Arx Skins have been Downgraded with Odyssey

Hey everyone - we're aware of the issues with some paintjobs not looking the way they should. It's being worked on as we speak.
Thank you so much for responding Zach, this means a lot to know that we are heard and it reduces our worry that it was intended, thank you once again!
 
Refund? No. Fix? Yes.
Refunding is only an option if they decide that this is a part of odyssey changes. And even then, I highly doubt frontier is just going to give you your money back
I agree, refunding would be way too difficult even if they wanted to, due to different payment methods-prepaid cards etc.
I think when they do fix it and if/when it's not the same, they need to credit your ARX and let you use that on other cosmetics that work with the new lighting.
 
Hey everyone - we're aware of the issues with some paintjobs not looking the way they should. It's being worked on as we speak.
This is absolutely all people wanted, - for some feedback. Any feedback. The radio silence has been beyond frustrating.
 
Hey everyone - we're aware of the issues with some paintjobs not looking the way they should. It's being worked on as we speak.
Hey Zac, any word when torches will work reliably? Searching for loot in a very dark building, which is also on fire, with a torch that only illuminates when you face very specific compass directons is a challnge I could well do without. :)
 
I suspect there is an entire lighting problem (UV mapping possibly??) which is why the sky is not as varied and interesting as promised, and the same thing is what is making reflective surfaces and blacks not showing correctly. So I suspect this might actually be a pretty tough thing to fix rather than a simple texture issue
 
Hey Zac, any word when torches will work reliably? Searching for loot in a very dark building, which is also on fire, with a torch that only illuminates when you face very specific compass directons is a challnge I could well do without. :)
And, instead of having a gradient, the light beam stops at specific distance like there is a dark matter wall that light can't go through
 

Zac Cocken

Junior Product Manager
Frontier
I remember when someone posted this screenshot of their Tactical Ice SRV. Lighting is all messed up in Odyssey and I don't think they even addressed it as an issue?

2021-05-23 01-46-58 Iota Centauri.jpg
 
They did actually address it, one of the patchnotes even specifically said they were changing the lighting in the hangers to show off the store items more correctly, but it's still not fixed and Zach has literally just acknowledged it above, along with Arf acknowledging that it's currently not working correctly on stream yesterday so we can wait and see what happens now but they are aware of it thankfully.
 
Well, the next patch should be due tomorrow, so maybe at least some of these issues are fixed. I would imagine they are focusing on the rendering and the shader issues Odyssey has, as they are more than likely tied to the abysmal performance.
 
Well, the next patch should be due tomorrow, so maybe at least some of these issues are fixed. I would imagine they are focusing on the rendering and the shader issues Odyssey has, as they are more than likely tied to the abysmal performance.
I think if i remember from the stream correctly the lighting is one of the big ones so don't exxpect a fix for that till about patch 5 which is at the end of the month.
 
Yeah, it's only a minor gripe, but my Classic Green suit is now blue. It seems more like a selection issue, as when I go to the customise suit option it shows that I have the blue loaded. When I click that and try to select the green, the green is showing as selected in the choose suit menu - even though at the top level, it's showing as blue selected. Selecting the green suit either results in a Black Adder error or just puts me back at the top level of Customise Suit, showing the blue as selected...

I have logged this as an issue, but it hasn't been confirmed so no idea if it's being looked at.
 
The last sliver of hope I have remaining is that

1) What @DaveB pointed out is indeed the problem
2) FDev had somehow not figured this out (hard to believe if it's such a rookie mistake but ho hum)
3) This thread pointed them in the right direction
4) It didn't make it into today's patch due to time constraints

So I would expect it to be in the next one whenever that is (next week perhaps?). If not then yeah, I'll leave my impotent rage free reign.

Cosmetics
  • Emissive paintjobs have been re-balanced for ships, to bring them closer to how they looked before the Odyssey update.
  • Emissive paintjobs have also been balanced for the SRV.
  • Mining decals for ships (CG rewards) have been visually improved.
  • Various inconsistencies have been fixed with some paintjobs for the Federal Corvette.
Let's pray to the paint job gods it looks better.

It doesn't (at least not for the paints I've checked).

I read those notes earlier and it looks to me like they're trying to address the symptoms rather than the root cause. But what do I know.

I fear that @ObiW is correct. My fears are reinforced by the post-patch white emissive on all the pulse paintjobs.

This is not an unusual scenario in software development. A single unsuspected root cause results in a wide-ranging, almost random-seeming array of errors. Developers (and graphic artists in this case) are appalled and start pulling all-nighters fixing these errors one by one. In each case they are twisting something that wasn't broken out of all recognizable shape to work around an issue that shouldn't be there. These efforts are doomed to be ultimately unsatisfactory but there is an illusion of "progress" and so they continue. Then, some unspecified time down the line, the root cause is discovered and fixed. And it's now broken even worse because of all the hacks and kludges introduced to work around the symptoms.

I cannot think of a single development project I've either been involved in directly or have supported from a systems level where this particular nuclear landmine has not detonated at least once. It is a hideously difficult one to avoid and any developer that claims they've never been bitten by it is either a liar or a complete noob in the trade. The only way to try and avoid it is by taking the time to do massively holistic root-cause analyses before even starting to plan developing the fix. In an ideal world this would always happen. In a practical software world, particularly where somethings been released badly broken, the command is "Get on this and fix it NOW!" and that pause for analysis either isn't given sufficient time or just doesn't happen at all.

I am not pointing fingers at FD here. They are not alone. This happens everywhere. By trade I am primarily an analyst rather than a developer and if I had a penny for every time I've seen the development teams ordered into action in spite of me yelling at the top of my lungs that the analysis wasn't complete yet and they shouldn't be making ANY design decisions until it was then my name would be Gates, Bezos or Musk. Heck, I've even been fired for it more than once (And I will confess to a level of wicked schadenfreude when those projects stepped on the landmine and crashed and burned).

At this point, as my last word on the subject, I have a prediction. I believe it is possible for FD to avoid it coming true but it would take quite a radical move on the part of the management teams overseeing analysis, development and QA and so I remain mostly confident that it will unfortunately happen. Not because of any specific failing on FD's part but because of problems endemic in the industry.

FD will release patch after patch to fix Odyssey's rendering issues. Down the line somebody will find and fix the true root cause - whether it's the one I believe I may have identified or something different - and the moment that is fixed everything will suddenly look radically worse. Not because the fix was wrong, but because once it's fixed all those patches to address the symptoms are now breaking everything. FD will then have to either roll back all those patches in a mammoth refactoring effort or they will accept the kludges and roll back the fix to the root cause instead, leaving it in place and broken. I've seen too much of the software industry to give odds on which.
 

Deleted member 182079

D
Mistakes can happen but what really grinds my gears with this entire debacle is the seeming lack of planning and review before releasing this into the wild.

The Alpha was way too late, I still remain of the opinion it was purely a PR/money making exercise - if it had been earlier AND if FDev had allowed us to select our cosmetics (not just the hard-baked ones when they took the live-snapshot for Phase 4) we could've given sufficient feedback and they would've had time to implement it in time (and if not, at least it would've been on their radar already).

We need to remember that a) Frontier seem to have changed their engine in terms of how it renders stuff visually and b) cosmetics are an income stream for them i.e. a highly sensitive area when it comes to their bottom line (unlike say how any standard in-game asset is rendered).

I find it difficult to grasp how, bearing those two points in mind, it occurred to apparently nobody during their months/years long planning phase that they need to keep an eye on their premium in-game merch.

Also as @DaveB already suggested, it really does look like they take a whack-a-mole approach. SRV PJ's were mentioned in today's patch, and while some of my paints look better, the Iridescent Scorch PJ I posted on top of page 4 of this thread is still as broken. Maybe they only went through the paints they're currently selling, who knows.... but that thing was expensive, iirc 5,500 Arx. Tempted to put in a refund request for that as I could be waiting for a fix indefinitely.
 
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