It is my belief that the layers built upon the prior Stellar Forge tech was done so to provide a more reliable way to create planets that have water etc.. when the time comes. Though I'm really not interested in discussing this with you that much Mr Darth Ender due to your proclivity in thinking that ignoring pertinent arguments that don't go in your favor, repeating disproven points (
like earlier in this thread about how Odyssey planets aren't proc-gen now) even after being corrected, and twisting/misrepresenting what people in good faith say to you are fair game in your world.
It's not twisting anything when you're wrong and continue to be.
In what way is the post I made suggesting that the planets are no longer procedurally generated? I said tiling is circumventing the stellar forge. By skipping the aspect that creates the surface from the existing algorithm, and instead replacing it with pre-built tiles. they're both technically procedural, but one is the stellar forge, and the other is something new..something technically less.
What made the stellar forge interesting and attractive was that it didn't do those kinds of things. That was something that games already leveraged and used to make such environments. What sets the stellar forge apart is that it doesn't use those short cuts to create it's environment. That's why circumventing it in this way rubs those players who value the technical demonstration aspect of the game the wrong way. And that was a big deal to many who come from the kickstarter days.
Sure it is, and we're pivoting again. I will say that I have found exploration to be entirely refreshed by Odyssey and have enjoyed it a lot more, I'm not a deep explorer like some but before I cut it short for a CG, I was on my out to Colonia, which is something I have never before really thought of actually doing before Odyssey came out. There are more varied planets out there than before and while I don't disparage anyone who liked the Horizons extreme planets, they were not for me as I found them to be unrealistic.
Pivoting? is that your attempt to make it look like i'm changing the subject, because you made the statement of players opposed to odyssey "tiling" as unrealistic in their desire to utilize a more horizon-ish approach to planets. I'm just responding to your post, not making up new topics.
Exploring is just as boring and pointless now as it was in horizons. I know this topic likes to be prefaced as a exploration ruiner, but i think most of the players complaining about it do so because it feels like a retreat of existing functionality in a context that has other instances of such retreats happening in the game all coinciding with odyssey or leading into it. Exploration is mostly only good for screenshots and videos. It made the most "hardcore" feel accomplished when they found something generated by horizons to actually look interesting, because nobody had a hand in it. That has been taken away from them with much more adulterated planets in odyssey.
Yes it is. Remember there are repeating patterns in Horizons which have now suddenly all become 'aesthetic' so as to remove them from the argument when it comes to bashing Odyssey.
Repeating patterns isn't tiling though. Certain kinds of repetition in nature is entirely expected and a consequence of fractals that are often leveraged in precedural functions. What makes one better than another is in how seamless and natural it looks. Odyssey happened to have some fairly unnatural examples of nearly exact copies of the same large scale patterns used showing up on not just the same planet, but even across planets in close proximity to eachother to be noticed by players in a very short amount of time. Something that didn't happen with horizons. Yea horizons had the crater feature that was an option it used in places, but it wasn't used in a way that made you go "oh wow, someone copied and pasted the same image a bunch of times here and it looks fake." If horizons had a couple samples to supplement it's procedural surfaces, odyssey appears to have moved to another level of sampling and it skipped into easily noticeable territory. This is an issue of relying on samples less in horizons to come up with the surfaces it did is seen as a better technical achievement than the usage odyssey leverages. To many people who signed on during the kickstarter and such, the lack of hand-creating was a major selling point and these larger, more frequent samples erodes that for them.
I can't authoritatively comment on what was or wasn't a shortcut based on what or what wasn't available based on limited resources and time. And neither can you. There are repeating patterns in Horizons, there are repeating patterns in Odyssey.
You can't authoritatively say if something looks or appears one way or another? It's basic observation ability and awareness of the context it's happening in. I didn't say they definitively did, i said it looked like they did. The perception of the defect is what players see, not the factual circumstances of the reality of the situation because fdev never tells people that so those are always at best educated guesses. We should all easily have the authority to see why this is a bigger annoying problem in odyssey than it was in horizons and why the explanation of how it will be addressed (it wont be) will be received the way it is in the current context of the players and the game. Because we're all here experiencing it. And that's what I was doing, commenting on why this matters to players but what existed in horizons did not.
You want to paint people upset about this as being unrealistic, when you've not addressed the fact that the game was more than capable of not producing such obvious copies before odyssey and the developers never really explained why other than an attempt at better aesthetics, this new tiling was needed. So to players this is either an aesthetic choice that sacrifices some existing experience for some ostensibly new one or it's an attempt to deal with a complication brought on by a new feature (that such players probably dont really care about). That's why this appears like a short cut. In the context of the rest of what's going on in odyssey, this looks like either some means of avoiding the need to rework a complicated piece of software like the stellar forge to get better terrain without making it extremely worse in other areas or a means of reducing terrain building overhead by increasing the size of samples the terrain generation uses.
It's not unrealistic to think a more elegant solution should have been entirely within the realm of not needing large scale assets to copy and paste (or at least, not leveraging the use of those assets to occur so frequently and close together to be noticeable). It's not asking for something technically out of reach of what the software or hardware has been proven to do. The only thing unrealistic about it might be being able to get someone with enough expertise on how the stellar forge works to be able to make the changes needed.
There are repeating patterns in those who just seemingly only can talk in pejoratives about Elite Dangerous and Frontier as well. One of those things is not like the others.
That's not true, if something actually good comes about I dont neg it out of some limitation to only be negative. You're just observing a period of time in which fdev has been exceedingly good about putting out bad releases while making a mess of things. I said positive things about carrier interiors despite their bugginess and odd choice of interaction controls. It just gets lost in the sea of bad things that have been done or released this past year. I was also positive about carriers when they were released. And before that, the mining and exploration mechanic changes, the rift narrative (other than the ending) and jaques (at least leading into it) and powerplay (when it was released) and the FDL and vulture. it's not my fault their balance sheet of successful updates/ changes/ content is overshadowed currently by their unsuccessful or periods of nothing. Different play styles will obviously vary in how they receive what content has been made in the last bunch of updates as their impact is varied.
If you want to talk about repeating patterns and are not happy about the negativity surrounding the game and fdev in general, you should look into things like play testing before release and using beta cycles that document bugs to fix said bugs before release instead of just cash opportunities and things like that. Doing something about that pattern the game has been stuck on forever should go a long way towards having better updates and as a happy side-effect, resolve the pattern of negativity you have a problem with. Complaining about people being negative with what's happened in elite this past year+ is like walking into a ghetto and complaining that the people there look upset or depressed. in any case, i look forward to the next update where this all starts to turn around and everyone is talking about what's going on in the game rather than what's going to happen to the game. Like we used to when it seemed like fdev was actually excited and invested in it.