Allow the VR '2D screen' to be disabled?

I hope FDev's takeaway from that video is not that that they should add more !@£$€#!!! input smoothing and other keypress-to-action lag. One need to be careful with what one wish for -- them genies can have a cruel sense of humour

Yeah I'm fine with snap in that weapon sense for sure. The walk-to-run transition jerk is surprising though. You'd think that'd be a quality detail they'd want usually.

Honestly if it were actually a 'VR prep' thing I'd be fine to have the acceleration curves overall, because it feels more real, but if they went with caution and had VR be distinct and use step changes for speed it'd make sense. (And if they were prepared to nerf the 2D version in that way to preserve parity, I'd tip my VR hat I guess ;))

All just fun idle speculation though ;)

(On general action lag I could see gun sway for running etc would be all fine. They could even work it into the delayed ADS for bigger weapons. I couldn't help but daydream that they're avoiding all needless animation to keep a VR port simple there too though ;). Alongside ship animations... But think I might be going to far on those fronts 😁)

(I'm sure I'm not the only one who read the title of this very thread as: "Please take away the virtual screen too, and leave us with nothing"). :p

Hah yeah, the pitch still has some... clunky aspects 😄

(I just figured 'Grant us backdoor access to the stereoscopic view' wasn't a very catchy title ;))

I do wonder if the reason the avatar has that... "dainty" jogging animation, is for the purpose om making the hands dip into the frame in 2D mode, were one to make the thought experiment that maybe the game could be using a lot of the same animation set and model, for first and third person views. :7

I'd be really surprised if they'd done that. That's a huge amount of work for mainly aesthetic gains, and a pain to maintain / add to (going by Star Citizen ;)). Seems like a luxury FDev would avoid while rolling the franchise dice like this.

On a nearlying by-the-by, the alpha is obviously not entirely without optimisation; Shadows are rather aggressively distance-culled in interiors, for example, and pop in some ten paces away, by my idle estimation - sometimes jarringly making it look like somebody switched a lamp on or off; And whilst we heard that interiors and their residents are still drawn even when you are far above a settlement in a ship; Man, how close one need to fly to the windows of the concourse building, before they fade from solid black, to showing what's behind them... ('Wonder what's going on with small glass objects, by the third; Maybe the centre for their environment mapping lies outside the meshes or something... or does not everybody get glasses and vials and stuff, that are just a solid tone of darkening what's behind them, with some specular highlighting at the edges, instead of looking like... you know: glass..? )

Yeah that vid was interesting. I'm hoping that it means there's a lot more they could still do to get those frames up ultimately.

I just assumed the glasses were either a placeholder or performance saver. They do look basic ;)
 
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Ok I've done my test for the night:

The exploration scanning mini-game doesn't work in the vanity cam. (Well, you can trigger the secondary scan mode, and see/hear the animations, but you can't see the actual HUD mini-game itself). No surprise, but that's confirmed.

Explo suit looks good against the cactuses in VR though ;)
 
Ok I've done my test for the night:
Did mine a while ago, ending in a crash to desktop - didn't get so far as to landfall. :7

Am I misunderstanding something about the controls for the updated DSS, by the way? - don't see anybody else talking about it.

(Worked as usual in phase 2; In phase 3 all my binding were gone, and rebinding them, things were now called "third person" something. When hopping into DSS to scan a planet, my view was locked with a neckbrace, and the reticle was locked to the centre of the screen, instead of the planet; The controls pitched and rolled the "dot", independently from the view orientation, around the reticle centre, in a rather disortienting manner. Couldn't cycle to any of the new filters - possibly because it was an airless body? Just me?)
 
Is it just me or are some graphics wonky in odyssey VR? Especially the hologram instrument panel in the ships looks strange 2D-esque. The landing pad zoom-in looks really strange. Is there new graphics settings to tweak?

Im on Steam with quest 2 via virtual desktop
 
(Worked as usual in phase 2; In phase 3 all my binding were gone, and rebinding them, things were now called "third person" something. When hopping into DSS to scan a planet, my view was locked with a neckbrace, and the reticle was locked to the centre of the screen, instead of the planet; The controls pitched and rolled the "dot", independently from the view orientation, around the reticle centre, in a rather disortienting manner. Couldn't cycle to any of the new filters - possibly because it was an airless body? Just me?)

DSS seemed fairly buggy in general, more than in phase 2 for me, yeah. I think the new key bindings have messed with some things (the default keys for changing filter were the same for 'toggle front/rear view' in the default xbox controller bindings. The former over-ruled the latter seemingly). And the actual display didn't work post-scan. Found a planet with 5x biological signals, but wouldn't display under the 'all filter' that I could see. (Couldn't flip view to the other side of the planet, so flew around). In phase 2 it displayed the glitchy solid colour, with biologicals etc in blue.

I could still headlook in VR etc, but the targeting reticule did seem to be behaving strangely. Disappearing when further outside the planet's orbit (out into 'miss' territory).

Think many of these are broader issues being experienced in flatscreen too.

Is it just me or are some graphics wonky in odyssey VR? Especially the hologram instrument panel in the ships looks strange 2D-esque. The landing pad zoom-in looks really strange. Is there new graphics settings to tweak?

Im on Steam with quest 2 via virtual desktop

VR support still isn't officially in, so lots of stuff on the glitchy end. The taxi hologram in multicrew view was certainly '2D' for me, and the landing radar display has artefacts in it for me too.

Would imagine they'll get to all this stuff for launch.
 
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Just throwing in my Vote ED's VR support has been AMAZING and kept me playing this game far past what I normally would. Would be a sad waste to not implement VR in Odyssey as soon as possible.
 
+1! I've bought my whole VR setup mainly to play ED. Horizons is fantastic experience. EDO doesn't make any sense for me without VR support. Waiting impatiently for fdevs to reveal VR status of EDO at launch. For now I'm holding back with buying new hotas setup in case EDO will drop VR support and Horizons became unplayable for reasons such as "engineering 2.0" that make Horizons players uncompetitive vs Odyssey players.

Ps. I don't understand why Fdevs didn't make VR support their top priority in EDO. ED is rightly presented everywhere as top, best VR space experience You can get. It's totally immersive, great, great success. And this success in EDO is treated as second category feature that may, just "may" be developed some time later but noone knows. Very disappointing especially after investing quite some cash in hardware to get that famous VR space experience.
 
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+1! I've bought my whole VR setup mainly to play ED. Horizons is fantastic experience. EDO doesn't make any sense for me without VR support. Waiting impatiently for fdevs to reveal VR status of EDO at launch. For now I'm holding back with buying new hotas setup in case EDO will drop VR support and Horizons became unplayable for reasons such as "engineering 2.0" that make Horizons players uncompetitive vs Odyssey players.

Ps. I don't understand why Fdevs didn't make VR support their top priority in EDO. ED is rightly presented everywhere as top, best VR space experience You can get. It's totally immersive, great, great success. And this success in EDO is treated as second category feature that may, just "may" be developed some time later but noone knows. Very disappointing especially after investing quite some cash in hardware to get that famous VR space experience.

I think it comes down to money. The VR population on steam is unfortunately very small. I could understand why VR is not a top priority, or why their focus would be around shipping a polished product for both PC and consoles first...they have to pay their employees and bills and that's where the gold is.

What I don't get is the "we'll see" approach.
 
I think it comes down to money. The VR population on steam is unfortunately very small. I could understand why VR is not a top priority, or why their focus would be around shipping a polished product for both PC and consoles first...they have to pay their employees and bills and that's where the gold is.

What I don't get is the "we'll see" approach.
You're right but the big question is - how much money spend on this game vr players vs nonvr players. If someone buys dedicated hardware like VR setup and hotas he's a dedicated player willing to play the game for hundreds or thousands of hours, buy futher DLCs and ARX points. Most of nonvrs are people who catch this game on some promotion or giving away then try it and forget. Just until now I've bought two copies of the game for me and my son (not promotion but regular price on Steam) and two times arx points. ED is very specific game for specific players. Sorry to say that but until Fdevs state clearly their intentions about VR future in ED it is safe to assume that this "flat screen in hmd" solution is made because Frontier probably realized that VR players just won't buy EDO if there is no VR support but they want money from VR users so minimal effort approach was taken. When this approach proves to be effective there will be no need to implement VR for people that already paid for the game. To support this statement I can say that if Frontier seriously considered implementing VR in space legs they would do it from the beginning and there would by no subject as "proper vr experience in spacelegs" now. What does it mean? They designed the game in one way and now they are going to redesign it for VR compatibility? This makes no sense, games are designed from scratch to be VR compatible. This is true reason of their "we'll see" approach - they just don't want to state it clearly beause it would make VR users really really mad. It's better to let them hope that "everything will be ok". Now we have situation where ED VR community literelly BEGS Fdevs to leave them unauthorized way (by editing xml files) to enable some broken VR support in this new DLC. Doesn't it sound crazy? In many critics statements I often hear - "never buy preorders, never buy games on premiere etc" and looks like it is finally time to start listen to people that know what they are saying. There were times when developers released free shareware/demo versions for players to check if they are happy with the game. Today we pay money to get access to incomplete game. We are all guilty of that because we want to pay money to get game earlier even before it's ready. Sorry but it's just stupid. EDO is completly new DLC and VR users are getting literally NOTHING and are told to be happy because game will not be stripped down from it's former functionality. This is ridiculous. I seriously think that VR ED community should state it clearly - "We'll see when Fdevs will see". It's pity but the only language every developer understands today is "I'm not buying" language so gamers should learn it. Remember my words - buy EDO on preorder/premiere and we'll not see VR support for spacelegs probably ever. IMHO for now EDO alpha doesn't show anything that is worth paying for in situation where Frontier ignore VR users. What is in this DLC that took so much effort to justify ignoring VR users? Simple fps or maybe this plant scanner? OK now it's only the alpha stage. Time will show what will be Frontier's final approach to this subject on official EDO launch.
 
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You're right but the big question is - how much money spend on this game vr players vs nonvr players. If someone buys dedicated hardware like VR setup and hotas he's a dedicated player willing to play the game for hundreds or thousands of hours, buy futher DLCs and ARX points.

Without going into the whole willy waving "my expenditure is bigger than yours" the following snip shows that I as a customer support this hypothesis that VR players, who by their nature spend more on gaming, are more likely to spend money on microtransactions.
1618672749297.png


Granted, a small amount of those orders are for things like E/Audio books, but most of it is cosmetics, mainly bought as me showing my support for the game.
Most of nonvrs are people who catch this game on some promotion or giving away then try it and forget. Just until now I've bought two copies of the game for me and my son (not promotion but regular price on Steam) and two times arx points.
Only one of my alt's has any paid for cosmetics, but were VR on foot a thing, I'd most likely playing my alts and thus start from scratch and that would result in me buying ARX for the alts.

ED is very specific game for specific players. Sorry to say that but until Fdevs state clearly their intentions about VR future in ED it is safe to assume that this "flat screen in hmd" solution is made because Frontier probably realized that VR players just won't buy EDO if there is no VR support but they want money from VR users so minimal effort approach was taken. When this approach proves to be effective there will be no need to implement VR for people that already paid for the game.
I was conflicted by this very paradox, in the end I decided to buy alpha access for my main so I could legitimately make noise, however, I'm not buying any ARX, nor any Odyssey updrades for my alts, so that's one heavy hitting paint purchasing customer locking his wallet.

To support this statement I can say that if Frontier seriously considered implementing VR in space legs they would do it from the beginning and there would by no subject as "proper vr experience in spacelegs" now. What does it mean? They designed the game in one way and now they are going to redesign it for VR compatibility? This makes no sense, games are designed from scratch to be VR compatible. This is true reason of their "we'll see" approach - they just don't want to state it clearly beause it would make VR users really really mad.
One thing I don't understand about this situation, from what I can see from paying the alpha and studying footage of others using the vanitycam "hack", the work that went into making the ViRtual flatscreen would have made it an actual VR-Headlook-on-foot game?

It's better to let them hope that "everything will be ok". Now we have situation where ED VR community literelly BEGS Fdevs to leave them unauthorized way (by editing xml files) to enable some broken VR support in this new DLC. Doesn't it sound crazy?
Do you know what's even crazier, we are considering turning off all native VR support and hacking in VorpX, really, like what the???

In many critics statements I often hear - "never buy preorders, never buy games on premiere etc" and looks like it is finally time to start listen to people that know what they are saying. There were times when developers released free shareware/demo versions for players to check if they are happy with the game. Today we pay money to get access to incomplete game. We are all guilty of that because we want to pay money to get game earlier even before it's ready. Sorry but it's just stupid. EDO is completly new DLC and VR users are getting literally NOTHING and are told to be happy because game will not be stripped down from it's former functionality. This is ridiculous. I seriously think that VR ED community should state it clearly - "We'll see when Fdevs will see". It's pity but the only language every developer understands today is "I'm not buying" language so gamers should learn it.
The No-VR-No-Buy campaign worked well enough to get Frontier to the negotiating table, at which they presented the ViRtual flatscreen, and that split the VR community, a segment, primarily explorers and space truckers, that had previously stated they only wanted to be able to "fly under the new skies in VR" and had "no interest in FPS gameplay" were duly appeased and shut up, and haven't been involved in this second wave of VR campaigning.

Personally I think they were cutting off their nose to spite their face, as we play in VR for the immersion and depth, if you are an explorer, surely you'd want immerse yourself in the ViRtual experience when you decide to take a sunrise / sunset walk amongst the new flaura, hike on the new terrains etc? OR to be able virtually walk into go to a seedy outpost's bar and find the gangster in the corner looking for someone to smuggle something for them, or the more reputable mission iver looking for a hotshot urgent delivery? Surely those would be much more immersive than effectively being a virtual paraplegic stuck in the pilots seat of a ship / SRV interacting with things only through menus and cockpit windows?

Remember my words - buy EDO on preorder/premiere and we'll not see VR support for spacelegs probably ever. IMHO for now EDO alpha doesn't show anything that is worth paying for in situation where Frontier ignore VR users. What is in this DLC that took so much effort to justify ignoring VR users? Simple fps or maybe this plant scanner? OK now it's only the alpha stage. Time will show what will be Frontier's final approach to this subject on official EDO launch.
I toyed with the idea of not buying Alpha access, and not buying Odyssey at all, but in the end I figured Alpha, and possible Beta feedback would be the last battleground for VR, as, realistically, if we don't get VR on foot by launch, we are, as you so rightly say, unlikely to EVER get it, and I decided that I want to be more than a "forum undead", I want to be on the front line of that battle. Hell, I even started another thread on the topic today in the Alpha section:
 
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the work that went into making the ViRtual flatscreen would have made it an actual VR-Headlook-on-foot game?

I don’t think this is a very helpful position.

  • It overstates the ease of implementing a 'headlook alone' version.

Even if introducing the 2D panel had proved a real pain, it seems clear that a functioning VR headlook version would require more involved design and engineering work.

Just as one example, the UI for VR on foot requires some specific dev work to get right:

The TLDR is: There's some dev involved.

Displaying Information in VR​

We discourage the use of traditional HUDs to display information in VR. Instead, embed the information into the environment or the user’s avatar. Although certain traditional conventions can work with thoughtful re-design, simply porting over the HUD from a non-VR game into VR content introduces new issues that make them impractical or even discomforting.

Should you choose to incorporate some HUD elements, be aware of the following issues.

  1. Don’t occlude the scene with the HUD. This isn’t a problem in non-stereoscopic games, because the user can easily assume that the HUD actually is in front of everything else. Adding binocular disparity (the slight differences between the images projected to each eye) as a depth cue can create a contradiction if a scene element comes closer to the user than the depth plane of the HUD. Based on occlusion, the HUD is perceived to be closer than the scene element because it covers everything behind it, yet binocular disparity indicates that the HUD is farther away than the scene element it occludes. This can lead to difficulty and/or discomfort when trying to fuse the images for either the HUD or the environment.
  2. Don’t draw the elements “behind” anything in the scene. This effect is extremely common with reticles, subtitles, and other sorts of floating UI elements. It’s common for an object that should be “behind” a wall (in terms of distance from the camera) to be drawn “in front” of the wall because it’s been implemented as an overlay. This sends conflicting cues about the depth of these objects, which can be uncomfortable.
18279676_218971115275667_1423840847568306176_n.jpg

Instead, we recommend that you build the information into the environment. Users can move their heads to retrieve information in an intuitive way. For instance, rather than including mini map and compass in a HUD, the player might get their bearings by glancing down at an actual map and compass in their avatar’s hands or cockpit or a watch that displays the player’s vital information.. This is not to say realism is necessary, enemy health gauges might float over their heads. What’s important is presenting information in a clear and comfortable way that does not interfere with the player’s ability to perceive a clear, single image of the environment or the information they are trying to gather.

Targeting reticles are common elements to games, and are a good example of where we can adapt an old information paradigm to VR. While a reticle is critical for accurate aiming, simply pasting it over the scene at a fixed depth plane will not yield the behavior players expect in a game. For example, if the reticle is rendered at a depth different from where the eyes are converged, it is perceived as a double image. In order for the targeting reticle to work the same way it does in traditional video games, it must be drawn directly onto the object it is targeting on screen, presumably where the user’s eyes are converged when aiming. The reticle itself can be a fixed size that appears bigger or smaller with distance, or you can program it to maintain an absolute size to the user; this is largely an aesthetic decision.

Place critical gameplay elements in the user’s immediate line of sight. UI or elements displayed outside the user’s immersive line of sight are more likely to be missed.

24293310_2073454786206858_2480708840278982656_n.jpg



See also the discussion there on eye strain caused by accomodation issues when objects are perceived as too close.

The above is essentially an "it’s easy, just do it" sentiment. I reckon pitches built on such sentiments are unlikely to be heard favourably by FDev. (If they know a project is more involved than that they’ll see the pitch as inaccurate, and so be more likely to ignore it.)

  • It doesn’t acknowledge the 'presentable product' aspect. (Nausea, industry norms, etc)

As discussed ad nauseam ;)

I suspect VR pitches to FDev really haven’t been helped by weighting their arguments in these directions. They give FDev too many grounds to exclude them as unrelated to the issues they’re facing.
 
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What I don't get is the "we'll see" approach.

I think unfortunately their hesitance to roadmap VR Legs means they’re still undecided about taking it on. Doubtless for the dev-vs-returns reasons you describe. They’ll just get so much more bang for their buck in the classic gaming market.

On the plus side, there are quotes and design decisions which suggest they’re not burning that bridge yet. I think we’ll have to wait and see how well EDO sells. If it’s on track for the 1m units pa target suggested by their brokers, I think the odds of a positive announcement will go up at least ;)
 
I think it comes down to money. The VR population on steam is unfortunately very small. I could understand why VR is not a top priority, or why their focus would be around shipping a polished product for both PC and consoles first...they have to pay their employees and bills and that's where the gold is.

What I don't get is the "we'll see" approach.
Didn't VR have an effect hyping the game when it was originally developed? Would it have had the same hype and success without VR? I don't think so.

The second round of VR (1990's being the first) is developing slowly. It's expensive and it's impossible to buy a GPU nowadays, but the reports of its death are greatly exaggerated. Personally I'll gladly buy EDO, just for the new eye candy, but only once it's released with VR support. Otherwise it's just a question of time before somebody else picks up the ball.
 
Didn't VR have an effect hyping the game when it was originally developed? Would it have had the same hype and success without VR? I don't think so.

The second round of VR (1990's being the first) is developing slowly. It's expensive and it's impossible to buy a GPU nowadays, but the reports of its death are greatly exaggerated. Personally I'll gladly buy EDO, just for the new eye candy, but only once it's released with VR support. Otherwise it's just a question of time before somebody else picks up the ball.
In 2016 I was getting bored with the game, then a guy I flew with bought a DK2 not long after the release of the CV1, he said it was awesome. And I thought that the DK2 was a smart purchase, as their prices dropped like a stone around the time of the CV1 release, so I also bought one, and I'm not going to lie to you, when I first put it on, it was an emotional moment, to actually be in the bridge of my ship, not just looking at it on my computer screen, it was mesmerising, even though the DK2 was somewhat grainy, it was still awesome. I was fortunate enough to be able to buy a CV1 shortly thereafter, and it's been VR that has kept me in the game this long. Were it just another game, it wouldn't have that hold, but the whole being there thing makes it "more than just a game". Even the best ViRtual flatscreen is always going to be just a game, so yeah, downgrading Odyssey to a ViRtual flatscreen relegates it to being just a game, and that is tragic.
 
In 2016 I was getting bored with the game, then a guy I flew with bought a DK2 not long after the release of the CV1, he said it was awesome. And I thought that the DK2 was a smart purchase, as their prices dropped like a stone around the time of the CV1 release, so I also bought one, and I'm not going to lie to you, when I first put it on, it was an emotional moment, to actually be in the bridge of my ship, not just looking at it on my computer screen, it was mesmerising, even though the DK2 was somewhat grainy, it was still awesome. I was fortunate enough to be able to buy a CV1 shortly thereafter, and it's been VR that has kept me in the game this long. Were it just another game, it wouldn't have that hold, but the whole being there thing makes it "more than just a game". Even the best ViRtual flatscreen is always going to be just a game, so yeah, downgrading Odyssey to a ViRtual flatscreen relegates it to being just a game, and that is tragic.
Two years ago I was writing my master thesis about ecology and sustainability. That subject is depressing, so half way through I simply had to do something else. I bought a CV1, a Hotas and ED. The first time I sat in the spaceship on the landing platform in a station I was blown away, and even today I get the same rush. Back then I left Earth and the thesis for three months, while going out in the black. I love the game, and I have never experienced anything like it. I would't say it saved my life, "but it's aliens".

These days the thesis is done, I have more than 2K hours in the game, and the CV1 is upgraded to a Reverb G2 connected to a brand new PC. I only play ED and only in VR, but recently I've tried DCS and I've considered M$ Flight Sim. Still, before I give up ED completely they will have to kick/carry me out. Even though Fdev seriously messes up the new stuff, they can't really destroy what we already have, and even though I don't give a flying duck about the FPS, the new planets look promising. Knock on wood... :alien:
 
Ladies and Gents, I've been reading the posts of late and I would strongly recommend standing down. It's summer, flowers are blooming, I'm planting a garden. My wife and I are expecting our first born in August.

Let the natural progression of things happen. VR or no VR, it is a question out of this communities hands. Reflecting on the reality of things, far too tiny a voice there is for VR. It's numbers my friends. 6 of us vocal VR champions are not going to make a difference.

Looking forward to introducing my son to the the world of astronomy that ED has opened up for all of us.
 
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Ladies and Gents, I've been reading the posts of late and I would strongly recommend standing down. It's summer, flowers are blooming, I'm planting a garden. My wife and I are expecting our first born in August.

Let the natural progression of things happen. VR or no VR, it is a question out of this communities hands. Reflecting on the reality of things, far too tiny a voice there is for VR. It's numbers my friends. 6 of us vocal VR champions are not going to make a difference.

Looking forward to introducing my son to the the world of astronomy that ED has opened up for all of us.
That's great man, enjoy Your life, but if You think that things get done by waiting for natural progression to happen - You are mistaken. The fact that VR will be present in Odyssey at all is thank to people that stand and express their dissatisfaction. Talking about it here and making requests is important to this subject, without this VR in ED is already dead - as Fdev show in the beginning trying to shred whole concept. I totally understand people that are fighting for that, I remember my first moment in ED VR in Mawson Dock. This is unforgettable. I've always loved scifi and this was my first moment is spaceship. ED VR is the closest we can get today to fulfill this dream. Besides I'm anesthesiologist, and I don't have to explain what it means today. ED VR is my escape from reality for the last months, when I get back home from work, which I really need to maintain balance. It was very important to me lately. Also my 8 year old son took advantage of this as I buy a copy for him and start to teach him how to fly and fight.

Yes, It's only a game and If I'm thrown away by stripping away VR from it - so be it, I'll find another, but I'm sure that there are other people that think similar and VR adventure in ED galaxy is just IMPORTANT to them.

Btw. @Fdevs - many thanks for this outstanding adventure, please make it longer.
 
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Ladies and Gents, I've been reading the posts of late and I would strongly recommend standing down. It's summer, flowers are blooming, I'm planting a garden. My wife and I are expecting our first born in August.

Let the natural progression of things happen. VR or no VR, it is a question out of this communities hands. Reflecting on the reality of things, far too tiny a voice there is for VR. It's numbers my friends. 6 of us vocal VR champions are not going to make a difference.

Looking forward to introducing my son to the the world of astronomy that ED has opened up for all of us.

Well the thread just became the second most upvoted Suggestion on record (out of 30,000 submissions). Those numbers can mean something too ;). At least as far as getting the idea discussed at the top table.

Whether they can find a solution they’re happy with, as happened with the 2D screen, time will tell. But I’m happy to keep pushing for now. And the steady flow of new Cmdrs into the thread suggests the background desire is still strong in the community.

Thanks for bashing some pans together with us :). But some things are way more important. Congratulations on your news, go enjoy the sun, and get ready for the best adventure of all :)
 
Well the thread just became the second most upvoted Suggestion on record (out of 30,000 submissions). Those numbers can mean something too ;). At least as far as getting the idea discussed at the top table.

Whether they can find a solution they’re happy with, as happened with the 2D screen, time will tell. But I’m happy to keep pushing for now. And the steady flow of new Cmdrs into the thread suggests the background desire is still strong in the community.

Thanks for bashing some pans together with us :). But some things are way more important. Congratulations on your news, go enjoy the sun, and get ready for the best adventure of all :)

How can i upvote the suggestion?
 
How can i upvote the suggestion?

Just add a like to the first post :)

It’s just a handy metric for the Community Managers. (They’ll probably tally up for/against sentiments in the big polemic threads too, but that’s more of a pain ;))

One nice thing about both this and the 'experimental branch' campaign is that we got a lot of positive 'uniques' too though. (IE individual players endorsing the thread). Rather than just 8 guys arguing in circles, like most forum posts ;)

All together it means the CMs can present this as a strong and clear community signal to upstairs, ideally.
 
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