Update 11 Patch Notes

Now that the Odyssey content updates have finished (what was announced), will FD turn to other, more Powerplay shaped matters?
Hopefully they will concentrate on something with a more universal appeal, scoopable gas giants, more dynamic planetary environments or accretion discs those could even be relatively benign just put a a large ring around the stellar object to snatch victims into normal space.
 
Hopefully they will concentrate on something with a more universal appeal, scoopable gas giants, more dynamic planetary environments or accretion discs those could even be relatively benign just put a a large ring around the stellar object to snatch victims into normal space.
Well, I am far more interested in FDev bringing a little love to Powerplay than those suggestions of yours. Not that your suggestions are bad, not at all. I'd like to see them in the game. But the Powerplay looks like 'abandoned' by FDev since it was implemented in the game.
 
Hopefully they will concentrate on something with a more universal appeal, scoopable gas giants, more dynamic planetary environments or accretion discs those could even be relatively benign just put a a large ring around the stellar object to snatch victims into normal space.
a more universal appeal
scoopable gas giants
Yes, exciting gameplay
or accretion discs
LOL

At least a Powerplay update would add something of substance to the game, and not pointless window dressing for screenshots.
 
Well, I am far more interested in FDev bringing a little love to Powerplay than those suggestions of yours. Not that your suggestions are bad, not at all. I'd like to see them in the game. But the Powerplay looks like 'abandoned' by FDev since it was implemented in the game.
Frankly I'm amazed at the focus on pointless things like sitting down when it adds nothing and eats into scant dev time.
 
Frankly I'm amazed at the focus on pointless things like sitting down when it adds nothing and eats into scant dev time.

Gotta have the ability to sit for the Carrier jump (loadscreen), while they are creating those animations may as well add them for other seats too. Makes sense to me. I agree it doesn't add anything gameplay-wise but hey, people asked for it & got it. Easy win :)
 
I personally would like to see the first expansion to station/port interiors to be that the main concourse is open to everyone but every faction has it's own suite, this would allow rep/influence to play a part in accessing those areas, with them opening up to commanders who are, say, friendly and above. It's there where the espionage type missions will reside, away from they prying eyes of the other factions, with the potential for missions to target these areas for assassination/espionage type things as well. Also the 'psst' type mission providers can reside there and not be so in the open as they currently are. This way you could also get to meet and greet all the people that otherwise appear in the pictures, employing dialog trees that can assist develop your rep/influence and give a more personal feel. These folks can be targeted for espionage too.
This is a cool idea. Having access to an administrative office for each faction on the station that unlocks with rep would be interesting, would make "hey, wanna get your hands dirty?" mission providers work better, and could hopefully be developed with reusable/randomize-able assets to keep the devs from having to break their backs over implementing it.
 
Frankly I'm amazed at the focus on pointless things like sitting down when it adds nothing and eats into scant dev time.
Pointless or meaningful, it just depends on the kind of player you are, I think. For role-playing explorers for example, there's something quite satisfying after six months out in the black to return to a station or carrier, sell your data, get to the bar and sit down with a drink, do a spot of ship/people watching; it's so different from what you become accustomed to. I spent a year going the scenic route from the bubble to Colonia and when I finally got there I celebrated (on my side of the screen) with a 60 year old cognac, while my CMDR stood at the window watching the ships. Admittedly, after a year in the chair, she didn't mind that much, but I often wished it were possible to sit in those chairs. It's been a bit like having a button you can't push. :)
 

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Pointless or meaningful, it just depends on the kind of player you are, I think. For role-playing explorers for example, there's something quite satisfying after six months out in the black to return to a station or carrier, sell your data, get to the bar and sit down with a drink, do a spot of ship/people watching; it's so different from what you become accustomed to. I spent a year going the scenic route from the bubble to Colonia and when I finally got there I celebrated (on my side of the screen) with a 60 year old cognac, while my CMDR stood at the window watching the ships. Admittedly, after a year in the chair, she didn't mind that much, but I often wished it were possible to sit in those chairs. It's been a bit like having a button you can't push. :)
So, sit down for a non existent drink, and that sitting down itself has no real function in a game thats heavily abstracted.

That time could have gone into animating and moving the static trolley you protect in the new mission to make it more dynamic.
 
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That time could have gone into animating and moving the static trolley you protect in the new mission to make it more dynamic.
I have to agree. Although, for those who enjoy roleplaying (like me) in ED, the sitting feature is useful. But yes, not for game mechanics in general.
 
All good points: Just fixing what the upgrades have broken would have been a nice start; then spending some time doing some of the promised updates to the game mechanics (read PowerPlay) built what 5 years ago would also have been better. Trouble with the pattern in play now is some of us can see the difference between status of the game when consoles stopped getting upgrades (new bugs) and the new bugs I'm sure we'll soon see. Eg, auto launch/dock on EDH vs EDO; in EDO it's getting worse with every hotfix/patch while EDH only rarely unpredictable. So I've learned again what "better is the enemy of good" means and I've fallen back into play the game you have not the game you want. Elite still the most amazing strategic game so back to Power Play in open (75% with EDO/25% EDH XBSX) with three systems to flip to improve my fortification triggers on very profitable systems - take out some hostiles while making another billion backhauling missions with a wing. All the while wondering why FDev ignores the best part of the game, the part that hooks players into, in my case a 4 year addiction to flying in the bubble. Full disclosure, prefer EDO on a i7 laptop with a M980 GTX just for the graphics even though I have not finished the on foot tutorial, or fought a thargoid yet, but if I ever get tired of having fun I do have a plan B and C. Hope to see you all in the black, be fast and dangerous o7
 
Pointless or meaningful, it just depends on the kind of player you are, I think. For role-playing explorers for example, there's something quite satisfying after six months out in the black to return to a station or carrier, sell your data, get to the bar and sit down with a drink, do a spot of ship/people watching; it's so different from what you become accustomed to. I spent a year going the scenic route from the bubble to Colonia and when I finally got there I celebrated (on my side of the screen) with a 60 year old cognac, while my CMDR stood at the window watching the ships. Admittedly, after a year in the chair, she didn't mind that much, but I often wished it were possible to sit in those chairs. It's been a bit like having a button you can't push. :)
I had a similar experience when I returned to the bubble after 3 years exploring near Eta Carinae. Cheers and good luck on your next voyage!
o7
 
So, sit down for a non existent drink, and that sitting down itself has no real function in a game thats heavily abstracted.

That time could have gone into animating and moving the static trolley you protect in the new mission to make it more dynamic.
The skills used for the sit function don't have much overlap with the skills used for the suggested trolley animation and programming - while I agree that your suggestion would improve the protect missions, it wouldn't necessarily have involved the same employees, so cutting one from the schedule wouldn't be guaranteed to provide the resources needed for the other.
 
The skills used for the sit function don't have much overlap with the skills used for the suggested trolley animation and programming - while I agree that your suggestion would improve the protect missions, it wouldn't necessarily have involved the same employees, so cutting one from the schedule wouldn't be guaranteed to provide the resources needed for the other.
Indeed, but its showing FD prioritizing trivial things over actual content. I get some love it, but in a game that relies on heavy abstractions to gloss over things (like cargo loading, repairs etc) sitting down / buying drinks is pointless fluff.
 
Indeed, but its showing FD prioritizing trivial things over actual content. I get some love it, but in a game that relies on heavy abstractions to gloss over things (like cargo loading, repairs etc) sitting down / buying drinks is pointless fluff.
Trivial things take a lot less time to get done and optimized - the time they would have saved by skipping this probably wouldn't have put a dent in the time required to make the protect missions more dynamic with a moving trolley. And they could very well be working on both simultaneously, using the quick and easy features as a way to give us some content to keep us occupied instead of getting nothing for longer periods of time
 
Trivial things take a lot less time to get done and optimized - the time they would have saved by skipping this probably wouldn't have put a dent in the time required to make the protect missions more dynamic with a moving trolley. And they could very well be working on both simultaneously, using the quick and easy features as a way to give us some content to keep us occupied instead of getting nothing for longer periods of time
Very true, sitting would be motion capture, applying it to in game character rigs, and then generating the game files. But I can think of a few other areas where fixed assets need love that FD continually skip over and made slotting them into other areas of the game much easier. For me I'd sit down once, and thats it.

Regards ground missions, FD already have the answers, just they don't use them. In the trolley example- they could repurpose surface drones (either making a cargo hauling type or just a stand in- for example the Goliath) and set the mission. If pathfinding is hard, allow players to telepresence in to gradually guide the barge back to base (or wherever). The art time could have gone into making the barge and made it less of a stand in. And then you could have it also buzz about around bases too for dressing.
 
Very true, sitting would be motion capture, applying it to in game character rigs, and then generating the game files. But I can think of a few other areas where fixed assets need love that FD continually skip over and made slotting them into other areas of the game much easier. For me I'd sit down once, and thats it.

Regards ground missions, FD already have the answers, just they don't use them. In the trolley example- they could repurpose surface drones (either making a cargo hauling type or just a stand in- for example the Goliath) and set the mission. If pathfinding is hard, allow players to telepresence in to gradually guide the barge back to base (or wherever). The art time could have gone into making the barge and made it less of a stand in. And then you could have it also buzz about around bases too for dressing.
I'm not sure it's fair to say they "just" don't - they're not trolling the userbase by holding out. It's easy to judge from the outside, without knowing what goes on behind the scenes, but hard to do so accurately or fairly
 
I'm not sure it's fair to say they "just" don't - they're not trolling the userbase by holding out. It's easy to judge from the outside, without knowing what goes on behind the scenes, but hard to do so accurately or fairly
I know enough from my time over the years with each era (Brookes, Sammarco, the 'Chaos' era and now) :D ED suffers from severe compartmentalisation, where prior improvements do not get applied across the game. Examples include CZ types in Powerplay, UI elements (such as cargo loading- in the game it has about three behaviours from six years). FD seem to forget the new features fix old problems, and then let old problems fester or make newer problems.
 
As we have been discussing in my review of fleet carrier interiors, you are forced to sit for a fleet carrier jump. The devs clearly need you to be locked in place. Thus they created a method to allow your avatar to sit. The logical extension of that is to make sure you can do voluntary sitting and then to add the interactivity to all the places you might want to sir.
 
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