Edit: covered in a later post.
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All (hopefully constructive) criticizing aside, what I certainly do not want is diversity at all costs. Even in their current monotone shape I still prefer ED's planetary surfaces a hundred times over that of NMS. As long as I'm able to fantasising myself into the illusion of actually 'being there' the game is still working for me. In this regard, especially compared to some other projects, FD is doing a great job here. Many players seem to play with a certain distance to a game or it's environment in which case the play- and colorful world of NMS makes some sense. Unfortunately that's not my cup of tea.
All (hopefully constructive) criticizing aside, what I certainly do not want is diversity at all costs. Even in their current monotone shape I still prefer ED's planetary surfaces a hundred times over that of NMS. As long as I'm able to fantasising myself into the illusion of actually 'being there' the game is still working for me. In this regard, especially compared to some other projects, FD is doing a great job here. Many players seem to play with a certain distance to a game or it's environment in which case the play- and colorful world of NMS makes some sense. Unfortunately that's not my cup of tea.
I know why people bring up NMS though. It's to proove a point that earth like planets can be done on current software. Sure the assets have a different art style, but it shows what can be done. FDev will not do cartoony graphics like NMS, they will make it as realistic as they possibly can.
I think NMS would look similar to ED if they chose a more "muted" color pallet. ED is currently not as realistic-looking in the foliage department as we might like to think - just take the camera view for a stroll in one of the "park stations".
Also, if you compare current surfaces with those of this pre-Horizons stream they look somewhat homogenized now, something that probably was necessary due to performance issues and/or console requirements. FD was never really open about the reason for this decision.
Surface terrain was normalized in 2.2 alongside the beigification. It was a double whammy so to speak, and this is largely why 2.2 all but killed exploration for me. Adam from Frontier stated they normalized the terrain in order to reduce mesh errors. Unfortunately it greatly homogenized surface terrain variety, leveling everything out and reducing both height variations and terrain diversity.
I don't think the Q1 update is going to do anything to offset this, so essentially the Q1 patch is only fixing half of the problem which 2.2 created. I'm not sure if Frontier ever intends to improve the terrain normalization, but I really hope they do someday as I miss the pre-2.2 terrain so much.