And can all of these other engines generate entire planets, star systems and a galaxy at a 1:1 scale like this? The legs scale have been a whole other feature set for their in-house engine. And they chose to release without optimizing it, which as can be seen, optimization is a very lengthy process - we're going to be at least 8 patches, 6 extra months.No I am not. There are plenty of games that render far more polygons than the settlements this game contains. And those games seem to do just fine on the fps front. This game is not Crysis level and it does not get a pass. Cyberpunk runs better for goodness sake, I am not being facetious.
I've been having this happen even in update 6, especially for larceny missions. It's a bug that's been in since launch.Yes, that's happened to me a few times. Pretty sure this was also something they fixed in update 6 that is treating its ugly head again. I suspect a botched code merge.
Fair enough. I just hadn't run across it in...I don't really know how long.I've been having this happen even in update 6, especially for larceny missions. It's a bug that's been in since launch.
Will be here to read your thoughts!
Hmm, the larceny angle is interesting. I'll keep an eye on them, see if they trigger the bug more frequentlyI've been having this happen even in update 6, especially for larceny missions. It's a bug that's been in since launch.
Once you have your preferred custom profile ready, go to C:\Users\<your_user>\AppData\Local\Frontier Developments\Elite Dangerous\Options\Bindings and copy Custom.3.0.binds to MyPreset.3.0.binds. Similar for Custom.4.0.binds. Edit both files with notepad (or another TXT editor, but not with Word or such), go to the second line and change PresetName="Custom" to PresetName="MyPreset".I love how you might have an hour free to sit down and play EDO. You fire it up and presto all you bindings are gone. So you spend the next hour pulling your hair out trying to work out how to get it all working again. Meanwhile you commander dies because you were outside your ship when you last played, short on oxygen and couldn't resolve your bindings drama in time. Update 7, another roaring success!
... Where, when? I don't see the difference. Maybe I need glasses?This results in improved Support mission availability amongst others.
I'm guessing devs hot desk games, but EDO had a solid two years of time allocated to it. Personally I don't think its a talent issue but one of direction. 80 - 90% of EDO could have been done via augmenting SRVs and filling in the 2014 era placeholders...so rather than spending two years trying to reinvent the wheel (and rolling backwards) FD could focus on the systems and gameplay we have now, with new ships, SRVs, missions, balancing etc.Making deals to publish other games and trying to lower costs even further so that upper management can make more money.
Ed Lewis, Bo Marit, Paige Harvey, and now Dr. Ross. Incredible and wonderful talent..... gone. I miss them.
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They kinda had to take the step (pun unintended) of on foot gameplay, for various reasons, and as a general idea it was the right choise (ED was supposed since the kickstarter to be a space opera, not just a flight/truck simulator).I'm guessing devs hot desk games, but EDO had a solid two years of time allocated to it. Personally I don't think its a talent issue but one of direction. 80 - 90% of EDO could have been done via augmenting SRVs and filling in the 2014 era placeholders...so rather than spending two years trying to reinvent the wheel (and rolling backwards) FD could focus on the systems and gameplay we have now, with new ships, SRVs, missions, balancing etc.
Stick a plant scanner in an SRV and its the same as the on foot exploration bits. Stations are interactive menus. They are not social hubs and the majority of what they do- if not all of it - could have gone through the UI in ships. On foot combat? If you had skimmer like SRVs you could enhance what already exists. In EDH you could disable forcefields, blow up generators, switch off alarms, download data etc.They kinda had to take the step (pun unintended) of on foot gameplay, for various reasons, and as a general idea it was the right choise (ED was supposed since the kickstarter to be a space opera, not just a flight/truck simulator).
However (besides technical issues), as for most of the features they added these years, they lack in game design dept, and wasted most of the potential of what Odyssey could have been.
It could have been just a time issue, but considering most of the other game features, sincerely, if they didn't do it, i'm not that sure they would have been able to meaningfully expand what they already had.
I mean I absolutely agree, BUT we could also look at it differently, well if we take aside that Fdev is Fdev. Basically you have every "core" mechanic you could want in some form one another. Whats missing is actual content. BUT its generally harder to create these "core" mechanics than content for it. So in the end on foot and therefor the core mechanic on foot was nessecary. Next step would and MUST be adding actual fun content to it and adding variety etc etc.Stick a plant scanner in an SRV and its the same as the on foot exploration bits. Stations are interactive menus. They are not social hubs and the majority of what they do- if not all of it - could have gone through the UI in ships. On foot combat? If you had skimmer like SRVs you could enhance what already exists. In EDH you could disable forcefields, blow up generators, switch off alarms, download data etc.
I'm not trying to suggest FD not do these things- but the rest of the game needs so much work done to it (not to mention adding to the space game, since this is a space game) I found it strange why EDO was 90-100% on foot when a great deal of it was for the sake of making it on foot. That, and the UI (IMO a waste of time), graphics engine update (which has broken the game for many, probably unnecessarily).
Absolutely, and I doubt it's the first time. What I don't understand is why they only appear to test the new or modified features and don't do a general check of the normal gameplay just in case. I mean, the patch notes have at least 100 changes - are none of those going to have side effects??I suspect a botched code merge.
Nope. It would be faster, because it'd spare you the black screen armstrong moment to get out of the SRV, get to the plant, press the button for some seconds, get back into the SRV, drive a kilometer to the next plant, rinse, repeat. You'd just drive, scan, drive, scan. Now add more than one possible sample canister, and exobiology might even become fun. If you'd have to pick up actual physical samples with the tool, and then have to get it to Vista Genomics like e.g. selling junk to the bartender, it might make sense, but as it is now? Just a time sink.Stick a plant scanner in an SRV and its the same as the on foot exploration bits.
Its filling in stuff like military ranks, superpowers, new ships, new SRVs, new bases / ruins / space hulks / better mission wrinkles, more involved exploration gameplay in your ship, Powerplay, CQC, assets for destroyed outposts / bases, more Thargoid types, updating CGs so they can be more detailed / cover more aspects of the game, balancing of engineer blueprints, weapons, ships.I mean I absolutely agree, BUT we could also look at it differently, well if we take aside that Fdev is Fdev. Basically you have every "core" mechanic you could want in some form one another. Whats missing is actual content. BUT its generally harder to create these "core" mechanics than content for it. So in the end on foot and therefor the core mechanic on foot was nessecary. Next step would and MUST be adding actual fun content to it and adding variety etc etc.
But then again its Fdev and the only "content" they really add is horrendous grind.
Regarding the render tho. I dont really understand why they redid a big chunk of it at least partially for Odyssey but stuck with Dx11 and didnt switch to Vulkan. Same system compatibilty afaik but vastly VASTLY BETTER performance.
It could have been an OK choice if backed up by good execution, but they still needed to give attention to the 'core' ship based gameplay.They kinda had to take the step (pun unintended) of on foot gameplay, for various reasons, and as a general idea it was the right choise (ED was supposed since the kickstarter to be a space opera, not just a flight/truck simulator).
However (besides technical issues), as for most of the features they added these years, they lack in game design dept, and wasted most of the potential of what Odyssey could have been.
It could have been just a time issue, but considering most of the other game features, sincerely, if they didn't do it, i'm not that sure they would have been able to meaningfully expand what they already had.
I think they have temporarily nerfed all or most weapons until they have fixed the 'overflow' bug, where damage for some weapons was in the millions.Somebody else having issues with engineering overcharged or short range beams and pulses? all other enginering works but for those it doesn't show increase in damage. only increase in power and distributor draw. aslo it stucks at level 2 and cannot go further.
I agree with your posts word for word, but I guess where it all falls apart (possibly) is when you ask the majority of the playerbase - "would you pay $40 for that" - I reckon the answer is probably no, and I guess looking at NMS receiving plenty of free updates which not only contain QoL but new features altogether (whether they're deep enough is debatable, but they're free after all) I'd probably agree.Its filling in stuff like military ranks, superpowers, new ships, new SRVs, new bases / ruins / space hulks / better mission wrinkles, more involved exploration gameplay in your ship, Powerplay, CQC, assets for destroyed outposts / bases, more Thargoid types, updating CGs so they can be more detailed / cover more aspects of the game, balancing of engineer blueprints, weapons, ships.