UFFICIALE PC Elite: Dangerous

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Non ho alcun dubbio che la prima volta che i piedi saranno a terra sarà una roba da omg, come ogni cosa in elite.

Spero che abbiano messo in piedi un buon loop di attività da fare, c'è da dire che ora ci sono già un mucchio di attività da affrontare e già solo integrando quelle alla modalità FPS parleremo di una gran mole di contenuti.

Ma dite quello che volete, io voglio sparare catzo. Sentinelle, briganti and such mi basterebbero all'inizio..per gli alieni c'è tempo.

E poi voglio poter riparare la nave in EVA. Nello spazio profondo. 

Tipo le riparazioni dell'armadillo in Armageddon.

Tecnicamente regge benissimo la tech del terreno, quello spezzone mostrato è impressive

 
Ultima modifica da un moderatore:
L'importante è che non aggiungano altro grind

inb4 le armi possono essere moddate dagli Engineer  :sard:
I pianeti ghiacciati hanno subito un miglioramento pazzesco.

That includes the ability to land on planets with very thin atmospheres. Players will still need to rely on oxygen while out and about, but there will be enough gas floating around to make for some extraordinary skyboxes. Art director Jonathan Bottone said in our interview that lots of work has gone into making every sunset feel unique. A new algorithm takes into account the composition of the planetary atmosphere, the color and distance of the nearby stars, as well as other factors. The result is “a huge range [...] of interesting alien kind of feels.”

The game will also feature new levels of detail on landable planets, including millions of older ones players might have already discovered. Bottone said that one of the highlights will be new living creatures, which will be distributed across the galaxy based on complex, in-fiction rules and logic. Players will locate these “biologicals” — like flora and vegetation — from orbit, then land to sample their genomes. Just like other kinds of exploration data, they’ll then be able to return to port and exchange those discoveries for cash to buy upgrades. Just like discovering new planets and stellar phenomena, player names will be permanently attached to the things they find.

Players should also expect to find new social spaces where they can meet and interact with other each other in first person. Developers are also considering allowing them to walk around inside starships, exploring the vessels they’ve owned for years for the first time. The feature won’t be available at launch when Elite Dangerous: Odyssey comes to PlayStation 4, Windows PC, and Xbox One sometime in early 2021.

Other questions about gameplay details went unanswered. That’s because, principal designer Gareth Hughes said, many of those details have yet to be finalized. That includes how the game’s flight model will be changing to deal with traveling through atmospheres for the first time.

“I know it sounds like a bit of a cop out, but it really isn’t,” Hughes said. “We’ve had to get so many of the the kind of fundamentals in place before we can look at almost this layer of sophistication and presentational elements on top. And we’re just finding [...] the development focus to start really looking at those now.”

Also undecided is how players will transition from ships or wheeled vehicles to walking on foot. The team wants players to have their own “Neil Armstrong moment” Hughes said, of being the first person to step on a distant world. Trouble is that they’re just not settled on what that moment will actually feel like. Also undecided is how Odyssey — which will not launch with support for virtual reality — will impact players who have long experienced the game exclusively in VR. Hughes said his team is keeping those heavily invested in VR technology in mind as they make their plans for launch.

https://www.polygon.com/2020/8/18/21372562/elite-dangerous-odyssey-expansion-details-one-giant-leap-interview

So one thing a lot of fans are wondering is the level of detail on the planets? Will there be things like settlements and landmarks on the surface to make it interesting to explore?

Gareth Hughes, Principal Designer of Elite Dangerous: Odyssey: We’re planning to have a variety of activities that players can engage in on planet surfaces; from settlements, down to what we call points of interest which we call transient elements that can kind of spawn in and out which allows us to fill the surface up a little bit.

Whereas our fixed points are the settlements and planet ports. Planet ports are ports, as you see in the game already, they are a big sort of draw for a lot of players.

A lot of commerce happens there… trading. This is where you buy your new gear, it’s where you’ll upgrade that gear. It creates a social space where for the first time players will be able to get out on foot and socialize in a safe space… which is quite a novelty for Elite [laughs].

Then, on the slightly smaller scale, we have what we call settlements but actually these are quite big. They range from fairly large industrial kind of endeavors, down to military bases, and to small outposts, almost like little villages right on the frontiers of space.

Within those settlements, there will obviously be a human population that you will be able to engage with and do missions for. There’s also additional emergent gameplay that is supported there. If you want to raid these settlements as a pirate you can do that. If you want to take stuff that they need and trade with them you can do that.

If you want to, you can engage with a faction that owns a settlement that happens to be at war, maybe a big conflict zone. Maybe you end up having a proper battle where you can help them win and therefore help them within that system.

Ed: Well let me rephrase then. How will it enhance the existing gameplay, and make it an even more complete experience?

Hughes: So I think it gives more intimacy to the game. Let’s take the combat. Ship combat is really cool in Elite, right? It’s kind of flight simmy, but it’s not too simmy, and it’s just really exciting and fun to engage with.

But it is over quite long distances and it has its own tempo and pace. When moving on foot, the combat is going to feel different. It’s going to have slightly more urgency and intensity, perhaps.

With exploration rather than looking for planetary bodies… – sure, you’re going to do that in your ship and scan them – but right now if I land and I start to explore on foot, what am I going to find at that more granular level? So, I think it allows players to go from where they were and zoom in on the game on the parts that they really enjoy.

Hughes: John touched there on almost a survival element, and I think that’s very much something that we’re playing on. You’re not a superman, you’re a man in a suit in the vacuum. There’s inherent risk just being outside of your ship.

Does my suit have enough power to get me from A to B? Am I going to run out of oxygen? Am I going to get ambushed? Am I going to get lost and not to be able to find my way back to my ship?

We have navigation…but you might go too far and the journey back can be really intense! Am I going to make it? Or am I going to suffocate in my suit a hundred meters away? So there are some really cool, intimate, and intense moments that come from the foot gameplay.

https://twinfinite.net/2020/08/elite-dangerous-odyssey-interview/



Briganti e vermoni :bruniii:






 
Ultima modifica da un moderatore:
Io spero solo che non saltino sul treno mmorpg con fetch quest a caso date dagli npc a terra.

Voglio esplorazione, voglio poter abbordare ed esplorare i relitti (qui si potrebbe finalmente avere quella personal narrative che hanno invocato un paio di anni fa, sviluppata in quelle poche quest relative ai goids e poi abbandonata per nerfare ogni exploit in un giorno e svaccare il resto per mesi). 

Posto che mi aspetto pure qualche nuova nave da esplorazione che infranga finalmente i record di jump range. 

 
Madonna che hype, anche se non ricordo nemmeno come si accelera con la nave :sard:  

 
Però diamine, com'è possibile che dovrebbero mancare circa 7/9mesi (early 2021 è il Q1 al limite Q2, entro la fine di marzo al limite la fine di maggio dovrebbe essere fuori (ricordiamo che era previsto per fine 2020)), ci stanno lavorando da circa 3 anni( QUI ad agosto 2018 dicono che da un pò di tempo sono passati da pre-production a full production su Odyssey, supponiamo che hanno iniziato la full production a metà/ fine 2017) e ancora non sanno:

- se si scende dalla nave manualmente o "click Deploy Pilot" come con l'SRV (questa è clamorosa, scendere finalmente dalla nave è la feature principale dell'exp ma non si sa come si scende :rickds: );

- come si comporta il modello di volo in atmosfera;

- se le navi hanno interni esplorabili. In questo dev diary durante il Kickstarter (dicembre 2012) Braben dice che le navi sono già progettate con gli interni in mente perchè c'e il cargo, i moduli, i danni strutturali ecc. ma anche perchè in futuro sarà possibile camminarci e uscirci.





troppo vago sto dev diary e le interviste, sembra non siano ancora pronti per parlarne ma il leak del trailer gli ha scombussolato i piani. Oppure è un'altra season di staggered releases come Horizons con features a scaglioni perchè non ancora pronte (però hanno detto più volte di voler cambiare modello). :unsisi:

 
Ultima modifica da un moderatore:
Greetings Commanders!

We hope you enjoyed our first dev diary release and stream. It was our pleasure to bring you the latest news on Odyssey and needless to say we can't wait to share more info around further locations, missions, combat and more in further episodes over the coming months.

We are aware that there are a lot of questions across the community and while we will be bringing a more detailed FAQ for these very soon we felt it was right to update you on a couple of the most discussed topics in the Elite Community at this time, specifically around VR in Odyssey, and ship interiors.

VR and Elite Dangerous Odyssey

We understand that our VR players are keen to know more about how the transition and gameplay will work in Odyssey in VR. With that in mind, we would like to share our current plan for how that will work.
In Odyssey, players will be able to fly down to planets, fly through atmospheres and drive along planet surfaces in their SRVs - all while remaining in VR.

When disembarking your ship or SRV, players will be presented with a projected flat game screen in their VR headset in order to continue on foot. Players will of course be able to remove headsets if they so choose, but this will not be a requirement to continue your adventure.

There will be no requirement to boot between Horizons and Odyssey in order to continue your journey.
We understand that VR is a big part of Elite Dangerous and is a feature that holds a dedicated and passionate community. However, we do strongly believe that VR should only be enabled for on foot gameplay when we have an experience that truly matches the same quality bar that we set for cockpits. That said, we do hope that this implementation will allow our VR players the best possible transition between their VR experience and exploration on foot.


Ship Interiors

Another topic we know players keen for more information on is around ship interiors, and we wanted to clarify our current position on this.

While Odyssey will see players explore a wide range of on and off world locations including station interiors, ship interiors will not be included at launch.

We understand that the bond between Commander and starship is incredibly strong and know this will disappointing news for some. However, we believe it is right to invest our development time in locations and features which offer the most meaningful experience and gameplay for all players. Rest assured that Odyssey will offer a great variety of long requested locations to explore, both on land and in space, which we'll be sharing more details around very soon.

As always, we value and appreciate your passion and feedback and cannot wait to share more with you.
 

https://forums.frontier.co.uk/threads/odyssey-update-on-vr-and-ship-interiors.554223/

 
Narrative additions and Dev Diary FAQ

Greetings Commanders!

As you will have seen from the events today (and heard if you tuned into our livestream) GalNet and wider narrative content is being reintroduced to Elite Dangerous.

While this has been away for a little while, the community and development teams have been constantly reviewing the feedback that’s been shared by you. We all understand the importance of this content to the community and we appreciate your incredible patience while we've been putting necessary focus on Odyssey. To ensure that focus continues, we have assembled a dedicated new team to ensure that content like CG’s, bonus weekends and of course GalNet, are back in the game.

It is with great pleasure that today we share with you a glimpse of our plans, some of which you will already have seen roll into action today.

Today's GalNet article is the first piece of a new multi-arc narrative set to extend beyond the launch of Odyssey into 2022. Featuring new plot threads and some returning favourites from the past, this galactic story will be shaped by you, our players, to ensure that it reflects the living game of Elite Dangerous.

If you're wondering what that means, you can expect:

  • GalNet
  • Community Goals
  • Bonus and seasonal events
  • An ongoing multi-arc narrative extending beyond the launch of Odyssey into 2022
  • Opportunities to reshape corporations and markets
  • AND... the potential to change the diplomatic landscape of the galaxy as we know it...
There will be twists and turns, excitement, opportunities to make your mark and of course, bountiful rewards.

We’re excited to continue rolling this out and we can’t wait to see how you get involved.

In addition to the announcements for in game content we’d also like to take the opportunity today to answer some of your questions on The Road to Odyssey dev diaries series. The Road to Odyssey is a multipart series which will examine a number of different aspects of the experience with episodes set to tackle further locations, missions, combat and more over the coming months.

We know there will be more questions... but we have to save some excitement for another day!


I've heard the term Organics used in relation to Odyssey - does this mean we'll see life beyond just plants?
The thin atmospheres we're unlocking in Elite Dangerous: Odyssey are inhospitable environments, incapable of supporting human or typical animal life. That being said the array of organics discoverable in-game extends beyond traditional plant life or 'flora'. Some of the organics found are more fungal or chemosynthetic bacterial in nature, and others would sit well outside of any earth classification system - these could, in scientific terms, be considered fauna, but not in the traditional sense of the word and we want to be clear on what to expect in game based around the thin atmospheres that will be unlocked. In summary we use the term organics because this is a more representative and accurate term for what commanders may discover.

How many different Organics are present in Odyssey?
There will be a huge variety of organics available to discover in Odyssey with a large number of core species and further variants and subspecies planned for day one. The generation of these will take into account numerous factors including the compositional make-up of the planet and atmosphere, along with their geographical placement on that body.

Will Odyssey’s planetary improvements be applied to existing land-able planets without atmospheres?
Yes! The improvements to Odyssey’s planetary tech will be applied to our entire galaxy simulation so planets without an atmosphere will be more breathtaking than ever.

Will atmospheres be breathable in Odyssey?
The thin atmospheres you encounter in Odyssey won’t be breathable by humans so you’ll have to carefully manage your suit and air supply to ensure your survival - more on this to come.

I noticed there are different suits shown in the dev diary - are these available to all commanders?
Yes - these are just a couple of the designs that will be available to all commanders, regardless of body type – we just chose to show commanders with different loadouts.

How many types of suits will there be?
While we can’t share an exact number just yet we can confirm there will be a variety of suits in Elite Dangerous: Odyssey. Their differences will extend beyond cosmetic changes with different suits specialised for different gameplay activities.

Will the suits have a flash light?
All suits come equipped with a flash light for exploration - more on this later.


We understand that you have many more questions around Odyssey and we are eager to share more with you in the coming months so please stay tuned for updates.

As always thank you for your support CMDRs o7

 




https://imgur.com/a/WrVIaBG

Greetings Commanders,


We are happy to announce that Elite Dangerous: Horizons will become a free update for the base game on the 27 October 2020 for PC, PlayStation, and Xbox users.


After the fold down, anyone who owns Elite Dangerous will get access to Horizons content and features free of charge, and all future purchases of Elite Dangerous will include this content.


As a huge thank you to everyone who has purchased Elite Dangerous: Horizons over the past four years you will be receiving an exclusive Azure ship paint job compatible with ALL ships currently in the game.

Elite Dangerous: Horizons will remain on sale on all platforms until 26 October to allow players a last chance to obtain the exclusive Horizon owner reward.

https://forums.frontier.co.uk/threads/elite-dangerous-horizons-set-to-land-for-all-commanders.555392/

:pogchamp:

 
Ultima modifica da un moderatore:
sembra tutto meraviglioso, still sempre incazzato per il VR.

Ottimo per Horizon, deluso sinceramente dal "premio". Qualcosa stile cobra mkIV imho ci stava meglio (nave esclusiva anche se fa cagare rispetto alla controparte).

 
"Huge thank you" -> paint job

Minch*a che generosità eh

 
New social hubs




Hughes tells Polygon that there will be three types of social spaces: Planetports, Spaceports, and Outposts. These will be added to the game at pre-existing locations all around the Milky Way, depending on the types of structures already in place.

Small orbital stations — little mining outposts, perhaps, or trade depots with just a few landing pads — will get Outpost social hubs. Meanwhile, larger starbases — the game’s iconic 20-sided-die-shaped Coriolis starports and massive, spherical Orbis stations, each with a dozen or more landing pads — will get Spaceports. Finally, large surface installations — think Survey sights and Observatories, each with as much capacity as a large starbase — will get Planetports.

Based on information provided to Polygon by the player-run Elite Dangerous Star Map (EDSM), those additions alone will add more than 40,000 new interior spaces for players to hang out in. But don’t expect them to look and feel all that different from each other. While Hughes said that his team is working on adding variation through things like flags and banners, there will only be the three unique layouts at launch.

“They’ll certainly feel different between planet Planetports, Spaceports, and Outposts,” Hughes told Polygon. “It’s difficult for us to generate [...] the vast amount of content that this could take to make them unique.”

Social hubs will primarily be built for efficiency, Hughes said, with quest givers and vendors positioned in roughly the same location from site to site. Players should expect more intimate interactions, including questlines with lots of dialogue. But the architecture will look very much the same from place to place.

“Time is money in Elite,” Hughes said, “so we didn’t really want people to have to find it laborious to engage with these [social hubs] when they’ve got stuff to do. So we’re trying to find that really fine balance between them feeling unique within the three kind of categories that I outlined, that they’re efficient to navigate through, and they have a real visual punch.”

Some of that visual punch will come from massive windows. For instance, in Spaceport social hubs, players will be treated to full, 360-degree views of the inside the drum of a busy space station. When NPCs and other players come in to dock, those sitting inside the social hub will be able to watch them fly around in real time. For a game where some players spend years on lengthy expeditions, explorers can now look forward to the potential for a warm welcome upon their return. All they need to do is let their friends know they’re on the way back, and the local cantina can easily be filled with well-wishers.

In addition, the NPCs inside these new social hubs in Elite will differ based on what factions are in control of them. That will bring to the forefront an often overlooked part of the game that has been present since launch — the complex system of political and economic conflicts that make the game’s populated area (known as “the Bubble”) such an interesting place to hang out in.

Fans and developers alike call it the Background Simulation, or BGS for short, and it will play a new and important role in Odyssey.


New NPC vendors


Elite Dangerous: Odyssey will include multiple new vendors inside each social hub. Hughes told Polygon that the missions players get while on-foot will be much more detailed than those presently available.

“When you’re actually going up and engaging with one of these real characters in the social space that can offer you a mission,” Hughes said, “their mission will have more dialogue associated with it, and the objectives that they’re asking you to do will feel

more personalized. So, sometimes they can create some quite interesting sort of moral tension.”

Pioneer Supplies — General outfitters of weapons, spacesuits, and related consummables.

Inter Astra — A shipyard, where players can preview and purchase starships.

Frontline Solutions — A mercenary outfit, which will allow players to explore combat scenarios without necessarily aligning with any given faction in the game world.

Apex Interstellar Transport — A taxi service, capable of transporting players throughout the Milky Way.

Vista Genomics — An exobiologist, to whom players will be able to sell genetic information from newly discovered life forms encountered while on foot.

The black market — While black market contacts already exist in the game, this is where players will be able to fence the new kinds of stolen and illicit goods available in Odyssey.


Settlements




Settlements will be larger than social hubs, Hughes said. Each one will comprise multiple buildings, with each themed to match the nature of the Settlement itself.

“We have production buildings,” Hughes said, “which is where they’ll be processing ore in an extraction settlement, or dealing with the agricultural output of an agricultural settlement, or dealing with the industrial output of an industrial process. So they’re almost like factories, right, but themed factories for that settlement type.

“We have power buildings, which is kind of like a reactor, which is the source of power for the entire entire settlement,” he continued. “We have other buildings, which are habitat buildings, which is where the guys in the settlement actually stay and live — although we don’t always have habitats, because sometimes we like to infer that the workers are kind of flying in and then fly back out.”

Once players arrive at a Settlement, they will be able to transition smoothly between exterior spaces — the dusty surfaces of distant planets — and these themed interior spaces through airlocks. Once inside, they’ll be able to breathe without the help of their spacesuits. Missions might require them to visit a given location, to retrieve a specific item, or to kill a certain NPC.

Alternately, players can just roll in on a Settlement uninvited and do whatever they want. Options include looting the place stealthily, or killing every NPC they can find and making off with everything that’s not nailed down. If there’s combat, Hughes also said it can be of the combined arms variety. That means players on foot can be supported by other players inside wheeled SRVs and even starships, all working toward the same goal.

Whatever players do inside these Settlements, of course, will have a direct outcome on the factions that control it, and the BGS that dictates who is in control of which parts of a star system.

“The BGS can also start to infer difficulty of settlement, through which faction’s controlling it,” Hughes said, “including what the quality of their combat guys are. So, again, it’s an indirect way of allowing players to increase their power in the game and still have challenges, because what we didn’t want to find is that you go to a settlement and it feels exactly the same as every other settlement — especially if combat kicks off.”


Elite’s new spacesuits


Elite Dangerous will allow players to purchase and switch between multiple spacesuits. There’s a simple Flight Suit, which represents what players have been wearing since the game first launched. There will also be Exploration Suits, Combat Suits, and Scavenger Suits.

Each provides statistical bonuses that will apply to those three main styles of gameplay. Players will need to collect new items and resources to upgrade suits, which can be specialized. You might want to own two Combat Suits, setting one up for long-range combat and the other for short-range. High level upgrades will require Engineering, much like high-level ship upgrades.

Suits will work somewhat like Elite’s spaceships with regards to power and systems management.

“Going into combat is risky,” Hughes said, “in that I could get shot and killed. But, it’s also risky in terms of I’m going to leave my shields on, and they’re going to start pulling on my battery power, which means there’s less power available for the life support systems to keep going. So, in the same way that you have the power distribution system within the ship — it’s not quite the same, but it’s taking inspiration from that and trying to make that work for our on-foot [gameplay] loops.”

https://www.polygon.com/features/2020/9/29/21493772/elite-dangerous-odyssey-paid-dlc-preview-release-date-price

Hype, spero mostrino un pò di FPS nel prosssimo diary che voglio vedere il feeling delle armi.

 
Ultima modifica da un moderatore:
[No message]
 
Ultima modifica da un moderatore:
il problema è trovarla e a prezzo onesto.

 
il problema è trovarla e a prezzo onesto.
Io ho trovato l'Asus TUF a 729€ su Drako, pensavo fosse un price error ma dopo 2 settimane ancora non mi hanno cancellato l'ordine. Disponibilità prevista però 31 dicembre, a meno di miracoli tocca rimandare l'RTX e il 21:9 su Cyberpunk ad una seconda run. :dsax:

 
Ultima modifica da un moderatore:
Mi pago un A/R intercontinentale con quei soldi però :dsax:

 
126057834_10164321310985564_8474304896427841490_o.jpg


Se qualcuno vuole visitarlo, il sistema è Spoihee UO-A f723
 
d6aofjl20fy51.jpg





Suit Differences:

The tactical suit is basically our combat suit. That gives you an extra primary weapon, and it has an armour and shield boost. But it's trading off against other things. It doesn't have all the tools other suits have.


Weapon Draw / ADS speeds:

It's probably in the middle [of Arma & CoD] somewhere. We're not going for anything in the feeling of an arcade shooter. The weapons, if they have weight, will have different draw speeds, different ADS [aiming down sight] speeds. So you will be able to feel the difference with each weapon. We're not expecting twitch-based gameplay in terms of being able to draw weapons and immediately shoot. But also, it's not sluggish. There is pace to this. We want a level of drama and excitement to come through in the combat.


Shields:

Shields use energy, so players will have to think about when to deploy them. Certain weapons, like lasers, are good against shields, while kinectic weapons are good against armour and damaging the person underneath.


Confirmation of Ship/Foot Shared Spaces:

There's no real separation between ship and on-foot combat. So if you're having trouble clearing out a settlement, a buddy can swoop in and support you from the air. "We don't want to separate the two," says Jackson. "So if players are in ships, they'll be able to fly over settlements and shoot at players below, and they'll be able to shoot back at them."


Giving Lifts:

We're also facilitating physical multicrew here. So if you are part of someone's wing, you'll be able to board their ship, if they allow you to, and they can fly you from one location to another.

Sganciate sta data. :bruniii:
 
Data e prezzo :asd:
Ho paura vadano di sessantino
 
Sono passati 2 mesi dall'ultimo dev diary. :stress:
 
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