2.3 dev update feedback mega thread

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The team is roughly 300 hundred strong. With a certain amount assigned to each project. We have three, ED, Planet Coaster and another IP which people and I suspect will be Planet Safari.

What the make up of those teams are, we have no idea and anyone saying anything is pure speculation. Whether you like the updates or not basic opinion.

Myself I have like most of the updates very much apart from powerplay, even CQC has been a lot of fun for me.
What 2.3 has to offer, we don't know yet. For all we know, they may have put the bare minimum into multicrew, so they can focus on other parts of the update.

Maybe they are planning to implement more roles as the game goes on, like engineers isn't finished yet and we have more to come.

So I will wait until I see all of what 2.3 has to offer, and what else is in the pipeline before I throw a wobbly.

Just 3?

There are currently 7 different versions of ED alone under development.
 
It's not a completely different game with a different tool set. The tool set is the engine, the engine is modular, they pull parts out and plug them back in as needed. It's all one big toolbox.

Features in ED directly translate to Planet Coaster, and features in Planet Coaster directly translate to ED. Planet Coaster used a pared down version of the BGS to simulate crowd behavior, for example..

Not from what I have read on the planet coaster dev posts. Sorry.

I know how games are made, but they will still create different toolsets for different types of games and people will have their specialities in these tool sets.

Yes one will help the other and vice versa to a certain extent, but you couldn't just place planet coaster into ED without a lot of work and re-written code as these game become their own beasts.
 
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The big question is "How complete will the CMDR creator be, on a scale from 0 to Black Desert Online ?".
And will it be available before release so we can have our CMDRs set up as soon as 2.3 goes live ?

I don't expect ED's character creator to be comparable to BDO's to begin with.
If it turns out to be, i'll be pleasantly surprised.
 
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Just 3?

There are currently 7 different versions of ED alone under development.

Nearly all the code will be the same for the different versions. They are not 7 completely different versions of the game. Only very small parts of the game needs to be changed to get it to work on different platforms, what takes the time is the testing.

That is why the same team that looks after Xbox are looking after PS4 as it isn't a huge amount of work once they get the game client done, especially if the game engine is designed to be used on multiple platforms like the Cobra engine is.

Please stop replying until you know what you are talking about.
 
Not from what I have read on the planet coaster dev posts. Sorry.

I know how games are made, but they will still create different toolsets for different types of games and people will have thier specialities in these tool sets.

Yes one will help the other and vice versa to a certain extent, but you couldn't just place planet coaster into ED without a lot of work and re-written code as these game become their own beasts.

As long as the engine remains modular as they claim it is, and they don't pollute it with spaghetti code, I can promise you that is exactly FDev's intention.

They plan to, have already done and will take large sections of code from ED and plop it into Planet Coaster, and will do the same taking from Planet Coaster and putting it into ED.

The only reason you make an engine modular is to facilitate recycling.
 
Nearly all the code will be the same for the different versions. They are not 7 completely different versions of the game. Only very small parts of the game needs to be changed to get it to work on different platforms, what takes the time is the testing.

That is why the same team that looks after Xbox are looking after PS4 as it isn't a huge amount of work once they get the game client done, especially if the game engine is designed to be used on multiple platforms like the Cobra engine is.

Please stop replying until you know what you are talking about.


Nearly all the code is going to be the same between Xbox One, PC, Mac and PS4 versions?

Oh this is good...

Or should I just take it that you were trying to slip it through that I didn't understand anything about automated compiling processes?

Sure most of the code will be the same. That doesn't change the fact that it'll take thousands of man-hours to chase down every little imperfection that pops up due to compiling mistranslations which can cause anything from green tints to game-breaking CTD's.
 
As long as the engine remains modular as they claim it is, and they don't pollute it with spaghetti code, I can promise you that is exactly FDev's intention.

They plan to, have already done and will take large sections of code from ED and plop it into Planet Coaster, and will do the same taking from Planet Coaster and putting it into ED.

The only reason you make an engine modular is to facilitate recycling.

I don't think you know what a modular game engine actually means do you.
 
ED is no longer a priority product for FDev and hasn't been for a long time. Ongoing development is being handled by a minimal amount of people right now and it won't be long before most of them are moved to new projects.

I believe this. Even if it's not true, the output we're seeing is exactly what I would expect if it were true.
 
How did a thread designed to be feedback on 2.3 become a raging argument around FDev development teams and strategies?
Especially since unless any of us work for FDev it is all entirely speculation...
 
How did a thread designed to be feedback on 2.3 become a raging argument around FDev development teams and strategies?
Especially since unless any of us work for FDev it is all entirely speculation...

because the mods are all on leave?

Because this is what always happens with megathreads?

because it's the internet?

other options?
 
Can someone fill me in, what's the lore explanation for the pilot of a ship destroyed at Beagle Point turning up alive in an insurance claims office on the last station that they visited? And could that bit of handwavium not also be used with regard to multicrew's proposed matchmaking system?
 
I don't think you know what a modular game engine actually means do you.

It means that the engine can be scaled down to do mobile games on Android or it can have all of the features plugged back in for a full PC release.

It means that modules that're exclusively used for handling graphical processing on the PS4 and/or XB1 can be removed and added at will.

Or would you like to debate that these versions of the engine don't exist?
 
Anyway, back on topic, yes not particularly happy with the MultiCrew part so far of 2.3, but I will wait to see what it is actually like first.

Hate the instant teleportation part of it.
 
How did a thread designed to be feedback on 2.3 become a raging argument around FDev development teams and strategies?
Especially since unless any of us work for FDev it is all entirely speculation...

Sorry, I was bored and I know that mentioning a basic fact will draw out all of the religious fanatics for a staunch defense of their space game bible.
 
I am disappointed about the instant transportation to another ship. Its immersion and game breaking. At least if there is no lore frendly explenation for how that happens.

It could make a lot of new players burn out of the game fast because it no longer takes any effort to see sights like sagA, colonia, nebulas and so on. Also new players could make millions by just joining a big ship and do nothing.

Also a bit sad that this again is only combat minded. Of cause it can become much more then that, but everything always stars out all about combat.

Really? You *want* a lore-friendly explanation for something like that? Do you want a lore-friendly explanation for the control bindings screen and graphical settings too?
 
It means that the engine can be scaled down to do mobile games on Android or it can have all of the features plugged back in for a full PC release.

It means that modules that're exclusively used for handling graphical processing on the PS4 and/or XB1 can be removed and added at will.

Or would you like to debate that these versions of the engine don't exist?

I suggest you do some research on modular game engines.

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Really? You *want* a lore-friendly explanation for something like that? Do you want a lore-friendly explanation for the control bindings screen and graphical settings too?

When where control bindings and graphical setting part of the ingame lore? What a bizarre and irrelevant comparison.
 

Yaffle

Volunteer Moderator
Increasing staff numbers for what games?

They've moved on from ED, they're in the process of moving on from Planet Coaster, and when they release those games they'll do the same thing they've done with these two titles.

Take valuable, experienced staff and put them on new projects to guarantee future income, because existing products do not increase in yearly sales, they only decrease.

wikipedian_protester.png
 
I suggest you do some research on modular game engines.

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When where control bindings and graphical setting part of the ingame lore? What a bizarre and irrelevant comparison.

Instead I'm going to ask you what I'm wrong about, oh knowledgeable one.

Last I checked Supersampling wasn't a big feature in high demand on android smartphones. Are you telling me they're leaving that in for their ports?

PS4 requires some ridiculous shenanigans for things like post-processing which is typically well handled by their dev kit even though it makes the port file size tubby. I suppose they're just going to leave that in the engine while developing PC versions to simplify troubleshooting across platforms and we'll all have to download the extra data?

MacOS doesn't support DX11. Is everyone on Mac downloading the useless DX11 features because they can't be extracted from the package?
 
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You can't be outclassed by another player with a friend as Wingman in Solo.

Then the existence of multiplay isn't a problem. So I clearly could not have been referring there to "Solo", can I?

So, since you appear to wish to miscontrue, here it goes again:

You demand an NPC crew buff so you can equate with another player. That NPC buff cannot be locked to Open/PG only, so it will be there in Solo.

Comprende?

Ignoring the other answers you've merely repeated in a pitiful attempt to pretend that you don;t understand. Ever seen the Tom Hanks movie "Big"? You're like the nasty guy in the boardroom.

Yes we can - NPC Pilots for SLFs (or taking the helm of the mother-ship when the player piloting the SLF).

Only one.

You want another four wingies, all NPCs.

And then to combat this extra weight, more conflicting NPCs to make the encounter challenging.

So another four or even more.

Hmmm. 8 extra NPCs. All run on your CPU.

And you wonder where the issue comes from????

Sure. Not buying it, kid, you get it, you just don't want to let go of your precious.
 
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