Dev Diary 2 Q&As - Some Longer Notes

YT vid

NB: they’ve chopped 7 minutes off the start of the vid now, so -7m off any timestamps.

Known stuff from Polygon article:

  • Social Hubs: 3 types (spaceports, outposts, ports) [16m50s]
  • Careers: Similar roles as in space. Combat, Explo, Scavenging. [17m50s]
  • Suits: Extra suits for explo, combat, scavenging. Are upgradeable. Will be a special show just on this. [19m+]
  • Settlements: Will be different if agricultural, mining based etc. Some will be harder to combat if the faction is strong. You might have a bad experience if you have a bad rep with the minor faction, or a good experience if have good rep. [20m45s]
  • Apex Interstellar [taxi service]: Could play Odyssey without ever owning a ship. The travel distances & times etc still being balanced. Will be based in 'sim roots'. [22m30s]
  • 'Personal narrative': Don't nesc need a mission. Can 'make your own story'. (IE in same way as ships). [23m50s]


Interview with Luke Betterton (Designer)

  • Big change to work on Odyssey? 'Core of Elite is still there'. The base stuff, the BGS etc. Odyssey involves working in a completely different scale though. Going down a scale means you need missions that point you to the correct places, need compelling reasons to go to them, reasons to do things for people. [30m20s]
  • Suits: Can upgrade them, can modify them to make them more appropriate to your game style. As with ships you can buy multiples. Can modify identical ones in slightly different ways. They're 'the ship of Odyssey'. [32m30s]

Walkthrough of a scavenger mission:

  • You pick up missions via current mission board, or people that you talk to.
  • Occasionally they'll know about an abandoned ship or wreck. They'll get your attention, and try and make their case for why you should go there.
  • When you're talking to a person you get to have 'your side of the argument'. You negotiate. If they're offering '10k' for example, and you think, not enough, this is a bit risky, you can push for a bit more, a chunk more, or loads more. Whether or not they respond well will depend on your rep with that faction, the people that they work with and if they like you, your reputation/skill in that area. If it doesn't go well... He doesn't say what happens.
  • You get to location, the way that you want. Find the wreck, if you're good with your scanners.
  • Rifle around through the wreckage. When stuff crashes, boxes get thrown around, contents will be scattered about. Some boxes will need to be broken open. Some will need special tools to break open. Can use SRV to pick up bigger items,
  • The person who sent you only wanted one thing. The rest is yours.
  • Head back, chat, give them their item. Then drop off the rest at a drop off store.
  • If someone follows you down they could steal stuff off you (?). Equally you could tail someone else.
  • Can of course scavenge without a mission.

  • Mission effects on the BGS: It's still alive and well in EDO. If you attack or help a minor faction, that will be reflected. There are 'helpful' missions. Scavanging has an effect. Every time you find a faction, they will have representatives in the starports etc. All the guys on the mission board, you can meet them. [41m45s]
  • What most excited about? Missions of course! But there's nothing like ED out there, so if it wasn't missions, just excited to see everyone getting stuck in to the on foot version of it. [44m30s]
  • Will EDO work with Wings, Multicrew or Squadrons? Yes, it's built onto the base game, so all that stuff will work. You'll be able to walk around with a Wingmate, do missions at settlements together etc [48m]


Q&As

  • Q: Can I be attacked by NPCs without provocation? A: Yes. [21m20s]

Q&A with Luke [45m30s+]

  • Nothing to announce for SRVs
  • What happens when you die? Answering in future.
  • Will the NPCs be 'voice active'? Yes. They'll be chatting to you.

Q&A with Arthur & Stephen No 1:

  • Will all planet ports have the same hubs? Says they'll be varied based on local economy, but you won't be slogging around for miles. They'll be very similar in layout, but not identical. [52m15s]
  • Will there nefarious missions? Yes. Luke alluded to quite a lot to the things you can do in settlements. Will give another example mission later. You can be very nefarious. You don't necessarily have to have a mission to create a 'moment'. [53m30s]
  • Will walking around inside be seamless? Yes it's seamless. You can walk into a hangar, walk around your parked ship in the hanger, all seamless etc. [54m30s] (NB comment below about airlocks not being hidden loading screens too).
  • What's Genomics (sp). That's where you sell off exploration data from planets. The exobiologist role that you can rank up in etc. [54m55s]

Q&A 2 [1h17m00s]

  • There will be a CQC style mode for on foot. [1h17m00s]
  • This is the largest add-on that ED's ever had. There's a lot to discuss.
  • Does social hub mean cross-platform? No, not discussing that.
  • NPCs will differ in social hubs based on the factions that control them [1h19m40s]
  • Mission givers will be affected by the BGS.
  • Can't go outside without a suit. Will need to 'manage' your suit.
  • Nothing to report on Fleet Carrier interiors at the moment. (Kept emphasising 'at the moment', but it's kinda like a game).
  • Will NPCs respond differently to you depending on your faction status? Yes. (Can't say more for now, or David Braben's ethereal hand will descend and choke him for accidentally divulging too much. Not allowed to answer.)
  • Suits will have battery-powered shields. They're a huge subject. They're as important on foot as the ship's shields are in space. Customisable etc. Can't say more due to future surprises. [I'm guessing shielding against different environmental effects may be part of this?]
  • Will NPCs interact with each other? Yes.
  • Inside you don't need a suit, there's an airlock. But it is seamless, it's not a hidden loading screen. [1h23m]
  • Can settlement factions change or be taken over? Yes, "they play a huge role in the tone and timbre to the given system", and this plays out most clearly in settlements, which can be taken over etc / affect & reflect BGS etc.
  • All of the footage is 'in-engine' and not 'pre-rendered'.
  • Has never seen NPCs standing on tables.


Oscar Biggs Q&A - Assistant Producer [57m]

  • Oversees with character team, social hubs etc
  • Character team = artists, animators, couple of conceptors, & 1 coder. [59m]
  • One thing the animations etc bring = 'people watching' / making up stories about the AI you see walking around. [1h1m]
  • Sitting watching the ships fly by = a great aspect of the hubs. Could see a friend arrive. (Or land badly ;)). It's quite hypnotic etc.
  • Mocap helps to get 'weight' behind actions. Hard to get when hand-keying. They use a layer of hand-keying over top of mocap. [1h3m]
  • Fun animations gone wrong as with other games? Sure, characters glitch through the floor etc, but it's usually an easy fix.
  • Can we talk to a bartender? Can't announce at this time. [1h7m40s]
  • Excited for the community 'to have this new experience'. It's not required, but it's a new awesome dive into a different experience. Space is inherently lonely, but community balances that. Being on foot, on planets, in hubs, brings those elements together for him.
  • Will animations in the cockpit be changed? No plans as yet. Feel that they're all very fit for purpose.
  • No answer on emotes. Will say more later.
 
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When you can drink, but can not talk to the bartender:

Screenshot 2020-10-02 095832.jpg
 
Nice. What about:
  1. NPC routines? Do they move around in a building? At a certain time they should depart or sleep. Then other NPCs can replace them.
  2. A disco, club in social hubs (like Mass Effect).
  3. Option to eat food and drink at a bar
  4. Dynamic animations so that NPCs react a little differently every time.
  5. Buy or rent an apartment in a station (like GTA5). This creates opportunities to sell cosmetics.
  6. Are there peaceful solutions to missions instead of forcing players to use combat?
 
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I was very happy to hear the negotiation gameplay reveal - for me that harkens back to FE2 mission communication options (“I want 10% more”, “I want half the money now” etc) which gives me a warm nostalgic glow in my gutty-wuts.
 
Walkthrough of a scavenger mission:

  • You pick up missions via current mission board, or people that you talk to.
  • Occasionally they'll know about an abandoned ship or wreck. They'll get your attention, and try and make their case for why you should go there.
  • When you're talking to a person you get to have 'your side of the argument'. You negotiate. If they're offering '10k' for example, and you think, not enough, this is a bit risky, you can push for a bit more, a chunk more, or loads more. Whether or not they respond well will depend on your rep with that faction, the people that they work with and if they like you, your reputation/skill in that area. If it doesn't go well... He doesn't say what happens.
  • You get to location, the way that you want. Find the wreck, if you're good with your scanners.
  • Rifle around through the wreckage. When stuff crashes, boxes get thrown around, contents will be scattered about. Some boxes will need to be broken open. Some will need special tools to break open. Can use SRV to pick up bigger items,
  • The person who sent you only wanted one thing. The rest is yours.
  • Head back, chat, give them their item. Then drop off the rest at a drop off store.
  • If someone follows you down they could steal stuff off you (?). Equally you could tail someone else.
  • Can of course scavenge without a mission.

i started to like the sound of this until i read "If someone follows you down they could steal stuff off you (?). Equally you could tail someone else." it will end up just being the mining nonsense that happens currently, 10kly from anywhere and in a random location and "ping" there's mr NPC....

the galaxy is massive, a little bit of realism here wouldn't go a miss, a fantastic idea which will get mutilated into a FPS more than likely with every mission having an NPC present "trailing you"

hopefully im wrong as the outline has a recipe for excitement and engaging content, but i know what FDev have delivered to date on that front...
 
i started to like the sound of this until i read "If someone follows you down they could steal stuff off you (?). Equally you could tail someone else." it will end up just being the mining nonsense that happens currently, 10kly from anywhere and in a random location and "ping" there's mr NPC....

the galaxy is massive, a little bit of realism here wouldn't go a miss, a fantastic idea which will get mutilated into a FPS more than likely with every mission having an NPC present "trailing you"

hopefully im wrong as the outline has a recipe for excitement and engaging content, but i know what FDev have delivered to date on that front...

Yeah, the thought of landing anywhere and 2 pirate NPCs being already there crouching behind the nearest rock every time "you're a hard one to find..." crossed my mind as well...

Hopefully FD learned from past mistakes and won't create more ludicrous scenarios (perhaps even fix the current ones?...).

Anyway, I believe that FD made an effort to create much more believable scenarios for Odyssey, I'm very looking forward to learn more about it, 2021 is looking great so far.
 
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Great summary, thanks a lot for this!!!
It should be pinned up in the forum!

Suits: Can upgrade them, can modify them to make them more appropriate to your game style. As with ships you can buy multiples. Can modify identical ones in slightly different ways. They're 'the ship of Odyssey'. [32m30s]
This is actually what scares me most... I don't want another grind wall just to go out on foot and scan a plant, or anytime I need to do something different I need to go through a long setup like the ship outfitting.

Suits will have battery-powered shields. They're a huge subject. They're as important on foot as they are in space.
Uh oh... ;) is this an unintentional leak? Scavenging in space too? Or what else does it mean?

Can we talk to a bartender? Can't announce at this time
Oh this has been a very important topic lately... Bartenders have always been underestimated in the videogames, it's their moment now to show to the world how important they are!

Will animations in the cockpit be changed? No plans as yet. Feel that they're all very fit for purpose
Too bad! I really hoped to see the animations as seen in the "Krait trailer" or like the ones prepared by the guy who made the Sidewinder interiors!
 
This is actually what scares me most... I don't want another grind wall just to go out on foot and scan a plant, or anytime I need to do something different I need to go through a long setup like the ship outfitting.


I’m fine with the principle of suits being modular / having a variety of specialised functions, and balancing issues. Because it suggests gameplay mechanics ;). And gameplay choices...

Considering ship tinkering and behavioural differences are the key hooks of the current game, I think the mirroring sounds promising. But it all depends on implementation ;). (For now though I’m happy to hear that there will be a lite version of the pips balancing for shields / tools etc.). If there are scenarios where you’re paying off your ability to keep an ammonia atmosphere’s caustic effects at bay, while using a cutting tool efficiently to scavenge a box, and keeping just enough charge to jump-pack away from the searching defence drone when needed... then that’s all proper spaceman ;)

The idea of working towards better kit / kitting out for specific roles and missions / getting caught short and having to improvise could be all good.

For sure I’m not looking forward to more Engi grind necessarily ;). And the new currency for kit sounds daft (if kinda necessary). But if they’ve made the Engis more personable via NPC representations & base locations, and/or added better missions to earn their trust (&/or bartering options), then it might still be a step up on before ;)
 
Yeah, the thought of landing anywhere and 2 pirate NPCs being already there crouching behind the nearest rock every time "you're a hard one to find..." crossed my mind as well...

Hopefully FD learned from past mistakes and won't create more ludicrous scenarios (perhaps even fix the current ones?...).

Anyway, I believe that FD made an effort to create much more believable scenarios for Odyssey, I'm very looking forward to learn more about it, 2021 is looking great so far.

I hope they do, because if Mr NPC is ready looking for "tasty cargo" 4kly away on a random dusty moon i will be very very disappointed.

a new grind wall for "suits" and a "new currency" also concern me :( lets hope they have learnt.
 
NB that they've trimmed about 7m off the start of the vid, so -7m off any timestamps now.

Added a bonus bit:

  • Will EDO work with Wings, Multicrew or Squadrons? Yes, it's built onto the base game, so all that stuff will work. You'll be able to walk around with a Wingmate, do missions at settlements together etc [41m15s]
 
It would be nice if we could trade existing ED:H materials for the new ED:O materials.


I don't think they've ruled that out have they? (Although the new exobiologist profession probably means flora scans will be ring-fenced as their own thing)

The new currency for Legs kit which OA mentions does suggest they might be making us start from a blank slate with some Legs stuff though for sure. (I'm not against that as a new experience, but it may end up kind of clunky over time :/. Keeping the 'currencies' down to, say, 4 maximum, would probably be a good idea ;))
 
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