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

I have to say, I loved the burning open part - it has a more lifelike feel that just pointing at something, and it just happening, as is the case with so many games.
 
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.
Oh for sure, I 100% agree. It's precisely why the 'alternative' definition is frustrating to me.

In order to vaguely match my experience up to Frontier's promotional material/intended path I would often either have to roleplay a very dumb CMDR who goes out of their way to waste time and put their life in danger for no gain, or perhaps otherwise wilfully restrict my knowledge of the game IRL and stumble through it with no understanding of the boundaries, conflating my own confusion with depth. Neither of which is particularly appealing.

Elite's flight model never fails to thrill me to this day though, so intent aside I really hope the FPS component turns out to be similarly satisfying one way or another.
 
I was checking out the 'floating' characters that we all noticed, and realised it only seemed to happen on the landing pad at the start. The objects on the landing pad also had a gap before the shadow, so maybe something to do with that location rather than character models. Running to the ship the shadows were at the right height I think.
 
It's been noted that these are level one NPC's only (there's a 1 on the right hand side of your in zoom gunsight) and higher tier NPCs are expected.
So the number shows NPCs rank? I thought it was NPCs access level: you get to see the reactor building door seems to require a level 3 access privilege. And they said you could force into a restricted area through force/hack or by acquiring access "cards" with a pirating tool cloning NPCs ID.
 
So the number shows NPCs rank? I thought it was NPCs access level: you get to see the reactor building door seems to require a level 3 access privilege. And they said you could force into a restricted area through force/hack or by acquiring access "cards" with a pirating tool cloning NPCs ID.

That might be a misread, I think you might be right. Are they Elite troops though? Not sure, the rank symbols look quite different from regular elite rank? Wider for a start, thy all seem to be the same though? And looks like one of the players has a powerplay "rank" ?? So fair comment but I doubt AI level, DPS or accuracy are set in stone on a pre-alpha anyway.
 
That might be a misread, I think you might be right. Are they Elite troops though? Not sure, the rank symbols look quite different from regular elite rank? Wider for a start, thy all seem to be the same though? And looks like one of the players has a powerplay "rank" ?? So fair comment but I doubt AI level, DPS or accuracy are set in stone on a pre-alpha anyway.
Yep. What I found strange is Bruce seemed to mainly shoot npcs until shield down then change target. The only casualties were all Stephen's and the techs.
 
Here's my quoted feedback for the mission playthrough. I copied it so that Frontier will notice it.

It needs a lot more improvement:
  1. The NPCs don't act smart, don't seek cover.
  2. Lack of cover options makes the combat too simplistic (see Mass Effect).
  3. NPCs absorb bullets like sponges. That's not fun tactical FPS combat (check Call of Duty, Battlefield, Escape from Tarkov, PUBG).
  4. No cool interaction with the ship such as calling an elevator, escalator or walk up stairs to the door.
  5. The Goliath was not a threat, they ran right past it.
  6. The base turrets didn't work
  7. The sneaking around seemed to be unnecessary. Is there a sneak/detection system (see Metal Gear Solid, Deus Ex)?
  8. No melee weapons is a pity
  9. How much variety is there for base mission scenarios?
  10. Add a transparency option to the HUD, in-game color customization.
  11. Add a prone option
  12. It's weird how the piloted ship could land near the base (7:20) without being bombarded by anti-ship weaponry.
  13. There should be NPC patrols around the 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.
  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.
  19. Didn't see any new SRVs to protect the base.
 
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Yep. What I found strange is Bruce seemed to mainly shoot npcs until shield down then change target. The only casualties were all Stephen's and the techs.

I think the NPC death / ragdoll effect might have been pre-pre-PRE Alpha on that ..
Death is never pretty - may they rest in pieces - but that wouldn't be something to highlight!
Possibly explains why they ended up surrounded too?
 
I think you are right - but telling marketers not to market is a big ask.
Not asking for that. I’m talking about one particular aspect of a style of marketing, not the entire practice itself. Marketing trends come and go. It wasn’t always this way; in fact most games trailers/demos don’t do the thing that I’m talking about anymore anyway. There’s no ironclad rule that marketing has to be misleading, and I think there’s a fair argument to be made that it can be counterproductive.
 
Yep we can see that with the tech ragdolling on the stairs :)
Though these cases rarely make good ragdoll results, even on robust FPS games, and the NPC didn't seem to vanish in oblivion or T-pose whackfully bumping in every walls :)
 
29th March eh? And work told me I had to take two weeks off before June... well I know where the first week off is going! :)
Don't be naive like I've been. Every time I book time off for a release I waste it because it takes like half a day to download and about three to wait for the critical bugs to be patched:)
 
Don't be naive like I've been. Every time I book time off for a release I waste it because it takes like half a day to download and about three to wait for the critical bugs to be patched:)
Lol, yeah I agree! I have been there for all the Alpha's so far, I doubt this one will be any different.

If I was just taking one day off then it would be the 30th, but as I need to take 10 days holiday then I am going to book off the entire week.

That gives me plenty of time to test the Alpha's bugs, which is funny as bug testing is what I do for a living. ;)
 
Well, they looked like they teamed up, stormed a building. That’d be great with your mates, planning your attack over comms, in single player, you’d have to rely on NPCs.
Well, they looked like they teamed up, stormed a building. That’d be great with your mates, planning your attack over comms, in single player, you’d have to rely on NPCs.

Well, they looked like they teamed up, stormed a building. That’d be great with your mates, planning your attack over comms, in single player, you’d have to rely on NPCs.
"Or youself." commented Angus, the moody loner. :)
 
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