Update 11 - Release Date Change

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I like the forums, but they're not very practical.

For example, the current CG. The reward details are buried 8 pages deep in one of the two threads about it, meaning most players have absolutely no idea about it, what the decals are, the fact the rewards are super-engineered, and so on.

If they were posted on Twitter instead, then everyone could know immediately. All the memes and crap could be filtered out, and only the important questions(which is to say, the ones Fdev replies to) would be seen.

The forums are 85% useless memes, 10% useless suggestions that will never be seen, 4% player-run events(which would probably be better on Reddit or Discord anyway), and 1% actual, relevant information.

And that's probably being generous.

If they ditched the forums, let the community fully shift over to Reddit, and did everything via twitter, I don't doubt for a second that the overall experience would be dramatically better.

ok-cranky-face.gif
 
I like the forums, but they're not very practical.

For example, the current CG. The reward details are buried 8 pages deep in one of the two threads about it, meaning most players have absolutely no idea about it, what the decals are, the fact the rewards are super-engineered, and so on.

If they were posted on Twitter instead, then everyone could know immediately. All the memes and crap could be filtered out, and only the important questions(which is to say, the ones Fdev replies to) would be seen.

The forums are 85% useless memes, 10% useless suggestions that will never be seen, 4% player-run events(which would probably be better on Reddit or Discord anyway), and 1% actual, relevant information.

And that's probably being generous.

If they ditched the forums, let the community fully shift over to Reddit, and did everything via twitter, I don't doubt for a second that the overall experience would be dramatically better.
I don't use Twitter or Reddit, as I have real live friends to talk to. So, if they followed your suggestion, it would mean a big FU to those of us who live in the real world
 
Reddit and twitter are complicated and I'd rather information about the game was sent to me via the medium of mime & interpretative dance.
Perhaps David could don a leotard and explain the intricacies of the game every week via a video in the style of harmless childhood favourite noseybonk.

noseybonk.jpeg


As an alternative a numbers station should be easy to set up on top of FD towers, broadcasting news at weird times amongst odd music much like UVB-76.
 
I find it difficult to imagine anyone interested in a CG not reading the first post in the live thread or being so unsavey about the forums not to bookmark important information, but if you say that they are I will try an believe you.

They did finally add it into the first page, but it wasn't there for quite some time. Plus, on pages like Reddit or Twitter, that wouldn't be a problem to begin with. Useful questions with Dev responses are automatically made highly visible and rise to the top.

Well everyone who knows more about twitter than that it is a thing and are prepared to use it. There are a lot of fairly important questions, especially in CG threads, that are not answered by FDev but by the community are you saying we should lose that?

I mean, twitter is about as easy as it comes. They post a tweet, and everyone sees it. Everyone sends them useless comments and nobody sees it.
 
"Proof of the tech"? Makes it sound like it's an impressive feat. NPCs can already sit down and stand up again anyway.

It may be for a player, NPC's aren't players. Who knows why FDEV didn't implement player seating in the first place, I'm sure they knew people would ask for it, I mean during the Alpha it wasn't unusual to end up outside the station when just standing still and talking to shop NPC's, we don't know why that happened but it was possible sometimes the player character became disconnected from the station instance when chatting and thus no longer moved with the station and ended up outside.

Certainly I have seen many instances of players seated in that other space game where they often just ended up falling out of the ship when getting up or sitting down, or even when just sitting there, so there must be some issue making it more difficult for space games to do this connected to the many degrees of motion players are making al the time even when just standing still in a station. So yes, it may be more difficult than we imagine.
 
I like the forums, but they're not very practical.

For example, the current CG. The reward details are buried 8 pages deep in one of the two threads about it, meaning most players have absolutely no idea about it, what the decals are, the fact the rewards are super-engineered, and so on.

If they were posted on Twitter instead, then everyone could know immediately. All the memes and crap could be filtered out, and only the important questions(which is to say, the ones Fdev replies to) would be seen.

The forums are 85% useless memes, 10% useless suggestions that will never be seen, 4% player-run events(which would probably be better on Reddit or Discord anyway), and 1% actual, relevant information.

And that's probably being generous.

If they ditched the forums, let the community fully shift over to Reddit, and did everything via twitter, I don't doubt for a second that the overall experience would be dramatically better.
A forum is more practical for me than any other social networking site (Twitter, Reddit, Discord, ...).
On Twitter, you have suggestions, retweets, following notifications, so you have to scroll a lot to get the content you are looking for and it's not sorted by date.
On Reddit, it is a bit better because you have no suggestions or notifications, so you get the information faster than on Twitter but by default it is sorted by the most hot post so you have to change the default settings. Moreover, a lot of comments are hidden so if you want to read a conversation in the comments you have to click.
On Discord, each time I try to connect it asks to check my mails for a verification code because I often change the machine that I am using. There are no threads, only channels so it is very hard to split the content as you can do on a forum.
Any social networking site has a very bad design, the old school forum platform is the best, the most efficient and I hope it will be kept forever as the main web platform for Elite Dangerous.
 

Deleted member 182079

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It may be for a player, NPC's aren't players. Who knows why FDEV didn't implement player seating in the first place, I'm sure they knew people would ask for it, I mean during the Alpha it wasn't unusual to end up outside the station when just standing still and talking to shop NPC's, we don't know why that happened but it was possible sometimes the player character became disconnected from the station instance when chatting and thus no longer moved with the station and ended up outside.

Certainly I have seen many instances of players seated in that other space game where they often just ended up falling out of the ship when getting up or sitting down, or even when just sitting there, so there must be some issue making it more difficult for space games to do this connected to the many degrees of motion players are making al the time even when just standing still in a station. So yes, it may be more difficult than we imagine.
I had a good chuckle reading this, so thanks for that.

I wonder though if people keep using SC as the sole benchmark of what's normal in modern gaming is it any wonder the result is posts such as the above?
 
I had a good chuckle reading this, so thanks for that.

I wonder though if people keep using SC as the sole benchmark of what's normal in modern gaming is it any wonder the result is posts such as the above?

And what have you to actually say? The two space games have the same issues with seating players is all I am saying, and the thing about the two space games that mark them out as different from other "modern" games is that other "modern" games have mostly static maps without player coordinates in the map that change continuously from moment to moment.

I'm glad I amused you, but it's not for nothing that all players in a Fleet Carrier are required to be seated when it jumps, even to the point of "teleporting" you to a seat if you don't follow the direction to be seated for the jump.
 
And what have you to actually say? The two space games have the same issues with seating players is all I am saying, and the thing about the two space games that mark them out as different from other "modern" games is that other "modern" games have mostly static maps without player coordinates in the map that change continuously from moment to moment.
You and the station are static, the rest of the system is just moving around you.
 

Deleted member 182079

D
And what have you to actually say? The two space games have the same issues with seating players is all I am saying, and the thing about the two space games that mark them out as different from other "modern" games is that other "modern" games have mostly static maps without player coordinates in the map that change continuously from moment to moment.

I'm glad I amused you, but it's not for nothing that all players in a Fleet Carrier are required to be seated when it jumps, even to the point of "teleporting" you to a seat if you don't follow the direction to be seated for the jump.
What amuses me is the notion that the act of sitting down is some technical challenge that is difficult to overcome.

The fact that with FCs Fdev need to work around a loading screen (the jump sequence) doesn't make this any more complex, I'm pretty sure it'll be a fade to black transition where Cmdrs get planted on a seat and that's that.

I used to play Battlefield on my PS3 (up to 32 players iirc). Where I could join other players in vehicles traversing over land or air no problem and without any hitches. The fact the map is static is irrelevant, as Elite's map (say a system in SC - edit: super cruise, before any cig induced bitereflex happens) is just as static. And fleet carriers aren't even moving objects. They're fixed stations that move via loading screen. That's it. So the idea that sitting down is a challenge in that context is pretty funny to me.
 
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I don't think any of us are privy to the code and could with any authority state whether locations are static or continually changing.. I've wondered about this subject on previous occasions. The fact that there have been/is an occasional problem taking off from a station with FA off seems to suggest that everything is indeed moving..
 
I don't think any of us are privy to the code and could with any authority state whether locations are static or continually changing.. I've wondered about this subject on previous occasions. The fact that there have been/is an occasional problem taking off from a station with FA off seems to suggest that everything is indeed moving..

Large stations rotate relative to their instance, they are moving and so docked ships & on-foot Cmdrs are moving with the station, it used to cause some precision issues but I haven't seen one for a long time. Presumably the position calculations are done relative to the station now instead of relative to the instance centre.

For planets there is a similar issue where the planet is rotating but afaik has never caused location precision issues, for other instances stuff is just nailed to the instance (outposts, crashed ships in USSs, carriers, megaships). Don't need to be privy to the code to see how that is done.

Artificial gravity introduced with Odyssey has caused a few falling through the floor issues while walking about, not something I've experienced myself so I've never played with it to see how the gravity is applied to the game (it's obviously not mag-boots, my Cmdr can run in zero-G on an outpost or megaship).

How Cmdr seating is handled will be interesting, but we already have seated Cmdrs in the game (Ships & SRVs) so Occam's Razor suggests carrier seating at least will be done the same way with the Cmdr Avatar effectively becoming part of the carrier model. Fingers crossed for at least an animated transition visible to other Cmdrs.
 
My point being that we can only speculate.. We can observe the game and draw our conclusions (be they right or wrong), but we really aren't privy to how the code actually works and what coding challenges FDev is actually up against.

I guess we'll see in a few days what they come up with and how well it works.
 
My point being that we can only speculate.. We can observe the game and draw our conclusions (be they right or wrong), but we really aren't privy to how the code actually works and what coding challenges FDev is actually up against.

I guess we'll see in a few days what they come up with and how well it works.

Yes we'll see in a few days :)

I get your point about only being able to speculate but it is usually (not always) pretty obvious how something was done from observation.

Something I have complained about in the past is that the 'magic' is not that well hidden behind a curtain, with stuff like mission spawned NPCs just appearing right behind your ship in supercruise, that kind of thing. It improved a lot over the years.

The magic in Odyssey is imo not very well hidden (eg zero-G & clomping mag boot noises on an outpost, or different planet gravity having little to no effect on the on-foot Cmdrs movements apart from jump height, or the teleport transitions from srv/ship to on-foot when viewed by a 3rd party).

In that respect I think Odyssey is less thoughtfully designed as an immersive Sci-Fi universe to inhabit and more 'just a tacked on game'. It is a shame and I had hoped it was only because the launch was rushed but we've still seen no improvements. I'm not holding my breath that update 11 will address this either but you never know I guess, maybe this time will be different? ;)
 
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