Pointing out the lack of game responsiveness and feedback

Ever notice when in the station menu your hands don't move when you move the throttle or stick? Or when choosing menu items, your thumb doesn't move the hat switches to mirror your movements?

Why is that? It has always been jarring, to me at least, that I don't see this feedback, especially in VR.

Another example is jumping to supercruise and hyperspace. Why does your virtual body freeze up? I can understand the ships computers freezing, because jumping requires a lot of power, but your virtual body? And I know at least one of you will say, "because tele-presence." I say that that,
"Bunk!"

It's time for FD to start investing in programming threads. It's 2019. Everybody has multiple cores and threads. Use them. They will improve responsiveness and feedback.
 
It's a waste of scarce development time, there are much more urgent things to work on than a finger animations in loading screens.

Besides, when you are in a ship and using the stick to fly then making the appropriate hand movement makes sense, but when you are in a station accessing the station menu realistically you aren't going to be using the flight controls it will be a touch screen, or voice activated, so if I saw my pilot waggling his flight control stick around to access the station menu, now that would be jarring.
 
Ever notice when in the station menu your hands don't move when you move the throttle or stick? Or when choosing menu items, your thumb doesn't move the hat switches to mirror your movements?

Why is that? It has always been jarring, to me at least, that I don't see this feedback, especially in VR.

Another example is jumping to supercruise and hyperspace. Why does your virtual body freeze up? I can understand the ships computers freezing, because jumping requires a lot of power, but your virtual body? And I know at least one of you will say, "because tele-presence." I say that that,
"Bunk!"

It's time for FD to start investing in programming threads. It's 2019. Everybody has multiple cores and threads. Use them. They will improve responsiveness and feedback.

Damn right! Your avatar should mimic the player exactly, how can this travesty be allowed to continue! If a player is using keyboard and mouse, then why does the ship have a HOTAS, if a player is using a console controller the avatar should be shown sitting in an overstuffed chair with the controller in both hands, Mountain Dew and corn chips on the side are of course available via the Frontier store …...
 
Besides, when you are in a ship and using the stick to fly then making the appropriate hand movement makes sense, but when you are in a station accessing the station menu realistically you aren't going to be using the flight controls it will be a touch screen, or voice activated, so if I saw my pilot waggling his flight control stick around to access the station menu, now that would be jarring.

What touch screen? What voice control? Do you see any?
 
So you think ED is a single core, single threaded application?

That's not what I'm saying. I mean to say that FD should take advantage of multiple cores and multiple threads to improve responsiveness and feedback.

Don't invent things you think I wrote. Just read what I wrote.
 
Canned response. Stop recycling this nonsense.

lol. Elite has about 100 people working on it. For contrast, Warframe has 350 and Destiny has 1000. Fdev dev time is scarce. I don't know what your background is, but it doesn't seem like you have any idea how much work it takes to make a high fidelity game like Elite. You apparently don't know what cores and threads are either, beyond maybe an analogous layman's understanding. Your finger twitches are on the to-do list, below HUD colour and 648574321 bugs.
 
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That's not what I'm saying. I mean to say that FD should take advantage of multiple cores and multiple threads to improve responsiveness and feedback.

Don't invent things you think I wrote. Just read what I wrote.

So are you suggesting that they're not doing that already?
 
lol. Elite has about 100 people working on it. For contrast, Warframe has 350 and Destiny has 1000. Fdev dev time is scarce. I don't know what your background is, but it doesn't seem like you have any idea how much work it takes to make a high fidelity game like Elite. You apparently don't know what cores and threads are either, beyond maybe an analogous layman's understanding. Your finger twitches are on the to-do list, below HUD colour and 648574321 bugs.

I have a master's degree in computer science with an emphasis in Artificial Intelligence. And I'm currently working as an Oracle DBA. I know exactly what it takes.

And before you fling ad-hominen attacks, consider first your target. They may be more than you think.

Do you know the difference between cores and threads, as it pertains to software vs hardware?
 
Before you dismiss an argument you don't like, first consider the merit. If you know exactly what it takes, why is available man-hours and a priority list a nonsense response?
 
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What touch screen? What voice control? Do you see any?

Ok lets get off the high horse, we are playing what is essentially a Role Playing Game set in the future, in the future when you arrive at a station you aren't going to be using a joystick to navigate around the station menu's, the fact that we have to is a limitation of the technology we have at our disposal, the fact that you seem to insist that your avatar should waggle his joystick when you, the player (not the avatar) accesses the station menu's is simply a lack of understanding of how role playing is done. When you access the menu you need to imagine that the avatar is sitting in a station office somewhere haggling over trading prices, or negotiating a smuggling or assassination mission, not sitting in his ship waggling his joy stick, that would indeed be bizarro world. That you think your avatar should be waggling his joystick when you are performing outside of piloting activities is just a lack of imagination and doesn't need fixing.
 
I have a master's degree in computer science with an emphasis in Artificial Intelligence. And I'm currently working as an Oracle DBA. I know exactly what it takes.

And before you fling ad-hominen attacks, consider first your target. They may be more than you think.

Do you know the difference between cores and threads, as it pertains to software vs hardware?

Impressive enough credentials and experience ( I only have a bscs) , but then I'm still perplexed why you keep going on with these trollpicking FD threads when one would think with more insight, FD should be praised with the monumental achievements of ED and their commitment and efforts on meeting the challenges with their limited resources to maintain and improve it with a prioritized process. And I'd think it's seriously doubtful FD besides their own innovation, are not already using gamedev industry methods obviously including multithreaded application and decent game AI.
 
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Ok lets get off the high horse, we are playing what is essentially a Role Playing Game set in the future, in the future when you arrive at a station you aren't going to be using a joystick to navigate around the station menu's, the fact that we have to is a limitation of the technology we have at our disposal, the fact that you seem to insist that your avatar should waggle his joystick when you, the player (not the avatar) accesses the station menu's is simply a lack of understanding of how role playing is done. When you access the menu you need to imagine that the avatar is sitting in a station office somewhere haggling over trading prices, or negotiating a smuggling or assassination mission, not sitting in his ship waggling his joy stick, that would indeed be bizarro world. That you think your avatar should be waggling his joystick when you are performing outside of piloting activities is just a lack of imagination and doesn't need fixing.
One should not have to use their imagination when playing a video game. That's the whole point of a *video* game.
 
Impressive enough credentials and experience ( I only have a bscs) , but then I'm still perplexed why you keep going on with these trollpicking FD threads when one would think with more insight, FD should be praised with the monumental achievements of ED and their commitment and efforts on meeting the challenges with their limited resources to maintain and improve it with a prioritized process. And I'd think it's seriously doubtful FD besides their own innovation, are not already using gamedev industry methods obviously including multithreaded application and decent game AI.
Again with the ad-hominem attacks. You're not winning if you target the poster and not the post.
 
One should not have to use their imagination when playing a video game. That's the whole point of a *video* game.

Actually, they should and always do. It's called 'suspension of disbelief'. You do it yourself, otherwise you'd complaining about instant repairs, refueling, cargo loading, respawning, etc.

Again with the ad-hominem attacks. You're not winning if you target the poster and not the post.

You're not winning by fallacy spotting either.
 
Again with the ad-hominem attacks. You're not winning if you target the poster and not the post.

I think I put up enough of a relevant argument as to the trollishness of this thread. FD are obviously not neglecting concurrent programming techniques. This trivial issue of needing feedback on the avatar while using the station board UI didn't really register in the consciousness of the playerbase (..erm forum viewers this fine Sun. evening) until this thread brought it up and then followed by the potshot implication of FD's supposed inferior coding resources. Even the title of this thread by itself is an out of context hyperbolic indirectly attempted potshot. Spacelegs aren't implemented yet, so it makes sense there's really no pressing need to implement an authentication of every fpv minor detail. Have fun trying to convince or pretend otherwise where most are just amused (points for amusing) by this non-issue.
 
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