Not to be confused with Powerplay (bonds) or Merits. At the height of humanities history in the 34th century, the political landscape was dominated by three Superpowers: The Federation led by democratically elected Presidents, their long-time warring rivals, the Empire, dynastically maintained...
Being knee deep in writing my own space game I can understand why writing the "ship interiors" is a bad thing, it's a game that has to be innit and upto date so wasting time allowing players to "make a coffee" is pointless.
The most easily satisfied is not the same thing as lowest quality, though, is it? Satisfaction is dependent on a certain amount of quality. The issue is more how much satisfaction can be delivered with the resources available.
So... if I understand correctly, most of the ED players don't want ship interior because three quarters of your students, for one reason or another, haven't done practical questions ?
And you are absolutely certain that there can be no others reasons than "don't care" that may explain why 3/4 of the students did not participate ?
The point is more that all the people who want ship interiors and are very vocal about it don't actually know how much of the player base want ship interiors and how badly, nor (from a business perspective) whether it is financially worthwhile Frontier implementing them.
If we take the basic principle that Frontier are reasonable competent (despite the Odyssey disappointment), we have to take as an assumption that Frontier are capable of estimating whether the added value of ship interiors is worth the resource cost to make them. The lack of ship interiors - whether at this point in time or ever - is everyone's answer. Or to put another way, if it were readily doable and would easily improve player experience (earn lots of $$$$$), why would they not do it?
Because video games made my a publicly traded company that answer to a board of directors and share holders are more worried about profit then what is fun.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and merch, as well as all the community tools used by our fans.
The point is more that all the people who want ship interiors and are very vocal about it don't actually know how much of the player base want ship interiors and how badly, nor (from a business perspective) whether it is financially worthwhile Frontier implementing them.
There were two youtube polls a while back, with thousands of responses, and a recent 'which you would you prefer - interiors or atmo planets' thread on Steam which got a bunch of responses with one or two for interiors and all the rest for atmo planets.
Yes a poll with only one option is a very common tactic for getting the answers you want, not the answers you need, that's why professional pollsters normalise for bias in questions and target audience. Who would have thought polling could be so complicated!
Yes a poll with only one option is a very common tactic for getting the answers you want, not the answers you need, that's why processional pollsters normalise for bias in questions and target audience. Who would have thought polling could be so complicated!
Indeed, because Frontier is a company, needs to pay hundreds of people and make a profit. It's not a public service.
Let me provide some of my experience running an education course. Major feedback was students wanted more practice questions. And then I looked at the stats on how many students did the practice tests we created, and it was about a quarter of the class. So a quarter of the class really, really want practice questions and make a huge amount of noise about it, and three-quarters can't be arsed. So is more practice questions actually a good use of staff resources? This also introduces the concept of resources. How hard is it to do things? The harder and more resources to do something, the higher the threshold to make it viable.
Sheesh - how can the forum still be having this conversation.
Parallel and Phased deployment
Sourced from the wiki which was sourced from a newsletter.
Frontier intends to release small, free updates after launch. Expansions that include significant new features and content will have to be purchased.[11]
For example, the roadmap is to add these features with major updates (in no particular order): [11][12]
The scope of Elite is huge, so a sensible strategy is used to add to the game in stages.[13]"The core release of the game focuses on the ships and space. We'll then be working to expand the game. This includes exploring your ship and space stations. The potential content for Elite is huge, so we're keeping a sensible strategy to add to the game in stages."[14]
0 = Base Game
1 = Horizons
2 = ??????
3 = Odyssey
4 = ?????
5 = Beyond
Odyssey is straight-up "Combat and other interactions with other players and AI's in the internal areas of Starports."
There are no "plans" for "Milestone 3", which has a whole slew of its own content to be phased into the game,
to accomplish "Milestone 2" because that has its own team and release window which is "x" amount of year(s) away.
No Developer (in their right mind) will actively acknowledge any other products (In our case the "other" milestones), that they have in development and will outright deny/downplay rumors and speculations about other products/milestones (Bruce might have overplayed his part in the live streams there).
This isn't indicative of "frontier" but this goes for "valve", "epic", and all the rest of them.
The goal is to keep people focused on the current schedule of releases which they have a concrete roadmap for which is the next year(s) work schedule for group of developers.
AND
Until the current run of planned content is about to run dry
AND
the OTHER TEAM is actually ready to push out the next big section.
WE will not hear ANYTHING about that other product, be it another Jurrasic park or Space-legs.
As noted, the basic stable frameworks are established and then added to over the course of that products life-span.
All of these are worked upon in parallel, privately for just development purposes and externally on the live servers.
We are still seeing content for the original base game, Horizons and Beyond being deployed alongside Odyssey content.
Just because Fleet carriers were "launched" and we might assume "bare-bones" did not mean that we saw "all of it's content", just a fraction of what that team had planned for it. Just delivering the players the initial framework is one step of the many planned steps for that product.
---------------------------------------------------------------------------- Odyssey is still trying to debug and fix the LOD & Occlusion issues, which is frighteningly taking way too much time than of us (and fdev) anticipated. and you want to nag about ship interiors?????
------------------------------------
Adding Ship interiors Has it's own set of challenges.
Leaving the ships, ship exteriors, docking to other ships, eva's, things to do on a ship that's working well, things to do on a ship when things don't go well. How much micromanagement is required for "fun" but not to become "obstructive" to the other gameplay elements such as straightforward space-ship stuff that has been established for 5 years?
What about how boarding even works or salvaging, the "beat to beat" moments, the sound effects, the music, the mechanics, the gameplay loops.
What happens when a players ship is boarded and then they exit the game(?) answer: the ships remain in the other players' instance - and will discourage combat logging.)
Rendering - the One Positive note about greenlighting and putting a fire up the backside of Ship-legs.
(but not tell "us" about it, as it will before "internal use only", as there will be no other "positive feedback" as there is no other content to deliver.
Rendering "Ship legs" will need to focus on the seamless transition between the "products" and the removal of the "fade to black" (for the code anyway).
So it requires going over with a fine-toothed comb of what assets and "rules-sets" for required for rendering on our screen and the pathfinding for AI, when to buffer-load in assets ahead of time, (how do you anticipate their need), and when to unpack and when to unload them.
For the players, we will get a "half-life alyx" teleport from cockpit to Vehicle or Surface, with which "we the player" will still sea a fade to black.
Under the hood and unbeknownst to the player, the game will literally walk the player A-to-B, the fade to black will consistently be the same time, every time.
No hangings ups or crashes, and will be "synced" for future releases of the game.
The point is more that all the people who want ship interiors and are very vocal about it don't actually know how much of the player base want ship interiors and how badly, nor (from a business perspective) whether it is financially worthwhile Frontier implementing them.
It is not the drops themselves that make the rain louder. It's the number of drops
Afterwards, it's true that the silent majority will always be more numerous. But it's a bit like a poll, you don't need to question the whole population to get an idea of what they think
If we take the basic principle that Frontier are reasonable competent (despite the Odyssey disappointment), we have to take as an assumption that Frontier are capable of estimating whether the added value of ship interiors is worth the resource cost to make them. The lack of ship interiors - whether at this point in time or ever - is everyone's answer. Or to put another way, if it were readily doable and would easily improve player experience (earn lots of $$$$$), why would they not do it?
And yes, the ship interior will be one of the biggest investments FDev will have to make, if not the biggest. It's not just about modelling the modules. This will force FDev to remove or rethink a lot of tricks and simplifications throughout the game environment and gameplay. There are many technical and gameplay differences between a game/simulation where you drive a vehicle and where you embody a vehicle and how the environement can influence the gameplay independently of the player. It's truly a core feature that define the technical and gameplay foundation. And the more FDev will delaye this feature and instead enriches its environments and gameplays, the higher the investment will be.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and merch, as well as all the community tools used by our fans.
Me personally would prefer more stuff 'out there' in that massive galaxy than in my ship.
More unique planets maybe with caves with grade 5 mats, systems, stations, artefacts, remote groups or factions who want to return to the bubble or just want everyone else to stay away, even new races.
I remember in the original game sometimes you would dock at a station and there was going to be a supernova so you were asked if you can help evacuate the population.
Just random stuff every so often, a 1 in a 100 or 1000 thing.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and merch, as well as all the community tools used by our fans.
Meanwhile I would prefer to have no ship interiors. In the past FD implemented different half baked features and then abandoned them more or less unfinished or barebone. Most prominent are CQC and Powerplay and I don't want ship interiors to end up the same way