Update on Communication

Frontier already told the news is "no news"... lips have been sealed...

ofc no news at the meet.
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They're building the hype by pretending there will be no news.
 
Greetings Commanders,

I want to speak directly about the lack of official streams and reduced communications from our social channels since the start of 2022. I understand the concerns this has caused and hope this statement goes some way to alleviate them.

The whole team are excited to share all of the upcoming content for this year including new updates, content expansions and the next major phase in the ongoing narrative following the Azimuth Saga finale. Beyond this, we also look forward to sharing our new streaming format when the series returns as a weekly show. Changes will include new segments, year-round Twitch Drop campaigns and studio-quality production once we move back into the office.

However, there are several questions that must be answered internally to inform this communication plan. It is important to me that we address key subjects by priority and when we do that the information we provide is clear. The team and I are working incredibly hard behind the scenes to gather this information and provide these answers.

As always, the team and I are grateful for your patience and support while we wait for the opportunity to share all of the above with you. We will update you with more detail as soon as we can.

See you in the black o7.

-Arf​
Yeah so far its almost a full 2 months into the year and its been very quiet too quiet !
 
Word on the street is that some discords communities have CMDRs at tonights charity event and will be streaming the Frontier presentation live to their discord community friends.....
 
Greetings Commanders,

I want to speak directly about the lack of official streams and reduced communications from our social channels since the start of 2022. I understand the concerns this has caused and hope this statement goes some way to alleviate them.

The whole team are excited to share all of the upcoming content for this year including new updates, content expansions and the next major phase in the ongoing narrative following the Azimuth Saga finale. Beyond this, we also look forward to sharing our new streaming format when the series returns as a weekly show. Changes will include new segments, year-round Twitch Drop campaigns and studio-quality production once we move back into the office.

However, there are several questions that must be answered internally to inform this communication plan. It is important to me that we address key subjects by priority and when we do that the information we provide is clear. The team and I are working incredibly hard behind the scenes to gather this information and provide these answers.

As always, the team and I are grateful for your patience and support while we wait for the opportunity to share all of the above with you. We will update you with more detail as soon as we can.

See you in the black o7.

-Arf​
On foot VR? PLEASE?!?!?!
 
"including new updates, content expansions and the next major phase in the
ongoing narrative" suggests we're not facing a DOOM scenario, even if that's as specific as the CMs can be at this time.
Instead of commander emojis/salutes and "content".. maybe on-foot VR (finishing what they HAVE) would be WORTH doing.... hmmmm.
 
Instead of commander emojis/salutes and "content".. maybe on-foot VR (finishing what they HAVE) would be WORTH doing.... hmmmm.
As much as I have said I understand why they decided the way they did, I think it still would be a decent win for FDev and Odyssey if they actually did implement on-foot VR.
 
As much as I have said I understand why they decided the way they did, I think it still would be a decent win for FDev and Odyssey if they actually did implement on-foot VR.
The issue with on-foot VR in a game that is both flat screen and VR is VR locomotion - if the was a VR only game the option for both linear movement and teleport movement could be offered, with mixed only linear movement is the option, which could be quite 'interesting' during jumping and other low-G movement. Maybe blanking large portions of the VR screen during movement and turning would help, although anyone susceptible to motion sickness (which is apparently why teleport and vignetting is commonplace) might find the experience less than optimal, revisiting breakfast the hard way is no fun, so I am told...
 
As much as I have said I understand why they decided the way they did, I think it still would be a decent win for FDev and Odyssey if they actually did implement on-foot VR.
We're still trying to get them to actually say something... anything at all!!
Asking them to deliver whatever was promissed would be the next step...
 
The issue with on-foot VR in a game that is both flat screen and VR is VR locomotion - if the was a VR only game the option for both linear movement and teleport movement could be offered, with mixed only linear movement is the option, which could be quite 'interesting' during jumping and other low-G movement. Maybe blanking large portions of the VR screen during movement and turning would help, although anyone susceptible to motion sickness (which is apparently why teleport and vignetting is commonplace) might find the experience less than optimal, revisiting breakfast the hard way is no fun, so I am told...
Yeah, the teleport option is definitely not viable in this case at all. I tried Minecraft in VR with linear motion and it was immediately awesome and then quickly nauseating, though that was VR running on a 1050ti, I haven't tried it again since getting my RTX2060, I like Minecraft but it was more to see what it was like than anything. I should give it another go. FDev would have to be clear that it's only ever going to be linear movement. I would use it as has been said, to be able to look around on-foot in VR in Odyssey would be pretty magical.
 
The issue with on-foot VR in a game that is both flat screen and VR is VR locomotion - if the was a VR only game the option for both linear movement and teleport movement could be offered, with mixed only linear movement is the option, which could be quite 'interesting' during jumping and other low-G movement. Maybe blanking large portions of the VR screen during movement and turning would help, although anyone susceptible to motion sickness (which is apparently why teleport and vignetting is commonplace) might find the experience less than optimal, revisiting breakfast the hard way is no fun, so I am told...
Teleporting and vignetting is popular for VR casuals, not for dedicated VR players. Most people who stick with VR for more than a few minutes get their VR legs pretty quickly, and don't need the crutches. It's not like Odyssey has lightning fast movement or anything on foot.
 
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