There's a huge amount, and it's been used with a vast amount of ability and knowledge even if you don't appreciate it.PG in ED seems to be very little used. There is no variety. I do not know if it's for lack of ability or knowledge itself.
NMS on the other hand, shows how it should be used.
PG in ED seems to be very little used. There is no variety. I do not know if it's for lack of ability or knowledge itself.
NMS on the other hand, shows how it should be used.
PG in ED seems to be very little used. There is no variety. I do not know if it's for lack of ability or knowledge itself.
NMS on the other hand, shows how it should be used.
NMS look incredible but at the moment ED is a more technical model. It would be great if ED and NMS could team up that would be incredible![]()
I do not think it's possible to really know what level of PG NMS actually has at this point unless any of you lot have played it extensively. In the videos everything looks nominally the same. There are animals which presumably are the same skeletal animations with variable textures and body-parts, there are tree/plant things, some fairly low resolution ground (not much in the way of natural features) but some really impressive tunneling stuff.
Deformation and such isn't 'really' that hard once you have the PG up and going, Elite could probably get some eventually, caves and whatnot, since on the big scale it is just a negative map, that cuts the tunnels, so generation goes.I do not think it's possible to really know what level of PG NMS actually has at this point unless any of you lot have played it extensively. In the videos everything looks nominally the same. There are animals which presumably are the same skeletal animations with variable textures and body-parts, there are tree/plant things, some fairly low resolution ground (not much in the way of natural features) but some really impressive tunneling stuff. If it wasn't for the illusion of scalable "planets" I couldn't really tell if the actual PG stuff on offer is more/less impressive than other indie games such as Sir you are being hunted which just has open play areas and procedural variation of assets.
Seems an odd statement, sure they could create unrealistic variations in terrain that couldn't happen irl, but there are an enormous amount of things that 'can' happen. But yes you are right because of the lack of realism they can always add more stuff 'to do' since it doesn't need to make sense.What I find fascinating about NMS is that they seem to be using PG in so many areas, and using it quite extensively. Apart from graphics it is critical to the sound and music, and also to the seeding of everything in their biomes and in space. They may be going for less "realism", but that is allowing them to go further with PG than anyone else. Their planets may be much simpler looking than ED's, but they will have a lot more stuff to find and with which to interact.
In terms of its level of PG content and the context in which it is being delivered in 2016, I think NMS could well come to be seen as equally important and innovative as the original Elite was in its context in 1984.
Deformation and such isn't 'really' that hard once you have the PG up and going, Elite could probably get some eventually, caves and whatnot, since on the big scale it is just a negative map, that cuts the tunnels, so generation goes.
Procedural generation of terrain -> generate cave map -> add player destruction map -> add player creations.
Sorta, Look at Red Faction, the original, sure it was a solid map with 'diggable' zones, but it worked, and people could join later and got the deformation fine.Frontier have already shown this in Planet Coaster and I'm certainly impressed by what appears in the NMS videos when he tunnels into the ground. I don't think it really ties in with PG, but my memory of working with height fields back in the PS2 era would be that sort of thing was actually very problematic.
Seems an odd statement, sure they could create unrealistic variations in terrain that couldn't happen irl, but there are an enormous amount of things that 'can' happen. But yes you are right because of the lack of realism they can always add more stuff 'to do' since it doesn't need to make sense.
Sorta, Look at Red Faction, the original, sure it was a solid map with 'diggable' zones, but it worked, and people could join later and got the deformation fine.
But yeah, Frontier has proven to me they know what they are doing, but they are simply taking their time and plan things out for certain steps rather then rushing along.
It remains so - I CBA to do the digging to find you the references but NMS works on spherical non deformable planets with a voxel layer on top of a set thickness.Frontier have already shown this in Planet Coaster and I'm certainly impressed by what appears in the NMS videos when he tunnels into the ground. I don't think it really ties in with PG, but my memory of working with height fields back in the PS2 era would be that sort of thing was actually very problematic.
Well, it's very understandable they are taking their time. They simply can afford to, NMS being something else entirely (clearly no direct competition) and SC isn't coming anytime soon.
That takes no account of the detail though - many of those people are here for missions and interaction with the BGS, others are there for visiting parts of our galaxy or seeing nebulae and amazing sights the galaxy brings forth
None of that is available in NMS. It's a fun cartoony romp through a sci-fi art homogenous galaxy with a story leading to the centre - there's no visiting Saggitarius A*, there's no going to the Pleiades, there's no huge economies or multiplayer story or deeper combat - heck there's only a tiny number of ships and very very simplistic displays/controls as indicated in every single video - I have no idea where anyone could imagine HOTAS level control.... but they do. The hopecasting will be it's biggest danger as I reckon it'll do what it does very well, it's just whether that faintly matches people's dreams and expectations now
I very strongly suspect this is the cause of the delay and the number of life containing planets had to be vastly increased. They've shown virtually FA of the actual game as described by Sean, just a cornucopia of critters and colour and life - that is what people will be expecting.I see the customer discontent once the hype fades as the biggest problem the devs with this game will have to face.
The real curiosity is persistence in landscape deformation - if you draw a massive frank and two veg on a planet will it still be there when you come back? Will all this information for billions of planets be shared and stored on everyone's computer? I think not.... which leaves us with the possibility everything you do will be undone and restored to fresh newness each time the area is regenerated by the PG engine. Very curious how they've handled that - the potential volume of data is terrifying.
I'm not sure I agree with this. Yes NMS is quite different, but it appeals to a lot of the same people as Elite does. Specifically it appeals to those interested in a PvE game, which focuses on exploration and survival. Judging by the endless PvP vs PvE discussions in these forums there is a substantial part of the community that are only interested in PvE, and may in fact find NMS to be a better fit for their play style.
I can generally only muster up the interest for one RPG at a time, and if NMS is really good I will probably ditch Elite for the foreseeable future. The only MAJOR difference will be the lack of focus on ship flight, as NMS looks to have a very simplified flight model in place. If it doesn't support a HOTAS setup that would be a disappointment for me, but maybe not so important for others![]()
As an explorer primarily, NMS seems very appealing to me whereas Elite has done nothing to improve exploration since 1.0. If NMS is very good I could see myself skipping season 3 of Elite completely, seeing how the expansions and updates seem to completely ignore exploration (so far). If Elite ever finally adds some exploration content to the game I might reconsider. Again, we’ll see soon enough.