Man, I never understood that lack of persistence. I understand the need for randomness, or at least randomly-seeded procgen, but why do it all on-the-fly where the lack of persistence becomes obvious? Why not, when arriving in a system, pre-generate a massive look-up table of random numbers based on a seed hashed from the system's characteristics (or pull one in from another client if the instance is already populated) then use that whenever the RNG would normally be called? You'd have consistency across clients, even for unimportant things like random satellite crash sites, and more importantly you could store pointers into the look-up table so you could return to previously visited POIs, in the same session or even months later.
I think I must be missing an obvious gotcha, either in the programming or the data requirements, because this just seems so obvious. About the only immediate downside I can think of is that, unless the state of each POI was stored somewhere server-side, you'd have the situation where multiple players could raid the same satellite for firmware, or the same meteorite for materials, over and over. But then we already have that to some extent with places like Dav's Hope. And the obvious mitigation would be to overwrite the look-up table data for, say, a metallic meteorite with new data so that when the last player leaves the instance it moves to another location. Maybe even replace it with a "previously mined meteorite" model.
What am I missing?
I bet that a few hours afterwards at least some of them wondered why they didnt think to ask about atmo/spacelegs/pp though!![]()
I think these proposals are fine, but I predict that before the beta is over, they will just be considered 'more grind'. They may just make the mining and exploration mini games longer.
It sounds like the exploration loop we currently have won't be changing much. That is to say that the honk followed by flying to a planet to detail scan it doesn't seem to be changing. What IS changing is what comes after that.
Currently if a scan tells you the planet has geysers then you have no choice but to scour the planet with your eyes at low altitude and hope to find something. This can take dozens of hours and still come up empty. In Q4 if the scan tells you geysers are present then you proceed to blanket the planet with probes to locate their whereabouts. It's exchanging one long monotonous grind for a much quicker skill based minigame of sorts, but one which provides the pilot with information from which to make decisions instead of counting on blind luck. That is a very good improvement.
So Frontier have opted to build on top of the existing exploration mechanics rather than do a complete overhaul and change everything. I was hoping for more of a shakeup personally, but I can see why they went the more reserved route. It might even be the wiser choice honestly, and as long as the end result is interesting and engaging exploration then I'm all for it.
For the probes to work though the initial DSS scan is going to have to provide us with much more information than it does now. It will need to notify us about much more than just geysers, and include other persistent POI's like outposts (ie: Dav's Hope), barnacle sites, fungal life, Thargoid structures, Guardian ruins, and any other procedural / persistent surface POI's. For the probes to be a successful mechanic the DSS absolutely needs to tell us when to blanket a planet with probes, we can't simply blanket every and all planets in the hopes of finding random stuff. The two features need to work together on a consistent basis or the new probes will fail as an improvement.
I'm sure Frontier is aware of this though....[uhh]
For those who haven't had the time to watch the entire LaveCon video, I've added a fairly detailed summary on my blog, here.
Note: This is how EVE handles exploration: Launching probes.
Video https://www.twitch.tv/videos/271209822
I'd skip the Q&A itself, FWIW
(Also in there : Thargoids visiting human settlements! That was my highlight)
What kind of Thargoid was casting that shadow? At 23:37
Not one of those (gulp) 'mother ships on planets?'![]()
I think it was a Medusa, or Basilisk.
I wonder how far you can sling a drone though. Can you target one of the far away 400kls planets and with careful alignment shoot a drone that far and find out whether that planet is worthwhile traveling to?
That would be nice. Would take some skill to pull off, especially if said planet is near to a second star in the system, or even behind it.
Note: This is how humanity does exploration as well.
Can anyone who was there confirm if they mentioned the Challenger's performance?
On the Remlok website recap, they are saying that apparently the Challenger will be more agile than the Chief, but with more armour and hardpoints?
Not sure what their source is
-Multicrew exploration rewards.
Can you imagine people wanting to be a subservient part of the crew for months at a time on a deepspace exploration?
It's hard enough to get multicrew working (and/or being of interest to others) within the bubble...
Can you imagine people wanting to be a subservient part of the crew for months at a time on a deepspace exploration?