Odyssey trailer - thoughts?

and of course at least an experimental VR on foot option... just for immersion I don't care about a perfect VR FPS experience ....
 
The pilot of the getaway ship had no bounty - so was still 'innocent' - good tactic in my opinion (y)

It's odd to me. The base is under attack, yet they don't inspect, halt, destroy unidentified incoming ships. Why don't the NPCs have shoulder-fired anti-ship weapons?
 
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... Why don't the NPCs have shoulder-fired anti-ship weapons?
At NPC level 1 highest (as was apparent from the video) if they were anything like the NPC SLF pilots they would miss anyway! ;)

It is a bit like asking "Why did they have to attempt a basic heist several times to make the movie?" - You or me would romp a simple mission like this in moments and have used SRV's as arrival / getaway vehicles... The CM's needed to 'tell a story' in the video as well as showcase the mission - I don't think they would have completed it had the challenge been greater.
 
What is the reasoning ED players are not part of the FPS crowd? I think quite a few of us play different genres. Hell, Battlefield and similar games are my most played.

I enjoyed the play though and really looking forward to the DLC. Not sure what the appeal is for walking around your ship if added without any gameplay or reasoning. I'd look around once and then never do it again as when I first looked around in VR. ED is a game I've really enjoyed off and on and off an on since launch, but I've never been able to get anybody from my game guild to stick more than a few weeks. Looking forward to quite a few people coming back for the addition of getting out of your ship and shooting stuff together. This game needs group content and I really hope this brings it.

There are probably 3 of us in my game guild who play ED and about 12-15 who play the buggy pay to win Star Citizen and about 50 playing Valheim because you can do activities together. I hoping the addition of getting out of your ship and pulling your blaster from your hip brings some of the people I game with back.

We all have ideas about what makes a great space opera game. For me it is shooting things in your ship, trading, meaningful exploration, climbing out of your ship and then running back to your ship with half the town chasing you, but most of all do these things with meaningful group activities. I once had a guildie state ED is a mile wide and inch deep. That is so true and hoping Odyssey changes the nothing to do narrative people believe.
 
In that case, it cancels out the stealth. Once they were spotted, their getaway ship was able to land near the gate which is odd.
Do we know yet if there was any reason for the ship to take off and fly “over the ridge line” in the first place? Seems to me they could have just left it parked on the landing pad, or a few hundred meters outside the base, for the whole mission and it would have made no difference.

Pilot probably could have gotten out of the ship and joined in, too.
 
It all looks pretty good to me. Although we'll only know when we get to play it.

The two things I'm worried about:
1) AI. Because it's just really, really hard to get right, where "right" is quite subjective. I think ED's procedural nature means it's twice as hard as it is for a game where everything is hand-crafted.
2) Connectivity. I just worry it won't work!

To be honest, I'm most excited about the new surface graphics, which look terrific!

What is the reasoning ED players are not part of the FPS crowd? I think quite a few of us play different genres.

Indeed. It sometimes feels like the simulator people have a bit of a superiority complex! Anything that requires less than 400 buttons is for losers.

My two favourite game genres are probably turn-based strategy games and stealth games but you never know what's going to hit the spot until you've played it (I'm another person who fell deep into Slay the Spire addiction after resisting because it looked so underwhelming). Recently I've thought Hitman and Quake Eternal do some pretty extraordinary things in completely different ways. There aren't any rules about what's good.
 
It needs a lot more improvement:
  1. The NPCs don't act smart, don't seek cover. - These were the lowest level AI available & the 0/1 guards did run when shot, only the 3 stood his ground
  2. Lack of cover options makes the combat too simplistic (see Mass Effect). - I saw lots of cover & routes, but this scenario was so easy it wasn't needed
  3. NPCs absorb bullets like sponges. That's not fun tactical FPS combat (check Call of Duty, Battlefield, Escape from Tarkov, PUBG). - The shields did hold up nicely, but the CMs almost never shot any guard after they dropped their shields - I did see one quick death after shields dropped
  4. No cool interaction with the ship such as calling an elevator, escalator or walk up stairs to the door. - You mean like the 'enter hanger' animation'? Meh.
  5. The Goliath was not a threat, they ran right past it. - That was a bit disappointing. I hope the Goliath accuracy scales in missions at proper military bases
  6. The base turrets didn't work - Because they killed the power... did you understand the mission?
  7. The sneaking around seemed to be unnecessary. Is there a sneak/detection system (see Metal Gear Solid, Deus Ex)? - Because they landed at a non-restricted site, had landing permission to land on a pad, weren't at the base of a hostile faction... did understand the mission?
  8. No melee weapons is a pity - set phasers to stun would be a nice option - for unshielded victims
  9. How much variety is there for base mission scenarios? - This was pretty well covered in the stream, which included reference to the number of different base layouts, different base types, mission variability... maybe watch the stream? Or read one of the summaries?
  10. Add a transparency option to the HUD, in-game color customization. - You mean like the HUD customization for ships?
  11. Add a prone option - Do we know this isn't available? We didn't see any crouching either, in this lowest level encounter.
  12. It's weird how the piloted ship could land near the base (7:20) without being bombarded by anti-ship weaponry. - They initially landed at on a landing pad, with permission. The pickup was done after the team killed the power...
  13. There should be NPC patrols around the base. - This was not a restricted access base, or high sec military base...
  14. Poor anti-aliasing dates the graphics a lot
  15. What about civilian NPC traffic around the base? Such as SRVs, NPCs walking around, ships landing and taking off. Let NPCs scan rocks, excavate stuff, move cargo, chit-chat etc. Each NPC should have a schedule with errands, chores. Add a barracks to provide NPC sleeping quarters. This is important to make the world feel alive. - That might be nice, and more relevant on larger/different base types, but for early pre-Alpha... there were NPCs walking about, but we didn't see enough to judge really. I'll criticise that when I've spent some time following NPCs around - not really content for a misdion stream.
  16. Footprints aren't visible in the sand.
  17. Walking animations should be improved.
  18. The base needs large banners, holograms to distinguish it and to show who operates it. - That shows up on the HUD, and would take a lot of banner work... how many different BGS factions are there, how often do assets get flipped, can these bases be flipped?
  19. Didn't see any new SRVs to protect the base - I don't recall new SRVs on the list for Odyssey, but wouldn't that be a nice surprise
It seeme like there's a fair bit of complete misunderstanding of what the mission shown on the stream was, which has lead to some pretty silly 'criticisms'. This looked like a 'mostly harmless' mission to deactivate the power on a nil-security, neutral surface installation, guarded by a bunch of Paul Blarts who ran away as soon as they took a hit.

I think we already know that this entry level stuff is necessary (not everyone is an experienced pilot, let alone marksman), and we already know that ship based missions & combat cover the full spectrum from Mostly Harmless to Thargoid.

Should we judge the ship combat opportunities in ED based on the difficulty level of being attacked by a Harmless pirate in a Viper at a High Res site? Or ship based mission complexity based on a Harmless data scan mission froma a public data source at an undefended settlement?
 
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At NPC level 1 highest (as was apparent from the video) if they were anything like the NPC SLF pilots they would miss anyway! ;)

It is a bit like asking "Why did they have to attempt a basic heist several times to make the movie?" - You or me would romp a simple mission like this in moments and have used SRV's as arrival / getaway vehicles... The CM's needed to 'tell a story' in the video as well as showcase the mission - I don't think they would have completed it had the challenge been greater.
Where are people getting this idea that "NPC level" has anything to do with how braindead the AI behaves? Those little numbers represent their security clearances; ie what level doors and facilities they can access, not their IQs.
 
Where are people getting this idea that "NPC level" has anything to do with how braindead the AI behaves? Those little numbers represent their security clearances; ie what level doors and facilities they can access, not their IQs.
Whatever...
We'll just assume "Mostly Harmless" rank for now then :)
 
I appreciate that FDEV is getting their feet wet in this genre. There is so much that goes into rigging and smoothly animating organic figures that is vastly more difficult than animating rigid geometric figures like ships and stations. Collision issues, clipping, ragdoll animations, idle animations, how the rigged organic figure interacts with terrain and projectiles.

It is a HUGE leap compared to what they have done before. Then the whole AI with terrain interactions and threats. They are trying to develop interesting missions that are not too redundant with other games. This is stuff has been refined by FPS and TPS titles that have been around for decades. FDEV isn't using Unreal or Unity here - so I bet they are having to develop all kinds of dev tools already present in those packages. This must be a huge learning curve for the team.

Was it polished? No. Was it on par with current FPS and TPS titles? No.

Will I buy it? Yes.
 
Where are people getting this idea that "NPC level" has anything to do with how braindead the AI behaves? Those little numbers represent their security clearances; ie what level doors and facilities they can access, not their IQs.
Hows about you watch the entire stream, listen to all the words, maybe watch some of the other video takes (with extra influencer info), maybe read some of the official feedback on different platforms... But it's entirely possibly that the low level mission showcased the entirety of NPC AI, I mean my SLF pilots aim didn't change from Harmless to Elite, Harmless pirates in High Res sites fly just like Spec Ops, ATR and Thargoids... so you're probably right.
 
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The trailer was Ok, the remainder of the talking for the stream kept me engaged throughout as there was so much talked about that I had been impatiently wishing to know.

My take on the trailer was much less harsh than some are judging - CMs playing to tell the story and not being particularly good at the 'shooty' bit was brilliant - perhaps as I am not particularly 'Godlike' in the game (I play to enjoy myself, which I know is frowned upon by some!) and appreciate they were making said story for 'us' as well as they might.
 
The trailer was Ok, the remainder of the talking for the stream kept me engaged throughout as there was so much talked about that I had been impatiently wishing to know.

My take on the trailer was much less harsh than some are judging - CMs playing to tell the story and not being particularly good at the 'shooty' bit was brilliant - perhaps as I am not particularly 'Godlike' in the game (I play to enjoy myself, which I know is frowned upon by some!) and appreciate they were making said story for 'us' as well as they might.
I like reading your posts. They come across as measured, thought out, realistic and aren't expecting Odyssey to be 'everything or nothing'. Most of the time i agree, too.
My reply isn't adding much, I just wated to say that!
 
Where are people getting this idea that "NPC level" has anything to do with how braindead the AI behaves? Those little numbers represent their security clearances; ie what level doors and facilities they can access, not their IQs.

With any luck, FDev will make the NPC's pay for upgrades, just like the rest of us saps, what what
 
Everybody is whining about the level of polish being shown on something in an early alpha stage that's been in development for a couple years.

Why don't you go watch a Star Citizen Livestream and report back to this thread. Star Marine module has been in development for what.... 6 years and is still in early alpha?
 
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