My issues with ED:O FPS gameplay

I'd consider myself a fan of FPS style games of varying genres. I enjoy both slower paced tactical shooters/mil-sims and more fast paced style shooters like CSGO and Siege. I've been playing many FPS games recently like Siege, HLL, DayZ, Arma, Hunt Showdown, etc and when I come back and play ED:O it just makes me laugh at how poor of a shooter it is.



Some points on ED:O's FPS gameplay:

- Too bullet spongey (mostly because of the awful design of the shields). Most shooters require maybe 1-4 shots to take someone out, not multiple magazines. This rewards accuracy and timing of well placed shots which is the main skill involved in shooters. Its also satisfying to 1 shot headshot with a sniper in HLL/Siege for example (even a headshot with any other weapon, whether it be a pistol or smg, will take someone out - realism). On the flip side, it makes the battlefield a million times more dangerous making for a much more tense and high stakes experience. Maybe Fdev didn't do this because they didn't want to give the OAP's in the community a heart attack while playing, who knows. Nerf Shield cap and regen or remove them imo. The high amount of ammo required to kill also adds the issue of running out of ammo often. You shouldn't be having to restock on ammo 2-4 times in a 10-15 min session in a CZ.

- The switching of weapon types for armour/shields was a failure of an experimental style of shooter imo. Maybe fixes and tweaks could make it work, but I think it is fundamentally a bad idea. Its tedious to babysit your weapons and switch between each one for every ... single ... enemy. Most fans of shooters will tell you that one of the annoying necessities is reloading and you always find yourself stuck in the reload animation at bad times (often resulting in death). This pain is doubled in Elite as you have 2 weapons to babysit. This has turned a necessary frustration into a completely unnecessary one. Remove the need for having 2 weapons by buffing Plasma travel times (but making Kinetic/Laser redundant) or buffing Kinetic against Shield and Laser against armour to the point where you can realistically use a full laser/kinetic loadout effectively (with the downside of making laser and kinetic basically the same weapon, hence why I think this double weapon mechanic is fundamentally bad).

- Engineering is way too grindy and needs to be reduced.

- Weapon design and animation is fairly standard and nothing really special or satisfying compared to the competition.

- Weapon sound design is poor, especially with kinetic weapons. Sounds like you're shooting a toy gun. Disappointing considering the quality of the sound design in the rest of the game.

- Grenades are fairly useless because its difficult to pre-determine the compensation you put on the throw when you are on such varying g planets. Most grenades rarely hit the target in open spaces as they bounce off into the distance. I don't think conventional grenades work in Elite and instead should be replaced with sticky grenades or impact grenades to make them more useful. Also an equivalent for a smoke and flash grenade is needed.

- The scopes in the game are a joke.

- Lack of any real sniper (the plasma sniper isn't a proper sniper. Its abysmal scope and long travel time makes it useless as a long range weapon. I also dont think the projectile can physically travel further than a few hundred meters before it fizzles out, maybe someone can verify the distance of the shot, but it doesn't seem to be far enough. (Its 3308 and this thing is less effective than a Mosin Nagant from the early 20th century, oof. If they do add proper long range weapons, they also need to add rangefinders/binoculars for spotting and also larger battlefields to accommodate for the larger distances (there's plenty of space on the billions of planets in the game).

- Customisation of the weapons is too limited. Needs larger variety of scopes, attachments that can be added/swapped (scrap the whole super-glued engineering attachments, who thought this was a good idea?)

- Variation of weapons is too small. Need more weapons of each type.

- No revive mechanic when most basic shooters have this. This is especially needed in Elite as death is usually quite punishing when you respawn far away from the conflict.

- Allow squad members the ability to respawn back at your ship and/or allow players the ability to construct temporary respawn points (like the Outpost/Garrison in HLL). These can of course be destroyed by enemy players/AI.

- No practical way for natural PvP to occur because of the distance between players in the game. (A way to concentrate players into a handful of ground conflict zones would maximise natural PvP activity. Maybe CG's could provide this.)

- Conflict zones are too basic and surface level. Its too "gamey". (Have larger battlefields with different "gamemodes" other than basic control points. Take a page out of HLL's book with large battlefields that requires proper tactics to manoeuvre. This allows for actual flanking and getting behind enemy lines which can be satisfying.)

- Ground AA is invincible as they magically regenerate about 2 mins after being destroyed. Unrealistic and unrewarding, literally no point in destroying them. This might be a bug however.

- Handheld AA rocket launcher with guided missiles is needed. Most modern mil-sims have them.

- Add a prone position and crawling animation. Prone position decreases weapon sway and increases accuracy. Also bipod attachments for increased stability.

- Get rid of nametags over players heads (maybe unless being right in front of them or if they are in your squad) as it can give away your position.

- Have a "Hold breath" feature for decreased weapon sway.

- Add the dropship capabilities from Frontline Solutions as a module for your ship, allowing you to drop players into the battlefield.

- Add proximity voice comms. Currently no way to really communicate with random players you see. Emotes only go so far and standing in the battlefield typing will likely get you killed.

- Allow NPC crew to go on foot and fight with you.

- Obviously performance needs to be improved across the board in CZ's and settlements in general. Nobody really likes to play FPS games at sub 60fps minimum unless you want a migraine.



EDIT: (Some extra points)

- Medpacks should have a few second animation and require the player to stand still. This will stop players just using them while running/flying in the air, balancing PvP. Also forces you to head for cover and actively remove yourself from the battle in order to heal up.

- Allow the ability to use medpacks/energy cells on others (I don't think its in the game currently).



These are some of the things that need to be added/fixed to elevate FPS gameplay to the point where it is even in the same conversation as some of the most standard shooter games out there. If the devs were not able to produce a decent quality shooter, they shouldn't have implemented it into the game and instead spent the dev time on other things imo.
 
Last edited:
I'd consider myself a fan of FPS style games of varying genres. I enjoy both slower paced tactical shooters/mil-sims and more fast paced style shooters like CSGO and Siege. I've been playing many FPS games recently like Siege, HLL, DayZ, Arma, Hunt Showdown, etc and when I come back and play ED:O it just makes me laugh at how poor of a shooter it is.



Some points on ED:O's FPS gameplay:

- Too bullet spongey (mostly because of the awful design of the shields). Most shooters require maybe 1-4 shots to take someone out, not multiple magazines. This rewards accuracy and timing of well placed shots which is the main skill involved in shooters. Its also satisfying to 1 shot headshot with a sniper in HLL/Siege for example (even a headshot with any other weapon, whether it be a pistol or smg, will take someone out - realism). On the flip side, it makes the battlefield a million times more dangerous making for a much more tense and high stakes experience. Maybe Fdev didn't do this because they didn't want to give the OAP's in the community a heart attack while playing, who knows. Nerf Shield cap and regen or remove them imo. The high amount of ammo required to kill also adds the issue of running out of ammo often. You shouldn't be having to restock on ammo 2-4 times in a 10-15 min session in a CZ.

- The switching of weapon types for armour/shields was a failure of an experimental style of shooter imo. Maybe fixes and tweaks could make it work, but I think it is fundamentally a bad idea. Its tedious to babysit your weapons and switch between each one for every ... single ... enemy. Most fans of shooters will tell you that one of the annoying necessities is reloading and you always find yourself stuck in the reload animation at bad times (often resulting in death). This pain is doubled in Elite as you have 2 weapons to babysit. This has turned a necessary frustration into a completely unnecessary one. Remove the need for having 2 weapons by buffing Plasma travel times (but making Kinetic/Laser redundant) or buffing Kinetic against Shield and Laser against armour to the point where you can realistically use a full laser/kinetic loadout effectively (with the downside of making laser and kinetic basically the same weapon, hence why I think this double weapon mechanic is fundamentally bad).

- Engineering is way too grindy and needs to be reduced.

- Weapon design and animation is fairly standard and nothing really special or satisfying compared to the competition.

- Weapon sound design is poor, especially with kinetic weapons. Sounds like you're shooting a toy gun. Disappointing considering the quality of the sound design in the rest of the game.

- Grenades are fairly useless because its difficult to pre-determine the compensation you put on the throw when you are on such varying g planets. Most grenades rarely hit the target in open spaces as they bounce off into the distance. I don't think conventional grenades work in Elite and instead should be replaced with sticky grenades or impact grenades to make them more useful. Also an equivalent for a smoke and flash grenade is needed.

- The scopes in the game are a joke.

- Lack of any real sniper (the plasma sniper isn't a proper sniper. Its abysmal scope and long travel time makes it useless as a long range weapon. I also dont think the projectile can physically travel further than a few hundred meters before it fizzles out, maybe someone can verify the distance of the shot, but it doesn't seem to be far enough. (Its 3308 and this thing is less effective than a Mosin Nagant from the early 20th century, oof. If they do add proper long range weapons, they also need to add rangefinders/binoculars for spotting and also larger battlefields to accommodate for the larger distances (there's plenty of space on the billions of planets in the game).

- Customisation of the weapons is too limited. Needs larger variety of scopes, attachments that can be added/swapped (scrap the whole super-glued engineering attachments, who thought this was a good idea?)

- Variation of weapons is too small. Need more weapons of each type.

- No revive mechanic when most basic shooters have this. This is especially needed in Elite as death is usually quite punishing when you respawn far away from the conflict.

- Allow squad members the ability to respawn back at your ship and/or allow players the ability to construct temporary respawn points (like the Outpost/Garrison in HLL). These can of course be destroyed by enemy players/AI.

- No practical way for natural PvP to occur because of the distance between players in the game. (A way to concentrate players into a handful of ground conflict zones would maximise natural PvP activity. Maybe CG's could provide this.)

- Conflict zones are too basic and surface level. Its too "gamey". (Have larger battlefields with different "gamemodes" other than basic control points. Take a page out of HLL's book with large battlefields that requires proper tactics to manoeuvre. This allows for actual flanking and getting behind enemy lines which can be satisfying.)

- Ground AA is invincible as they magically regenerate about 2 mins after being destroyed. Unrealistic and unrewarding, literally no point in destroying them. This might be a bug however.

- Handheld AA rocket launcher with guided missiles is needed. Most modern mil-sims have them.

- Add a prone position and crawling animation. Prone position decreases weapon sway and increases accuracy. Also bipod attachments for increased stability.

- Get rid of nametags over players heads (maybe unless being right in front of them or if they are in your squad) as it can give away your position.

- Have a "Hold breath" feature for decreased weapon sway.

- Add the dropship capabilities from Frontline Solutions as a module for your ship, allowing you to drop players into the battlefield.

- Add proximity voice comms. Currently no way to really communicate with random players you see. Emotes only go so far and standing in the battlefield typing will likely get you killed.

- Allow NPC crew to go on foot and fight with you.

- Obviously performance needs to be improved across the board in CZ's and settlements in general. Nobody really likes to play FPS games at sub 60fps minimum unless you want a migraine.



EDIT: (Some extra points)

- Medpacks should have a few second animation and require the play to stand still. This will stop players just using them while running/flying in the air, balancing PvP. Also forces you to head for cover and actively remove yourself from the battle in order to heal up.

- Allow the ability to use medpacks/energy cells on others (I don't think its in the game currently).



These are some of the things that need to be added/fixed to elevate FPS gameplay to the point where it is even in the same conversation as some of the most standard shooter games out there. If the devs were not able to produce a decent quality shooter, they shouldn't have implemented it into the game and instead spent the dev time on other things imo.
That says it all. IMO they should have stayed away from FPShooter gameplay and simply just allowed us to explore locations on foot and interact with mission givers and doing more in person trading.

Really like your ideas but don't hold your breath. There won't be any drastic improvements. This is a take it or leave it situation.
 

Deleted member 182079

D
While I agree with the OP, from Frontier's viewpoint it's good enough to act as a vehicle to sell some overpriced skins. As such, I don't expect any fundamental changes; the bar was set deliberately low in an attempt to cater towards a broad mass, unfortunately as a result it ended up being neither here nor there.

I've gone back to ship activities mostly, if I want foot-based pew-pew I'm still greatly enjoying the gunplay in CP2077 (not a dedicated shooter either), the weapons don't feel like toys, are inventive, have excellent design and variety, and I don't even have to pay for skins either.
 
I'd consider myself a fan of FPS style games of varying genres. I enjoy both slower paced tactical shooters/mil-sims and more fast paced style shooters like CSGO and Siege. I've been playing many FPS games recently like Siege, HLL, DayZ, Arma, Hunt Showdown, etc and when I come back and play ED:O it just makes me laugh at how poor of a shooter it is.



Some points on ED:O's FPS gameplay:

- Too bullet spongey (mostly because of the awful design of the shields). Most shooters require maybe 1-4 shots to take someone out, not multiple magazines. This rewards accuracy and timing of well placed shots which is the main skill involved in shooters. Its also satisfying to 1 shot headshot with a sniper in HLL/Siege for example (even a headshot with any other weapon, whether it be a pistol or smg, will take someone out - realism). On the flip side, it makes the battlefield a million times more dangerous making for a much more tense and high stakes experience. Maybe Fdev didn't do this because they didn't want to give the OAP's in the community a heart attack while playing, who knows. Nerf Shield cap and regen or remove them imo. The high amount of ammo required to kill also adds the issue of running out of ammo often. You shouldn't be having to restock on ammo 2-4 times in a 10-15 min session in a CZ.

- The switching of weapon types for armour/shields was a failure of an experimental style of shooter imo. Maybe fixes and tweaks could make it work, but I think it is fundamentally a bad idea. Its tedious to babysit your weapons and switch between each one for every ... single ... enemy. Most fans of shooters will tell you that one of the annoying necessities is reloading and you always find yourself stuck in the reload animation at bad times (often resulting in death). This pain is doubled in Elite as you have 2 weapons to babysit. This has turned a necessary frustration into a completely unnecessary one. Remove the need for having 2 weapons by buffing Plasma travel times (but making Kinetic/Laser redundant) or buffing Kinetic against Shield and Laser against armour to the point where you can realistically use a full laser/kinetic loadout effectively (with the downside of making laser and kinetic basically the same weapon, hence why I think this double weapon mechanic is fundamentally bad).

- Engineering is way too grindy and needs to be reduced.

- Weapon design and animation is fairly standard and nothing really special or satisfying compared to the competition.

- Weapon sound design is poor, especially with kinetic weapons. Sounds like you're shooting a toy gun. Disappointing considering the quality of the sound design in the rest of the game.

- Grenades are fairly useless because its difficult to pre-determine the compensation you put on the throw when you are on such varying g planets. Most grenades rarely hit the target in open spaces as they bounce off into the distance. I don't think conventional grenades work in Elite and instead should be replaced with sticky grenades or impact grenades to make them more useful. Also an equivalent for a smoke and flash grenade is needed.

- The scopes in the game are a joke.

- Lack of any real sniper (the plasma sniper isn't a proper sniper. Its abysmal scope and long travel time makes it useless as a long range weapon. I also dont think the projectile can physically travel further than a few hundred meters before it fizzles out, maybe someone can verify the distance of the shot, but it doesn't seem to be far enough. (Its 3308 and this thing is less effective than a Mosin Nagant from the early 20th century, oof. If they do add proper long range weapons, they also need to add rangefinders/binoculars for spotting and also larger battlefields to accommodate for the larger distances (there's plenty of space on the billions of planets in the game).

- Customisation of the weapons is too limited. Needs larger variety of scopes, attachments that can be added/swapped (scrap the whole super-glued engineering attachments, who thought this was a good idea?)

- Variation of weapons is too small. Need more weapons of each type.

- No revive mechanic when most basic shooters have this. This is especially needed in Elite as death is usually quite punishing when you respawn far away from the conflict.

- Allow squad members the ability to respawn back at your ship and/or allow players the ability to construct temporary respawn points (like the Outpost/Garrison in HLL). These can of course be destroyed by enemy players/AI.

- No practical way for natural PvP to occur because of the distance between players in the game. (A way to concentrate players into a handful of ground conflict zones would maximise natural PvP activity. Maybe CG's could provide this.)

- Conflict zones are too basic and surface level. Its too "gamey". (Have larger battlefields with different "gamemodes" other than basic control points. Take a page out of HLL's book with large battlefields that requires proper tactics to manoeuvre. This allows for actual flanking and getting behind enemy lines which can be satisfying.)

- Ground AA is invincible as they magically regenerate about 2 mins after being destroyed. Unrealistic and unrewarding, literally no point in destroying them. This might be a bug however.

- Handheld AA rocket launcher with guided missiles is needed. Most modern mil-sims have them.

- Add a prone position and crawling animation. Prone position decreases weapon sway and increases accuracy. Also bipod attachments for increased stability.

- Get rid of nametags over players heads (maybe unless being right in front of them or if they are in your squad) as it can give away your position.

- Have a "Hold breath" feature for decreased weapon sway.

- Add the dropship capabilities from Frontline Solutions as a module for your ship, allowing you to drop players into the battlefield.

- Add proximity voice comms. Currently no way to really communicate with random players you see. Emotes only go so far and standing in the battlefield typing will likely get you killed.

- Allow NPC crew to go on foot and fight with you.

- Obviously performance needs to be improved across the board in CZ's and settlements in general. Nobody really likes to play FPS games at sub 60fps minimum unless you want a migraine.



EDIT: (Some extra points)

- Medpacks should have a few second animation and require the play to stand still. This will stop players just using them while running/flying in the air, balancing PvP. Also forces you to head for cover and actively remove yourself from the battle in order to heal up.

- Allow the ability to use medpacks/energy cells on others (I don't think its in the game currently).



These are some of the things that need to be added/fixed to elevate FPS gameplay to the point where it is even in the same conversation as some of the most standard shooter games out there. If the devs were not able to produce a decent quality shooter, they shouldn't have implemented it into the game and instead spent the dev time on other things imo.

What you do disagree with are design choices that are specific to EDO / Elite.
So yea, it's designed to be bullet spongey and along the same line, it's designed not to have a hitscan or kinetic sniper that would be impossible to avoid.
They seem to be against instant deaths, although they should have a word with them Enforcers (no complains from me, dont get me wrong, i love those guys)

Even in a CZ the respawn timer is quite high. So it's not your run-of-the-mill deathmach game with instant respawn

I do agree the scope is a really lazy implementation. To put it gently.
Some of the engineering is too grindy indeed - SDP for example. 15 of them!

Everything else in your OP can be summed up by: this is not the FPS game you are looking for
Did i mentioned It's pointless to compare EDO with any other shooter simply because it's not a shooter?
 
I'm just curious, have those other games possibilty flying in spaceships and travel across Milky Way?
There's an off-topic section if you want to discuss other games.

@Northpin
Engineering being to grindy in OP's opinion isn't just a design decision for Odyssey I think. Even the "bullet-sponge" issue they mention vanishes when you've gotten past the Engineering hurdle in my opinion.
 
if you take only the shooter-part and compare it to a dedicated fps-game it doesn´t impress.
if you take it as an extension to the base game, i personally enjoy it.

i do like the executioner(plasma sniper) enemies take 2-3 shots and no need to switch weapons. so i circumvented your first two points.
but then i played enough starsiege:tribes that predicting where a delayed shot has to go to hit a moving target became second nature.

grenades are more or less usable, too
most go where i want them to go.

so there are some points where i think you have formed your opinion to early, i guess.
some things like more variation are a no-brainer, the pvp in war-cg´s is already a thing.

the whole mil-sim and more reality stuff is something i would really appreciate,
but don´t think is fdevs intention. they take a more casual approach.
which is strange considering elite is a simulation, but it is what it is

as a fellow arma player you can surely understand my initial disappointment with the advertised "combat triangle"
i imagined large scale combined warfare. we don´t even have dedicated servers.
silly me
 
They seem to be against instant deaths, although they should have a word with them Enforcers (no complains from me, dont get me wrong, i love those guys)
I don't have a problem with them either, but I really want to get my hands on one of their Tormentors. They seem to do more damage than my G5'd one.
 
Engineering being to grindy in OP's opinion isn't just a design decision for Odyssey I think. Even the "bullet-sponge" issue they mention vanishes when you've gotten past the Engineering hurdle in my opinion.

SinceI have fully G5 weapons and suits i dont really feel the bullet spongey thing.
Not a bit.

I don't have a problem with them either, but I really want to get my hands on one of their Tormentors. They seem to do more damage than my G5'd one.

Well, i think it's a plain G5 tormentor.
In my CZ G5 Dom with resists mod i can take 3 shots i think. Which seems pretty okish
And they can also take 3 shots if i'm not mistaken (not talking about headshots :) )
 
Well, i think it's a plain G5 tormentor.
In my CZ G5 Dom with resists mod i can take 3 shots i think. Which seems pretty okish
And they can also take 3 shots if i'm not mistaken (not talking about headshots :) )
A regular grunt in a High CZ takes around 3 shots I believe, but an Enforcer definitely has more shields and armour than you do in your G5 Dominator. Pretty sure it takes more than 3 body shots to kill one of those.
 
A regular grunt in a High CZ takes around 3 shots I believe, but an Enforcer definitely has more shields and armour than you do in your G5 Dominator. Pretty sure it takes more than 3 body shots to kill one of those.

Oh, i meant AFTER you drop their shields (sure, what i meant was not obvious at all) 😂
 
I'd say the main first-person stuff is the stealth-based missions rather than the shoot-em-up stuff and I'd say that the stealth stuff is very good. Maybe not as good as a dedicated stealth game, but very enjoyable all the same. Personally, I think it's the best thing in the game.
 
2-3 shots from my Aphelion drops shields from anything up to 300m away.

Swap to AR50 while they're staggering. (They stagger when their shields fail)

Kill them with a quick burst from the AR50, then move on to the next.

If I'm faced with 2-3 enemies at once, I take all their shields out in quick succession, then mow them all down with kinetic. If they're close and cuddling each other I lob a grenade.

For base clearances you only need a maverick suit and a shotgun. When they go to scan you, draw the shotgun, shoot them in the chest, jump on the nearest roof, run away. Find another guard on their own, repeat. Then clear the buildings.

I've had zero issues with Odyssey on-foot combat since launch.
 
I'd consider myself a fan of FPS style games of varying genres. I enjoy both slower paced tactical shooters/mil-sims and more fast paced style shooters like CSGO and Siege. I've been playing many FPS games recently like Siege, HLL, DayZ, Arma, Hunt Showdown, etc and when I come back and play ED:O it just makes me laugh at how poor of a shooter it is.





- The switching of weapon types for armour/shields was a failure of an experimental style of shooter imo. Maybe fixes and tweaks could make it work, but I think it is fundamentally a bad idea. Its tedious to babysit your weapons and switch between each one for every ... single ... enemy. Most fans of shooters will tell you that one of the annoying necessities is reloading and you always find yourself stuck in the reload animation at bad times (often resulting in death). This pain is doubled in Elite as you have 2 weapons to babysit. This has turned a necessary frustration into a completely unnecessary one. Remove the need for having 2 weapons by buffing Plasma travel times (but making Kinetic/Laser redundant) or buffing Kinetic against Shield and Laser against armour to the point where you can realistically use a full laser/kinetic loadout effectively (with the downside of making laser and kinetic basically the same weapon, hence why I think this double weapon mechanic is fundamentally bad).

Don't ships have weapons that can pass through shields, doing direct damage to hulls?

I suppose if we had those on foot, everybody would use them, except on assassination missions.
 
Don't ships have weapons that can pass through shields, doing direct damage to hulls?

I suppose if we had those on foot, everybody would use them, except on assassination missions.

The plasma shotgun will one-shot many shielded enemies on foot, if you're close enough.

I will often crouch beside a doorway and mow down each of my pursuers as they come through.
 
Don't ships have weapons that can pass through shields, doing direct damage to hulls?

I suppose if we had those on foot, everybody would use them, except on assassination missions.

Usually when i do scavenger or settlement massacre missions i use a maverick, an audio masked executioner and a silenced tormentor.
Not a single one of them guards manage to raise their shields (i do make sure to take into consideration their patrol routes, so they dont stumble on dead bodies)

Feels quite rewarding
 
Back
Top Bottom