Newcomer / Intro What's your first impressions of Elite Dangerous? Post in here and tell us

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    Votes: 10 33.3%
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    Votes: 20 66.7%

  • Total voters
    30
First impression - great game so far, however it is not easy to play with mouse & keyboard only.
One thing I'm missing (it might be there I just haven't found it) is the rear view. I'd love a rear-view camera!

Also, it would be nice (not essential) to be able to look at the ship from outside?

But even without the above this is a pretty cool and great looking upgrade to Elite.
 
my first impression was positive.

the visuals and especially the audio design are stunning. but i would like to have some more anti-aliasing methods. fxaa isn't very good looking and mlaa doesn't even seem to work. a few more visual settings and a numerical value for the FOV would be nice as well.

ship handling is awesome. i like that it's more focused on realism. it immediately felt like home, having some experience in other flight sims. i like the systems management. it reminds me to the way freespace did it which is a good thing. :)

the hud is ok but could use some improvements. not sure where exactly yet. one minor issue i had is that when i view one of the ship control views (default keys 1-4), i instinctively press the escape key to go back to the front view but escape opens the options screen.

the ui in stations, especially the market needs a lot of work. search field, sorting etc.

generally i felt a bit overwhelmed, not knowing what to do or how to do it. this can be interpreted as good or bad. it's good, because there's a learning curve. but it can also be bad, for example if you don't even know where or how to encounter pirates. one of the first missions asks you to hunt some pirates in some systems but i don't know where to actually find them within the systems. so, some sort of tutorial or ingame database would be much appreciated.

but, yea, overall i had a positive impression. the game looks and feels polished. although there are already some activities, it feels like there could be more. imho, the next thing should be seamless entering of planet atmospheres. right now, planets don't do much or anything at all other than looking good. it's essential to give planets a purpose.
 
- Great fun, the very first impression was that this will be a game that I can play for a long time. It’s the first game of its kind that I play and I enjoyed trading and combat along with the flight model very much.

Unfortunately after some hours my impression changed a little bit. Having in mind that it’s beta and for sure the content is not at all completely available, as well as that there are expansions announced, I am not sure how long the game can motivate me.

For example the first times going to hyperdrive were fun. However after several approaches the superdrive section seems kind of a minigame to me that may annoy me in mid-term. Ok, trading is more boring than combat and for combat finding targets in superdrive is a nice addon. Anyway I am just not sure how this will motivate / demotivate me in mid-term.
On the other hand I made the best of docking for me in pushing the times down to a minimum :)

Another item are goals I don't see right now. For sure there is no target to beat the game, however I know from my Minecraft experience that my self-motivation and target definition is limited and I would like to see ED for a game still playing in 5+ years. Sandbox is great, but I like to have at least the option for getting ideas what to do next. And just grinding for the next ship like in World of Tanks provides also a limited motivation to me.

- Graphic is ok, but more details would be nice. On the other hand it performs quite well (i5-2500k 3,3GHz, 8GB RAM, GTX 560 Ti).

- I like it to have to get some information off-game in forums or homepages of other players. Finding locations of missions or range calculators are examples. It may be strange but I enjoyed this also in Minecraft or Skyrim (I am not a harcore roleplay gamer that wants to figure out any receipt in-game).


=> Thanks to the Elite Dangerous team for your great work till now! I am looking forward to see the next steps and hope this feedback may be useful (no worries if you don’t take it into account or have plans already).
 
As someone who is old enough to have played the original Elite on BBC, Spectrum and C64 as well as Elite 2 on Amiga I have to say that they have captured the spirit of them all perfectly.

I love the docking, just enough of a challenge to be interesting but not so much that you crash constantly. I'm just sightseeing and trading at the moment, combat can wait until I get a better ship.

So far I'm loving it all. :)
 
Thought I'd update my first impression with a second impression. In my first post I praised everything, except the tedium of finding port entrances and flying frameshift. After hearing of the 'rule of thumb' for finding entrances, I have a much easier time. The critique is still valid for those who don't know the trick, i.e. new players.

But man!!! The frameshift flying is really killing the fun for me. Sooo dull. Just waiting and nudging dials, with a potential "Hey, you messed up!!" overshoot at the end. If I could get straight to starport approach from hyperjump, I'd be playing until morning.

Also, I think there needs to be an intermediate ship for traders. Many trade runs with small profits with no sense of progression, and then bam! 300% more cargo hold! It'd feel nice to be able to get a 6-8-13-ish progression of cargo hold. Or at least one intermediate. I'm sure there are plans for more ships. More worried about the frameshift though.
 
First impression? It's 1984 and I'm eleven again. The overall feel is just right, the mechanics are shaping up nicely and the bugs, to my mind, are minor. Admittedly, my very FIRST impression was "Where the heck is my Cobra!?"
 
First impression? It's 1984 and I'm eleven again. The overall feel is just right, the mechanics are shaping up nicely and the bugs, to my mind, are minor. Admittedly, my very FIRST impression was "Where the heck is my Cobra!?"

Pretty much same impressions here. When I was kid, I used original Elite as a extension of my imaginary play and man it was fun. Now the Dangerous' Beta seems already awesome and very immersive for me. I can't wait the game to be complete with the planetary and 1st person stuff. It is my long time dream come true. So thanks to David Braben and whole frontier crew - you've done great job so far (although you could've done it bit earlier if you ask me, ha :D )

-v
 
I thought my first impressions may have been tainted slightly having watched so many youtube videos and reading articles on the forums over the past few days but in the end it was these that persuaded me to join the Standard Beta last night. I had to be a part of this journey again sooner rather than later.

I was still amazed, 30 year old memories re-kindled. It feels so right, even at this stage. I'm just looking forward to soaking it all up and enjoying the journey as Elite expands and changes.
 
After playing the missions (only 4/10 waves for the last one...) and about 3 hours online, my impression is the game feels empty just like the game Evochron. If you don't give yourself a goal, then you stop playing, mostly.

My previous first secondary (?) impression is i love the "rusty cockpit" feeling. Sounds are awesome too, and i feel i'm sitting in a piece of metal with some engine. I really prefer this, not having a clean and cold sci-fi. Rust is better.
 
I've been looking forward to E:D for about 15-20 years and after 3 days of play I can only say that I've been playing Elite. Everything just feels right and has really captured the spirit of the original game(s). No mean feat to preserve such an intricate flavour after all these years. Incredible work.

However, I was rather surprised to find no system maps in the game at present. How has everyone been getting around? just jumping blind? what about finding refuel points?

I've since done my research and learned that system mapping is coming so happy days are ahead :)
 
my first impressions

I think its a going to be a great game because its not to complicated and not to easy. Just right.

That said I think the "silent running" should be tweaked. I've seen some of the tests online and it seems its rather weak now. I read that EM emissions from scanners is going to be included and I think that is great. Having your scanners set to max should make you a HUGE target on long range scanners. Having scanners off should make you almost invisible on EM scanners. Heat is different.

Also landing on an asteroid with your gear extended shouldn't necessarily result in your ship not being stationary.

Am I able to look at my ship externally for screenshots?

Keep up the great work and good luck.
 
First thoughts...

Played Elite on C=64 and Frontier:Elite on PC back in the day. The joys and frustrations have come flooding back!

The joys are obvious, so I will not dwell on those.

The frustrations are also the same:
- steep learning curve. Not helped by the lack of lack of in-game tutorials, particularly on docking and navigating to other systems. Key binding is complex and could use a third party e.g. Realmware BF4 app.
- long periods of waiting. Wasn't a concern when I was younger, with plenty of leisure time on my hands. A limiting factor now that I have more responsibilities.

That's it for now. Am enjoying the Beta, and look forward to the final game.
 
Although I never played Elite back in the day, I was a huge fan of Freespace and FS2, and thought I'd never play a better space sim game than those two. I also spent a great deal of time playing Descent, and amassed about 100,000 kills online in Descent 3 before it died out.

Two years ago, I was so enthused about resurrecting 6DOF gameplay, I single-handedly rescued a 6DOF game from their failed kickstarter, with a fortune in cash. That game was Retrovirus. But I overestimated the attraction of the old 6DOF FPS game genre, and as a result lost an awful lot more than just my faith in Descent players.

I am happy to report that ED is a game worthy of my attention (very few are!), and dusting off my old Extreme 3D Pro to play. I even ordered a CH Pro Throttle to use with the game. I would have ordered an X55, but the amount of trouble people seem to have with them makes that a poor idea I think! The old 3D Pro works amazingly well with the game, and I have no trouble at all co-ordinating my attacks with the stick, and tracking people with TrackIR across all 3 screens.

However, the game does have issues, and I thought I'd record my impressions here.

I was extremely impressed with how easy it was to get the game running in eyefinity at 5348x1050 and with TrackIR enabled! Two thumbs up there.

However, the scheme used to select controller inputs is extremely poor, and needs a HUGE redesign. The lack for support for things like the Space Navigator is also poor. When trying to import and use a Voice Attack profile, with many hundreds of commands (inc Galactapedia) I was forced to spend in excess of 6 hours configuring my controls and matching them to non-standard controls in VA. Not your fault - but very frustrating.

I'm surprised Voice Attack (or equivalent) is not a built-in part of the game. It should be.

Not sure if I'm getting the full 7.1 sound experience in the game: does it REALLY supply a proper set of 7.1 positional sounds? Ah well, I am sure it will at some stage. My sound system is a significantly larger investment than all my PC gear combined, with 3 power amplifiers plus the Sub. One day I'll post some pics of my battlestation. :)

The controls to use the left and right panel UI are arcane to the point of madness. I am only flying the training missions, but I can't access either left or right panel contents no matter how hard I try. All I can do is view the cover of each which pops up when I look left or right with TrackIR. *sigh*

I'm sure I will figure it out in time.

I am extremely happy with the performance of the game, as with everything maxed out at 5348x1050 I'm getting a solid 60 FPS with an old i5 @ 3.1, 8GB of vanilla RAM and a spanky Asus R9 290 Direct CU II.

The in-game sounds are brilliant, and they come through my HiFi 7.1 system in vibrant detail. Couldn't ask for more and my only possible grizzle is that the sound of the ship going very slowly sounds a bit groany. But hey - I can live with that.

I love the radar, and the HUD, and the controls seem totally intuitive once you get over the initial shock (and horror) that Yaw might as well not even exist in the game! Truly, I thought something was broken when I first started flying. Spent ages checking the Joystick axes out!

I understand why it's like that, and it took me all of 5 minutes to accept I have to roll and then pull up to turn tightly. I did however, wonder why I had real trouble getting a ship into my reticle when I was using Roll as a part of my aiming. It wasn't until I stopped dead, and tested the Roll axis that I found it started to yaw as I started to roll! No freaking wonder!

Whoever made THAT a default option needs his face slapped. :p

Once I disabled yaw-on-roll or whatever it's called, I was able to instantly become very accurate with the 3D Pro, and the Pulse Laser combo. Surprisingly so! Whatever work was done to the way the joystick is implemented in the game - well, that is superb work, and it is a joy to use - no pun intended!

The Visuals are very groovy too - and many sacrifices to playability mean realism takes a back seat to fun - and I am all for that.

One thing which DOES annoy though, is the way the Coriolis effect magically disappears when we fly into a station. That is simply mind-numbingly bad, and breaks physics shockingly. A rotating station with a dock in the center will in reality, have the dock rotate counter the station spin, so that docking is performed in a stationary dock. The speed at which the dock spins is nowhere near enough to generate a centripetal force great enough to be of use to anyone. Certainly not enough to support cars driving inside the dock.

I think I understand why the history of Elite makes the station design and the way it spins part of the lore - but it is still terribly bad design in my view.

I wonder what sort of magic keeps air in the dock? Best not to ask too many questions about a game, I suppose, and just try to suspend my disbelief.

I thought lone and hard about whether to buy Star Citizen, but the crazy pricing over there put me off, and I am already playing the DayZ Standalone Alpha, and I think that is enough alpha testing for one guy!

One thing which is slightly disappointing using TrackIR is the tiny amount of zoom I have. It's not even as far as if I could lean forward in my seat in real life.

Let's ignore the design of fighters, or the fact that fighters exist at all - because in reality, the entire concept of a space fighter is out-and-out stupid. Space battles (if they ever take place) will be between capital ships at distances of light seconds, but that wouldn't make for a decent first person experience. :p

The WWII dogfighting seems to translate very well to the ED universe, but I think I will spend the vast majority of my time exploring and trading, and leave the combat to the young guys. I am so old, I fart dust.

Flight Assist off mode is a welcome addition to the gameplay, and while complex maneuvers are out of the question for me right now, I can turn it off and in combat and that adds a great twist to the ordinary "planes in air" model.

Using it strategically is going to be a real challenge to understand the combinations and permutations of normal and combative navigation. Suffice it to say right now, you don't ever want to engage Free Flight when a target's reticle is anywhere near you!

I can see that skilful use of both normal and free flight mode is going to make the top-level of 1v1 combat very hard indeed, as the skills required will rapidly escalate to crazy levels.

I am a bit mystified as to the server situation online - and seem to simply be assigned to one - but I know nothing of where it is - what my ping to it is (I'm in New Zealand, so it is likely to be high) or what effect ping is going to have in online combat situations. I am a bit worried about the lack of ability to choose a server, and log in, so that I can meet up with other people, and explore or fight in a team.

I haven't seen anything about the netcode of the game, and I would like to learn a lot more about it. The people who understand the netcode invariably have a HUGE advantage over those who do not - UNLESS the code is so good it almost breaks the laws of physics.

Anyway, I am greatly looking forward to future developments of the game, and to expanding my skills along with the game, and to have a heap of fun in the process.

Thanks for the game: I think it was worth the $300 I spent by the time I had bought Voice Attack, Galactapedia and a CH Pro Trottle and I am pretty sure I will have a whale of a time online.
 
Hi M0b1u5,

Just a few remarks:
- Coriolis effect: When you enter the station you have Rotational Assist -ON-. That is why you suddenly do not have to compensate for the rotation of the station. IF you turn this -OFF- (right pane, one of the menu's right up there with lights, landing gear etc) you will experience the rotating station and you will have to compensate for that yourself. So it isn't the case that the inner tube of the station is counter rotating or something like that.

- Air in dock is shielded by the 2 or 3 blue shields you penetrate when you enter the station. Probably a similar effect to the shields on your ship.

Cheers and happy flying.
 
I've been looking forward to E:D for about 15-20 years and after 3 days of play I can only say that I've been playing Elite. Everything just feels right and has really captured the spirit of the original game(s). No mean feat to preserve such an intricate flavour after all these years. Incredible work.

However, I was rather surprised to find no system maps in the game at present. How has everyone been getting around? just jumping blind? what about finding refuel points?

I've since done my research and learned that system mapping is coming so happy days are ahead :)

System maps are present, but you'll have to be in Open Play, not in the scenarios.

To reach it, you'll need to use your left panel, navigational section. There is a Galaxy Map button at the top, which will show you various systems and trade routes and such. You can always select your destination from the navigation window by going up or down to select adjacent systems at the bottom.

In-system locations are also listed in the navigation panel, and stations have a different icon than planets/stars, which is how we lock onto and navigate toward stations to dock and refuel.

Dealing with control panel navigation can be tricky. You may need to review your controls and keybinds, looking at UI focus on how to activate and how to select left, right, up and down. It takes a bit of trial and error to figure out which direction activates which panel, which left and right buttons change the subpanel vs left/right options for the currently selected item (more apparent on the power distribution panel on the left).
 
My first impression was simply :

"GOD DAMN ! I almost forgot how much I love space-sim ! Thanks Elite !"

On my first hyperspace jump :

"OOOOHHHHHHHHHHHHHHHHHH!!!!!"

That's all... xD
 
System maps are present, but you'll have to be in Open Play, not in the scenarios.

I think the OP is referring to an overhead map of the system, not the entire galactic map. In the original Elite, you could drill down to see the planets and their orbits around the sun(s). In this one, you only get to see their names in the panel underneath the link to the galactic map (unless you can scroll in all the way to system level, but I don't think that's possible at the moment.

Also, one point from me:

It would be extremely convenient if you were able to map out an entire flight plan in your galactic map, if you're making several jumps.
I could be sitting in the hangar, open the galactic map, select my first jump, then click on another system for my second jump, and so on. If you could drill down to the system level, you could even select your destination space-station/known astrological body (so you wouldn't have to do that upon entering the system, like we do now).

The map would also show at what point I would run out of fuel, so I could plan stops along the way to refuel.
All before engaging the first hyperspace jump!
(Obviously you'd have to watch out for heat build-up and not jump out again too quickly. Nevertheless, it'd save some mundane, repetitive tasks).
 
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