The bounty mechanic that kicked in even though they silently killed the workers in the demo, with no one else noticing in the base, was a good example for that.
All criminals must wear body cameras, it's the law!
The bounty mechanic that kicked in even though they silently killed the workers in the demo, with no one else noticing in the base, was a good example for that.
The bounty mechanic that kicked in even though they silently killed the workers in the demo, with no one else noticing in the base, was a good example for that.
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.I've argued that we are in the seventh year of the Elite: Dangerous alpha test.
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.
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
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.
Mechanisms are the sand.
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.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
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 .
Odyssey is clearly focused on FPS aspect
You do not have to be aloneThat'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
why, what is sad about it?feel free to blame the messenger, but this is honestly worrying. and i usually enjoy frontier screw ups more than anyone, but this is going to be real sad.
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.
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.
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'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!