What Makes You Break Immersion?

-limited freelook using trackir
-limited landable planets, my space dream is re/entering atmosphere so when quality game with atmo planets arrive i'll move to it (SC 3.0 or I:Battlescape), ED galaxy size is amazing and unique but it feels limited while landing on one type of planets, giving few types of atmo planets would make big change for me.
 
I must be easily pleased. There's very little in ED, or that I use when playing ED, that really breaks my immersion.
I'm quite happy to alt-tab out of the game so I can twiddle with my Youtube playlist or consult EDDB without it really damaging my immersion at all.

The main things that grate with me are the galaxy map and system map (which both look a bit amateurish and like something out of a 1990s strategy game) and the process of getting modules engineered (which always reminds me of playing a one-armed bandit, and not just because of the nature of the process but the look and feel of it as well).
 
1. Running out of beer.

2. Once out of beer, i switch to gin or rum drink in giant mug, and that mug doesn't fit under Oculus Rift, and i'm too lazy to get a straw. :(

3. Wife yelling at me.

4. Sometimes Cat jumps on my lap, but when i look down, there is no Cat. Jarring. I will pay good money $$$ for a button activated Cat-on-Lap-Jumping Simulator in future expansions. Will not do so for Wife-Yelling Simulator.

Seriously though, once i got VR, i stopped worrying about little things and learned to just enjoy the ride.
 

verminstar

Banned
Forgot I was playing ironman when I found SLF...answers on a postcard how ye deal with that. And as fer the 3d printer that magically conjures up an intact version of the wreck ye died in not more than 2 minutes ago...uh huh :D

Gamewavium is one thing...love just fer the fun of playing the game means ye can not overthink such things. Overthinking these details are pointless fer a number of reasons.

1...Its a game.
2...Its a game.

The concept of actually leaving the game entirely fer whatever reason is what breaks everything. This is a more profound effect on those who play with VR, but the fundamental causes are the exact same.

If there was the likes of an ingame browser which could be accessed while playing the game, it would open up a whole new aspect to this game. I am by no means a fool, I know that by ignoring external sources means Im cuttin me nose off to spite me face and makin the game harder fer meself. By no means am I even suggesting such a thing would be easy to do, but the answer at least is obvious...make it so we can access those external sites from inside the game.

Problem solved, I take mastercard and visa and cold hard cash thankyou. Now back to aunt Betty fer tea and scones ^
 
1. Engineers:
- RNG/Roulette "Engineers" :S instead of specific science based results, like in RL engineering.
- Silly, preposterous, illogical and fantasy-based loops to gather "exotic" materials, that cannot be simply purchased in a station, as opposed to real life, where, if you need materials, you go to a supply store to get them.
- Allowing the purchase of Elements like Gold/Silver/Platinum... in stations, but not the "Engineering" Elements. In RL, they are all just Elements and they are all mined, refined and sold in much the same way.

The persons responsible for implementing Engineers, clearly have no notion how RL engineering works.


2. Spaceship Realism:

- Speed limit in space while using conventional drives. :O
- No inertial mechanics, except if you turn Flight Assist OFF.
- No RL orbital mechanics used for landing. Instead we have "Glide" mode for planets without atmosphere. [ugh]
- No BVR combat. Sensors limited to 8 km, while RL planes can reach 300km in a less beneficial environment (air). :rolleyes:
- Sound in space. [wacky]
- Mass lock by other ships. [wacko] Only planetary-sized objects should have sufficient gravity to mass lock ships. You know, like in RL...
- Calling Rockets "Dumb-fire Missiles", while the very definition of Missile is, in itself, a Guided Rocket. [haha]

Yeah!! Real hard science-fiction simulation here...


3. Mission System:

Boring/frustrating/lobotomized mission system. No interaction with NPCs. Only walls of text depicting "shopping list" missions. No emergent story loops with NPCs, spanning several missions, generated differently based on the outcomes of previous events.


4. Planets:

Monotonous looking planets. Beigeification and lack of ground/material variety in each planet. You see one, you've seen them all. Unlike in RL, in our solar system, where even similar bodies with similar compositions, have very different appearances.


5. Story:

News, plots, and lore, as well as the "great mystery" of the Salomé/Thargoid War/INRA, being inserted manually and spoon fed by FD, instead of using an automated dynamic system for this to appear based on the BGS.
 
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gravity irl breaks my immersion. I want to feel like I'm actually strapped into my seat on board my cobra, zipping trough the asteroids dodging lasers and missiles as I open up on the last bit of hull my target has between him and the cold embrace of a violent death, becoming a permanent decoration on the side of one of the many lumps of rock spinning around in space.

If FDev could do something about his that would be great, I'm pretty sure they listed it as a feature back in the kickstarter. Get on it plskthx.

What Makes You Break Immersion?
The missus :p

I know, sometimes I wish I could hold up in a fort like when I was a kid, no girls allowed!
 
Other players, as strange as it sounds.

Don't get me wrong, I enjoy interacting with other players and almost always play in modes where it's a possibility. But nothing reminds me that I'm sitting in front of a PC on Earth in the 21st century like meeting somebody who is doing the same thing. Aside from the odd time you run into a dedicated roleplayer of course.
 
The mission system. It's so poor. My home base, otherwise fantastic, only ever wants me to source and return. No deliveries. No data. No piracy. Source and return.
Fine, okay not fine but y'know, except the things they want me to source and return neither make sense for their economy (they're not all food or minerals or whatever) and change so often you can't bring them x back all the time and know they want it.

Similarly places in Civil War/War will let you hand in combat bonds but wont (because rep) let you take missions to officially do so.

Or that I'm a Rear Admiral/Prince and new places that are allied to the major power treat me like I'm fresh out of Trevithick Dock. "Hey is that a Prince in an Imperial Cutter just docked at our Empire port? Tell him he's not fit to carry Biowaste".

And that's before we get into the issues of beige planets, being interdicted in a Corvette by a shieldless Viper who then gives it the big I am, or my enormous bridge having umpteen seats and nobody sitting in them, or my crew not having an Escape Pod, or or or or or
 
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What Makes You Break Immersion?

Having to use external websites all the time to get the essential info I need.
This mostly concerns info about the engineers and about ship builds.

I think an in-game ship builder should be easy to implement and even more easy to maintain as all the information about ship and module specs is already in the game anyway.
I think it would be magnificent if I could dock at a shipyard and then use a cool flashy in-game shipbuilder comparable to 'coriolis'.
There could be one condition: You must be docked to a station with a shipyard to use the ship builder.

For the engineers I would like much more expansive and cool looking information screens comparable to what is now in the game for Powerplay.
If FD can do it for Powerplay then it should be doable for the engineers too.
These engineer screens should give us all the information we need to do all the engineering we want.
We should also be able to see any blueprint we want with only two conditions:
A. We should have gained access to the engineer by fulfilling the initial requirements and...
B. We should have visited the engineer's base at least once to be able to see his/her blueprints.
 
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... should Frontier try to replicate those functions in-game or leave it with third party devs to handle so they can focus on other core gameplay aspects?

I doubt FD could do it better than many of the third-party devs and would have a lot of ground to make up, so I'd say let them concentrate on the core game-play. Would be nice to be able to embed browser shortcuts in the UI somehow so you can use the tools in-game, however.
 
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