2.3 dev update feedback mega thread

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Planet Coaster has actually been partially funded by Elite sales, Frontier confirmed this in their public financial updates.

This is true, and the right and only way to go about things properly. And I am sure some of the money Planet Coaster makes will find it's way back into the development of ED as well as the new IP most likely Planet Safari.

But then I assume both of those games tech will feed back into Elite Dangerous for future expansions and vice verser.
 
This is true, and the right and only way to go about things properly. And I am sure some of the money Planet Coaster makes will find it's way back into the development of ED as well as the new IP most likely Planet Safari.

But then I assume both of those games tech will feed back into Elite Dangerous for future expansions and vice verser.

I think recently Elite development was quite slow and added core features like SLFs or multicrew are quite basics, however additional upgrades and QoL changes was rather good. I hope, after ps4 release Frontier will speed up and will provide more polished functionalities than now ;(
 
I don't know if this has already been mentioned/suggested/discussed in the first 66 pages, but what happens with data that is acquired when scanning ship, obelisks, etc? When your multicrew companion returns back to his ship does he take a copy of the data that you've picked up on your travels?
 
I think recently Elite development was quite slow and added core features like SLFs or multicrew are quite basics, however additional upgrades and QoL changes was rather good. I hope, after ps4 release Frontier will speed up and will provide more polished functionalities than now ;(

As stated earlier, PS4 will not be slowing down the development, it will be the DX10 and 32bit verisons of ED which are the worse culprits. Get rid of those and I bet you will see an improvement in speed. Just think of the testing that needs doing, DX11 and 64bit, DX10 32bit and DX10 64bit. Get rid if DX10 and 32 bit, and you only need to test for DX11 and 64bit.

It is most likely legacy PC testing that is slowing things down.
 
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I am curious what they have under the hood. Because they must have already some content for season 3... Maybe this content wii improve overall gameplay instead of adding another layer of shallowness over shallowness...
Just think about it:
1. Team for Planet Coaster.
2. Team for PS4 version of Elite Dangerous.
3. Team for 2.4.
4. Team for season 3.

So how many peoples may develop multicrew?! It is quite obvious that they are low on resources and multicrew must be shallow. I hope they will fix it with next updates and improvements...

Already during S1 FD said they had people working on S2 and S3. The big part of S2 are the procgen planets. Thinks like MC are fun little snacks in between major milestones.

Thats the challenge: spread a set amount of resources over short, medium andlongterm goals in a way you stay financially afloat while moving along towards some goal.

Most 'complainers' discard the notion of both resources and the different goals. Sane people however understand that it doesnt mean FD need to "hire real devs" just because they dont match your fantasy. Rather, it means planning and running a complex project like ED is more demanding thankicking back with a beer while dreaming.

Hence the failure of x:r, nms and soon SC.
 
I think recently Elite development was quite slow and added core features like SLFs or multicrew are quite basics, however additional upgrades and QoL changes was rather good. I hope, after ps4 release Frontier will speed up and will provide more polished functionalities than now ;(

Hm ... very sceptical about that "speeding up" ... after the PS4 release they have to consider implementing every new feature/QoL change for 4 platforms (PC/Mac/XB1/PS4).

IMHO this increases the overall effort/resource load and to counteract they are forced to deliver small ("shallow"?!?) features which are feasible from a resource standpoint for all platforms.
 
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Quick question,

So the guy in the fighter role?... Can he also use the SRV?

If not, FDev can you make it so he can. Would be nice for taking chums out on planetary base assault gigs to farm firewares.
 
As stated earlier, PS4 will not be slowing down the development, it will be the DX10 and 32bit verisons of ED which are the worse culprits. Get rid of those and I bet you will see an improvement in speed. Just think of the testing that needs doing, DX11 and 64bit, DX10 32bit and DX10 64bit. Get rid if DX10 and 32 bit, and you only need to test for DX11 and 64bit.

It is most likely legacy PC testing that is slowing things down.

Interestingly i am seeing it exactly the other way round ... PS4/XB1/Mac development/testing is slowing things down[yesnod]!
 
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But then I assume both of those games tech will feed back into Elite Dangerous for future expansions and vice verser.

The tech in Coaster makes me excited for the future of Elite. Especially the people walking around.

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Interestingly i am seeing it exactly the other way round ... PS4/XB1/Mac development/testing is slowing things down[yesnod]!

Reaching a bigger market isn't a bad thing. It means they can throw more people at the problems because they have a more steady flow of money and support. Optimization will go through the roof because they need it to work well on those platforms too.

How can it be such a bad idea if all the biggest budget titles are available on every platform? Wouldn't you like to see Elite have the kind of development cycle as some of these other massive games, but without the EA overhead?
 
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As stated earlier, PS4 will not be slowing down the development, it will be the DX10 and 32bit verisons of ED which are the worse culprits. Get rid of those and I bet you will see an improvement in speed. Just think of the testing that needs doing, DX11 and 64bit, DX10 32bit and DX10 64bit. Get rid if DX10 and 32 bit, and you only need to test for DX11 and 64bit.

It is most likely legacy PC testing that is slowing things down.

Bu..bu..but my poor old DX10 laptop!

It's clinging on to life, don't take that way from it.

:( Lol

Or atleast supply me with a new one before you do. :D
 
Interestingly i am seeing it exactly the other way round ... PS4/XB1/Mac development/testing is slowing things down[yesnod]!

I am just going by what Fdev said here:-

https://forums.frontier.co.uk/showthread.php/289874-Future-support-for-Win-32-and-DX10

PS4, Xbox and Mac will slow things down a bit, it will be days or a few weeks at most, not 2/3 months.

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Bu..bu..but my poor old DX10 laptop!

It's clinging on to life, don't take that way from it.

:( Lol

Or atleast supply me with a new one before you do. :D

I think it is time to upgrade :)
 

Robert Maynard

Volunteer Moderator
So now 2 slf isn't OP. Why in heck can't we launch 2 npc fighters if we can have then using multicrew.

Given that crewed ships will be able to launch two SLF, it seems not unreasonable to expect that we would, at some time, be able to launch two SLF as a single player with two NPC Pilots embarked - it would require a bit of UI work though (but I expect that Multi-Crew will require an order of magnitude more UI work than dual SLF would....).
 
So yesterday I got an email from another game I've recently kickstarted, and in it was this....
AI Caramba!

Yes, that's right, you now have more reason than ever to fear your new robot overlords! The AI of our NPCs has been turned up to 00110001 00110001, and they're not taking any prisoners. When you face off against an NPC in combat it won't just be a question of "beep boop, throw fireball and spend five turns phoenix diving across the map" anymore. Now the NPC will know to look at its surroundings and use height, surfaces, and every other trick in the USB flash drive to make sure it wins.

AI 2.0 won’t just blow up barrels: it will manipulate existing surfaces to make combat much more challenging, it will use your statuses against you, it will use spells and abilities in ways that even we never imagined, and- frankly if we’re not careful, it may be well on its way to world domination.

The way this AI has been using our combat system has already caused us to take a step back and have another look at how some of the unintended uses our skills and spells can have. Because it considers every possible outcome, we’ve seen AI 2.0 take advantage of things that we thought were relatively insignificant and using them deviously to fit the situation they happened to be in at the time (such as healing people on full health because the want the “Well Rested” status that the First Aid skill gives you, or passing up the opportunity to do a small amount of damage in order to create an oil surface to slow you down and remove your “Haste” status.)

AI 2.0 has proven so devious that we’ll probably have to disable it in the easier game modes, but those of you that want to take it on will have to step it up a notch to survive. However, if you do learn how to defeat our new, ruthless AI then you'll be equipped with an impressive set of combat skills. And of course if the campaign isn’t providing enough of a challenge, then you can always step into the arena for a pure combat experience. And speaking of the arena...
Maximus Badassimus

And I just can't help but feeling envious.

Because these devs of an unfinished game respect their players. They respect them enough to give them deep, meaningful mechanics that challenge the players and give them a wider variety of options in how they play the game while trusting that the players will be able to sort things out and learn for themselves. FDev have gotten into the habit of taking 2 steps forward, waiting for the backlash and taking 3 steps back instead of continually improving the game for the sake of making a good game whereas developers like Larian just take off running and don't look back until they know everything is done, then they fix any problems.

One studio can't finish a feature for fear of tripping on their own shoelaces, and the other is completing triathalons and has a history of fantastic finishes going back years. Guess which one I'd be backing if they both put a new title on Kickstarter tomorrow?

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Given that crewed ships will be able to launch two SLF, it seems not unreasonable to expect that we would, at some time, be able to launch two SLF as a single player with two NPC Pilots embarked - it would require a bit of UI work though (but I expect that Multi-Crew will require an order of magnitude more UI work than dual SLF would....).

No.

2 Multicrew controlling 2 SLF's is 3 players controlling 3 ships. 3 players in separate ships with 2 SLF's is 6 SLF's and 3 players in ships.

Kind of a big difference. A ridiculously OP difference.

The more I look at it the more I realize that Multicrew balance is going to be so screwed up FDev just delete half of the features like they did with Engineers.
 
I am looking forward to and dreading the commander generator for players. My reasons are because I look at the npc portraits in the game and most... errr well 99% of them look horrible, like they are from the old TES game Oblivion. The female characters look like the male characters. The only female character I have seen that looks like a woman is in the power play and that is Aisling Duval, which now I look at the game as a whole seems like she was custom drawn to look alluring to entice players to join her faction.

So I am really hoping that the character editor has a lot of customisation to it, much like what I have seen in games such as Black Desert and Eve Online which have some of the best character generators I have seen to date in a mmo. If I am going to be seen by other players as I blow up their ships I want to look good doing it. Or if I am going to be blown up by other players, it can work both ways [squeeeee]

Although none of my friends play Elite Dangerous so the multi crew function isn't really going to bother me I look forward to it as its another mile stone in the development for the game. I keep trying to get them interested but they prefer to play Paragon or Battlefield 1.

The real big one would be when we can actually leave our ships and walk around the hangar or space station proper, this could expand the civil war and war states in systems if a first person shooter element is added to this environment. Also it could herald player owned structures?
 
Given that crewed ships will be able to launch two SLF, it seems not unreasonable to expect that we would, at some time, be able to launch two SLF as a single player with two NPC Pilots embarked - it would require a bit of UI work though (but I expect that Multi-Crew will require an order of magnitude more UI work than dual SLF would....).

I expect it is a lot of work outside of the UI.

When there is multi-crew, there is a PC Client to control the avater and the fighter for each crew member. That is three sets of PCs with network, compared to one. We know the instancing limit is not about the number of commanders (the Distance World proved this), but the number of other resources controlled by a particular client.

Simon
 
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