Right what the hell is wrong with the controls?

I bought into the standard Beta during the Kickstarter 18 months ago and decided to put the extra £15 into it today so I could play the game.

I did watch some video's on Youtube but figured I would be able to sort the controls out myself.

Well, the controls are like the Original Elite game and favor a pitch/roll model, not a pitch/yaw one. I understand that you may not like it, but its what the developers wanted for the game. So live with it (I promise you that the more you actually play it the more you are going to love it), or ask for a refund for your 15 pounds...;)
 
You have to fly it like a spitfire in space. It's actually really good fun if you give it a chance (I'd recommend a joystick if you can get hold of one) it gets to be very satisfying.

There have been some long threads on this, but lots of people do share your opinion that in space you should obviously be able to yaw quickly, however Frontier made the last two Elite games around 20 years ago that had traditional yaw systems and they felt from the outset that the combat had been less fun, they also tried it in house with Elite Dangerous and felt it lead to multi-player turreting. Perhaps someone else can dig out more information.

Well then I'm sorry but Frontier have got it wrong and some of the very best space flight sims will prove that to be correct (Wing Commander series, X-Wing vs TIE Fighter, Freespace 1&2, Privateer, Starlancer, Freelancer and finally Star Citizen/Arena Commander). All those games use normal flight mechanics and all of those games succeeded. Why change what isn't broke?
 
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Well, the controls are like the Original Elite game and favor a pitch/roll model, not a pitch/yaw one. I understand that you may not like it, but its what the developers wanted for the game. So live with it (I promise you that the more you actually play it the more you are going to love it), or ask for a refund for your 15 pounds...;)

Lol I have paid £100 pounds for the game not £15.
 
Well then I'm sorry but Frontier have got it wrong and some of the very best space flight sims will prove that to be correct (Wing Commander series, X-Wing vs TIE Fighter, Freespace 1&2, Privateer, Starlancer, Freelancer and finally Star Citizen). All those games use normal flight mechanics and all of those games succeeded. Why change what isn't broke?

Star Citizen isn't out yet? Arena Commander I wouldn't know because I can't control it still.
 
Well then I'm sorry but Frontier have got it wrong and some of the very best space flight sims will prove that to be correct (Wing Commander series, X-Wing vs TIE Fighter, Freespace 1&2, Privateer, Starlancer, Freelancer and finally Star Citizen/Arena Commander). All those games use normal flight mechanics and all of those games succeeded. Why change what isn't broke?

Maybe so we can have something different. As you point out there are plenty of other games that already use that control method - so there's plenty of room for Elite to try something "different".
 
Well then I'm sorry but Frontier have got it wrong and some of the very best space flight sims will prove that to be correct (Wing Commander series, X-Wing vs TIE Fighter, Freespace 1&2, Privateer, Starlancer, Freelancer and finally Star Citizen). All those games use normal flight mechanics and all of those games succeeded. Why change what isn't broke?

For the Elite franchise, it's a return to its roots rather than a change ;)

And to turn the question on its head, why change a flight model that many of us really enjoy (not that FD is going to change it in any case). Maybe you'd be better off with Star Citizen, and have made a poor purchase with Elite Dangerous (just as I have quite possibly made a poor purchase with Star Citizen, whose flight model is not what I expected at all).
 
OK if you need me to make that distinction I will change it to Arena Commander for you.

ok, but I still can't control that game, the ships just swing about. I'll get back to you on that when they fix it. Also, it isn't multi-player yet so we can't compare it.

I believe the issue at hand is that the Frontier designers felt very strongly that multi-player space games had uninteresting flight models that led to both players sitting and firing at each other without moving (like turrets). They want Elite to be a satisfying experience where players have to avoid each others maneuvers while moving fast.

Chris Robert's has also tried to tackle this issue using the g-force black outs.

The general consensus here is that the Elite flight model is actually extremely good fun and combat against other players is working well.

Your point is a valid one, but Frontier are sticking to their guns on this one. I don't think calling them stupid is constructive.
 
Maybe so we can have something different. As you point out there are plenty of other games that already use that control method - so there's plenty of room for Elite to try something "different".

Trying something different is fine but where is the harm is allowing people who want normal flight controls to have them? Purely from a business model standpoint it makes more sense, you'll have more people who want to play your game.
 
Trying something different is fine but where is the harm is allowing people who want normal flight controls to have them? Purely from a business model standpoint it makes more sense, you'll have more people who want to play your game.

I guess Elite is a niche' indie title for people that want a particular experience then
 
Trying something different is fine but where is the harm is allowing people who want normal flight controls to have them? Purely from a business model standpoint it makes more sense, you'll have more people who want to play your game.

I think it's the flight model and not the controls that is the issue (you can bind controls to yaw if you like, but it won't make yaw any faster).
 
Trying something different is fine but where is the harm is allowing people who want normal flight controls to have them? Purely from a business model standpoint it makes more sense, you'll have more people who want to play your game.

It's a bit like taking someone who can only drive an automatic and plonking them in the drivers seat of a manual.

If you stick with it, you'll see how much fun it is!

No need to give up quite yet.
 
Trying something different is fine but where is the harm is allowing people who want normal flight controls to have them? Purely from a business model standpoint it makes more sense, you'll have more people who want to play your game.

These are normal flight controls for Elite. They work perfectly too once you learn how to fly. Seriously, as others have said, stick with it.
 
ok, but I still can't control that game, the ships just swing about. I'll get back to you on that when they fix it. Also, it isn't multi-player yet so we can't compare it.

I believe the issue at hand is that the Frontier designers felt very strongly that multi-player space games had uninteresting flight models that led to both players sitting and firing at each other without moving (like turrets). They want Elite to be a satisfying experience where players have to avoid each others maneuvers while moving fast.

Chris Robert's has also tried to tackle this issue using the g-force black outs.

The general consensus here is that the Elite flight model is actually extremely good fun and combat against other players is working well.

Your point is a valid one, but Frontier are sticking to their guns on this one. I don't think calling them stupid is constructive.

Hold on I have never call FD, or anyone who works for them, stupid. Also never in my life have I ever played a space flight sim without moving. The 'turrets in space' thing is wrong. I don't want to stand perfectly still and shoot things, I want the ship to move left or right when I move my mouse left or right, is that really so much to ask for?
 
Well then I'm sorry but Frontier have got it wrong and some of the very best space flight sims will prove that to be correct (Wing Commander series, X-Wing vs TIE Fighter, Freespace 1&2, Privateer, Starlancer, Freelancer and finally Star Citizen/Arena Commander). All those games use normal flight mechanics and all of those games succeeded. Why change what isn't broke?

Funnily enough, although I did enjoy TIE Fighter and Freespace 2, I always resented the pitch 'n' yaw a little bit. It kills the sense of forward movement for me.

Frontier have got it right for themselves and the majority their audience, and it doesn't really hurt having a game that does things differently... I can see how you might feel irritated that it wasn't the game you were looking for, but to be honest you're probably not going to get too much sympathy here.
 
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