This is one of my first few topics here so try not to lynch me a bit too quickly please.
I really enjoy ED. I'm pretty sure I always have since launch. Minor quibbles here and there, but nothing that breaks the game for me. It really captures my imagination and definitely gives me a sense of wonderment and scale of things when playing. I like the way things are evolving, enjoy the community participation (Go ObsidianAnt!) and it's my favourite VR compatible game right now.
Now that the pandering pretext is out of the way... I've been playing some NMS (No Man's Sky) recently, it's... alright. Anyway, I know that the games are completely different both in design and implementation but I've been thinking of a few things that ED can learn from both NMS's successes and mistakes.
In no particularly important order:
I have a few other observations and thoughts on this that I'll edit in later. For now it's just what's off the top of my head. When you consider all the systems that are already running, what can be fine tuned and what can/should be implemented to get atmospheric planets up into the game it's mind boggling how much work would need to be done and tested. It's certainly not a small job by any means. It's not just a matter of generating a perlin noise map and calling it a day.
Anything else you saw in NMS you'd like ED to do better? Any missteps in NMS that the ED designers could take away?
I really hope Elite continues to evolve. It's really the best modern space'an sim on the market right now as far as I'm concerned. The amount of things and to see and the fact there's so many people playing in the same galaxy is amazing, my mind is blown! </exits room>
I really enjoy ED. I'm pretty sure I always have since launch. Minor quibbles here and there, but nothing that breaks the game for me. It really captures my imagination and definitely gives me a sense of wonderment and scale of things when playing. I like the way things are evolving, enjoy the community participation (Go ObsidianAnt!) and it's my favourite VR compatible game right now.
Now that the pandering pretext is out of the way... I've been playing some NMS (No Man's Sky) recently, it's... alright. Anyway, I know that the games are completely different both in design and implementation but I've been thinking of a few things that ED can learn from both NMS's successes and mistakes.
In no particularly important order:
- Caves. When atmospheric planetary landings are put in, there needs to be caves, overlapping terrain, not just a single plane heightmap. These need to exist underwater.
- Rivers. NMS has no rivers that I've noticed. Perhaps some narrow bodies of water, but no indication of flow.
- Waterfalls. Part of rivers, sudden drops, means water drops. Physics!
- Dunes and plains. Areas with high dust or other particulate content eventually form plains or large dunes. Spice must flow. So far I haven't seen these in NMS aside from the bullshot-laden trailers. </gettingMyDigsIn>
- Biomes. Different parts of planets should look different, from orbit and on the surface. The edges and changes within should be appropriate. NMS has no biomes. ED already provides planets with ice caps and such, definitely the right track.
- Seasons, Highly elliptical orbits or planets with an axial tilt should have seasons of some sort. Planets with a very slow rotation speed should show that one side of the planet is visibly colder than another. NMS's planets do not move. In ED, this would be difficult for the player to notice when visiting a planet in a one-off trip, but frequent stops over a long period of time showing the differences in seasons would be mind-blowing for some.
- Weather, NMS provides occasional storms and rain. This should be a given and should make sense in ED. The current cloud cover should reflect what appears on the ground.
- Atmospheric density and composition. Different atmospheres have different densities. When entering these atmospheres we should see friction create flames at different intensities, altitudes and ALSO, different colours. NMS presents a one flame fits all approach. ED programmers can and should take this opportunity to show off their skills.
- Boulders. Glacial movement and tectonic shifts with landslides and such is a thing. Chunks of rock happen and get into strange places. NMS does this well enough but can be done better. The ED team are clever folks.
- Non-issue. NMS's soundtrack occasionally presents scores that fit what's on screen. Especially when wandering aimlessly on a strange planet. I've caught myself stopping and just absorbing the melody within. Some hits and misses. Elite does this too when jumping in, dropping out of SC, in combat (damn good), approaching a station or in SC. Expand on this further please. Your composer really knows their stuff and I think we're eagerly awaiting more. That said, over composition exists, sometimes silence works too. This really isn't a gripe against NMS and ED, both appear to do it well and are on the right track, so just... props.
I have a few other observations and thoughts on this that I'll edit in later. For now it's just what's off the top of my head. When you consider all the systems that are already running, what can be fine tuned and what can/should be implemented to get atmospheric planets up into the game it's mind boggling how much work would need to be done and tested. It's certainly not a small job by any means. It's not just a matter of generating a perlin noise map and calling it a day.
Anything else you saw in NMS you'd like ED to do better? Any missteps in NMS that the ED designers could take away?
I really hope Elite continues to evolve. It's really the best modern space'an sim on the market right now as far as I'm concerned. The amount of things and to see and the fact there's so many people playing in the same galaxy is amazing, my mind is blown! </exits room>