ANNOUNCEMENT Elite Dangerous: Odyssey | The Road to Odyssey - Mission Playthrough

Dunno. I still don't feel pushing an FPS game into a space-sim game while the latter one needs fixing/tweaking in so many areas. :(

The vid was better than I expected, though.

Pros:
  • revamped planet surface :love:
  • the ground base with pads, guns, buildings, entrances, different types of staff and skimmers inside
  • a promise of auto-landing ability when the gear is down :love:
  • general graphics and sounds
  • temp changes in different places (which, I hope, has an impact on suit's energy consumption)
Cons:
  • AI is nothing but funny at the moment
  • animations are not perfect
I'd like to see:
  • a better and more dangerous AI
  • a weapon or weapon mode to stun non-military staff and notoriety level increase for killing them (unless they are mission targets, like in case of ships)
  • how such mission can be done by a solo player
  • a new ship or ship variant for delivering all four wingmates to the mission location
  • a vid showing ship+SRV+on foot cooperation
 
I've argued that we are in the seventh year of the Elite: Dangerous alpha test.
I've always thought it would have been best to take another year or so of development time (maybe release as "early access" or whatever) and flesh out the mission system especially, for the solo players. I'm coming from a mostly single-player perspective, having spent much time with Frontier: Elite II and First Encounters.

But it is what it is, they went in a different direction and went full MMO, so I see no reason to dwell on that. What I still find admirable with everything FDev does is that they put systems first in everything they added on down the line. There's almost nothing that doesn't have a gameplay loop behind it and just exists to look nice, so I generally assume they know what they're doing.
 
Sorry, but this is wishful thinking most of the time.

I've been in a few Alphas so far, the last one was the 2020 MS Flight Simulator. There's always the hope for some "unicorn build" that the developers are working on behind closed doors, that isn't pushed to the Alpha players because reasons, and that is much further ahead of what the Alpha version is showing.

What usually happens is that what you see in the testing versions will be pretty close to the final product, with some additional tweaking here and there. Even back when Elite: Dangerous first released, it was exactly like that. The final testing versions (called "Gamma" at that time) were pretty much what you got at release.

And I'm not saying that to pick on Odyssey, I mostly liked what I saw in that demo yesterday.

100% agree that what we saw is highly representative of what we're likely to see at launch.
 
I think the takeaway was in this case, this mission, they took the base power offline and that shut down base turrets by default. Arf did talk about full base defence taking his Challenger down in about five seconds.

Interesting. So there could be hope for easy landings at Deciat? I wonder if they will improve the defenses at Engineers bases as well
And safe heaven will be an actual concept near bases

Anyway, my mild rant was aimed at the pedestrians that were supposed to defend the settlement.
More specifically the exit from the power room. 4 natives right outside, one crouched, plus another 5+ at medium distance and they left the base with shields up.
Hopefully they can tweak it out and have settlements with various degree of AI levels based on the (+) security rating - so people with various degree of fps skills can tackle them
 
Interesting. So there could be hope for easy landings at Deciat? I wonder if they will improve the defenses at Engineers bases as well
And safe heaven will be an actual concept near bases

The problem you've got there is range. Weps are basically ineffective above 4km .. and that's not very far in a ship or a very big protected volume.

More specifically the exit from the power room. 4 natives right outside, one crouched, plus another 5+ at medium distance and they left the base with shields up.

Take your point but DPS is spreadsheet / balance pass stuff? AI level probably the same. Pre-alpha, at least they weren't all falling through the floor and walking through walls! The hits registered, the doors opened etc etc. and I don't think things like ragdoll were implemented in this build, at all.
 
The planetary details look promising, yet not stunning; the geographical factor should be quite important to really make a difference, to stand out in contrast to, say, the already pretty impressive NMS procedually generated surfaces. Not to mention the Alien: Isolation Alien crash site discovery scene I already mentioned elsewhere (video), or the EVAC on Sevastopol station in the same game (video).
But they seem to head in the right direction, with much more natural dust slopes and more "hillish" formations. Will be especially interesting to see with volcanic and ice worlds.

As for the FPS, well, sorry, I found Halo (2001) more impressive in almost every respect ... the NPCs being Storm Trooper-level toothless hurts, and I also hope there will be an alternative to assassinating unarmed techies -- there is such a thing as style. Let's hope for the much-quoted alpha factor.
What would be cool would be the possibility to seriously light the fireworks by attacking in a ship while the infantry infiltrates the base -- that could make for some awesome chaos on ground, with dust and explosions and crashing skimmers everywhere. There is quite some potential in this.


Summa summarum it should be good to watch some actual gameplay footage after release first and decide then ...
 
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Take your point but DPS is spreadsheet / balance pass stuff? AI level probably the same. Pre-alpha, at least they weren't all falling through the floor and walking through walls! The hits registered, the doors opened etc etc. and I don't think things like ragdoll were implemented in this build, at all.

Guess i just wanted to see some CM blood trails :D
 
I just want to address the content of the video released last night first.

I've never been excited about legs, I understand they were always on the road map but, meh, not my scene. If I want a game that does that, I have far better options out there. I understand that the end product will most likely be an improvement on what we saw, run a little smoother, perhaps even look a bit more glorious. If this had been a teaser for some stand alone game, that game would not have gone on my wish list. That is because as stated, not my scene any more and based on what we saw, in that genre, there are far better options out there.

Of course though it isn't a stand alone game, it is folded into the game I have played more than any other game in my entire life. What I do suspect is, this will become as repetitive as say...kill that pirate missions. You arrive, this thing happens, you move around a bit, some pew-pew, you collect your pay. The missions themselves (after a while) are no longer done for enjoyment of the mission, but either for the credits or some form of rank. I'm sure we will get used to the idea of landing, jump out, run round, pew-pew, back in the ship, home, very quickly. It will become repetitive, a means to an ends, something you do for rank or credit, something you do without much thought, like hauling trade, courier missions. Great the first few times you do them, learn them, after that...almost meaningless.

It has pricked up my ears on the idea of multiplayer/open play though. These are going to be way more fun in a team, at harder levels. There appear to be some unanswered questions, does friendly fire kill? If so, this could be a gankers delight, if not, then it is a change from the rest of the game unless you use smart ammo rounds. If I'm on foot, stealthing around a base, is it in fact possible for a Conda to appear in the sky and start strafing me and everything on the ground?

What it made me think about other implementations in the game.

My main interest in this game is just mooching about discovering things, Right now, I land on a planet, SRV, drive round, shoot some stuff or scan it, collect some stuff. I know that sounds repetitive and boring to some, almost like some of the missions I just described above but that is where I get my kicks. This is wild speculation but I just feel a new bit on my style of play is, I land on a planet, drive round in the SRV then get out of the SRV, then.....well...shoot some stuff or scan it, collect some stuff. And although that is what I do now, I sense that just adding a new bit on top isn't going to set me on fire. So yes, it is adding a bit of new gameplay but in an old, 'already doing that' way.

It's not a new idea but what I think Elite requires is some sort of chain reaction narrative. A thing you stumble upon, then takes you into a chain of 6-7 related missions with a mixture of combat, trade and exploration/discovery thrown in. Whilst they are building all of the components in that chain, the chain itself, as far as we know, is being left 'un-built'.

As previously stated elsewhere, I will of course buy this when we console donkeys finally get access and as a completionist, will undoubtedly feel compelled to hit the top of some of the new ranks. I will hopefully find some joy in some of the components and understand that not all components will be for me, I just wish there was more to link those components.
 
Mechanisms are the sand.

They should be the sand, but it seems that both the Devs and some fans often expect you to imagine mechanisms that don't exist in order to 'find the fun' in a ruleset that doesn't actually promote it by itself.

Roleplay can be great but I generally think the optimal ways to play games should also be intentional and enjoyable. In Elite it'd also be nice if it were varied.

The base scan thing you mention is a good example of this disconnect for sure. If Odyssey ends up bringing the same kind of shortcut and skewed rewards you can bet that's what most people will end up doing.

As a dev they seem consistently blindsided by how players engage in games; it doesn't work on an honour system for the majority. Certainly going to be interesting to see how much of their intended experience manifests itself in actual gameplay.

Edit: sometimes just not understanding the mechanics works in place of roleplay. I'm reminded of a Polygon article where the writer talks about how they looked in the restock page and were shocked to see that 'their ship integrity was almost at zero!' Oh ye gods they almost died! Oh... Oh no, wait, they didn't. That's not what that number does. They probably had more fun misunderstanding it though.
 
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The only thing that really came through to me was '29 March'. I'm assuming it's 29 March 2021, so I'll be able to make an informed opinion at last. Following another batch of key binding assignments I assume.
 
Yeah, but it's a prealpha. I don't expect anything on dedicated FPS level though, afterall a lot of people treat the FPS aspect of it like it's a plague :p

And of course i'm pretty sure that the initial "infiltration" part was "dramatised" for show (and that's ok), they could probably have been pretty safe running through the settlement to their objective without any care .
Why even do it then? Like Master Yoda said: do it right or do not at all. Odyssey is clearly focused on FPS aspect and yet it looks disappointing. Where all the money and effort went? I know it's pre-alpha but I have doubts much will change.

1. the graphic of the planet looks OK-ish, but not as pretty as I expected to be honest (it seems they cherrypicked views for other videos)
2. the settlement looks good (yet it feels empty and static tbh)
3. the animation is... well, not good. Like the game from 2010, maybe even earlier
4. the AI is even worse, those NPCs act like NPCs from Aliens versus Predator game from 1999 (!)

Nice to have a release date tho'.
 
That's the one thing I'm worried about as I don't fly in a wing or anything..... Billy no mates come to mind...lol
You do not have to be alone
 
They should be the sand, but it seems that both the Devs and some fans often expect you to imagine mechanisms that don't exist in order to 'find the fun' in a ruleset that doesn't actually promote it by itself.

Roleplay can be great but I generally think the optimal ways to play games should also be intentional and enjoyable. In Elite it'd also be nice if it were varied.

The base scan thing you mention is a good example of this disconnect for sure. If Odyssey ends up bringing the same kind of shortcut and skewed rewards you can bet that's what most people will end up doing.

As a dev they seem consistently blindsided by how players engage in games; it doesn't work on an honour system for the majority. Certainly going to be interesting to see how much of their intended experience manifests itself in actual gameplay.

Edit: sometimes just not understanding the mechanics works in place of roleplay. I'm reminded of a Polygon article where the writer talks about how they looked in the restock page and were shocked to see that 'their ship integrity was almost at zero!' Oh ye gods they almost died! Oh... Oh no, wait, they didn't. That's not what that number does. They probably had more fun misunderstanding it though.

Roleplay, for me, isn't about about ignoring or imagining constraints that aren't there, but putting one's self in the shoes of a character for which those game mechanisms define the reality they exist in. Roleplaying characters that ignore their reality is about as believable as a functional real-world society populated by nothing but acute schizophrenics.

As you note Frontier's real issue is that their rules don't facilitate the gameplay they want to see. There are too many internal inconsistencies and contradictions. This hurts roleplay as much as it does anything else.

I don't believe that. Yes, they have released a lot of stuff about the combat, I sense because they feel that is where a lot of people have their interest, but they have released other information/videos about Odyssey that are nothing to do with combat. What came last, is not what it is about, it is just the most freshest in our minds.

Even if the FPS combat turns out to be terrible, I'd be ok with the expanded planetary landing opportunities and the terrain/surface graphics almost living up to the original Horizons material.

Of course, I speak from a perspective of someone who bought Odyssey six years ago.
 
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A bit rough at places, but it's clearly an alpha. FDev alphas are usually actual alphas, not EA alphas.

Some dissapointments, the weapons don't sound as great as I thought they will. Hopefully they're work on that.
And we already knew the boarding will be a short fade to black, but it still really sucks.

Excited for the alpha anyway!
I know what you mean, it will take away the feeling of just making it to the elevator in time, the elevator still rising as the ship takes off, with enemy round hammer against the bottom. You laying there thinking 'F*** That was close'
 
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