Content Recap - Beyond - Chapter Four Livestream - Exploration and the Codex

Great stream tonight. Looking forward to seeing where the game will take us next.

One question about the Codex. I understand that to a certain degree it will be retrospectively completed with past discoveries and adventures and finds. However, will both retrospective and prospective entries be limited to the local PC system we play on, i.e. not transferable between different installations on different computers despite the same CMDR? The use of the player log in the Codex suggests to me that it will be based on local log files and not centrally kept logs per commander (just like the Visited Stars filter on the galaxy map right now) which may have implications for players who kept old logs on older PCs and previously uninstalled installations.
 
Question (which I've kind of asked in another thread, but hey-ho!) - can we submit things for rumours/reported/ etc. that the game wouldn't necessarily pick up on on its own?
 
One of the best content reveals in a long time. I'm really looking forward to this. I don't always have a lot of positive to things to say, so it's nice to be able to say them. Thanks for you dedication. This seems like a big big step in the right direction.

Stop messsing with. My head. There,s an orrerery?

Oh yes, and it's actually looking good. It'll make planning routes from one place to another so much better now that we can see where things stand in relation to eachother :D
 
That was an awesome stream. I am so hyped. I love all of the new changes and we haven't seen everything.

Thank you to everyone at Frontier. You have done well and have obviously worked very hard on this update.
 
200% hype !!!

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Didn't really seem to touch on any differences with the 3 current discovery scanners(Basic, Intermediate, Advanced). Is it just going to be one single discovery scanner now, or will there be some kind of limitations/advantages for each that wasn't shown in the livestream?

Have to say though, overall very excited for all the changes shown so far. Especially for what's coming with the codex and giving players easier in-game ways to discovery content and set goals. I'd still very much like to see more features of 3rd party tools/websites be incorporated in-game as much as possible in the future. Not to make anyone's extensive work obsolete, but I would love to not have to take myself out of the game as much as possible, especially since I play in VR exclusively.

Along with the new lighting system, the future of ED looks bright indeed. <groan> :D
 
Hopefully the stream will be available to watch later - didn't get the chance to watch live.

The one immediate question I have from the summary is about the scan mode.
Can you still fly the ship while in this mode?
 
Stop messsing with. My head. There,s an orrerery?

It looks maybe a bit rudimentary and not as pretty as we'd imagined, but yep it's finally coming!

Hopefully the stream will be available to watch later - didn't get the chance to watch live.

The one immediate question I have from the summary is about the scan mode.
Can you still fly the ship while in this mode?

Didn't look like it from the stream - it's a dedicated screen like the system/galaxy map and the controls seem to be tied to the camera, not the ship
 
I love this!

I have a huge concern regarding mapping bodies that you can not currently land on:

Mapping reveals static objects on the planet. By letting us map planets we can't land on you are enabling "pre-discovery" of content that is not yet released. I feel like this is a massive oversight as unless there is already something planned to handle this; the originally discovering player will have no insight into these un-landable planetside discoveries. I see two solutions to this problem:

Solution One: Make it so that when you map a body your probes "remain" on the bodies you mapped (doesn't have to be physical in game) and when new patches allow new bodies to be accessed your probes get "software updates" that then send the CMDR a notification in game that X type of Y signal(s) have been identified on the body with new software pushed to their sensors. This gives commanders who explore and stay active the ability to gain benefit from pre-mapping these non-landable bodies. This system can easily be delayed until the next time we get a new type of landable body.

Solution Two: Don't let players map bodies we can't land on yet. Arguably less desirable but doesn't require handwavium later on or blanket excluding already mapped planets from being assigned static POI's that players could argue should have already been mapped.​

I am also concerned about the ADS and USS scanning:

For years now we have been able to locate Unidentified Signal Sources in both populated & and uninhabited systems without the requirement of a module. While USS were almost completely omitted in this stream (surprising as this is an exploration mechanic and a core gameplay mechanic) my current understanding based on released information is that in order to find a USS we will require either having an ADS to locate them; or to scan the nav beacon in the system. If my understanding of this is correct the ADS now becomes a required module on all ships that need to engage in USS/signal based content.

I see this as a huge issue in two areas, the first being that finding USS in uninhabited systems will now require a module where it didn't before which furthers the issue of module creep. The second is that finding a mission based USS when a mission sends you from a populated system to an uninhabited system will also require an ADS (which technically is the case now, but this shouldn't be a requirement).

Proposed Solution: I would like to see the new ADS made an integrated part of all ships similar to the datalink scanner. This reduces module creep and makes this core feature available to all players. Nav beacon functionality will still be valuable as it will offer players the ability to bypass the mechanic to find signals in populated systems. Introducing the new ADS mechanics as a base part of every ship will effectively give every single player/ship in the game more fitting flexibility; which is desperately needed right now. You could replace existing ADS on patch date with a cargo rack or fuel tank.​

The "Target" interface in the left HUD panel has a missed opportunity for a warrant list:

For ages now I have wanted the ability to see not just how much a players bounty is; but what factions issued those bounties and for how much. I also want to see any unclaimed powerplay merits they are holding and which power they were earned working against. My reason for this is that for people enforcing/protecting a faction or powers territory the kill warrant scanner is almost completely useless in PvP and we desperately need the ability to pull a target, warrant scan them and instead of just killing them for being in our territory be able to make an actual informed decision about whether or not to kill them for hurting our power/faction.

With the new rework of the target panel separating modules and cargo, this is a perfect place to implement this. If not done now; please please please implement it later. It would add so much to Enforcer based PVP gameplay.​

Thanks for the stream! I've got high hopes for this update and am very much looking forward to the BGS/Scenario topics on the 25th!
 
It looks maybe a bit rudimentary and not as pretty as we'd imagined, but yep it's finally coming!



Didn't look like it from the stream - it's a dedicated screen like the system/galaxy map and the controls seem to be tied to the camera, not the ship

Hmm, maybe not such an issue out in the black but if identifying USSs is a core use-case, then it's definitely a concern.
 
This looks really, really great, guys!
I love so much of what you showed, it would break this post to list it all. ;)
The ship UI update was desperately needed with all the new stuff it looks clear and well organized now (and quite expandable for potential future additions). Congrats!

Some concentrated remarks, I (partly) already made in other threads:

1. Orrery map:
Nice! And completely unexpected!
However, I find it a bit prosaic and would love a little bit more visual playfulness and maybe some additional system information at the side.
Might it be possible to use colored planet icons instead of the schematic representations? Maybe the star-field as background image instead of the completely black uni-color?

2. Probes:
With unlimited probes, the probe count bar doesn't make sense any more. (I believe it is WIP anyway and you will change it until release.)
Useful information would be, how many probes were fired already (especially in respect to the efficiency bonus).

3. Codex/Knowledgebase:
Maybe introduce an additional tab for (older) GalNet articles. Possibly subdivided/sorted by story arcs (such as all articles related to the "Far God Cult").
It would be easier for new (and old) players to keep track on the running story arcs and events.
As awesome and beautiful your narrator is (great voice! :)), it wouldn't be necessary to have all of them read by the human narrator (too expensive I guess and not feasible for all the new articles in the future).
Your great TTS technology would be sufficient (if you don't want to stick to plain text.)

4. Hotkeys
Please make sure to implement shortcut options for all your new additions (particularly the new scanner UI mode and the night vision mode) and don't just relay on the ship UI.
This is incredibly important for the use of VoiceAttack.
 
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It looks maybe a bit rudimentary and not as pretty as we'd imagined, but yep it's finally coming!



Didn't look like it from the stream - it's a dedicated screen like the system/galaxy map and the controls seem to be tied to the camera, not the ship

from what i could tell you didn't have control of the ship but you were still flying at 30km/s in supercruise. at the end of the stream when they exited the new scan mode they had drifted into the orbit of the planet they were probing. with the amount of time one could spend in the new scan mode, especially when probing which will not be quick, the chance to smash into the exclusion zone will be high and a problem that will only grow with more commander use.

i can see this being an issue, especially when in a heavily populated system when searching for mission related signal sources.

need to be able to use the new scan mode in normal space
 
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