OK, Tried it but didn't like it so far

Hey Guys,

I might be way off but the reason why it's been broken up in such a way could be due to limitations with the game engine. Now I don't mean limitations in a bad way... it's a brilliant engine but all game engines have limitations. Sometimes these limitations are bound to the speed of computing at the time. I'm in the process of making a space strategy game and quickly came to find I can't have limitless environments. Most game engines end up having what's called a float point exception. For example. Everything starts being calculated at 0,0,0 in the game world. And from there expands out. The further away you get from the centre of the game world the longer it takes to calculate stuff on the outskirts and thus things start to get laggy. Developers can get around this by making the centre of the world wherever the player but it can start to get tricky when you have realistic physics calculated. You then need to have physics calculated based upon where the player is and that location is constantly changing in the world.

Frontier could have done that which makes my speculative post above invalid. I know programs like space engine have true to scale environments but I'm pretty sure they don't have interactive physics calculations and also multiple players interacting all at once.

Maybe I shouldn't have said anything because I like said I'm just being speculative.

All in all I think FD have done an awesome job. I think once people have offline they will see an increase of performance when it comes to transitioning between SC and normal space. I know that heaps of people won't want to play offline but I guess with any multi-player game they can be limited by the network as well as the people you are connecting to.

Cheers,

-Todd
 

Tar Stone

Banned
Hey Guys,

I might be way off but the reason why it's been broken up in such a way could be due to limitations with the game engine. Now I don't mean limitations in a bad way... it's a brilliant engine but all game engines have limitations. Sometimes these limitations are bound to the speed of computing at the time. I'm in the process of making a space strategy game and quickly came to find I can't have limitless environments. Most game engines end up having what's called a float point exception. For example. Everything starts being calculated at 0,0,0 in the game world. And from there expands out. The further away you get from the centre of the game world the longer it takes to calculate stuff on the outskirts and thus things start to get laggy. Developers can get around this by making the centre of the world wherever the player but it can start to get tricky when you have realistic physics calculated. You then need to have physics calculated based upon where the player is and that location is constantly changing in the world.

Frontier could have done that which makes my speculative post above invalid. I know programs like space engine have true to scale environments but I'm pretty sure they don't have interactive physics calculations and also multiple players interacting all at once.

Maybe I shouldn't have said anything because I like said I'm just being speculative.

All in all I think FD have done an awesome job. I think once people have offline they will see an increase of performance when it comes to transitioning between SC and normal space. I know that heaps of people won't want to play offline but I guess with any multi-player game they can be limited by the network as well as the people you are connecting to.

Cheers,

-Todd

I might be wrong but I vaguely remember reading about early alpha testers travelling a very long distance towards a station, and merging into an instance already populated with other players.

I really wish we dropped out of SC at a nav point some distance out from the stations, and that last cruise home would be more reminiscent of classic Elite and Oolite, with an actual busy trade route fraught with danger. Reaching the safety of the station shouldn't be as easy and clunky as it is right now.
 
Thanks for backing ED, it's greatly appreciated. Sorry it didn't work out for you, I'm sure you'll find something that strikes your fancy.
 
I might be wrong but I vaguely remember reading about early alpha testers travelling a very long distance towards a station, and merging into an instance already populated with other players.

I really wish we dropped out of SC at a nav point some distance out from the stations, and that last cruise home would be more reminiscent of classic Elite and Oolite, with an actual busy trade route fraught with danger. Reaching the safety of the station shouldn't be as easy and clunky as it is right now.

Hi Tar Stone,

Yeah you are correct. except from memory there was actually nothing there. By that i mean they travelled the distance and according to their sensors they were in the next system but there was nothing actually there. I recall FD saying that they wanted to give players the ability to travel in supercruise that way.... i could be wrong though.

Maybe supercruise exists as a seperate layer/level in order to manage the instances which again comes back to networking limitations. Or maybe it's to prevent players from being able to crash into other players that are in normal space (chances of that would be minimal). I can't help but feel like supercruise is a condensed version of the space you're actually seeing and as such gives the illusion of faster than light travel. When you drop out into normal space the area you're exit SC in just gets loaded. Like any other game that supports large levels the area just gets loaded as required.

Not sure... all speculative. I'd be super interested to read up on it so if anyone has a link to how it actually works please shoot it through!

Back to the OP though. sorry you aren't enjoying it as much as you could mate. Like Corwyn has said thanks for backing it at such a high level which meant the game could be that little bit greater and able to be appreciated by many!

Cheers,

-Todd
 
I would try again around Christmas, first few days after the 16 of December will likely be insane though. If not up to what you want, try again a few more months out.
 
I'm with the OP.

After anxiously anticipating E4 for decades, it's falling far short of my minimum expectations - compromised in the main, by the so-called technical limitations of MP and associated fragmentation of the game into a decidedly non-seamless hodgepodge of disparate mechanics.

You're welcome to try rationalize it any way you want, but this is not the boundless freedom of past games. It's invisible walls, speed limits, rooms in space, clunky and distinctly 'designed by committee'.

I stopped playing a couple of months back, and likely won't try again until the above problems are ironed out - if that ever happens.

this. agreed.

OP is possibly not expressing it in the best way possible, but so what.
 

Robert Maynard

Volunteer Moderator
I really wish we dropped out of SC at a nav point some distance out from the stations, and that last cruise home would be more reminiscent of classic Elite and Oolite, with an actual busy trade route fraught with danger. Reaching the safety of the station shouldn't be as easy and clunky as it is right now.

Camper heaven....
 
I'm with the OP.

After anxiously anticipating E4 for decades, it's falling far short of my minimum expectations - compromised in the main, by the so-called technical limitations of MP and associated fragmentation of the game into a decidedly non-seamless hodgepodge of disparate mechanics.

You're welcome to try rationalize it any way you want, but this is not the boundless freedom of past games. It's invisible walls, speed limits, rooms in space, clunky and distinctly 'designed by committee'.

I stopped playing a couple of months back, and likely won't try again until the above problems are ironed out - if that ever happens.


+1

I thought I'd never say this but I would rather have a cutscene transition when coming out of supercruise at a station than what we currently have. And I hate cutscenes! lol. I just feel everything else that is seamless (like docking and landing on pads, to coming out of hyperspace at a sun) is undermined by this one failing. Gotta keep the faith that FD will sort the issue out eventually though - even if they fix it for single player only.
 
i agree with OP... the whole galaxy/systems is loveless and generetic created (its like lets but a station in, and we are done, or even better lets create a pool of stations, and generate and distribute them all over 1-3 places in one system)... its like spawing form one point to the other..
 
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I think that this SC has to do with MP/OPEN/SOLO/GROUP ... in past we have Dreamchaser/Time accelleration, but it was Offline, and for the player it makes no different if you must deliver in 1 week (Game Time) or 45 Minutes realtime. You even can use the accelerator as an mini Planetarium.
Now with MP and Realtime and Date it will not work, because if I use time forward...you ALL must use it too....;)
The only hope that I have is the Offline Mode..... there it can be possible. because right now you can fly without SC to stations/planets....if you have the Time for that...;). Only For entering a new System you need to jump(Load)....
 
My thoughts are somewhat with the OP...
I think dropping to 'normal space' should better be presented as either:

1) Rather than a 'transition' you get a zoom effect of approaching the station from the 'circle'
2) Something more "Star Trek"ish where you un-warp a more realistic distance from the base in question.
3) Add 'landing zone beacons" (lots of tine ones) so that they can't be camped, that put you in a x distance from that allows you to see the station in the distance but as a spot that you fly too so you don't get that "GAH!! STATION!!" effect.

Basically make the transition one that fits better with the scene rather that "Splat! Bug on the Station's windshield" approach.
Landing at a solar system sun is a good transition.
 
Hi,

So after waiting almost a year trying the game even though I am a Alpha backer I am sorry to say that I don't like it so much.
What does it for me is the Three speed instances. I knew it would be like this but not to such a Heavy degree that it ruins the game.

It really feels like different instances and not a seamless flowing space flight. I don't care about open multiplayer so the Tech limits due to this is crippling for me. Rather play original elite / frontier instead.

The pop-up stations when leaving SC is also horrible.

I

Hey bud,

I don't share your opinion but respect your right to have it. Thanks for your honest opinion and no it isn't seamless and it can be a little jerking at times. But I've grown to love it. Because they ARE different modes of travel, even 'in-game fiction'wise. There will be plenty of other things to keep you busy and I hope you give gamma a shot.

Ignore people who think you just came here to troll. And thanks for helping get this game made, I'm sorry it isn't what you were hoping for and hope you give it a second shot.
 
A Idea comes in my mind during reading this thread ... why not show the player a Zooming Movie from the Station, during loading the Instance...
The Games know the Axis from where I come, also the Type of Station, and the angle of the 3D Modell related to Position.
As I leave the SC, it shows an Animated "Movie" wher the Station is Zoomed from, lets say 50 KM to the normal entry point around 8-9 KM, and in the Background the Instance is loaded, a little shuffle on the ship during exit...and voila all happy and it feels like I fly to the station..No Station POP UP which kills the immersion.
(I know sounds so easy, but it isn´t, but its possible to realize...)
 
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