Rinzler o7o7o7
Banned
This is a glorious juxtaposition.
Without the context or explanation of the specific audience of the last section, it is.
This is a glorious juxtaposition.
This is a glorious juxtaposition. Let us admire it as we would a beautiful close-orbiting binary
Without the context or explanation of the specific audience of the last section, it is.
This I've heard before and it makes me wonder, what kind of difference should there be? there are design differences in ships, but you want maybe more radical station differences in terms of design?
My main point is that to me, it is like saying New York and Tokyo have no differences, except when it comes to food.
While it is most certainly not directly untrue, there is much more to it, but that is a layer, that we right now, do not have access to, since we are stuck in ships, however I do believe this will change, but yeah, when it comes to space, you..generally don't have that much room when it comes to culture, remember the main population of the game still live on the ground, billions upon billions of people, yet you don't see those because you are in space, and from there, yeah, it all definitely can seem the same.
I suspect they balance return vs. effort - new stations requires a lot of new art/design/textures and ways to explain stations changing etc for a return that is a minimal visual only change.
I reckon their time is going into mission generation and making those weave into more of an individual's story, and probably the AI elements to provide more challenging fights - by the time real war starts the enemy need to provide a serious enough challenge for the story to progress in the directions they want. If they show up and get crushed there'll be only disappointment. Those are huge and challenging tasks, even without a Horizon's checklist of increased complexity in the systems to keep to.
They've taken a big bite! It's exciting, and that only adds to the frustration of waiting - but like kids before christmas it's only because we want what's possibly in that box
Honestly, it's all the 40+ year-old original Elite vehemently anti-PvP fanboys that have (are?) ruining this game.
Oh and this thread has NOTHING to do with PvP so please stop trying to derail it. It's about discussing the merits of eve style guild gameplay within ED.
You're just the worst kind of people!Maybe, but I feel kinda left out.I am not even close to being 40+ and am 'pro pvp'. I am a 'fanboy' though, I hope thats enough to be part of the group that is 'ruining this game'.
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Oh. I thought the thread was discussing limited overall content.
YA PvP encounter should be fun for both parties or someone did it wrong
Your nice little reddit again
You just don´t get why people rather choose not to play with you guys, do you?
Sure people want to play with them! They just need to be forced to Open. And then there need to be some tools that allows them to force these people into having fun.![]()
I'm 100% on the C!![]()
Your nice little reddit again
You just don´t get why people rather choose not to play with you guys, do you?
It's about discussing the merits of eve style guild gameplay within ED.
Solo mode exists for a reason. No use playing open just to combat log.
Honestly, it's all the 40+ year-old original Elite vehemently anti-PvP fanboys that have (are?) ruining this game.
Solo mode exists for a reason. No use playing open just to combat log.
One thing I learned from Frontier Help during the "65 Cmdrs in one instance" Distant Worlds event is that NPC ships also count towards the session limit. The more NPCs, the fewer CMDRs fit into a session. To be able to go nuts adding signs of life and environmental traffic, FD would need to add Levels Of Detail to the way NPCs are represented at the netcode level, so for example a distant wing of ships in Supercruise or would be treated in netcode as a single entity, then only if a player got within interdiction range of one of them would they be promoted to individual interactable entities, or 'flavour' entities would be replicated as a very lightweight object without modelling each subsystem as is currently done (look in a verbose netlog), or objects could be added that are local only, and cannot be interacteeeed How this LOD promotion would be handled to not break the session entity limit, splitting sessions or whatever else is an 'interesting problem' in distributed systems terms.
I don't really understand why adding more assets, like a variety of station types is so expensive for FD. Are their production costs so impossibly high? The current stations certainly do not have any interior detail. Or is the difficulty in adding to the galaxy model so that new assets would be correctly distributed? The speculation comes down to a) are they working on a Manhattan Project for the game? or b) are resources spread across different features and seasons so that any one feature (of which 'new window dressing' is certainly only one minor one) progresses slowly. I think b) is the most likely.
What went wrong with Elite Dangerous.
https://www.reddit.com/r/Games/comments/4e61fr/what_went_wrong_elite_dangerous/
/Discuss
Unfortunately for you David Braben, Michael Brookes, and Sandro Samarco are also "40+ year old original elite fanbois", and they create and own the game. Oh and this thread has NOTHING to do with PvP so please stop trying to derail it. It's about discussing the merits of eve style guild gameplay within ED.
Unfortunately for you David Braben, Michael Brookes, and Sandro Samarco are also "40+ year old original elite fanbois", and they create and own the game. Oh and this thread has NOTHING to do with PvP so please stop trying to derail it. It's about discussing the merits of eve style guild gameplay within ED.