And just like that, we've been moved into the trash can. Oh well, it was fun while it lasted. Thanks for the great discussion, guys.
What trash can?And just like that, we've been moved into the trash can. Oh well, it was fun while it lasted. Thanks for the great discussion, guys.
The suggestions forum! The endless abyss from which ππ πππππ₯ πππͺ π€ππππ!What trash can?
The suggestions forum! The endless abyss from which ππ πππππ₯ πππͺ π€ππππ!
Oh dear. I didn't notice as I usually open read threads from the notifications. Is it as much an echoing void as the bug reporting system?The suggestions forum! The endless abyss from which ππ πππππ₯ πππͺ π€ππππ!
I've never heard of a suggestion from this forum being even mentioned, let alone implemented. I keep punting things into the void, but mainly to get them out of my head at this point. Practically, it serves a similar purpose to a meme section; to keep them from clogging up other parts of the forum.Oh dear. I didn't notice as I usually open read threads from the notifications. Is it as much an echoing void as the bug reporting system?
Maybe not acknowledged but too close to be a coincidence.I've never heard of a suggestion from this forum being even mentioned, let alone implemented.
That's what I was going to say. The only people I have seen run out of time were ones using a docking computer that got confused.What?
I think you and me are playing very different games in different realities.
I chose planets over orbital stations for the scenery and landscape.One of the biggest problems with Elite, which has existed since Horizons, is how long it takes to get down to the surface of a planet.
Before you can get started, yes, it's more immersive and realistic to need to do this. Planets are huge, this gives you context of their size, all that. Granted.
But that doesn't take away from the fact that surface content just innately takes an additional 3-5 minutes to reach. This means that, given the choice between two identical missions, players will tend to choose the space-based mission, because they can simply supercruise in and drop directly at the content, rather than needing to do the whole orbital insertion every time.
How significant is this? Well, assuming it takes 3 minutes to land on a planet, that's the equivalent of being 20,000ls further away, which is massive. More than enough to influence a player's decision.
There are other flaws of this approach, as well. One of the most significant has to do with dropships into surface conflict zones. It's generally possible to get yourself near a drop zone before the drop happens, and hit almost every enemy in the group with a grenade or rocket, wiping out the majority of the attackers. This presents a massive balancing problem, as unlike in other games, where they will almost instantly respawn, in this game, they will be gone for 30 seconds to a minute, giving the defending player plenty of time to rearm, move to the next location, and do this repeatedly.
Not to mention the extreme level of annoyance that can occur when a player is struggling to land on a single good patch of blue mere inches across, neurotically moving back and forth, left and right, slamming repeatedly into the ground, and hoping the landing gear finally engage. All the old annoyances from Horizons still exist, only magnified tenfold due to the new surface content players want to explore.
Basically, every gameplay aspect, while immersive, also serves to discourage players from engaging in ground content. This is less of an issue on a game mostly about flying spaceships in space, but when an entire DLC releases, entirely dedicated to that surface content? It's a big, big problem. Players will enter into all content negatively predisposed, because nothing is as much fun when someone stabs you with a thumbtack every time you try to do it.
It's for these reasons and many more that I think the biggest thing Odyssey could do to be better, is to add ways for players to get to(and from) the ground more quickly and efficiently.
β Orbital Drop Pods, allowing players to rapidly deploy themselves to the surface, allowing their ship to follow, and used to insert soldiers into the battlefield.
β Orbital SRV Drops, allowing you to call in your SRV to your location via drop, without requiring your ship to land.
β Manual SRV insertion, allowing you to fly your ship close to the ground hop into your SRV, and coast to the surface.
β Manual Ejection, allowing you to jump out of your ship close to the ground, and drop to the surface(the tech for this already exists, just let us use it!).
Just a few changes like this would dramatically improve the planetary experience. Drop pods alone, even if they took 30 seconds, would effectively bring all planets ~18000ls 'closer' than they were before, and dramatically improve ground CZ balance at the same time.
If changes don't take place, then in 5 years, Odyssey will be in the exact same place as Horizons; side content, ignored by the majority of the community. And nobody - least of all me - wants that.
They are different games indeed, Elite offers it own experience.I'll just boot up a different game entirely, like Star Wars or GTA
swap to a different game, get an equivalent experience,
Apologies for the late reply, had to leave the other day and then forgot.In the end they're just games. It takes some effort to control impulses, and unless it's for something serious, I prefer to just chill out.
What were your reasons, out of curiosity? As far as I can tell, the main aspects of Odyssey are FPS combat and exobiology, but I'm curious to see what other people think.
The way I understood it OPs point is an alternative, that leads to interesting choices. The rebuyable SLF crew is not, but that is not a problem of the option per se, but the broken economy. Ship destruction also has become only a minor setback, even if you get nuked in your A-graded Cutter. The perma-death of SLF pilots never made any sense to begin with, nor do I think it enhanced the game in any way.Like the improvement we got when our SLF crew got immortality?
Edit: i mean, when it was introduced people said but you can opt to not rebuy the slf crew and while the option exist indeed, the Elite SLF Crew lost all its preciousness)
The perma-death of SLF pilots never made any sense to begin with, nor do I think it enhanced the game in any way.
The way I understood it OPs point is an alternative, that leads to interesting choices.
But since the bond is only due to the fear of permanently loosing it, you can hardly speak of a bond. It would be the same as loosing an engineered module, since the game does not provide enough depth.I disagree here. It made the SLF pilot precious and it created sort of a bond with them
Now they're just another size 3 turret. Do you care about a turret? i do not
FDev needs to create a purpose for both vehicles and find some way to balance them. Other than that, I can follow your reasoning here. It has been clear before, that most users don't know how a good game is designed.See the complains regarding:
- Scorp - people didnt necessarily wanted a different SRV with its own niche, they wanted a better Scarab
I have not followed this discussion in detail, but the general idea should be to give every asset some relevance.- the MLC - people are claiming they're useless because you can fit only one and they dont come in A-rated versions and the limpets they provide are the equivalent of same-class-one-size-lower. But they're really nice while they're not a replacement to the normal Limpets.
There is no such thing as an alternative.
People will use the best / fastest method of doing things and the alternative will not be used at all
So you are saying it is not possible for a game to create meaningful choices for players?So unless the alternatives are not really niche (as the MLC or the Scorp are) people will use only the alternatives.
But since the bond is only due to the fear of permanently loosing it, you can hardly speak of a bond. It would be the same as loosing an engineered module, since the game does not provide enough depth.
So you are saying it is not possible for a game to create meaningful choices for players?
For what it's worth, I timed a run of a Covert Heist mission last night, from departing station through to arrival via Apex.There is no such thing as an alternative.
People will use the best / fastest method of doing things and the alternative will not be used at all
See the complains regarding:
- Scorp - people didnt necessarily wanted a different SRV with its own niche, they wanted a better Scarab
or
- the MLC - people are claiming they're useless because you can fit only one and they dont come in A-rated versions and the limpets they provide are the equivalent of same-class-one-size-lower. But they're really nice while they're not a replacement to the normal Limpets.
So unless the alternatives are not really niche (as the MLC or the Scorp are) people will use only the alternatives.
Pretty much if they enable micro-jumps for ships (pretty much like carriers can do) nobody will fly their ships in supercruise and Elite will be just another teleport game.
IIRC there's been a lot of people that want supercruise to be a more interactive experience.
I would agree, except that it's not actually a very considered part of the game.On the contrary, i'm of the opinion that supercruise is what gives Elite dimension (and the orbital cruise - glide - normal space seamless transition is a part of it) and it's a big part of the decision making process when deciding what to do in Elite.