News Development Update - 15th Jan

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They've said pretty much from the start that the game will not have an autopilot. I agree and think that the game really doesn't need one and if one was introduced one day I think it would be about as popular as the docking computer is currently in the game.

You mean the "Marriage Music Ship Shaker"? Yes, was funny the one time I tried.
 
Thanks for the update on your development process also! This should stop some of the moaning when the point releases drop. I'm glad your being cautious and don't want to risk breaking any currently working functionality.
 
I understand the emphasis on fleshing out multi player first...is a seperate team working on paid expansion?
My main interest is in that.
 

Flossy

Volunteer Moderator
I don't know why we'd need an autopilot - pretty much flys itself anyway with just the odd course correction needed most of the time. :)
 
Great news Michael, although no surprises for anyone that has been following the development of the game and the forums periodically. Will be a good place to catch regular consolidated update plans and spend less time trolling the forums.

Is it possible for you to comment even more generally about other things that will be in the "tweaks, fixes and updates" as your Dev Updates continue?

For example, two really common discussion points/requests on the forums are:

- what known issues/bugs are FD working
- and random Dev comments answer a few of these, but are not consolidated into an update thread
- like the recent posts from Sarah Jane Avory about AI improvements to docking and some tweaks to dampen down auto-bounty for a minor mistaken bit of friendly fire.

- will FD continue hammering away at the DDA or have those core design documents gone the way of the wind?
- for instance, I made a couple of posts about newsfeeds, which are actually covered quite nicely in the DDA, but currently are nowhere near the DDA goals

Cheers!
DMG
 

Ozric

Volunteer Moderator
@Michael : 1000 ly plot route will incluse star scoopable type selection of course for exploration or this functionnality will not be very efficient.

I would not have thought so, certainly not at first. It's not too hard to have a look on the Galaxy Map at the star types within a system and see if you have time to make a couple of more jumps ;)
 
I will be happy if the route planner worked properly up to 150ys, with me, anything over 50 lys rarely works.
Does anyone know if clan tags in game are planned?
 
I understand the emphasis on fleshing out multi player first...is a seperate team working on paid expansion?
My main interest is in that.

I doubt the team will be completely separate. Resources do multiple things and expertise overlaps. Tasks get completed and new ones assigned.

However, Michael has stated they are hiring so that they can work on both free expansions, bug fixes and tweaks like Wings, as well as the two known paid expansions which for now are only Planetary Landings and EVA/Walking About on foot mode.
 
Hi everyone, <snip>

V1.1 will also have a significant increase in the maximum distance for the route planner. We’re currently looking at extending this to 1,000 light years!

Nice! That will allow me to plan a route to the Witch Head Nebula in one go... though I would also like to see planned routes persisting between sessions, so you can pick up your journey after a good night's sleep or that occasional crash/disconnect.

Any chance of that being included Michael?
 

Michael Brookes

Game Director
Michael,

Is there a fix planned for the kill reset bug when you're offered an alternate contract? I looked in the 1.05 notes but did not see anything pertaining to this.

Thanks for all your hard work and communication!

Nick

Yes - we will continue to fix bugs where we can and this one in particular.

Michael
 
I assume there's some work being done on optimising the route finding too - otherwise we'll be waiting hours for it to plot a 1000 ly jump route. All that it needs to do is direct the route finding towards the selected destination, instead of spreading out in all directions at the same time. Looking forward to this, and the other new features !

Keep up the good work.
 
I will be happy if the route planner worked properly up to 150ys, with me, anything over 50 lys rarely works.
Does anyone know if clan tags in game are planned?

It would be cool to see tags for each major and minor faction in the game engine - but as there are thousands it would be a lot of work. Then the Faction Identification Poster would have to be made...

From the distant past, Devs were open to implementing more traditional mmo player type interaction methods like Clans, Guilds. But iirc it was going to be further down the line.

Will be interesting to see how the updates go through March however, since I think FD has recognized the many community comments that Multi-player is a big draw and needs a lot of TLC at the moment. But I wouldn't count on the Private Group function being renamed a Clan and player created tags put in-game if that is what you are asking.
 
I understand the emphasis on fleshing out multi player first...is a seperate team working on paid expansion?
My main interest is in that.

Yes. This will happen in parallel. That is the reason for why the dev team recently got expanded.

Taken from last weeks development update:
Our first commitment is supporting the game with regular updates. This won’t just be the fixes and tweaking we’ve provided since release but will also add new features and content. Examples of this are Wings and associated multiplayer features, as well as the additional ships mentioned in recent newsletters. We’re proud of the fantastic game that we released before Christmas but intend to keep growing and developing it. To make this happen we’re expanding the team working on the game so that we can maintain a regular schedule of updates as well as working on paid expansions.
https://forums.frontier.co.uk/showthread.php?t=94899
 
Looking forward to the new multiplayer comms, will this include the ability to communicate with NPCs?
 
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