Why is ship interiors something that is not planned to be included if at least half the player base wants it?

Today, the Arthur dude on the live stream just said that it is not being considered at all. Why? I don't get it. On every video, every trailer, in every forum, people are asking for it and they are saying no. The only explanation was the stupid reason that it is too much trouble going to the pilot seat and through the entire ship, which makes absolutely no sense because right now, the larger the ship, the more distance has to be traveled through the hangar and to get to the blue light in general. It makes no sense.

Are they simply trying to dodge saying that they are lazy?

Also is someone from FDevs overseeing these posts? Is no one from their team supposed to respond to these questions in the forum?
 
I think personaly that having ship interiors is nearly impossible. Modelling, coding, designing, ... something that big for all the ships is like making a whole new game. They probably had to prioritise and chose on foot and athmospheric landing over ship interior. And that makes perfect sense. Like they previously said, modelling some of the ships is like modelling an entire level in a game. So bottom line, it's too hard. However I hope in the future we will be able to walk in our cockpits, cargo hold and use the tiny door on the back of the ship. Don't underestimate the size of some of those ships. I wanted ship interiors too, but I rather have on foot gameplay first.
 
Are they simply trying to dodge saying that they are lazy?

Also is someone from FDevs overseeing these posts? Is no one from their team supposed to respond to these questions in the forum?
I think they're well aware of it!

Dunno. I'd rather have atmospheric worlds (and gas giants, and lava worlds!) if they're prioritising things.

I think there's probably more gameplay to be had in that direction than via interiors.
 
Because what the players want isn't necessarily a good investment into the game. You were given the reason every single time the question came up: No enough game to be worth the investment. If you disagree with the statement, tough. Got to come up with enough ideas fitting to Elite Dangerous to make ship interiors worthwhile gameplay content. Just shouting "BUT I WANNA!" doesn't cut it.
 
Priority. BTW what would you like to do in the Cabins?
Walking around is enough for me. I play Elite for one thing: immersion. I will love walking around my ship for the same reason I love looking from it from outside admiring its size and for the same reason I love walking on it.

The ship is my home in the game, I want to be able to walk around my freaking home. I am not playing this game for the "unbelievable gameplay". The gameplay is grind but I like it because it is realistic. You got to work for the goods. Adding ship interiors will add to the realism.

I love Elite because it feels like you are living the life of a pilot from the future. When it just fades t to black and I find myself in the cabin or cut to black and end up on a planet surface, that ruins it.

This is the only time when I am taken out of the game's immersion (not counting Odyssey's countless bugs).

Think about it, the rest of the time, I am always present - when trading, when fighting, when exploring. The only times when the realism is broken and interrupted is when I have to get out of my ship and get back in it. THAT is why I want ship interiors most of all. I don't think FDev-s understand why players love their game, or at least why I love it.
 
Priority. BTW what would you like to do in the Cabins?
That's the crux of it. I'd very much like ship interiors but there needs to be something relevant to do in them other than have a look around. So if they can come up with that well enough - sure. But they need a well-defined gameplay element. Or a barebones one that looks like a good place to build from but never gets touched again in the true Elite Dangerous style.
 
Whatever their reasoning for not including it with Odyssey, it absolutely, unquestionably should be something that is implemented in the future. They went the direction of 'Elite Feet,' while personally I would've preferred if this expansion focused fully on true atmospheric landings (earth likes) and gas giants. Since they took the game into the direction of FP gameplay, they absolutely need to follow through on ship interiors at some point, and I'm sure it's something they'll eventually add based on things Braben said forever ago. It has to be on their radar even if it's not something that's coming in the near future.

All they have to do is code it so when you're coming up to your ship on foot or in the SRV, you have the option to immediately warp to your cockpit as the game functions now. Make it optional, and absolutely noone could say it takes too long or whatever excuse is being thrown around now. The next step is some degree of customization; allow CMDRs to make their ships their own, and the logical extension is an expansion of joint co-op gameplay where your friends can board your ship and travel with you.

Yes it's "a lot of work," but they took the time to model station interiors and whatnot, they can take the time to do this. Elite's most valuable asset as a gaming experience is its immersive qualities, and this is another fundamental improvement along those lines.
 
  • Half the players want Earth Like Worlds, they're not planned
  • Half the players want the Panther Clipper, that's not planned
  • Half the players want Open Only everything, that's not planned
  • Half the players want caves, they're not planned
  • Half the players want donkey punching, that's not planned
  • Half the players want the moon on a stick, that's not planned

fdev eh, so lazy :ROFLMAO:
 
I have a feeling that those who could smoothly implement such a thing are no longer with the company. If Glassdoor is to be believed, the Cobra engine is not a very easy or intuitive engine to work with, so a lot of figuring out how to implement stuff probably boils down to figuring out what the last guy did. After figuring that out, you have to figure out how to make what he did do what you want to do without breaking everything.

This is a big problem with super long-term projects like this. If you have high turnover, it makes even simple features monumentally more difficult to implement if the dude who built the framework is gone and left bad notes.
 
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