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Finally - and this is the real killer for Frontier - you have to create gameplay around the above. Frontier doesn't have game designers, so in the meantime the activity would be something like "collect 1000000000 cubic meters of solid argon to unlock a 1.3% cooler plasma accelerator" or maybe a rank system where if you scan a 10000000000 samples of liquid copper you get Elite V in probing which does nothing.
That would avoid the problem of a whole planet of vegetation, since it would just be a featureless water planet. You could have rain and clouds, but you could have an underwater craft for mining, diving, or gameplay of some kind.
You could do something similar with gas giants, where you can only enter the atmosphere and maybe build a cloud city/starport.
Both would avoid the issue of approaching an entire planet full of vegetation.
Here's an interview with someone that you claim doesn't exist.
https://www.youtube.com/watch?v=YicQ2CkwIOQ
Key issue, beyond the design work, would be how to do that sort of thing for a whole planet while keeping it smooth and workable on a potato powered computer.
so while it's theoretically possible to have liquids without atmospheres, they sort of by definition create an atmosphere, and thin atmospheres would thicken.
the flight model of the game is also designed to be realistic, and space flight models are like.... thousands of times simpler than the ones where you have an atmosphere. I think one would have to compromise the simulation/realism aspect to have an atmospheric flight model without variations by atmosphere type, but one that has variations per atmosphere type is going to be demanding on systems, to say the least.
The original quotee was being disingenuous unfortunately; it was meant as a denigration.
Also lol at Piers not being a game designer. Lmao even =)
i have no interest in who piers is or what he does, or whoever that guy is, but your interpretation doesn't make sense
I chose the Piers video because it's a recent one.
You'll find an older interview with Senior Game Designer Tom Kewell on the way he worked on the Scorpion, but unfortunately he left the company early last year and if I linked to that one I just knew the OP would come back with "Aha! See, no game designers!" as if Tom was the only one.
Also, I didn't want to waste half an hour digging up more interviews with other game designers (like the guy who did the UI) because why should I? Clearly there are game designers working on Elite, whatever their official title, and showing just one interview with one game designer should have been enough to fact check that particular nonsense.
It was obvious tongue-in-cheek sarcasm meant not to denigrate but to prod Frontier into focusing more on gameplay. It's a publicly traded game developer, so it's ludicrously impossible for them to not have anyone on the payroll doing game design. Pretending not to have understood that is the only thing "disingenuous" here.
If Frontier focused more on game design we wouldn't be bar filling, wasting hours collecting tokens that spawn once in a blue moon, and grinding the exact same simple action thousands of times. Their other IPs would probably not have been flops either. Toxic positivity costs real jobs and stops good games becoming great.
I would suggest that complaining about every new feature, leaving negative reviews, commenting and crapping on the game multiple times in youtube comments, claiming the game is dead, claiming Frontier hasn't adding anything new for ten years, claiming all the new ships are cash grabs, complaining about ARX and telling new players not to bother with it in the first place would harm the game a lot more than so-called 'toxic positivity' - which has zero effect on anything.
I dont want to know what evolution would do on a waterworld.....
Who knows, maybe thargoids live in ammonia oceans. Enjoy!