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    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here!

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here!


    [DAILY Q&A] Ask and answer any questions you have about the game here!

    Posted: 01 Jun 2021 08:50 AM PDT

    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 Q&A threads and the New Q&A FAQ.


    WikiCareer ChartLore (Brief) • ThargoidsSagittarius Eye MagazineThe Elite Squadron

    Game Update Summaries: CoreHorizonsBeyond2019-2020

    submitted by /u/AutoModerator
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    TIFU by visiting a wrecked SRV with a Thargoid probe

    Posted: 01 Jun 2021 06:07 AM PDT

    Frameshift drive charging... 4 3 2 1 engage!

    Posted: 01 Jun 2021 10:00 AM PDT

    How to Make Odyssey's On-Foot Combat Not Garbage: A Constructive and Detailed List That *Could* Be Implemented Next Patch

    Posted: 01 Jun 2021 02:08 PM PDT

    Title!

    I'll preface by saying that while I have plenty of ideas through QAing the past week of on-foot combat, I'm also realistic on what FDev can deliver. To be honest, that's...not much, at least not in the next few weeks and not with their resources. As such, I've been focusing a lot on what can be done in the next couple patches, and think I've identified some simple fixes to drastically improve Odyssey's combat.

    These are ordered by importance and what should be a relatively simple fix on FDev's side. I've only dabbled in coding and game development, so by all means you can criticize these if you think they aren't easy fixes. As well, my setup isn't great right now for pulling footage, but if someone wants to do that to highlight these issues it'd probably be a lot better for the visual-minded in the commmunity!

    - Get rid of the delay between finishing an animation and the actual ability to shoot. Do you feel like the shooting in EDO is...off? Yeah, pretty much we all do. One of the biggest reasons is this problem right here. You can test this yourself on foot with any weapons, although some are more egregious than others, but the gist is this: you swap or pull out your weapon, you aim down the sight, and when those frames are finished you still have a delay between the animation finishing and you pulling the trigger. This delay can be only a couple milliseconds, or it could be as high as a single second (Karma L-6, looking at you). It also rolls over into reload animations, meaning that you can stack up to a couple seconds of additional hang time if you swap to a weapon that's empty. It's almost like the animations have a buffer between them, milliseconds of dead air in the animation, that leads to this clunky feeling of trying to play Call of Duty underwater.

    I really can't stress how shitty this feels. You ever scream at your ship to reload its multicannons faster because you've got a bead on an enemy, but they aren't finished reloading? That's this x10. In most FPS games, we measure things like ADS speed or reload times in frames per second; in EDO, those times are measured in milliseconds, x5-10x greater than your average shooter. If FDev removes those delays in animation, the game won't feel great, but it'll at least be closer to, say, the animations of something like Squad or Planetside 2. It'll also feel more responsive, which is what it really needs right now.

    - Handling should be 20-50% faster than it currently is. This goes to the point above, but a lot of the shitty FPS combat comes from the fact that handling is slooooooooooooooow AF. And hey, I love slow AF handling! I play tactical shooters for kicks, I'm used to the likes of Hell Let Loose and Arma. But those games are also slower overall, with movement slowed and requiring more methodical thinking. EDO feels closer to Titanfall because of its average-to-fast sprint and floaty jumps, so it feels weird to go from SuPeR fAsT mOvEmEnT to handling speeds that feel like I've taken a Qualuude. I know we have engineering modifications to help with that, but again, when we get to measuring handling in milliseconds and seconds rather than frames and mils, we've got a problem that can't be fixed with slapping a modification on it. This is especially true when the core of the combat requires constant switching between weapons of different damage types. You ever try firing a laser weapon to strip shields, then swapping to an empty L-6? It's an 8 second delay to swap, reload, aim, and wait for the delay to finish so you can fire. Bruh. Considering most of the weapons feel like this - and to reiterate, the core combat is about swapping weapons all the time for different damage types - it's no wonder the combat feels so off.

    - Set zapper to stun. I wrote a large post where this was one of my main gripes, so I won't say it again here, but suffice to say that it opens up a whole world of better stealth mechanics if you create a high-risk mechanism to allow players to do stealth runs that aren't 100% "don't be spotted."

    - Eliminate the delay and huge dead zone in using the item wheels. There's a short delay when flicking the mouse to a new item on the wheel that's obnoxious. More importantly, there's a gigantic black hole of a dead zone when moving the mouse around, like someone ported over the D-Pad on an Xbox controller and that's what we're emulating. In fact...

    - Allow players to map equipment to hotkeys. We're on PC, console release is months away. Fuck off with your mandatory weapon wheels. I should be able to hit a single key on my keyboard to use a health pack, or open up the Apex UI, or whatever. This is just beyond stupid to not have this on a PC game.

    - 2 primary weapons should be hotkeyed separately, not to the same hotkey. By which I mean, when using the Dominator suit the hotkey should not be what it currently is (1-1-2), where I must use the "1" key to bring up two different primary weapons. In most games, these are hotkeyed to different keys (1-2-3). At least provide the option.

    - When shields go down, NPCs should prioritize that target. This is a smaller, more obnoxious bit, but it becomes more problematic in conflict zones. When the shields go down on a target, NPCs will continue to target whatever they were currently targeting. It seems quite strange when the core combat loop of EDO is "kill shields, kill flesh." That should inform the basis of the NPC's AI, and seeing as they already seem to prioritize targets based on other factors (e.g. positioning), it shouldn't take more than few lines of code to add to that.

    - Plasma and bullet weapons should have a mod for velocity of rounds. This is more to address complaints that plasma weapon bullet velocity is low. And, tbh, it's pretty low. I like the concept, but counting literal seconds between me firing a plasma rifle and watching the round careen slowly to the target like the Austin Powers steamroller scene doesn't make for enjoyable gameplay. I think possibly upping the base speed would be useful, but an even easier fix that could satisfy all parties would be to add a mod to considerably increase this velocity speed. Seeing as bullet weapons also have a delay, albeit much smaller, the same mod could apply to them as well.

    That's all I've got for now. One caveat is I know there's probably people who will argue against any of these changes because "balancing issues." I would contend that right now there's not much balance in EDO to begin with, and since FDev is starting from the bottom I would argue that now is the time to implement some quick fixes to keep players invested before working on some of the harder issues surrounding on-foot combat.

    Anywho, post your ideas of quick and simple fixes for upcoming patches below! Or shit on this list. Either works.

    submitted by /u/AdSad2167
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    Well, finally did it.

    Posted: 01 Jun 2021 06:30 AM PDT

    Spent way too long on this

    Posted: 31 May 2021 10:47 PM PDT

    What if the concourse was in the ring of some stations?

    Posted: 01 Jun 2021 01:05 PM PDT

    We should be able to pull the power regulator from our SRV to temporarily get a settlement up an running.

    Posted: 01 Jun 2021 12:25 PM PDT

    We know from salvaging SRV's that they have a power regulator. We should be able to pull a working regulator from our SRV's (if we have one with us of course) to temporarily restore power to a settlement if we want.

    submitted by /u/Capt_Huggy_Face
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    Elite Dangerous: Rated R for Sexual Activity

    Posted: 01 Jun 2021 07:06 AM PDT

    Now we're talking business!

    Posted: 01 Jun 2021 10:58 AM PDT

    UI designer reviews the new Outfitting UI

    Posted: 01 Jun 2021 01:17 AM PDT

    servers down?

    Posted: 01 Jun 2021 01:59 PM PDT

    Loving Odyssey so far

    Posted: 01 Jun 2021 07:40 AM PDT

    I had to get a cat down

    Posted: 01 Jun 2021 11:25 AM PDT

    Still enjoying this view

    Posted: 01 Jun 2021 05:12 AM PDT

    My new desktop background

    Posted: 01 Jun 2021 03:15 AM PDT

    AWESOME Scarab Racing in Odyssey - Elite Racers Cafe Saturday Recap

    Posted: 01 Jun 2021 12:09 PM PDT

    Had my first, genuine, jaw-drop moment in ED. I know everyone says it but it cannot be said enough - this game is beautiful.

    Posted: 01 Jun 2021 10:00 AM PDT

    Took this platinum mining.

    Posted: 01 Jun 2021 05:53 AM PDT

    Anyone having sever issues rn

    Posted: 01 Jun 2021 02:36 PM PDT

    Despite the severs saying there working and having a WiFi connection I can't connect rn anyone else having the same issue?

    submitted by /u/swanktadpole77
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    So are eclipses common? Came across my first one before and it was such a stunning moment

    Posted: 01 Jun 2021 11:07 AM PDT

    Worship to the Stars

    Posted: 01 Jun 2021 02:35 AM PDT

    Does anyone else feel like Odyssey needs to be more connected to the game instead of it's own thing?

    Posted: 01 Jun 2021 12:39 AM PDT

    The footfalling planets while you're exploring definitely feels like it fits (minus the part where there's human POIs), but the rest of Odyssey, to me at least doesn't really feel like it's part of the game - it feels like it's an entirely different game.

    All of the rewards from on foot missions are strictly related to...well, on foot, credits and reputation/influence aside, and the credits are in such pathetic amounts it may aswell be zero except for starting commanders. The conflict zones aren't terrible for credits, though they don't give anything else.

    But it occured to me that all of the missions I'm doing feel....kind of pointless. Aside from the performance issues, I don't feel like the combat is particularly inspiring, and my only reward is a few materials or a little data for on foot upgrades, when you need absolutely silly amounts of them to upgrade your gear - and when it's finally upgraded, it just means I can use it do more on foot missions? It has near zero impact on my in-ship play, and I don't like that. I feel like they need to be more seamless, so that both can affect each other, even in some small but noticeable ways.

    I'm not trying to join the bash FDev train, but right now I feel like I'm not even playing an Alpha, but rather just a concept design. Here's hoping Odyssey gets drastic improvements to make it more interesting, because as it stands currently all I'll be using it for I think is for exploration.

    submitted by /u/MrNoobyy
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    Request: now that we have space legs, it’d be awesome having landable ship-launched fighters

    Posted: 01 Jun 2021 03:24 AM PDT

    Just thought it'd be awesome to hop out and scan fungi after a huge canyoning sesh.

    Anybody else feel like this would be a good feature?

    submitted by /u/Sinornithosaurus
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    Just made my first 10 billion!

    Posted: 01 Jun 2021 01:39 PM PDT

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