Notice GalNet changes

Even considering the Witch Head expansion - how much background time and effort does it take to put a few space stations into the universe? If it takes anything more than a few mouse clicks and a little typing, you're doing it wrong.

I expect in the case of stations there's a bit more to it than that, a lot of details probably require being set up manually when it comes to details surrounding its economy, factions, and ensuring you don't break the BGS somehow along the way.
 
'Has the grief gone?' Rafe asked, and Alex nodded. The old trader smiled.
'How does it feel?'
'Empty,' Alex said, and Rafe Zetter laughed.
'You'll do for the Dark Wheel, Alex. You'll do . . .'

Cheers,

Drew.
That word, "empty", echoes from Beagle Point to the Formidine Rift.

Q
 
Thank you for this information

Is the team understaffed?
No, not at all – in fact we’re about to gain an additional full-time writer. But we have an ambitious production schedule ahead of us, and it was therefore necessary to reposition the writing team so it could properly support that schedule.
IMHO it is not necessarily the stories that are missing, but the animation of these stories ingame. A full-time GameMaster to lead the game, the groups and the community seems to me to be what Elite needs most today. A Community Manager is not a Gamemaster (with all due respect for Will and his team's for they excellent work).
 
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Sorry for asking that, but do you really can't add a crashed DBX model with some text on it that describes Gan Romero's madness?

WHY??? You have a good 'tip off' mechanics, you have already crashed DBX models, just add some lines in gamecode and all. Players would be glad that there efforts aren't gone under cat's tail.

"just"

As a person working in IT, I can't but laugh at this. "You already have this bar on the website, "just" add it to this part here." You start working on it, you go into the code and discover it was never intended to be used there, now it has to be rewritten, the size is wrong, the font needs to be altered in CSS and suddenly you spent two days on it and your boss is asking why it takes so long, it was "just" moving the bar.
 
"just"

As a person working in IT, I can't but laugh at this. "You already have this bar on the website, "just" add it to this part here." You start working on it, you go into the code and discover it was never intended to be used there, now it has to be rewritten, the size is wrong, the font needs to be altered in CSS and suddenly you spent two days on it and your boss is asking why it takes so long, it was "just" moving the bar.

So the answer is sloppy, undocumented code and no GM tools you think? :p
 
I welcome the focus on the narrative being about things happening in game. I always found Galnet disappointing in that respect. That said I still think Galnet could still be used as a tool to hint at in game events or provide clarity.
 
Galnet success was down to knowing the format and working within it. A lot of submissions were rejected because they were not within these rules- people got frustrated when they submitted mini essays when it was clear 150 words was the maximum for example.
Oooh don't even get me started there... personally, i stuck to those rules. The times articles also got accepted which didn't follow those rules...

And then there were the ones i wrote which did bend that and i figured they were rejected for good reason, til virtually identical articles got accepted...

The whole thing was a cluster...
 
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So the answer is sloppy, undocumented code and no GM tools you think? :p

Nope, my case was with reasonable (not perfect) documented code. At some point you just simply will enter the area of "Let's use this on this, even though it wasn't ever planned" and you'll awaken the monsters below.

I'll try to say it like this - people calling after these things don't realize one thing, Frontier already does this. In the incentive, spawning new ships for the engineer, relocating them, spawning Thargoids, etc, these are all done manually, but somebody has to do it. And more and more content that's done like this is fewer and fewer developers working on new content for the game loops and improvements.

Reading these, sometimes I feel like people imagine FDev has 3000 devs on Elite, 1000 writing scenarios and 1000 adding content and 1000 developing new stuff. "Just add it," they cry, "just add one or ten or hundred developers to it and it'll suddenly be deep and I won't consume it in an evening, because it all got reported on forums and Reddit within minutes, I promise!"
 
A full team of writers is now focused on the new era for the next 1.5 years. I really hope that will be obvious in the result.
Well, it's our first confirmation of some of the contents of the 2020 release - it'll include words!

Why on EARTH is it so hard to change the contents of a COMPUTER SIMULATION?

It can only be done on Thursdays? Like, what?
It can be done at other times - the stuff with Palin's base happened on a Monday, and Jackrock was added on a Friday, during the Enclave.

However, if they do it on a Thursday they don't have issues with some players already being in the system and so not seeing it until they leave and come back.

Doing it when everyone's been kicked off the servers for the weekly restart makes sense for anything that's not urgent.
 
You know what'd be a decent use of Galnet fluff pieces?
Providing in-universe lore explanations for things like why docking computers don't work at Crevie's Salvo in Kinesi.
 
Was the Gan Romero story reflected in-game?
The Gan Romero storyline was always envisaged as an off-camera narrative. The fact that some people assumed it had an in-game component, and went searching for Romero, was for me further evidence that off-camera GalNet stories could be detrimental to the player experience, and cemented our desire to ensure that all GalNet content related to things that were actually in the game.

It cost nothing to put a dbx down there in the Guardian sector with an ending to the story (could even use the same mold as the recon 6 crash site)
 
Was the Gan Romero story reflected in-game?
The Gan Romero storyline was always envisaged as an off-camera narrative. The fact that some people assumed it had an in-game component, and went searching for Romero, was for me further evidence that off-camera GalNet stories could be detrimental to the player experience, and cemented our desire to ensure that all GalNet content related to things that were actually in the game.

It cost nothing to put a dbx down there in the Guardian sector with an ending to the story (could even use the same mold as the recon 6 crash site)
 
Was the Gan Romero story reflected in-game?
The Gan Romero storyline was always envisaged as an off-camera narrative. The fact that some people assumed it had an in-game component, and went searching for Romero, was for me further evidence that off-camera GalNet stories could be detrimental to the player experience, and cemented our desire to ensure that all GalNet content related to things that were actually in the game.

It cost nothing to put a dbx down there in the Guardian sector with an ending to the story (could even use the same mold as the recon 6 crash site)
 
Was the Gan Romero story reflected in-game?
The Gan Romero storyline was always envisaged as an off-camera narrative. The fact that some people assumed it had an in-game component, and went searching for Romero, was for me further evidence that off-camera GalNet stories could be detrimental to the player experience, and cemented our desire to ensure that all GalNet content related to things that were actually in the game.

It cost nothing to put a dbx down there in the Guardian sector with an ending to the story (could even use the same mold as the recon 6 crash site)
 
Why on EARTH is it so hard to change the contents of a COMPUTER SIMULATION?

It can only be done on Thursdays? Like, what?

I think it's because the intern only works one day a week.

Q
Pretty sure they can do it anytime, it just requires taking the game offline, which they prefer to do on a schedule, and no more than once a week, so that players don't flip out.
 
Why not add to the mystery and add a dvd on the planet with no pilot just a short log stating "if anyone reads this ..."

As for the difficulty adding to the game I would say when writing something with as much data as ED the first thing I write is the tools, these tools get expanded as the game does for ease of creating stuff. It's not hard to click: add item, scroll to ship, dbx, select a location, landed and coordinates. Finally add log data and type out the log and click complete. If it's more difficult than this then Fdev are doing it wrong.
 
As for the difficulty adding to the game I would say when writing something with as much data as ED the first thing I write is the tools, these tools get expanded as the game does for ease of creating stuff. It's not hard to click: add item, scroll to ship, dbx, select a location, landed and coordinates. Finally add log data and type out the log and click complete. If it's more difficult than this then Fdev are doing it wrong.

I'm sure that's exactly what FDev have done but you are missing the actual content of the discovered log. That needs to be written, possibly recorded, made interesting, different from the last DBX you seeded, refer to the right star system and coordinates it's in, and possibly to another star system if there's a story thread.

It may not seem a huge job in the scheme of things but writing a brand new story every day (and you might need many, it's a big galaxy!) is not trivial. So for me it makes sense if FDev prefer not to throw story writing efforts away, in fluff articles that half the people I have heard in the past complain have no relevance in game.

If they are going to write stories, then they will have a presence in game or they won't make it into Galnet. For me that's all the announcement really means. There's no mention of them stopping writing stories altogether and perhaps it has come about now because FDev finally feel they have developed tools, to the point that seeding ingame assets is trivial enough to be assigned, every time there's a story for it.
 
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Why not add to the mystery and add a dvd on the planet with no pilot just a short log stating "if anyone reads this ..."

As for the difficulty adding to the game I would say when writing something with as much data as ED the first thing I write is the tools, these tools get expanded as the game does for ease of creating stuff. It's not hard to click: add item, scroll to ship, dbx, select a location, landed and coordinates. Finally add log data and type out the log and click complete. If it's more difficult than this then Fdev are doing it wrong.

The game is at least moving in the right direction. At launch, we had to get a client update to get new assets placed. Now it can be done with a server update. Hopefully FD will add the tools necessary to do 'on the fly' updates, in the future.
It's not the simplest task in the world, because ED doesn't have a game server(s). There is no central location running the game. All the data must be fed to the client, for assets to be spawned there.
 
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