Fixing odysee is going to be just the fss isn't it?

My favourite part was being told by people on here that the then-new FSS mechanics were just like the old ones and gave a basic system map from just a honk, revealing in the process that they'd never even scanned an undiscovered system in the first place :LOL:
Forgive me if I'm wrong, but doesn't the god honk still work? You can still see every planet in the system map after a honk. Or is it the lack of a full topography view that's the issue?

:ROFLMAO: :ROFLMAO: :ROFLMAO: :ROFLMAO:
 
Hello, I understand that. We will be taking a similar approach to the outfitting UI after we've gathered enough data on the map UI - apologies if that's not the order you would've preferred things.

Elite at one point becomes a really data heavy game. If you do a quick test yourself, where your first goal is consumption of the information presented.. before the toyability of the interface.. both the problems and solutions will fall into your lap. This will save you going through tens of pages of people saying the same thing, try it!

Use the maps with the goal of wanting the information in the fields above all else.
 
Fixing the bugs will not save EDO. It runs deeper than that.
There's the UI.
There's lack of content: scanning flowers, really? scanning people when they're not looking for fun?
Why slap an fps on a space game in the first place?
 
Just damage control after Frontier slamming their June budget deadline to the detriment of its once-loyal player base. The thread Zac mentioned tells me there's one of two scenarios going on : either a) Frontier wants to placate the howling mob with a place they can assume is going to actually be read by game staff (and as we've seen in the past, nothing will change or it will get worse), or b) they genuinely have no idea what's wrong and the entirety of Odyssey was completed by incompetent people who've never played Elite in their lives.

Neither of them give a whole lot of confidence.

The list of absolute disasters in Odyssey is so long that the number of things to fix becomes white noise, because practically all of it needs to be fixed. And I'm not even talking about the obvious bugs and crashes, but things like the UI or planet tech or lack of new content.
 
Hello, I understand that. We will be taking a similar approach to the outfitting UI after we've gathered enough data on the map UI - apologies if that's not the order you would've preferred things.
You do know it's possible to have 2 different threads open about feedback at same time?
And take the feedback when ready, that way people can provide feedback when they have time, not just the narrow time frame that may be set currently...
 
You do know it's possible to have 2 different threads open about feedback at same time?
And take the feedback when ready, that way people can provide feedback when they have time, not just the narrow time frame that may be set currently...
In between creating the thread, getting feedback, and having the dev time to work on it - another semi-related patch might go out invalidating the feedback. Better to create the thread closer to the time the devs will work on it. IMO, OFC.
 
While some explorers like the FSS, it made many old explorers quit exploration completely, myself included.

The main issue is we need to complete the FSS minigame, thereby exploring the system, in order to tell if we want to explore the system or not. There is no halfway measure, no way to garner any info on the system until the FSS is completed. Unfortunately the FSS is a bolt on minigame requiring us to "park" the ship, stop flying completely, and do the little dial in the numbers QTE. Every. Time. We. Jump. Into a system. Over and over and over again.

Before the FSS we'd use the God Honk to reveal the system map, which we then could look over to see if any planets looked graphically interesting or if there were any unusual orbital mechanics or star configurations to check out. If so we needed to fly out to those planets to explore them.
You could also listen to them to get a clue as to whether you wanted to get closer for a detailed scan ;)

The thing I don't like about the new FSS is the disconnect between being in the cockpit and flying then being in a top down scanning mini-game. It just "feels" disconnected. Granted, trying to imagine that mini-game playing out on our cockpit HUD seems like something which wouldn't work all that well, given we cannot zoom to higher detail to pick out small moons clustered together etc. But, still, something less of a jarring switch would be nicer, IMO.
 
(Re:"In between creating the thread, getting feedback, and having the dev time to work on it - another semi-related patch might go out invalidating the feedback. Better to create the thread closer to the time the devs will work on it. IMO, OFC.")

It's outfitting. Very doubtful any changes, would invalidate feedback. To be useless.
 
(Re:"In between creating the thread, getting feedback, and having the dev time to work on it - another semi-related patch might go out invalidating the feedback. Better to create the thread closer to the time the devs will work on it. IMO, OFC.")

It's outfitting. Very doubtful any changes, would invalidate feedback. To be useless.
doubtful, but possible. better not to run the risk. fresh feedback is always preferable. nothing worse than expending effort to reproduce a thing that is already fixed, believe me.
 
For the UI.. From my point of view, the new UI isn't "bad" so much as it's "different" and "missing some things that some people were used to seeing".
True for most of the UI, however, pick up a delivery mission in the ship and count the number of mouse/spacebar and arrow key clicks for loading and unloading the cargo. Way too my sub-layers of extra screens and clicks and buttons and clicks and returns and clicks to pickup, deliver, check in mission. And the same goes for outfitting the ship. The number of sub-screen layers probably doubled from Horizons. I'd say those UI changes are different-bad and not just different.
 

Deleted member 182079

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Hello, I understand that. We will be taking a similar approach to the outfitting UI after we've gathered enough data on the map UI - apologies if that's not the order you would've preferred things.
Will the shipyard also be part of the outfitting review? Currently it's not possible to work out what modules are fitted to a ship, let alone if engineered. The new shipyard has fancy statistics which are fine and well as an additional page of information, but they're kind of pointless/fluff compared to what we had/have in Horizons.

For example I can't tell which one of my 37 ships carries an SRV bay (topical for EDO!), or which has that G5'd Prismatic shield installed that I want to move to another ship. I'd have to board each ship and go into Outfitting (which as you know has its own set of problems already) to work this out.

Thanks for engaging by the way, I for one very much appreciate it.
 

Deleted member 182079

D
Fixing the bugs will not save EDO. It runs deeper than that.
There's the UI.
The UI is salvageable with some re-arrangements, consistency adjustments and adding back information we used to have in Horizons. It's just quite a lot that needs to be done but it's not dead-on-arrival, and I've been quite critical of it myself over the past weeks.
There's lack of content: scanning flowers, really? scanning people when they're not looking for fun?
Content wise it's actually quite decent now, unless of course you only focus on one part of the game. For someone like me who likes pretty much all activities I have to decide what to do as I can't do everything during one evening. Even more so now with the EDO content added.
Why slap an fps on a space game in the first place?
Because shooting stuff in the face is fun.
 
Will the shipyard also be part of the outfitting review? Currently it's not possible to work out what modules are fitted to a ship, let alone if engineered. The new shipyard has fancy statistics which are fine and well as an additional page of information, but they're kind of pointless/fluff compared to what we had/have in Horizons.

For example I can't tell which one of my 37 ships carries an SRV bay (topical for EDO!), or which has that G5'd Prismatic shield installed that I want to move to another ship. I'd have to board each ship and go into Outfitting (which as you know has its own set of problems already) to work this out.

Thanks for engaging by the way, I for one very much appreciate it.

Yeah i know. I have this problem too, one working beluga and an rp beluga, one working type 9 and an rp type9. There looks like there's a spot for a key to be mapped to turn on the details, but i wasn't able to find it.
 
Will the shipyard also be part of the outfitting review? Currently it's not possible to work out what modules are fitted to a ship, let alone if engineered. The new shipyard has fancy statistics which are fine and well as an additional page of information, but they're kind of pointless/fluff compared to what we had/have in Horizons.

For example I can't tell which one of my 37 ships carries an SRV bay (topical for EDO!), or which has that G5'd Prismatic shield installed that I want to move to another ship. I'd have to board each ship and go into Outfitting (which as you know has its own set of problems already) to work this out.

Thanks for engaging by the way, I for one very much appreciate it.

This is already a drag in EDH. With the restriction of just 120 modules I, like a lot of other commanders, use ships as module storage. Which of course makes it even more cumbersome. I stopped using outfitting, if I search for a module. I rather use INARA. There I can quickly find the ship with the module I am looking for.

Fly/land safe.

Steyla
 
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