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    Saturday, November 30, 2019

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here. (November 30, 2019)

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here. (November 30, 2019)


    [DAILY Q&A] Ask and answer any questions you have about the game here. (November 30, 2019)

    Posted: 30 Nov 2019 08:49 AM PST

    Greetings, Commanders! This is the Daily Q&A post for /r/EliteDangerous

    If you have any questions about any topic, whether it be for the moderators, tips and tricks for piloting or general gameplay/development questions please post here!

    Please check new comments and help answer to the best of your ability so we can see this community flourish!

    Remember to check previous daily threads and the New Q&A FAQ.

    submitted by /u/AutoModerator
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    Silhouette of FNS Columbus Nova

    Posted: 30 Nov 2019 06:37 AM PST

    Elite:Dangerous, the horror game

    Posted: 29 Nov 2019 06:02 PM PST

    Drawing of Flyoo Phio QV-B d14-10 ABC 1 from the A Ring

    Posted: 30 Nov 2019 08:51 AM PST

    Mandalore Gaming - Elite Dangerous review

    Posted: 30 Nov 2019 04:30 AM PST

    It is so far away from home that you come to feel one with the Universe. (Photo taken about 1,600 LY SE of Sag A)

    Posted: 30 Nov 2019 05:53 AM PST

    ooh two drawings today. But this stinky ammonia world I'm not saying any more than Hawking's Gap cause I'm not home for a bit.

    Posted: 30 Nov 2019 11:46 AM PST

    For somewhere named World of Death, it sure is pretty. (album in comments)

    Posted: 30 Nov 2019 12:28 PM PST

    Strange spiral-shaped distribution of NOTABLE STAR PHENOMENA discoverd! (continued)

    Posted: 30 Nov 2019 12:53 PM PST

    I always thought that the Anaconda vaguely reminded me of something. And with a fin here and a thingy there, I remembered. It's somewhat like a MASSIVE Blitzspear from the Nemesis the Warlock stories in 2000AD.

    Posted: 30 Nov 2019 05:00 AM PST

    Out with my Fer De

    Posted: 30 Nov 2019 03:13 PM PST

    ...Golden Eye

    Posted: 30 Nov 2019 11:36 AM PST

    Creepy SRV Wreck at HIP 16613

    Posted: 30 Nov 2019 04:01 PM PST

    Back in the game!

    Posted: 30 Nov 2019 02:16 PM PST

    FIRST trip outside the bubble nets me...

    Posted: 30 Nov 2019 10:15 AM PST

    Seeing this for 2 days, same I did play around with the graphics setting xml after looking at a reddit post, but I am not sure if this was present before or started appearing now.

    Posted: 30 Nov 2019 05:05 AM PST

    I thought this ice planet was cool

    Posted: 30 Nov 2019 12:18 PM PST

    Halfway across Hawking’s gap headed towards the outer rim, navigating with a 53 ly jump range. My plan is to poke around the Tenebrae region for a few weeks before heading back to the bubble.

    Posted: 30 Nov 2019 01:01 PM PST

    Polonium gathering at HIP 36601

    Posted: 30 Nov 2019 03:51 PM PST

    Braben, 'Technology Five Years From Now', & 2001

    Posted: 30 Nov 2019 09:42 AM PST

    Ok, this is gonna make some "Elite 4" vets roll their eyes hard, but I just stumbled onto this ancient GDC talk by Brabes, and found it an intriguing window into his old areas of interest. Some of which might still be relevant today ;)

     

    'Technology Five Years From Now' [GDC 2001]

     

    The TLDR is:

     

    He talks about the desirability of things like:

     

    • Synthetic Voices: For NPC variety, fluid reactions to events etc

    • Character 'Memories': For background NPC behaviours, dialogue alteration, and 'deception' gameplay

    • (& Speech Comprehension: For alternate inputs to the classic '3 menu choices', more 'two way' dialogue etc)

     

    And some even more eccentric stuff, like streaming player expressions onto avatars [36m45s] ;)

     

    Does It Really Have Any Bearing on Today?

     

    Given the apparent return to some of these themes in The Outsider (2005-2011), I wonder whether we'll see any of them revisited with the chunky DLC, especially if it addresses the human scale of the game. (Certainly synthetic voices have been mentioned by the audio team before, even if they still seem a tech step too far at the moment...)

     

    Seeing as he was so ahead of the tech in his desires then, I wouldn't be surprised if he's still intrigued by these ideas now the tech is catching up though ;). And specifically if they're moving into a more classical character realm with the expansion.

     

    Some Excerpts of Note:

     

    On Speech [45m07s]:

    Now actor speech is inflexible. It suffers from similar issues to animations. Essentially you can't vary the tone or inflexion with context very readily on actor speech without making it sound completely bizarre. It can also only be used for one character because we're so good at recognising individual actors. If you use it repeatedly you need to record a number of variations, if it's a phrase that is commonly [used], like: "I don't understand that" it really becomes, it grates. And if there's an interruption you either just cut them short or you continue their speech, it feels very unnatural. And that's not would happen in real life.

     

    The other danger with this is it's a one-way traffic. Players are most definitely unable to respond in kind at the moment. They may well curse and swear at their machine but unfortunately it can't hear. And in fact one of the things that's often frustrating with a game, I think it's particularly obvious in games like Zelda, where the responses all lead to the same response anyway. It's either a 'I'll say yes now', or I'll pause and then I'll say yes. Often the flow is single track. Now I accept it's very, very hard to open up a game world to that level of richness where you can have very, very broad tracts [?]. But it is a problem.

     

    Now the other thing of course is that player speech with a microphone is useless without comprehension. Apart from in a multiplayer environment.

     

    Now speech comprehension. Is that a solution? Now there are methods around for speech comprehension that work without training. And, to some extent, work in noisy environments. But they still, as far as the ones that I've seen, don't manage to come across the sort of subtle inflexions that convey sarcasm. And also, from the point of comprehension, getting sarcastic sayings that people use in common speech. People are still going to have to speak in a constricted way. And what it comes down to is that in order to do full speech comprehension, we need to solve the Turing test. Now, I think that's still a long way away...

     

    But that's isn't a reason not to do it. I mean currently we can maybe do a few hundred words convincingly with a character. But that's a lot better than a menu with three entries. And even the games, you tend to forget that you're speaking in game speak, you know, the 'Go North' of adventures still were quite compelling. It is actually an option, in terms of filling in the black areas of the map at the start. Even though it's a poor solution, it may well be better than a menu. As long as it's reliable, as long as you don't have to keep saying the same thing over and over.

     

    Now the flip side to that is speech generation, which is also quite hard. You do need it for tailored responses, to be able to vary tone and inflexion according to the player character, where they are, what they're doing. In other words if a character starts a piece of dialogue, and the player draws a gun, you don't expect the dialogue to continue, impervious. You either expect the guy to start running or hiding. Or at the very least sound rather worried, and say: "Yes I'll open the door for you!!", or whatever.

     

    It's again, as I said at the start, it's an audio parallel to real-time animations in place of pre-planned. And there's a lot of benefit to it that's often not talked about. I think none of us, us included.... it is a frighteningly difficult problem. And the problem is that most of the solutions ends up sounding like Stephen Hawkings anyway.

     

    +

     

    On AI [51m30s]:

    Most AI I see now is at best a scripted table. The problem with speech is it risks us revealing just how shallow our characters are [laughs]. And that is a real problem. Once you've got speech you've got a much higher quality of interaction, and the player sort of can get to understand what's behind the character. And at the moment they're so two dimensional, it, uh, it's hardly believable. And that dictates the styles of games. If you've got a game style where intrigue, or character relations, are practical. Where you're actually meeting characters face to face. I mean where their face might fill the screen, and you're chatting with them and negotiating with them or whatever. We've got an awful lot to work on before we can get there. An awful lot, I think.

     

    Again we're back to the Turing test. But having said that, people know they're in a game. It doesn't have to be perfect. It just has to be better than it is now [laughs]. In order to have the sort of quality of relationship... I mean the advantage of using characters like animals, is people's expectation is actually lower. And I think, going against one of the things that I said, doing it in a fantasy environment helps as well, because you can have creatures that are presented as being less intelligent.

     

    All a player really needs is a start. They want to believe. It's not like they're out to get us. It's just if we do glaring things, like repeatedly saying the same phrase, then people's imaginations can do the rest.

     

    Now one of the things that I think is really important to this, is of all of the AI techniques I've seen, very few actually seriously consider the character's memories. And this is a very, very good way of getting a character to feel real. Now I don't consider a set of flags to be memories. You know, 'I met this character' or whatever. Which triggers a slightly different response, so it says: 'Hello again' or whatever. I mean that... that helps, but it's not the solution. It has huge storage implications. I mean the sort of things I have in mind is: If the character goes from their house to the town, cross a bridge, they go in to the town. They need to have a local memory of where they've been, rather than just axises pointing to the underlying map, because, let's say Mr Very Bad Person comes along and blows the bridge up, does that character immediately know in its route-finding algorithm that the bridge is blown up? And does this character go and walk across the other bridge if there's a route around? Or do they just not go home because they know the bridge is blown up? I mean that sort of thing is really a problem. Because it means essentially if you're allowing maps to be altered, every character should really, ideally have a local copy of the map. It's issues like that where you think: 'Oh yes, we do memory, we can just keep a list of known events', but essentially their journey is also a list of events.

     

    Now without memory, lies and deceptions are very, very hard to cope with. I mean in fact lies and deception are very hard to cope with anyway, but we need to be able to have the player lying to the game, the game lying to the player. I know games have done lies, but they're done in a very, very shallow way so far, or at least the ones I've seen. And I think that's something that's worthy of a good amount of thought.

     

    There's other retro-future stuff in there, like inverse kinematics [24m35s], ponderings on whether ray-tracing could move games away from polygons, or indeed benefit gameplay at all [41m00s], and him hating on HUDs [31m15s] ;)

     

    Summary:

     

    I've no idea if revisits to any of the above would coalesce into something intriguing. (And The Outsider ultimately not gaining traction, amongst the publishing travails, is a bit of a worry on that front).

    But I guess I just like the idea of them pursuing tech that could introduce new twists on gameplay staples... :)

    (Even if some of it means they end up building the odd folly ;))

     

    He wraps up the talk by championing the pursuit of the new over the familiar-but-prettier. Will be interesting to see if they can walk that walk at times in the bumper DLC ;)

    submitted by /u/Golgot100
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    Great Raxxla Potato Hunt: Help us scan every system within 200 ly of Sol

    Posted: 30 Nov 2019 11:26 AM PST

    Any tips for a fairly new player?

    Posted: 30 Nov 2019 07:01 AM PST

    I am new to this game. I started playing about a day ago. I'm doing ok, but all my ranks are penniless, harmless and so forth. Any tips on how to improve?

    submitted by /u/sushi642
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    We're trying something new... Really enjoying it so far.

    Posted: 30 Nov 2019 07:53 AM PST

    Black Cutter is gorgeous :)

    Posted: 30 Nov 2019 02:22 PM PST

    Beginner Bounty Hunting to make Credits when you have no Credits.

    Posted: 30 Nov 2019 10:13 AM PST

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