So I've picked flowers for long enough now that I feel I have a handle on what it's all about although I am the first to admit there is much I haven't seen or may have missed in what I have. Additionally, my perspective is that of someone with no experience in software development or the challenges/limitations involved in programming (nor am I concerned with it as this is about the user experience, not the work involved to manufacture it).
As a long time fan of the Elite franchise and someone that is continually impressed with how FDev works miracles via procedural generation, I was initially disappointed that galactic flora was hand crafted but as usual I became impressed with the artistic craftsmanship and diversity in the genera. What this change towards using explicit models does, though, is create mysteries as to why similar species are found throughout the galaxy. Is this panspermia via xenopogenic seeding or through more mundane mechanisms that are just extremely common (ie: have these particular genera somehow specialised in galactic transportation?) Is life on Earth related to them at all? These questions and more beg to be answered and herein lies my first hope:
It would be nice if the data provided in the Codex was more detailed. If all we are doing as Exobiologists is genetic sampling then details on the basic chemistry involved (ie: do they use RNA, DNA or some other novel chemistry to store their base code?) seems like something that would do much for immersion.More believably, a minimal report on the lifeform's basic properties based on their appearance and apparent (at least to me) terrain (and/or environmental?) requirements, and on their lifecycle would be very much appreciated to the many nerds among your players. At the very least, as Vista genomics collects more data and the research body grows, CGs and/or Galnet articles on these mysteries are highly anticipated events that I look forward to in the future.
In the meantime I do want to point out an area in this gameplay that could use some improvement; specifically, the heat map. Firstly it would be nice if it was accessible without requiring the DSS interface and would be even better if you didn't need to be in supercruise to see it. Additionally, it would be nice to choose its colour scheme (for those of us that are colour blind to one extent or another) and it really should be much higher contrast.
For example:
Furthermore, a source of significant consternation with the heatmap is it seems to be showing us the seed probability, but, there are clearly additional confounding factors with where the organism(s) actually are found. It is quite possible, nay probable, that the heatmap will say that an organism has a high concentration in a specific area (has the 'brightest' colouration) but because the terrain is rocky, gravelly, or sloped (in the case of bacteria only found on smooth flat terrain), or because it's being outcompeted by another organism it is nowhere to be found. I cannot overstate how problematic this is. There are numerous examples of a planet coated in blue on the heatmap, but because the generator gives the planet a ubiquitous spiky or rocky texture, the organism is nowhere to be found.
Here is my most egregious example, but bacteria is a more common way this is seen:
It would be really nice if instead of using the seed possibility value for the heatmap it actually displayed the organisms concentration in an area. Alternatively, using the heatmap as it is now, but have it also filter out invalid terrain (and maybe even also areas that have a competing organism). Furthermore, while I'm thinking about it, the organisms terrain and/or environmental preferences would be a great addition to the Codex data.
To conclude, exobiology in Oddysey is a wonderfully relaxing and interesting addition to the game if certain unnecessary frustrations are eliminated and you capitalize on its opportunity for world building. Thank you for your time.
;tldr Exobiology concept good, Codex should have more relevant details for what you're doing (genetic chemistry details, lifecycle), CGs and Galnet articles for world building would be appreciated, Heatmap can be improved both in visibility and utility
As a long time fan of the Elite franchise and someone that is continually impressed with how FDev works miracles via procedural generation, I was initially disappointed that galactic flora was hand crafted but as usual I became impressed with the artistic craftsmanship and diversity in the genera. What this change towards using explicit models does, though, is create mysteries as to why similar species are found throughout the galaxy. Is this panspermia via xenopogenic seeding or through more mundane mechanisms that are just extremely common (ie: have these particular genera somehow specialised in galactic transportation?) Is life on Earth related to them at all? These questions and more beg to be answered and herein lies my first hope:
It would be nice if the data provided in the Codex was more detailed. If all we are doing as Exobiologists is genetic sampling then details on the basic chemistry involved (ie: do they use RNA, DNA or some other novel chemistry to store their base code?) seems like something that would do much for immersion.
In the meantime I do want to point out an area in this gameplay that could use some improvement; specifically, the heat map. Firstly it would be nice if it was accessible without requiring the DSS interface and would be even better if you didn't need to be in supercruise to see it. Additionally, it would be nice to choose its colour scheme (for those of us that are colour blind to one extent or another) and it really should be much higher contrast.
For example:
Furthermore, a source of significant consternation with the heatmap is it seems to be showing us the seed probability, but, there are clearly additional confounding factors with where the organism(s) actually are found. It is quite possible, nay probable, that the heatmap will say that an organism has a high concentration in a specific area (has the 'brightest' colouration) but because the terrain is rocky, gravelly, or sloped (in the case of bacteria only found on smooth flat terrain), or because it's being outcompeted by another organism it is nowhere to be found. I cannot overstate how problematic this is. There are numerous examples of a planet coated in blue on the heatmap, but because the generator gives the planet a ubiquitous spiky or rocky texture, the organism is nowhere to be found.
Here is my most egregious example, but bacteria is a more common way this is seen:
It would be really nice if instead of using the seed possibility value for the heatmap it actually displayed the organisms concentration in an area. Alternatively, using the heatmap as it is now, but have it also filter out invalid terrain (and maybe even also areas that have a competing organism). Furthermore, while I'm thinking about it, the organisms terrain and/or environmental preferences would be a great addition to the Codex data.
To conclude, exobiology in Oddysey is a wonderfully relaxing and interesting addition to the game if certain unnecessary frustrations are eliminated and you capitalize on its opportunity for world building. Thank you for your time.
;tldr Exobiology concept good, Codex should have more relevant details for what you're doing (genetic chemistry details, lifecycle), CGs and Galnet articles for world building would be appreciated, Heatmap can be improved both in visibility and utility
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