify troubleshooting across platforms and we'll all have to download the extra data?

MacOS doesn't support DX11. Is everyone on Mac downloading the useless DX11 features because they can't be extracted from the package?

As i said. Look it up yourself. it's called the internet and google or whatever search engine you want to use.
 
Steady on there, Ant. It may never have been a question of immersion for you, but please don't presume you can judge the validity of other people's view of the game.

There's no validity, only the expression of opinion.

If Trump says he doesn't like the look of mexicans, it's not a question of validity: he's not forced to like them. If he claims that they're all criminals, though, that's NOT opinion, and there's a question of validity to answer.

But when it comes to why a game should change, someone's opinion is by definition (as with Trump not liking the look of mexicans) not a question of validity, and in a thread asking for how things should change, validity IS a question to ask.

So the opinion or view of someone cannot be excluded from critique as invalid if it is intended to be of any use in this thread. And if it is not to be considered valid or invalid, then it must be excluded from consideration and it is off topic for this thread.
 
As i said. Look it up yourself. it's called the internet and google or whatever search engine you want to use.

Hohoho, wait a sec.....

Isn't this the same thing I suggested you yourself do earlier?

My oh my... How the tables turn when suddenly it's you being asked to spend your time correcting someone about basic facts.
 
Telepresence is a silly word in the first place. It's more remote control, like a drone pilot. It's just a word that was invented to explain why our body showed up in the SLF in the first place, in my mind at least. They had an oversight and created a word to patch it up. As far as beaming bodies, well, Star Trek comes to mind...
There is no such thing as teleportation in the elite universe , they can not teleport humans. thats part of the lore
 
Just going by what the Xbox dev team said about the PS4 port. And I don't know how the Cobra engine works, but I do know is that if it was designed to go on mulitple platforms, most of the code should be the same.

While I am not a developer myself, I have a very good friend who was at Free Radical (Time splittes 1 & 2, what great games) and at crytek. That is where I get my info from.

- - - Updated - - -



I looked at your "evidence" and there is still none. Keep going please.

That's great, because I didn't provide any. I'm just continuing for the mental exercise.

So now that you've imagined the proof that I provided, would you like to share? I'm highly interested in the content.

Why would you carry code that is specific to the PS4 to the XB1?

Why would you carry code that is specific to the XB1 to the PC?

Why would you include HOTAS support for the consoles?

Seems to me like it'd be much easier to just... Make those sections of the code modular so that they can be removed and added at will...
 
Hohoho, wait a sec.....

Isn't this the same thing I suggested you yourself do earlier?

My oh my... How the tables turn when suddenly it's you being asked to spend your time correcting someone about basic facts.

What you have said is a part of a modular games engine, but it also includes rendering styles, lighting styles, audio, and a whole heap of other stuff.

You can't just take parts from one game and put it into another. It doesn't work like that. There would need to be a lot of code re-write, even if it uses the same game engine.

Any given entity in a real game will almost invariably have certain details that tie it to that game. It will depend on certain global render states (lighting conditions, shaders, shader parameters, etc.), and will be intimately tied to the core objects used by the physics system.

You can't just cut and paste parts of games into each other without a decent amount of work.

Dont get me wrong though, they will use parts of the other games. I am sure that the crowd control parts Planet Coaster has may be used for when we get walking around, but im pretty sure it wont be a copy and paste job.
 
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There is no such thing as teleportation in the elite universe , they can not teleport humans. thats part of the lore


Talk about a lark....

Explorer brings back scan data of a metallic planet that's 50% silver.

Mining companies fire up their teleporters as soon as they get the coordinates and move en-masse to excavate an entire planet....
 
You misunderstand, with this last point I am saying that people out in deep space that return to the bubble and experience all these things. With the former point I am saying that people inside the bubble can go out into deep space. Two quite different things. :D



Here you are talking about the depth of gameplay, which is a completely different subject to instant transfer. You are right, Elite is seriously lacking depth and complex gameplay loops.



As you pointed out yourself - the players cannot physically do anything when they get there. There's no removal of player choice, because the player isn't actually there. It's merely a flying visit where they cannot interact. If they want the full experience, they will have to travel there themselves.



Why would they complain about the added complexity, if there are two modes to join a crew? 1) Instant Joining 2) Physically Joining. If they have the choice of both with option 1 having extreme limitations vs option 2 the only people who would complain are the few unreasonable people.



The argument against instant-transfer ships was never one of "immersion". That was a straw-man argument. It amazes me that this belief still persists.
To me it was about ballance and immersion.

If anything to me immersion trumps ballance.
I play the game to escape and feel like I am in a different life. to have fun. but if I am not immersed I am not having fun.
I backed the game on the promise of immersion.

That being said I understand that not everyone needs or even cares about immersion but to me without immersion I dont think I would even bother playing
 
Honestly going to be upset if they can't meet the standards set by Conan Exiles for "Physique Sliders". :D

Why even go to all that effort when our Characters will be nothing but immobile seat covers?

I can say now, with what looks to be coming in the next updates, I'm glad this game isn't subscription based as I don't think I would pay after the first month
 
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What you have said is a part of a modular games engine, but it also includes rendering styles, lighting styles, audio, and a whole heap of other stuff.

You can't just take parts from one game and put it into another. It doesn't work like that. There would need to be a lot of code re-write.

Any given entity in a real game will almost invariably have certain details that tie it to that game. It will depend on certain global render states (lighting conditions, shaders, shader parameters, etc.), and will be intimately tied to the core objects used by the physics system.

You can't just cut and paste parts of games into each other without a decent amount of work.

So basically what I implied by saying DX11 features aren't supported on MacOS and thus don't need to be included for that version as far as the lighting, shaders, etc.... Goes correct?

Yes it takes a lot of re-writing. Who better to re-write the code than the people who wrote it in the first place?
 
Can someone fill me in, what's the lore explanation for the pilot of a ship destroyed at Beagle Point turning up alive in an insurance claims office on the last station that they visited? And could that bit of handwavium not also be used with regard to multicrew's proposed matchmaking system?

Instant respawn with your ship on the other side of the galaxy was already difficult to bear, also becouse there have never been an explanation for that, even some tech mumble.
With CQC you could think you were playing a videogame in the videogame.
Fighter telepresence was another blow, but if you refrain from "switching to mothership" you can retain your immersion.

Now multicrew telepresence goes beyond every limit, especially if they don't give any ingame explanation.

I can decide to not do multicrew (thanks god i'm not interested in PvP), or arrange with my friends we multicrew only starting from ship visual contact so we simulate an EVA, or from a station.

But, well, I don't know how many patches they have made since launch, for me the only relevant one has been Planetary Landing, and Wings that should have been in the game from the start.
 
Why even go to all that effort when our Characters will be nothing but immobile seat covers?

I can say now, with what looks to be coming in the next updates, I'm glad this game isn't subscription based as I do think I would pay after the first month

Someone didn't get the joke...

Hey Guys! He didn't get it!

The JOKE! He didn't get the joke!

Nope!
 
Uh, "Telepresence" IS the in-game explanation. "The game is written that way" is the out-of-game explanation.

Telepresence is not a valid explanation, or else explorers wouldn't have to return to the bubble to sell their data. Universal Cartographics' databases would just use the same magic as telepresence to receive automatic updates.
 
Instant respawn with your ship on the other side of the galaxy was already difficult to bear, also becouse there have never been an explanation for that, even some tech mumble.
With CQC you could think you were playing a videogame in the videogame.
Fighter telepresence was another blow, but if you refrain from "switching to mothership" you can retain your immersion.

Now multicrew telepresence goes beyond every limit, especially if they don't give any ingame explanation.

I can decide to not do multicrew (thanks god i'm not interested in PvP), or arrange with my friends we multicrew only starting from ship visual contact so we simulate an EVA, or from a station.

But, well, I don't know how many patches they have made since launch, for me the only relevant one has been Planetary Landing, and Wings that should have been in the game from the start.

Technically there is a lore explanation, detailed on page 110 of the Player Manual (.pdf):

If your ship is destroyed, your personal escape system will kick in and eject you from the ship,
micro-jumping you to the last starport you docked in, where you will be processed by the
authorities and your insurance company.
 
So basically what I implied by saying DX11 features aren't supported on MacOS and thus don't need to be included for that version as far as the lighting, shaders, etc.... Goes correct?

Yes it takes a lot of re-writing. Who better to re-write the code than the people who wrote it in the first place?

Yes exactly. The planet coaster guys. That is what I was saying. The Planet coaster guys wrote the code for planet coaster. So it stands to reason that they will likely be working on the Planet safari game as I think they will be similar.

The ED code will be very different to the code written for Planet coaster, different terrain generation, different lighting techniques etc etc. Doesn't matter that they are using the same engine.

You write the code depending on what modules you are using. If Planet Coaster and Planet Safari are using the same modules and the game will be very similar in how its created by using voxels, with the same lighting, physics, it stands to reason to use the Planet coaster team instead of the Elite Dangerous team that have no experience with that type of game.
 
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