ANNOUNCEMENT Odyssey: Update on VR and Ship Interiors

No offence, but why do so many people feel the need to point this out?

"It's a space game, you can't do anything or go anywhere, there is no meaningful gameplay, but you're in space and the devs thought that would be sufficient." :-/
I think there is so much in gameplay and assets to work on that is easier, it makes sense ship interiors are lower priority. Interiors potentially also have a high annoyance factor and lower utilization than planet and outpost/ station interiors. Repetitive long walks down the same corridor in an Anaconda would get pretty boring after a handful of trips. The game cost and complexity of issues dealing with physics and object counts when walking around in space also probably taking more R$D.

Simply walking about or even shooting stuff in a building, on the ground, or in a space station that isn't moving like spaceships do = easier; even with some +/- modifiers for different gravity. I don't say easy because they still have to work all the new assets into the PG system and develop the gameplay to work in the game they have already built.

Either characters would be required to be strapped in during flight or a total handwavium pass would be required. I wrote about this issue before, saying for passenger ship gameplay that ED should include "passenger comfort" instrumentation and ratings. Commercial airliners for example can make stronger maneuvers than they do, but would severely freak out the passengers. Also, spaceflight adds even more complication. With no artificial gravity, ships are zero-g in space. But even with artificial gravity it would be hard to correctly model characters moving inside flying ships unless total handwavium is sprinkled everywhere and humans are considered indestructible an amazingly strong. Why? The models are going to be subject to many strong changes in thrust and motion. During flight, particularly any with rather "violent" maneuvers, explosions and projectile hits. Do we and FD handwave and ignore all the thrashing about the inside and say magnetic boots are sufficient to stabilize a human body and prevent being banged against all the walls? Because the boots only hold feet to the floor, and don't stabilize the legs, torso, arms and head. Once FD opens up walking in ships then that issue, amongst others like handling ship hijack/theft, has to be addressed.

Having said all that, I do want to see ship interiors as well, and no doubt they can be modelled. So hopes for the future.
 
When I'm flying my ship, no matter the maneuver and theoretical G's I pull, neither I or my in-game avatar feel it, so we must already have inertial dampening - therefore walking around also wouldn't be a problem.
 
Really? I've never seen that in VR...
I don't think it's a VR thing, it's just part of the game engine. It used to be more obvious.

Try pitching down during the glide phase of planetary entry & you'll see the screen go red, pitch up to see it go dark.

Bear in mind too that inertial dampers are not the same as gravity plating, or anti-gravity. The amount of G our pilots can withstand does stretch credulity though :)
 
it would be really great the inside of the ships... With what it induces... the multicrew gameplay. one of the teammate running to a turret... Or simply the Captain who would leave the helm to go write in his logbook in his quarters... With Frontier, the interior of the ship must necessarily include a gameplay... In any case, congratulations for Odyssey Frontier, it's an excellent start towards even more freedom.
 
it would be really great the inside of the ships... With what it induces... the multicrew gameplay. one of the teammate running to a turret... Or simply the Captain who would leave the helm to go write in his logbook in his quarters... With Frontier, the interior of the ship must necessarily include a gameplay... In any case, congratulations for Odyssey Frontier, it's an excellent start towards even more freedom.
Yes freedom is the central pillar of the Elite series since 1984.

🦠 🦠 🦠 🦠 🦠 🦠 😷
 
While Odyssey will see players explore a wide range of on and off world locations including station interiors, ship interiors will not be included at launch.

"We understand that the bond between Commander and starship is incredibly strong" ... "features which offer the most meaningful experience and gameplay for all players."
I really dont mean to be disrespectful here, but first off, you're being kinda two-faced here, since you say completely opposite things, you DO understand that the bond between the pilot and the ship is incredibly strong, and then you say about features that provide most meaningful experience... but walking around the ship and interacting with it IS the meaningful experience people have been waiting for, and "space legs" should be built around THAT. And some things added later... not vice-versa.

Otherwise, great update, can't wait for it. Really hope that you WILL add ship interiors a tad later into the update.
 
With no artificial gravity, ships are zero-g in space. But even with artificial gravity it would be hard to correctly model characters moving inside flying ships unless total handwavium is sprinkled everywhere and humans are considered indestructible an amazingly strong. Why? The models are going to be subject to many strong changes in thrust and motion. During flight, particularly any with rather "violent" maneuvers, explosions and projectile hits. Do we and FD handwave and ignore all the thrashing about the inside and say magnetic boots are sufficient to stabilize a human body and prevent being banged against all the walls? Because the boots only hold feet to the floor, and don't stabilize the legs, torso, arms and head.
Now that I've read this, Frontier's logic sounds a lot more solid, those are some really complicated mechanics to implement into the game, but for starters it would be cool to at least walk around the ship when it's landed, and what I mean by that is to physically get up from your chair and walk to the airlock and get out of the ship. That would increase the immersion drastically.
 
Now that I've read this, Frontier's logic sounds a lot more solid, those are some really complicated mechanics to implement into the game, but for starters it would be cool to at least walk around the ship when it's landed, and what I mean by that is to physically get up from your chair and walk to the airlock and get out of the ship. That would increase the immersion drastically.
I'd be up for having to remain seated during combat and ships
Now that I've read this, Frontier's logic sounds a lot more solid, those are some really complicated mechanics to implement into the game, but for starters it would be cool to at least walk around the ship when it's landed, and what I mean by that is to physically get up from your chair and walk to the airlock and get out of the ship. That would increase the immersion drastically.
They could always... you know... have someone invent artificial-gravity for small ships in the Elite Dangerous universe.

That wouldn't be too much of a stretch and it sure as hell would sort the walking problem ;)
 
I really dont mean to be disrespectful here, but first off, you're being kinda two-faced here, since you say completely opposite things, you DO understand that the bond between the pilot and the ship is incredibly strong, and then you say about features that provide most meaningful experience... but walking around the ship and interacting with it IS the meaningful experience people have been waiting for, and "space legs" should be built around THAT. And some things added later... not vice-versa.

Otherwise, great update, can't wait for it. Really hope that you WILL add ship interiors a tad later into the update.
Strongly disagree, as much as I do want to walk around my interiors. (I do sometimes in VR but it's not quite the same thing) They absolutely are doing the right thing by focusing on gameplay related to the new feature first and foremost. Walking around and interacting with the ship is cool, but it doesn't add a whole lot right now. What they are working on seems to be giving more of a reason to walk around on foot.
 
I really dont mean to be disrespectful here, but first off, you're being kinda two-faced here, since you say completely opposite things, you DO understand that the bond between the pilot and the ship is incredibly strong, and then you say about features that provide most meaningful experience... but walking around the ship and interacting with it IS the meaningful experience people have been waiting for, and "space legs" should be built around THAT. And some things added later... not vice-versa.

Otherwise, great update, can't wait for it. Really hope that you WILL add ship interiors a tad later into the update.
Not really; when it comes to MEANINGFUL gameplay, they're referring to things that drive the game forward; people walking around these new social spaces provides that because it is providing gameplay experiences such as making purchases, interacting with other players, taking on missions, etc. What gameplay value is there in walking around ships? There's none - sure, it would be nice to see what the interior looks like, but once you've done that a few times, there's nothing new to see, nothing added to the game.
 
If they cared about meaningful gameplay ...then they wouldn't focus on creating content in places people spend a minor fraction of their time at or with content only a fraction of the playerbase is interested in since you're basically providing a different game that those players already had available and chose not to play (there are tons of fps's out there) and instead chose to play a space combat / trader game.

Most players spend the majority of their time in space moving between locations...not at the destinations unless they're afk.
This also happens to be some of the most under-utilized parts of the game in terms of any kind of meaningful / fun / constructive gameplay.

Make traveling in the game fun and exciting. The destinations should be footnotes to the journey getting there in this game. Focussing on the destination just further disassociates the player from what drew them to the game in the first place, flying a space ship. Further, it reinforces a sense of resentment players have towards what should otherwise be the core activity in the game (space travel) leading to calls to cut more and more of it out and reduce the cost of it (and thus any hope to make it interesting).

Introduce ways for players to create and make available their own content within the game. Reliquish the chokehold you have on the overall story of elite dangerous since you're not capable of keeping up with player demand and only harming the game by keeping it the way it is. There's at least a few hundred players left playing and the're likely more than willing to create free content in a variety of ways to tell the stories they want to tell and that would be immeasurably more valuable as gamplay to the rest of the players than the status quo and first person shooting around yet another carbon copy base environment.

It's infuriating to read marketing speak. Meaningful player gameplay doesn't factor into the dev roadmap in this game. I'm not sure what drives it but it doesn't appear to be related to what's best for players or the gameplay. Hire some people who like playing games in this genre. Or release the cell phone videos of those guys flipping chairs and throwing mice and kicking down cube walls around the office when the execs set the development priorities to what they do ...that would at least be somewhat entertaining.
 
Apologies, I haven't read the whole thread so this may have been answered: but what percentage of players actually play in VR?
It’s not been said what the percentage is, but it appears (thankfully) that it’s enough for FDev to provide a partial solution for VR players upon Odyssey launch.
An interesting figure that recently popped up from EA regarding Star Wars: Squadrons - apparently 15% of players have played in VR, which I think is pretty good considering one of the game launch platforms doesn’t have VR. The 1.5% figure usually bandied about (from Steam usage figures) would seem to be not that representative after all, at least where spaceflight games are concerned.

I wonder how ED compares?
 
Thanks for confirming VR in Odyssey will be supported. Even if it will be only on cinema screen at first.

And I am grateful that you keep the VR thing going. There were rumors that Frontier would drop the VR support completely in 2021. I really hope that was fake news.
As far as I see, the VR community is constantly growing. And the problem with Elite in VR is: There is no turning back. Once you have tried it (and are not too much affected by motion sickness) turning back to playing it in 2D in front of a screen seems impossible. If VR support would be dropped, I would surely quit playing.
 
Thanks for confirming VR in Odyssey will be supported. Even if it will be only on cinema screen at first.

And I am grateful that you keep the VR thing going. There were rumors that Frontier would drop the VR support completely in 2021. I really hope that was fake news.
As far as I see, the VR community is constantly growing. And the problem with Elite in VR is: There is no turning back. Once you have tried it (and are not too much affected by motion sickness) turning back to playing it in 2D in front of a screen seems impossible. If VR support would be dropped, I would surely quit playing.
Same.

Once the VR is tested, very very difficult to play on screen... the game is bland.
 
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VR and Elite Dangerous Odyssey

We understand that our VR players are keen to know more about how the transition and gameplay will work in Odyssey in VR. With that in mind, we would like to share our current plan for how that will work.
In Odyssey, players will be able to fly down to planets, fly through atmospheres and drive along planet surfaces in their SRVs - all while remaining in VR.

When disembarking your ship or SRV, players will be presented with a projected flat game screen in their VR headset in order to continue on foot. Players will of course be able to remove headsets if they so choose, but this will not be a requirement to continue your adventure.

There will be no requirement to boot between Horizons and Odyssey in order to continue your journey.
We understand that VR is a big part of Elite Dangerous and is a feature that holds a dedicated and passionate community. However, we do strongly believe that VR should only be enabled for on foot gameplay when we have an experience that truly matches the same quality bar that we set for cockpits. That said, we do hope that this implementation will allow our VR players the best possible transition between their VR experience and exploration on foot.
Thank you for the update.

While obviously not the best news, it is still MUCH better than what was originally considered, so thank you very much for listening and continuing to cater to your VR community. We know we probably make up a fairly small percentage of the player base, but still, Elite Dangerous is a shining light in the VR gaming space and FDev should rightly be proud and supportive of it.

Hope you are still considering to implement full VR support for Odyssey in the future, not entirely sure what is meant by "the same quality bar that we set for cockpits" though? Surely VR is VR as long as all in-game elements (environments, HUIDS, etc) render correctly in VR and if they don't, the someone somewhere was asleep during the design stages! Other developers have shown that it's possible for this genre of game.. ;)

Anyway, looking forward to trying it out when it launches, and thank you again. :)

(Edited wording to clarify the third paragraph slightly)
 
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