Elite Dangerous Black Friday Event | Midnight Black Paint Jobs Now In Store!

Can't wait to rock my Black and Stygian T-7s!
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O7
 
Just to add a bit of (I wanted to say, shed some light) topping to this - it's not (as it stands) the paint jobs that are the issue with differences between Horizons and Odyssey, it's the lighting changes and the impact that has on how the paint looks. I've not got anything more on that really but I'll keep spreading the thoughts along.
Full Moon Midnight Black paint...
 
Midnight black does imply 'pitch black'. But whether that can be achieved as the game has progressed is open to debate. Perhaps the paintjob would better be marketed as Deep Grey? If kept as Midnight Black it may not meet the expectations of the purchaser.

In the UK, describing products with accuracy is a tricky thing. Get it wrong and it may then be considered misleading or even (perhaps to some extent here) 'not fit for purpose'.

One way around this would be if FDev was to offer a 10 minute 'refund window' for paint jobs, so the purchaser could either accept what they have received or challenge the accuracy of the product description.

Most players would perhaps be satisfied with the purchase but others may hold a different view, so perhaps this is an area in which Frontier could improve.

Most likely I'll buy the Midnight Black paint job for my Corvette. Then if I do like it and feel satisfied, I may apply it to my entire fleet.

If it does look quite grey though, I think it would still look good on the Corvette.

Could an incorrect gamma setting be responsible for making the colour look more grey than it is? Some players do prefer settings that enable them to see into the darkness more; when mining for instance.

I must admit, some of the paint jobs I've bought in the past look great in the Store but are not what I expected after having been purchased and applied to the ship.

So, a question to FDev moving forwards... Would you consider offering players a 10 minute window of refund opportunity on the sale of each of your paint jobs?
 
As I mentioned before, I suspect it's more a specular thing than pure colour issue.

To clarify, specularity is the reflectiveness of a surface. Games sometimes apply this with a dedicated specular texture. Low specularity will result in a surface that appear more matt and base colour saturated even under bright conditions. High specularity will result in a shiny reflective surface with less colour saturation under bright conditions.

So metals are given high specularity and wood and stone low specularity, generally that is.

If they ramped down the specularity of the Midnight Black it's possible that it would indeed look just that. Solid light absorbing black.

However, since I don't know how FDev actually deal with ED textures, the above is just, er...speculation.
 
You know what mate that's a ship i bypassed, its actually a dead ringer for the Peckham Porsche, im going to have to make one now :ROFLMAO:

O7
you didn't buy a hauler?

fwiw it also has a red stripe paint - Mr T's van....

but, it is a great explorer ship, it is what I used to go looking when Thargoids were introduced.
699 m/s
47ly jump or better if you want.
 
you didn't buy a hauler?

fwiw it also has a red stripe paint - Mr T's van....

but, it is a great explorer ship, it is what I used to go looking when Thargoids were introduced.
699 m/s
47ly jump or better if you want.
I think its an issue with when folks join a game late (only been here two years), i went straight from Cobra to Asp to Phantom to Annie.
Its really only in the past few months ive been playing collector and trying everything out that i missed.

O7
 
As I mentioned before, I suspect it's more a specular thing than pure colour issue.

To clarify, specularity is the reflectiveness of a surface. Games sometimes apply this with a dedicated specular texture. Low specularity will result in a surface that appear more matt and base colour saturated even under bright conditions. High specularity will result in a shiny reflective surface with less colour saturation under bright conditions.

So metals are given high specularity and wood and stone low specularity, generally that is.

If they ramped down the specularity of the Midnight Black it's possible that it would indeed look just that. Solid light absorbing black.

However, since I don't know how FDev actually deal with ED textures, the above is just, er...speculation.
Their specularity is already pretty low versus other black paintjobs:
359320_20221125150527_1.jpg

359320_20221125150534_1.jpg
 
Their specularity is already pretty low versus other black paintjobs:
View attachment 333844
View attachment 333845

Oh it is. I don't disagree with that. :) However, it's still quite responsive to directional lighting.

General comment: If one looks at the two images I posted earlier, the first has directional light which reflects off the hull like a mirror and results in you seeing more of the reflected light than the base colour, since you become partially 'blinded' by the reflected light. The second image is lit by mainly diffuse ambient lighting, which doesn't reflect towards you, resulting in you seeing more of the actual base colour, so it looks much darker overall.

Currently, Odyssey seems (in my opinion, rightly or wrongly) more geared toward directional lighting, rather than a more balanced diffuse/directional. But if you can find a place where directional lights are few and far, the colours improve quite a bit.
 
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