Elite: Dangerous

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Saint of Killers
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PostRe: Elite: Dangerous
by Saint of Killers » Sat Jun 24, 2017 7:50 pm

Hmmmm. Some posts now making me wonder if this is worth bothering with on launch. Might serve a purpose during a lull in the release schedule...

| (•_•)| S: This is the best date I've been on since my last date. PB: This is not a date.
S: Neither was the last one. It was a robbery. M: Really? S: Yeah. She stole my heart. And my crown. (❍ᴥ❍ʋ)
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PostRe: Elite: Dangerous
by Brerlappin » Sat Jun 24, 2017 8:55 pm

Saint of Killers wrote:Hmmmm. Some posts now making me wonder if this is worth bothering with on launch. Might serve a purpose during a lull in the release schedule...


It really is the kind of game you play when you have nothing else to play. Like it's oddly addictive, and kinda relaxing, and it might totally hook you for about a week or so, but it's one of those games where once you put it down, you kinda forget about it pretty much instantly.

Definitely worth a try tho, cruising into a space port and docking successfully is always fun

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PostRe: Elite: Dangerous
by Saint of Killers » Sun Jun 25, 2017 7:13 am

Aye, I don't mind slow games, but I'd rather buy and then dip in and out of something like that over a long period, as opposed to renting it and trying to intensively "complete" it over a week or two.

| (•_•)| S: This is the best date I've been on since my last date. PB: This is not a date.
S: Neither was the last one. It was a robbery. M: Really? S: Yeah. She stole my heart. And my crown. (❍ᴥ❍ʋ)
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PostRe: Elite: Dangerous
by Lagamorph » Sun Jun 25, 2017 8:52 am

The best way to make money is usually the Community Goals, and a QoL update has made it so you can accept these from anywhere now rather than having to use the web to look up where they are and fly there.

The problem is that most Community Goals now take place insane distances from the area of space where you start the game (We're talking 20,000+ Light Years) so getting to them takes utterly forever. It's made even worse by the fact that you can only plot a course of 1,000 Light Years or less at a time. It's understandable why this is the case due to the nature of how the navigation system works, but it doesn't make it any less annoying. Really wish they'd implemented a wormhole system or something for these ridiculous length journeys. Or at the very least that there was some kind of uber Jump Drive, for most ships you'll top out at around 30ish Light Years for the range, so a 20,000 Light Year journey takes way too long.

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PostRe: Elite: Dangerous
by Saint of Killers » Sun Jun 25, 2017 9:21 am

What's the balance like between these Community Goals and the amount of time it takes the average player to reach 'em? How long is utterly forever? Hours? Days?

| (•_•)| S: This is the best date I've been on since my last date. PB: This is not a date.
S: Neither was the last one. It was a robbery. M: Really? S: Yeah. She stole my heart. And my crown. (❍ᴥ❍ʋ)
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PostRe: Elite: Dangerous
by Ad7 » Sun Jun 25, 2017 9:21 am

Last time I played this game I saw a community goal that I could actually do, spent a few real time hours flying there and then when I hit my destination I found I'd somehow gone 2 hours in the wrong direction.

strawberry float that game, not gone back since :lol:

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PostRe: Elite: Dangerous
by Saint of Killers » Sun Jun 25, 2017 9:25 am

:lol: Brilliant.

| (•_•)| S: This is the best date I've been on since my last date. PB: This is not a date.
S: Neither was the last one. It was a robbery. M: Really? S: Yeah. She stole my heart. And my crown. (❍ᴥ❍ʋ)
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PostRe: Elite: Dangerous
by Lagamorph » Sun Jun 25, 2017 9:45 am

Saint of Killers wrote:What's the balance like between these Community Goals and the amount of time it takes the average player to reach 'em? How long is utterly forever? Hours? Days?

Well, actually making a 30 Light Year jump can take only a few seconds, the problem is that when you arrive you then have to wait for the drive to cool, reposition yourself to align with the next destination (which can require going around stars) and constantly have to move in close to a star to fuel scoop (Provided the star is compatible). All in all, a journey of 20,000 Light Years you're looking at several hours, real time, of doing the same thing over and over and over again.
I plotted a 1,000 Light Year course yesterday and it was going to take about 39 jumps. To get to the Community goal I would then have to do that 21 more times.

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Zellery wrote:Good post Lagamorph.
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PostRe: Elite: Dangerous
by jawafour » Sun Jun 25, 2017 10:47 am

Reading over these comments, my heart is saying "well, it's Elite, think of the nostalgia burst - you gotta at least try it!" whilst my head is thinking "jawa, there is no way you'll stick with that level of complexity and time commitment - carry on playing No Man's Sky instead".

I think my head is gonna win out.

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PostRe: Elite: Dangerous
by Venom » Sun Jun 25, 2017 11:34 am

jawafour wrote:Reading over these comments, my heart is saying "well, it's Elite, think of the nostalgia burst - you gotta at least try it!" whilst my head is thinking "jawa, there is no way you'll stick with that level of complexity and time commitment - carry on playing No Man's Sky instead".

I think my head is gonna win out.



I invested in the Kickstarter but never played it. Now I'm thinking whether to buy on PS4 (VR has been hinted at) but would like to know if there is a big learning curve? Job means not much time to play in long burst.

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PostRe: Elite: Dangerous
by Photek » Sun Jun 25, 2017 11:41 am

I wouldn't say the learning curve is too steep, there is a training menu that you can try, takes about an hour to do it all.

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PostRe: Elite: Dangerous
by Lagamorph » Sun Jun 25, 2017 6:28 pm

So I've been trying the SRV stuff lately.

Oh my god, this is possibly the worst thing in gaming ever. Anything more than a 10 degree incline and you're totally strawberry floated. It can't handle terrain even a strawberry floating Lamborghini could tackle without a problem.
Why is there a vertical thrust and not a forward boost that is utterly essential?

I'm now stuck in a crater and trying to recall my ship only recalls it to where I left it, not to the nice flat area at the base of the crater.
I can see no possible way out other than to fly my SRV as high up as I can and smash it to kill myself and respawn somewhere.
Is that realistic/accurate? Probably.
Is it good game design? strawberry float no.

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Zellery wrote:Good post Lagamorph.
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PostRe: Elite: Dangerous
by Cal » Wed Jun 28, 2017 1:58 pm

I've had this game on PC for a couple of years...although I've never really played it much, tbh. I just couldn't ever figure out a way to make any money without having to engage in combat which I don't want to do. I want to play the game strictly (as far as possible, at least) as an open-world space trading game. Just being a trucker in space, hauling goods about from point-to-point. As always - inevitably - with these kind of sims one is eventually corralled by the 'game' inside the sim towards doing the daft combat stuff - usually because some NPC will start throwing its weight about in your direction. This normally ends badly for me and at that point I switch off the game for another three months.

Having said all that, I purchased the PS4 version. I haven't done much more in the couple of hours I've been able to play it than to do a few training missions and brush up on my docking skills (terrible, btw).

At this stage I'm more interested in performance issues on the PS4 Pro. Sad to report, even without enabling quality settings in the graphics menu there is still screen-tearing present in the game. No 'v-sync' option, obviously (because who would ever want to use that, right?). I'm not hugely impressed with this PS4 version. How long has this version been in development?

I dunno. I just expected more. It's not as if frontier are short of a few bob and god knows they've had literally years to get this right.

Too soon for any kind of score, but if they don't start coughing up some hefty PS4 patches (and keep them coming) I can see this port dying on the vine.

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PostRe: Elite: Dangerous
by jawafour » Wed Jun 28, 2017 2:19 pm

Cal wrote:(Not that keen on the game)

Yeah, I remember reading before about your struggles and frustrations, and your feedback played a factor in me holding off from getting the PS4 version.

Cal wrote:.. Having said all that, I purchased the PS4 version...

Cal! You're worse than me, dude :lol: .

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PostRe: Elite: Dangerous
by Cal » Wed Jun 28, 2017 5:25 pm

jawafour wrote:
Cal wrote:(Not that keen on the game)

Yeah, I remember reading before about your struggles and frustrations, and your feedback played a factor in me holding off from getting the PS4 version.

Cal wrote:.. Having said all that, I purchased the PS4 version...

Cal! You're worse than me, dude :lol: .


I'm incorrigible. Weak. :simper:

On the plus side, I made the effort to go over to Frontier's Elite Dangerous forum and grump about the PS4 version's performance there. To my amazement (remember, we are talking about a space sim here) I wasn't instantly shot down in flames. Apparently the devs are aware of the problem with screen-tearing on the PS4. Let's hope they get the damn thing patched pronto.

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PostRe: Elite: Dangerous
by Green Gecko » Mon Jul 03, 2017 4:08 am

Finally actualy got somewhere (anywhere) in this. Read the news about establishing a safe haven in a certain star system, and went there. Before that I picked up a load of escape pods from some wreckage after investigating an unknown signal, but didn't know what to do with them. I was trying to help someone dock at an anarchist space station when suddenly they were attacked by some large ship. I shot at them before realising it was probably anti-loitering and was blown to smithereens. Goodbye cargo.

This time I happened upon some federal security ships shooting at some Viper Mark III. Noticed they were marked as wanted, so joined in. I got the bounty for 35,000 credits. Spent it on a basic scanner to discover planets with, a travel map, and a missile turret (although maybe I should have gone for the continuous beam). :cool:

Picked up a mission after having any rank at all (combat: harmless) to deliver beer "to celebrate democracy". If you say so.. Sady I got fined for loitering and then failed to land fast enough in the space station so was executed.

Only took 3 strawberry floating hours.

Oh and my game has a bug where every character portrait is missing their face and the ship models are missing in the shipyard too. Hence my avatar.

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PostRe: Elite: Dangerous
by LewisD » Mon Jul 03, 2017 8:24 am

Green Gecko wrote:Picked up a mission"to celebrate democracy".



Sounds cool.

Green Gecko wrote:Sadly I got fined for loitering and then failed to land fast enough in the space station so was executed.


Oh... :lol:

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PostRe: Elite: Dangerous
by Poser » Mon Jul 03, 2017 8:44 am

Ad7 wrote:Last time I played this game I saw a community goal that I could actually do, spent a few real time hours flying there and then when I hit my destination I found I'd somehow gone 2 hours in the wrong direction.

strawberry float that game, not gone back since :lol:


Yeah, strawberry float that: I don't need games that are a real-time metaphor for my own life.

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PostRe: Elite: Dangerous
by Green Gecko » Tue Jul 04, 2017 3:44 am

I'm tempted to pick up Horizons for £13 in the steam sale (minus trading cards pennies). How does it improve the game from a day to day perspective i.e. is it more interesting in general.. and one obvious caveat to me, if I'm still in a Cobra Mk III how can I get on planets? Surely that's not possible?

The thing is I'm poor so I can easily go halves on some other game e.g. my gf wants octodad and a steam link to play it on or Yoshi for Wii U costs the same money. Is it good value to pick it up in a sale or should I just wait until the autumn/xmas? Will know what 2.4 actually is then as well.

If I spent a bit more time with the game would my experience be largely the same? I obviously pay no attention to Frontier's ridiculous trailers on Steam.

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PostRe: Elite: Dangerous
by Preezy » Tue Sep 05, 2017 10:31 am

Got the Commander Deluxe pack on PS4 on Sunday evening (which includes the planetary exploration DLC etc) and I'm loving it so far.

I've managed to make about 50,000 credits doing oddjob transport missions and even a couple of opportunistic bounty hunter kills (which I was lucky to survive, to be fair!) but I haven't yet decided what to invest my money in besides a better frame shift drive so I can make longer jumps. I think the smart thing is to build up a float of money that I can use to absorb any insurance costs if I get killed.

Oh and I've totally mastered the hardest thing in the game - taking off and landing 8-)

The PS4 controls are really intuitive and everything is mapped very smartly, it's all quite lovely :toot: :wub:

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