Answers from the Devs #3

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Hi Brett,

This is a great series. I heartily recommend it be included in the Newsletter starting back with Answers #1, which means you have 3 weeks of articles already written.

I hope after the Gamescom announcement we get the "ship design from start to finish" article and also an article on how Stellar Forge has evolved/been used to make the awesome planet surfaces, clouds we can fly through in gas giants, and other goodness planned for The Forge going forward.

Please consider adding in any nuggets the Devs drop on the forums randomly. These can be found easily with Dev Trackers as linked in my Sig but the main culprits are usually Sandro and Michael. Usually this is follow-up posts by those two gentlemen, like MB saying more stuff and ways to find it will eventually drop for Explorers and some of Sandro's PP tweaks threads. My guess is some folks that only read the newsletter might hazard participating in the forums if they saw more of what the Devs are up to there... but of course that is pure speculation.

If there were a few more items squeezed into the Newsletter I could probably drop the forums for a while, which might be a good thing as I think I've spent too much time here in general... oh, who am I kidding, I'm an Elite news junkie!
 
Quote Originally Posted by Brett C View Post
Are there any plans to revamp exploration in general?
Not a revamp as the core system is solid, however we do intend to provide more things for explorers to encounter.


Hello Brett

Please could you ask the Devs to revisit this statement.

More things to encounter is one thing, but I don't believe that is the root of the problem.

Simply jumping from system to system holding 1 button until you hear a honk is not really what was expected for exploration.

There is no skill in this process.

I tried to explore but returned very bored after making 5 or 6 jumps out so no, I am not an explorer at heart but I also want to voice my request for this to be revisited.

The dev answer seems pretty conclusive to me. Exploration will stay the same, but the things to find will increase.

The issue I see with this approach is that with 400,000,000,000 systems, FD will never be able to add sufficient things to make it interesting enough. The feeling of grind will inevitably set in, because there will always be very boring periods where an explorer is jumping from system to system looking for the interesting things.

The solution (IMO) is to make the act of jumping from system to system interesting and challenging in it's own right. But this is a drum I've banged too much already, so I won't go on about it.
 
Are there any specifics you can give players who are anxiously awaiting the Federal Corvette? If not is there a wink wink nod nod reason like its going to be announced soon. As in at Gamescon?
 
The dev answer seems pretty conclusive to me. Exploration will stay the same, but the things to find will increase.

The issue I see with this approach is that with 400,000,000,000 systems, FD will never be able to add sufficient things to make it interesting enough. The feeling of grind will inevitably set in, because there will always be very boring periods where an explorer is jumping from system to system looking for the interesting things.

The solution (IMO) is to make the act of jumping from system to system interesting and challenging in it's own right. But this is a drum I've banged too much already, so I won't go on about it.
IMHO, MB's answer is a bit grey on this... he says new things and new ways.

However, I also agree with your point about making jumping more interesting. We need the DDF design for jumps- mis-jumps, dark systems, Hyper-space probes and more Nav Beacon functionality, SC travel between systems (just initiate new system/skybox draw in the background whenever Player gets closer to neighboring star than current location and only poll this once a minute or something reasonable that will keep the overhead way down).

I'm sure there are lots of ideas that can be added, point being that Exploration is a huge draw for RPG's and video games when it is interesting.

Exploration is one of the three pillars of RPG's, exploration, social interaction and combat (PvE and/or PvP).

Obviously 'hand crafted' stuff takes more time and money at this scale that anyone has (except maybe Rockstar) but a few handcrafted or at least hand-placed things would be nice. Fancy PG routines based on multiple factors and some persistence work with database of finds/stuff on the servers could work for most of it. I would also not object to some PG stuff that is stored only on the client as player specific as well as more general stuff everyone can find.
 
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IMHO, MB's answer is a bit grey on this... he says new things and new ways.

However, I also agree with your point about making jumping more interesting. We need the DDF design for jumps- mis-jumps, dark systems, Hyper-space probes and more Nav Beacon functionality, SC travel between systems (just initiate new system/skybox draw in the background whenever Player gets closer to neighboring star than current location and only poll this once a minute or something reasonable that will keep the overhead way down).

I'm sure there are lots of ideas that can be added, point being that Exploration is a huge draw for RPG's and video games when it is interesting.

Exploration is one of the three pillars of RPG's, exploration, social interaction and combat (PvE and/or PvP).

Obviously 'hand crafted' stuff takes more time and money at this scale that anyone has (except maybe Rockstar) but a few handcrafted or at least hand-placed things would be nice. Fancy PG routines based on multiple factors and some persistence work with database of finds/stuff on the servers could work for most of it. I would also not object to some PG stuff that is stored only on the client as player specific as well as more general stuff everyone can find.

Where did MB say 'new ways'? I only have the dev answer quoted to go on, which mentions 'new things'.
 

Nonya

Banned
Will CQC outposts and general areas be added into the general game world?
We intend to use the technology developed for CQC arenas to add interesting locations around the galaxy.

Oh for the love of...this was a simple yes or no question and it still wasn't answered.
So I'll "re-ask" it again - we like the look and feel of the CQC areas, will they actually be added to the current universe - yes or no?
We didn't ask about "interesting locations" being added, we specifically asked about the CQC outposts.
So I'm going to take this as a "no" until it's properly answered otherwise.
 
Oh for the love of...this was a simple yes or no question and it still wasn't answered.
So I'll "re-ask" it again - we like the look and feel of the CQC areas, will they actually be added to the current universe - yes or no?
We didn't ask about "interesting locations" being added, we specifically asked about the CQC outposts.
So I'm going to take this as a "no" until it's properly answered otherwise.

I was quite happy with that answer. I can't see them adding the CQC arena into the game in full, but assets from it (stations, outposts, signs, lighting etc) may well be, and why wouldn't they, makes sense after creating them all to roll them out to the game proper..
 

Nonya

Banned
I was quite happy with that answer. I can't see them adding the CQC arena into the game in full, but assets from it (stations, outposts, signs, lighting etc) may well be, and why wouldn't they, makes sense after creating them all to roll them out to the game proper..
We don't want the full CQC game, just the asteroid field & station setup so we can "roll our own" in-house impromptu PvP CQC that other ships can hop in and "watch" from a distance without the rest of CQC getting in the way.
 
Exploration is rather boring inside a cockpit looking at those huge masses without the ability to land or get out of your ship. Landing will increase the need for exploration, the need for mineral scanners, and what ever else FD can dream of that adds to the EF feature set. Getting out of the cockpit.........not in any previous Elites.......so I'm thinking more social activities, and what ever else the engine can accomplish. The doors will be blown off most of the complaints once we see these features implemented. I'd like to see myself shut up about it.
 
Hello Brett

Please could you ask the Devs to revisit this statement.

More things to encounter is one thing, but I don't believe that is the root of the problem.

Simply jumping from system to system holding 1 button until you hear a honk is not really what was expected for exploration.

There is no skill in this process.

I tried to explore but returned very bored after making 5 or 6 jumps out so no, I am not an explorer at heart but I also want to voice my request for this to be revisited.


I second this. Exploration should be more involved. You created the entire milky way (awesome thanks), a vast galaxy where all there is to do currently, is bounce around appreciating the aesthetics. The scale of what has been generated here is one of the games finest resources. It makes it unique, so please capitalize on that and make it more interesting too! Plenty of good ideas floating around in that regard, no need to look far ;)
 
I second this. Exploration should be more involved. You created the entire milky way (awesome thanks), a vast galaxy where all there is to do currently, is bounce around appreciating the aesthetics. The scale of what has been generated here is one of the games finest resources. It makes it unique, so please capitalize on that and make it more interesting too! Plenty of good ideas floating around in that regard, no need to look far ;)
singed!!!
 
The solution (IMO) is to make the act of jumping from system to system interesting and challenging in it's own right. But this is a drum I've banged too much already, so I won't go on about it.

Wrong thread I know ... but I had some crazy thoughts : for a system that has not been scanned yet (and you don't see the "explored by ..." message on it) then you have to go through some kind of mini-game (think Interdiction but different) when jumping to that star system. Depending upon your skill / drive condition / etc the end result is a jump +/- some distance from the star. It's basically a test of how well you can plot.

Another suggestion would be to not give the alignment indicator when jumping to a new undiscovered system and you have to point where you think the star is (there would perhaps have to be clues and you have to use your navigation map to help - accuracy based upon modules installed / condition of modules / etc) .. the nearer you are to the exact star direction determines how close you jump to it upon arrival , again +/- some random factor. [so think of the system being a bulls eye and concentric circles around it, each band representing +/- 1000ls for example)

(Both suggestions could mean you jump into a star ... a fate worse than death, but would really add some drama ! :D)
 
I second this. Exploration should be more involved. You created the entire milky way (awesome thanks), a vast galaxy where all there is to do currently, is bounce around appreciating the aesthetics. The scale of what has been generated here is one of the games finest resources. It makes it unique, so please capitalize on that and make it more interesting too! Plenty of good ideas floating around in that regard, no need to look far ;)

Fourthed. I'm completely hooked on the scratch card style gratification of the current system, but there could be so much more to it.
 
Are there any plans to revamp exploration in general?
Not a revamp as the core system is solid, however we do intend to provide more things for explorers to encounter.
so your just adding more things to see, not making it more entertaining. GG
 
Since it looks like CQC will use P2P also, how are you going to detect cheaters that just give themselves a slight edge, say 33% more energy for shields?
As with the main game, tackling cheats is an ongoing process. We can use the mechanisms we already have for detecting client side hacks and will continue to develop more checks.

R.I.P CQC, not even kidding...

I wonder how many stern warnings are cheaters going to get this time around...
 
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Will CQC outposts and general areas be added into the general game world?
We intend to use the technology developed for CQC arenas to add interesting locations around the galaxy.

Good God! how far will I have to run away to stay clear of this? I honestly feel like you got rid of the guys who made the wonderful canvas and hired Moe, Larry, and Joe to do the painting.
 
Is FD planning any adjustments to stellar forge and the galaxy based upon ongoing discoveries or is the view that the model is good enough or complete enough for now?

Are comets still "on the list".

huge-huge-huge rings: http://www.ibtimes.co.uk/saturns-mysterious-outermost-ring-just-got-bigger-emptier-1505511

Rings are common: http://www.ibtimes.co.uk/minor-planet-solar-system-may-be-sixth-body-host-ring-system-1492218

Asteroids with rings: http://www.ibtimes.co.uk/astronomer...-around-asteroid-chariklo-embargo-6pm-1441953

Colorful moons: http://www.ibtimes.co.uk/mysterious...rns-icy-moon-tethys-baffle-scientists-1513302

etc., etc., blah, blah
 
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