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Re: Elite: Dangerous - Design Decision Forum

Posted: Thu Jun 06, 2013 9:38 pm
by Gimi
Cody wrote:
Question: how many people (roughly) are actively participating in the DDF?
Based on the polls that have run so far, about 120-130.
Some are of course more active and vocal (is it called that when they are writing) than others, but my impression is that all that do voice (there it is again) an opinion are heard, and the response from FD is very good. Based on a quick browse through a few threads, I would estimate that there are about a 100-120 active posters.
I'm probably one of the less active ones as I rarely jump into the discussions. I will post questions and my opinion (often only after a revised proposal has come out) and tend to leave it at that. But as I said, direct response from FD to my posts has been far better than I expected.

Re: Elite: Dangerous - Design Decision Forum

Posted: Thu Jun 06, 2013 9:51 pm
by Cody
So... about 130 out of a possible 600 or so who could participate (if my quick KS count is correct). Thanks - I was curious.
Yeah, I reckon vocal can be used in that context - an expert will probably contradict me now though.

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 7:47 am
by Griff
i can't work out what PvE means? Players vs. Everything or something like that?

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 8:09 am
by Rese249er
Cody wrote:
So... I reckon vocal can be used in that context - an expert will probably contradict me now though.
Perhaps "expressive" is more accurate?

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 8:15 am
by spara
Griff wrote:
i can't work out what PvE means? Players vs. Everything or something like that?
player vs environment, I believe.

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 8:25 am
by Selezen
I think all they've managed to achieve with the tri-poll is to create three new arguments. The general one is already rehashing the original topic's arguments.

Sick hearing about it, to be honest with you. Jabokai needs to accept that others have an opinion and that his has ALREADY BEEN HEARD, ffs.

:(

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 9:47 am
by Wolfwood
spara wrote:
Griff wrote:
i can't work out what PvE means? Players vs. Everything or something like that?
player vs environment, I believe.
So, it's all about smashing the scenery? :P

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 9:50 am
by Diziet Sma
Selezen wrote:
Jabokai needs to accept that others have an opinion and that his has ALREADY BEEN HEARD, ffs.

:(
Some people need to be told so, and sometimes quite bluntly.. perhaps you should consider doing just that.. :twisted: :twisted:

We recently had to ban a member on another forum I moderate, as he seemed unable to accept that someone might have a different opinion than he, or that his POV was the only one with any validity.. the others were getting sick of being harangued and browbeaten..

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 9:58 am
by Cody
Aye, it's becoming crazy! I see words such as social and quest and storyline being uttered.
Just as well I do not possess a katana over there - oh, the temptation!

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 10:21 am
by Disembodied
It has been a quite helpful discussion, though - it's helped me decide to avoid multiplayer.

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 10:22 am
by spara
Wolfwood wrote:
spara wrote:
Griff wrote:
i can't work out what PvE means? Players vs. Everything or something like that?
player vs environment, I believe.
So, it's all about smashing the scenery? :P
:D Flora and fauna.

Re: Elite: Dangerous - Design Decision Forum

Posted: Fri Jun 07, 2013 8:11 pm
by Ensa
Just spotted this thread.

I am on the DDF. Judging from the postings of provisionally 'finalised' outlines of some game design outcomes based on the feedback from the forums and DDF I am impressed by how much they are still making the game they want - ie Elite, but clearly taking on board and implementing the feedback.

Good stuff, a lot better than I expected. I guess I have become cynical but there is a long way to go yet..... :)

Re: Elite: Dangerous - Design Decision Forum

Posted: Sat Jun 08, 2013 3:31 am
by Wolfwood
spara wrote:
Wolfwood wrote:
spara wrote:
player vs environment, I believe.
So, it's all about smashing the scenery? :P
:D Flora and fauna.
Or perhaps windmills? :idea:

Re: Elite: Dangerous - Design Decision Forum

Posted: Sat Jun 08, 2013 6:31 pm
by Cody
I'm slowly losing the will to live... but that damned PvE/PvP discussion has a macabre fascination.

Re: Elite: Dangerous - Design Decision Forum

Posted: Sat Jun 08, 2013 10:22 pm
by Gimi
Elite: Dangerous - Galaxy Map

Here are the agreed upon galaxy map rules from FD. (This has already been posted in the DDF archive)
Mike Evans, Designer Elite: Dangerous wrote:
Hello Backers!

Here is the Galaxy Map rules set that we've agreed on, following another round of debate, both in the team and on the forum. We'd like to thank everyone for their involvement! As with other topics like this it will stay here for a few days, then be moved to the archives section.

Cheers,
-Mike

GOALS
  • Provide the player with understanding of their current location
  • Provide useful information to enable the player to make interesting decisions
  • Encourage the player to visit new locations
  • Easy to use
  • Be a fun toy for exploring the scope of the galaxy
  • To be used to ‘print’ the night sky skybox on arrival in a system
  • To provide a compelling backdrop for interstellar travel
PRESENTATION & INTERFACES
  • Galactic map is a standard module in all cockpits of jump-capable ships
  • Map is presented as a 3D hologram in the cockpit
  • Player can zoom differing levels of view (From whole galaxy down to system map and individual stations)
    • Analogue Zoom mechanism
      • Seamless from entire galaxy down to stations
    • Presets
      • Whole galaxy
        • Shows key landmark systems
        • Shows key landmark celestial objects
      • Zones
        • Human space
        • Federation space
        • Imperial space
        • Alliance space
        • Geographic space (eg Orion spur, Hyades, Pleiades)
        • Player selected area of interest
      • Sectors
        • 10 x 10 x 10 ly
        • Shows currently selected sector
      • Systems
  • Filters used to control what is displayed (see Filters Section)
  • Quick return ability to return to system player is currently in
  • Search facility
    • Player types
    • Name of objects
    • Search returns list
    • Selecting item on list selects that location
  • Favourites/Bookmark
    • Player has list of selected locations
    • Locations can be added and removed from list
    • Selecting location on list selects that location
  • Galaxy view
    • Core visualisation modes
      • 3D mode
        • Two camera types
          • Point and click – select stars for zoom enabled orbit camera mode
          • Flythrough – camera can be flown through the map
      • Vertical slice mode
        • Fixed orientation camera (think top down tactical style map)
        • Move up and down through slices
        • Only stars in the slice are displayed
        • Slider control moves slice through galaxy width
    • Systems represented in 3D space
    • Highlight brings up minimal information for system
      • System name
      • Faction
      • Potential to allow expanded details to be expanded further by hovering on them
    • Select system to view more information
      • System name
      • Faction
      • Major planets
      • Major stations
  • System View
    • Core visualisation Modes
      • Realistic
        • Correctly scaled object sizes
        • Correctly scaled distances
        • Correctly scaled positions
        • Correctly scaled object movement
      • Logarithmic Scale
        • System is scaled so that objects are easily viewed
        • Motions scaled to provide interest
    • Hover over object to bring up minimal information
      • Name
      • Object type
    • Select object to bring up detailed information
      • Name
      • Type
      • Meta data
      • Places of Interest
    • Selected object can be made target for in-system jump (Placeholder until in-system travel mechanisms confirmed)
FILTERS
  • Systems
    • Toggles can be used to control which systems are displayed in galaxy view, with configurable fade-offs
      • All
      • Bright systems
      • Dark systems
      • Economy type (agricultural/industrial)
      • Government type (security level above pre-defined level)
      • Population
      • Stellar classification
      • In range systems
      • Missions
      • Allegiance
      • Has station
      • Has shipyard
      • Explored
      • Not explored
      • Contacts
      • Events
      • Distance
    • Toggles can be displayed to indicate other items too
      • Landmark objects (nebula, pulsars etc...)
      • Routes between systems
      • Zones of allegiance
      • Busy routes
  • Aides
    • Various aids to using the map can be toggled on an off
      • Galactic plane
        • Absolute
          • True galactic plane
          • Systems shown with stalks to indicate separation from plane
          • Becomes less useful when further away from plane
        • Relative
          • Artificial plane created based on the height of the selected system from the real galactic plane
          • Systems shown with stalks to indicate separation from plane
      • Sector box
        • Bounding box for sectors
      • Sector grid
        • Distance faded sector grid
      • Compass/View Gizmo
        • Shows direction to galactic centre
        • Allows shortcuts to specific camera views
  • Data
    • Toggles can be used to control what additional data can be displayed
      • None
      • Trading
        • Value
        • Quantity
        • Profit
        • Loss
        • Trade routes
        • Production
      • Piracy
      • Bounties collected
      • Traffic
      • War zones
      • Wealth
      • Standard of Living
      • Development level
      • Security
      • Commander deaths
      • Factions
      • Player history
        • Trading
        • Travel
        • Combat
        • Exploration
        • Beacons
      • Friends/Groups
        • Current locations
UPGRADES
  • Map can be upgraded by purchasing new software modules
  • Data in map can be expanded by purchasing data packets
    • System locations
    • Object locations
  • Data in map can be upgraded via sensor data
USE CASES
  • Plotting a hyperspace jump
    • Automatic course
      • Origin already selected (current system)
      • Player selects destination system
      • Select plot course
        • Sat Nav style options for configuring route
          • Quickest route
          • Safest route
      • If there is a viable route then this is displayed, the destination is locked into the hyperspace computer so if jump initiated this is the target
    • Manual course
      • Origin already selected (current system)
      • Player selects destination
        • If within jump range and has enough fuel then add as hyperspace target
      • Repeat above, but add new points to the jump chain
      • Player confirms last jump and jump is locked
  • How do I find the system/planet/station that I have named?
    • Open the search box
    • Type in target name
    • Select from returned list
  • I have a cargo of beans, where can I sell it
    • Activate filter to show trading data
    • Activate filter to show non-agricultural systems
    • Select system with low trading traffic and attempt to plot course
  • I am a bounty hunter and looking for new targets
    • Activate piracy filter
    • Activate security level filter
    • Systems with high piracy and low security should be good hunting grounds
  • I am an explorer and want to find somewhere new
    • Activate not explored filter
    • Select system within range not explored
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