[TÓPICO OFICIAL] Elite Dangerous: Horizons

  • Iniciador de Tópicos Iniciador de Tópicos Zero.
  • Data de Início Data de Início

To that end, here’s a short summary of our immediate roadmap of updates and the key focuses within them.

  • Update 3 – Thursday 10th June
    • Many improvements and fixes, including
    • Loadout UI flow changes
    • Adding earned ARX for on-foot gameplay
  • Update 4 – Thursday 17th June
    • Many improvements and fixes, including
    • Suit Livery UI flow changes
    • Codex CMDR stats
  • Update 5 – Thursday 24th June
    • Many improvements and fixes, including
    • Shared missions
    • Galaxy & system map UI updates
    • Outfitting UI updates

Ja vimos isso aqui, discutimos e lamentamos.......chamar isso de roadmap é brincadeira da FD. Espero, mas não acredito que esses 3 updates vão resolver o problema do jogo...é ver pra crer.
 
Ja vimos isso aqui, discutimos e lamentamos.......chamar isso de roadmap é brincadeira da FD. Espero, mas não acredito que esses 3 updates vão resolver o problema do jogo...é ver pra crer.
Pelo que pesquisei, foi dito que a parte de desempenho será realizada quando a equipe de desenvolvimento migrar para o desenvolvimento da DLC nos consoles e farão essas melhorias juntamente. É de amargar uma notícias destas, pois o maior problema do Elite nem são os bugs, tirando aqueles que fodem com sua progressão nas partidas. Ao meu ver, o maior problema da DLC é a otimização que é a maior pedra neste sapato.

Eu como espero pela otimização do game, eu acredito q vou ter de me contentar em ver meu frame oscilar dos 60 para casa dos 20 parecendo projeção de slides do PowerPoint até o final deste ano rsrsrs

O que me deixa mais triste é que esse ano, pelo visto, não haverá inclusão de nenhuma nova feature para este ano. Eu esperava ao menos um modelo a mais de rover, não aguento mais ver o scarab rsrsrs
 
Pelo que pesquisei, foi dito que a parte de desempenho será realizada quando a equipe de desenvolvimento migrar para o desenvolvimento da DLC nos consoles e farão essas melhorias juntamente. É de amargar uma notícias destas, pois o maior problema do Elite nem são os bugs, tirando aqueles que fodem com sua progressão nas partidas. Ao meu ver, o maior problema da DLC é a otimização que é a maior pedra neste sapato.

Eu como espero pela otimização do game, eu acredito q vou ter de me contentar em ver meu frame oscilar dos 60 para casa dos 20 parecendo projeção de slides do PowerPoint até o final deste ano rsrsrs

O que me deixa mais triste é que esse ano, pelo visto, não haverá inclusão de nenhuma nova feature para este ano. Eu esperava ao menos um modelo a mais de rover, não aguento mais ver o scarab rsrsrs

No meu caso eu não tenho problema com a otimização, roda bem....o problema mesmo são as quedas da conexão no meio das missões, que acabam impedindo de completa-las. Só isso me impede de apreciar o conteudo da DLC que eu acho incrível.

E além disso tem vários bugs sim...o sistema de nível não é correto, vc pega a missão e diz nível 0 e vc vai lá e ta cheio de NPCs, ai vc pega uma nivel 4 e chega la não tem nenhum npc...isso ta totalmente quebrado. Alem das imagens que postei dos npcs nas estações paginas atrás.

Fora o grind danado para pegar materiais para os engenheiros que em teoria deveriam vir com as missões mas a quantidade que eles aparecem é a conta gotas...ai vc tem de apelar pra exploits tipo o log on log off ou outros.

Fora problemas sim com a UI e galaxy map que me parece esses eles estão focando pra arrumar.

E o planet tech ta realmente estranho, não ta nada parecido como a Dr. kay havia dito antes do lançamento e mesmo com os videos da FD. E como a otimização, pra quem ta com problema com ela, esta atrelado ao lançamento dos consoles...isso cheira a downgrade grafico futuro no jogo.
 
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No meu caso eu não tenho problema com a otimização, roda bem....o problema mesmo são as quedas da conexão no meio das missões, que acabam impedindo de completa-las. Só isso me impede de apreciar o conteudo da DLC que eu acho incrível.

E além disso tem vários bugs sim...o sistema de nível não é correto, vc pega a missão e diz nível 0 e vc vai lá e ta cheio de NPCs, ai vc pega uma nivel 4 e chega la não tem nenhum npc...isso ta totalmente quebrado. Alem das imagens que postei dos npcs nas estações paginas atrás.

Fora o grind danado para pegar materiais para os engenheiros que em teoria deveriam vir com as missões mas a quantidade que eles aparecem é a conta gotas...ai vc tem de apelar pra exploits tipo o log on log off ou outros.

Fora problemas sim com a UI e galaxy map que me parece esses eles estão focando pra arrumar.

E o planet tech ta realmente estranho, não ta nada parecido como a Dr. kay havia dito antes do lançamento e mesmo com os videos da FD. E como a otimização, pra quem ta com problema com ela, esta atrelado ao lançamento dos consoles...isso cheira a downgrade grafico futuro no jogo.
De tudo isso o que estão dizendo e até o que eu já expressei aqui, só um grande lamento! Eu continuo batendo na mesma tecla, o game está em beta considerando muita coisa quebrada e vários problemas para resolver e ajustar. O seu lançamento mesmo provavelmente será no fim do ano junto com os consoles. A Frontier fez uma jogada e talvez já sabiam disso tudo! Uma pena porque gostei muito da proposta da expansão e já sou jogador de ED há anos.
 
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Mais uma vez erraram feio na comunicação...

@almostpilot concordo com a tese de que haverá algum downgrade, porque é difícil imaginar o dono de um PS4 tendo uma experiência boa com o Odyssey do jeito que está hoje.

Entretanto, no PC, desde o fim do Bet.. *cofcof, "Alpha", as otimizações (no sentido da performance) tem sido bastante perceptíveis mesmo não tendo havido nenhum downgrade aparente - o que confere o caráter BETA da versão Alpha (rsrs). Então, fica difícil julgar (sou leigo metido à besta!!!) até onde eles conseguem ir com os parâmetros já existentes de shaders + lighting + models (que, por sua vez, aparentemente não foi alterado do Horizons para cá...), e tambem, na identificação dos problemas que dificultam o processamento de dados (incluindo aí o famigerado Render). E me parece muito mais um problema relacionado ao segundo motivo do que o primeiro. Sendo assim, o downgrade visual, talvez, não seja tão necessário... vamos ver...

Um rápido EDIT: me deparei com o vídeo abaixo por acaso e meu chute (paragrafo acima) parece estar num caminho correto - o que é bastante positivo para nós.




Aos fatos: Odyssey GOLD, no PC, somente quando lançarem para os consoles.

Em termos de otimização: penso que os consoles da geração passada serão o verdadeiro patamar de performance para que estabeleçam, em definitivo, os requerimentos mínimos e recomendáveis no PC. Dito isto, do jeito que está, acho que ficaria algo do tipo:

- PS4/X1 : 30fps@HIGH em 1080p
- PS5/XSX : 30fps@ULTRA em 4K | 60fps@HIGH em 1080p

O que acham? Como vcs esperam que o Odyssey rode nesses consoles?
 
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Mais uma vez erraram feio na comunicação...

@almostpilot concordo com a tese de que haverá algum downgrade, porque é difícil imaginar o dono de um PS4 tendo uma experiência boa com o Odyssey do jeito que está hoje.

Entretanto, no PC, desde o fim do Bet.. *cofcof, "Alpha", as otimizações (no sentido da performance) tem sido bastante perceptíveis mesmo não tendo havido nenhum downgrade aparente - o que confere o caráter BETA da versão Alpha (rsrs). Então, fica difícil julgar (sou leigo metido à besta!!!) até onde eles conseguem ir com os parâmetros já existentes de shaders + lighting + models (que, por sua vez, aparentemente não foi alterado do Horizons para cá...), e tambem, na identificação dos problemas que dificultam o processamento de dados (incluindo aí o famigerado Render). E me parece muito mais um problema relacionado ao segundo motivo do que o primeiro. Sendo assim, o downgrade visual, talvez, não seja tão necessário... vamos ver...

Um rápido EDIT: me deparei com o vídeo abaixo por acaso e meu chute (paragrafo acima) parece estar num caminho correto - o que é bastante positivo para nós.




Aos fatos: Odyssey GOLD, no PC, somente quando lançarem para os consoles.

Em termos de otimização: penso que os consoles da geração passada serão o verdadeiro patamar de performance para que estabeleçam, em definitivo, os requerimentos mínimos e recomendáveis no PC. Dito isto, do jeito que está, acho que ficaria algo do tipo:

- PS4/X1 : 30fps@HIGH em 1080p
- PS5/XSX : 30fps@ULTRA em 4K | 60fps@HIGH em 1080p

O que acham? Como vcs esperam que o Odyssey rode nesses consoles?


Sobre os consoles é isso o que disse mesmo, é o esperado pelo menos!
Agora realizar um downgrade gráfico no pc não sei se isso de fato irá acontecer ou pelo menos não quero acreditar nisso! Porque se não será mais uma das várias patinadas que estão realizando com esta expansão desde o lançamento.

OBS: Eu nunca vi os maiores canais do ED e até mesmo dos gringos estarem muito chateados e frustrados com o Odyssey!
 
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OBS: Eu nunca vi os maiores canais do ED e até mesmo dos gringos estarem muito chateados e frustrados com o Odyssey!

Verdade, não percebo esse hate todo nos canais que vejo

Pro pessoal que tá achando que está injogável, experimentem o Star Citizen, depois voltem aqui.
 
Verdade, não percebo esse hate todo nos canais que vejo

Pro pessoal que tá achando que está injogável, experimentem o Star Citizen, depois voltem aqui.

kkkkkk

ninguém ganha do SC cara, nem o cyberbug....
 
Verdade, não percebo esse hate todo nos canais que vejo

Pro pessoal que tá achando que está injogável, experimentem o Star Citizen, depois voltem aqui.
Querer justificar a incompetência da Frontier com a incompetência de Star Citizen não faz sentido nenhum. É o famoso ditado popular, um erro não justifica o outro.
 
Querer justificar a incompetência da Frontier com a incompetência de Star Citizen não faz sentido nenhum. É o famoso ditado popular, um erro não justifica o outro.
Concordo com você e também com os demais, mas, com uma diferença! O SC é um eterno alpha e a empresa deixa claro isso! Por mais que seja imersivo e tem os seus pontos bons é muito quebrado e pode-se listar aqui uma gama de coisas que ainda precisa evoluir. Mas, isso sim é o que espera de um game Alpha e este sinceramente não sei se será lançado. Com o ED é outra história, o game já é completo e lança uma expansão com uma versão alpha que de maneira apressada lança a versão final cheio de problemas e você paga por isso. Você paga por um produto completo, então a questão de jogar de maneira decente um lançamento desses é o mínimo que a empresa Frontier deveria entregar para os jogadores. E olha que não estou citando os vários bugs, instabilidades e situações quebradas no game.
 
Querer justificar a incompetência da Frontier com a incompetência de Star Citizen não faz sentido nenhum. É o famoso ditado popular, um erro não justifica o outro.
Eu concordo, porém os dois jogos tem a mesma temática.

Continuo dizendo, se acham que está ruim, pense que quando saiu o Star Citizen foi a mesma coisa. Só que o que vejo é estou sentindo agora é um certo mimimi em algumas coisas, por exemplo, pegam um bug e falam ‘o jogo todo está cagado’ o que não é verdade
 
 
Querer justificar a incompetência da Frontier com a incompetência de Star Citizen não faz sentido nenhum. É o famoso ditado popular, um erro não justifica o outro.

Honestamente o Odyssey no momento pra mim ta tão ruim quanto o SC. Não da pra jogar nenhum dos dois....:haha:

Esperando que o update de amanhã pelo menos deixe terminar uma zona de conflito sem dar crash.

E os videos por ai afora são somente reflexo da verdade. Assim como os reviews na steam. FD merece cada um deles.
 
Patch notes

Greetings Commanders,

Today at 07:30 UTC / 08:30 BST, we released 'Update 3' to address a number of issues in Elite Dangerous: Odyssey.

Patch notes for issues addressed are listed below.

Thank you once again for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.


UI
  • Fixed mod slot data not being set for fully upgraded suits in Loadouts.
  • Split off 'Create Loadout screen' from 'Edit Loadout screen'
  • The new loadout flow now starts without a suit selected, requiring the player to select the "add suit" button. Now presented in the same way as the weapon slots.
  • When a suit or weapon is selected in loadout creation, there are options to equip or customise now.
  • Added silhouette to 'Create Loadout' screen, displayed until a suit is selected.
  • "Use loadout" is now focused by default in the Edit Loadout screen
  • Added toast notification when loadout is equipped
  • Various text changes have been made.
  • In the loadout browser, the equipped loadout is now always shown as the first item, and focused on after being equipped.
  • The loadout title has been made multiline to prevent name clipping in Role Panel.
  • Suit/Weapon browser: Added "percentage change" as a type of stat display, and converted to enum (with existing "value" and "bar" types)
  • Suit/Weapon browser: Improved and fixed the way stats are displayed and how stat comparison is calculated before being passed to the UI
  • Suit/Weapon browser: cleaned up deprecated stats that are no longer displayed
  • Suit/Weapon browser: Fixed the weapon reload stat to use the correct weapon data value
  • Suit/Weapon browser: Changed damage multiplier stats to damage resistances, which are percentages to match the suit stats
  • Suit/Weapon browser: Renamed "reload time" stat to "reload speed" to match value
  • Suit/Weapon browser: Fixed some layout issues with the stat item renderer
  • Sampling tool results text on the humanoid HUD has been enabled to be split across multiple lines
  • Fixed FSS UI jitters when in fullscreen mode
  • TransactionPanel - Fixed visual error when going from an empty category to one with items
  • TransactionPanel - Fixed the community goals icon not showing.
  • NavigationPanel - The navigation panel will now add the next route destination to the list of destinations, allowing you to untarget that destination, enter Supercruise, and target it again.
  • Fixed alignment issues in on-foot Navigation Panel layout.
  • MapUI - In Carrier mode, an issue has been fixed whereby the cancel jump button did not work
  • MapUI - Fixed an issue which set the stored ships counter to 0 in the system map
  • MapUI - The Mission Threat icon will now only display when the surface mission threat is 7 or higher
  • MapUI - Opening the galaxy map from the commodities market should now show the correct item selected in the material list (previously this showed the correct information but showed the wrong item)
  • MapUI - Fixed centering and opacity of icons
  • MissionUI - Fixed a visual bug in the transaction panel details. The mission threat icon will only display when the mission has a threat level of 7 or higher
  • MissionUI - Illegal Mission text has been moved in various panels and a new label has been created to contain the mission type.
  • The font size has been adjusted in the rewards item boxes, on mission completion in the mission board.
  • Missing mission hub popup button backgrounds have now been added
  • Fixed a focus/select issue in the mission hub popup
  • Fixed a focusing issue with the bartender selling panel
  • Fixed issues with Tech Brokers whereby requirements were showing when they shouldnt have been. The layout has been made more dynamic to account for this.
  • Added pledge indicator to station services hud
  • Unlocked focus manager when hiding social panel popup in cockpit chat panel
  • Fixed icons in buttons of social panel popup
  • Fixed an issue in the starport menu where the wrong jurisdiction logo would appear (homepage + welcome animation)
  • Fixed missing audio cues for installing carrier services
  • Added starport menu banner UI streams for Default & Engineer
  • Made the 'transfer all' buttons wider in transfer UI for on foot Commanders
  • Added modifications tab to the shop / stored modules browser in the outfitting UI, in the same style as the ship loadout slots display.
  • The modifications tab will now only be displayed when modules (including stored modules) are modified.
  • An icon will now appear next to module name when modified.
  • Fixed the modifications tab not appearing when selecting a slot for a modified modules, when the currently installed items in the group are not modified.
  • Fixed an issue with the settlement terminal mission board returning to the social space terminal UI
  • Added notifications when a shuttle/dropship is about to leave without the player
  • Disabled direct access to the comms panel in the tutorial
  • Removed a step in the weapon customisation UI flow for selecting weapon paintjobs category
  • Fixed an issue whereby the passenger lounge icon on the mission board remained highlighted blue after handing in completed missions
  • Added mission rewards to the transaction panel
  • Fixed the preset text on the controls menu screen on the pause menu
  • Added a 'resupply' button to the Boarding UI that restocks consumables and weapon ammo
  • NPCs highlighted on the staff list in settlement terminals should no longer show up on the radar
  • When comparing suit stats, mods are now taken into account

AI
  • AI no longer become hostile to players targeted by settlement defences, if the settlement defences are not hostile towards that which is targeted.
  • Fixes to AI ships docking and launching have been implemented, so that AI ships should no longer get stuck waiting to dock or launch, including player taxis.

Audio
  • When at a social space, your suit voice will now mention when your shuttle is about to depart or depart without you
  • During transitions between vessels (foot, SRV, ship), the audio perspective orientation will no longer shift randomly, so in turn will sound smoother.
  • Issues with doors and airlocks sometimes sounding too quiet or muffled will now be fixed.
  • A fix has been implemented for broken power pip sounds on non-helm crew-mate after a supercruise journey.
  • Audio optimisations on weapons have been made.
  • Sounds have been implemented for when sliding down steep inclines.
  • Missing sounds in shipyard, when accessed from a social space, have now been added.
  • Fixedissues around system map sounds when using apex and frontline solution maps.
  • The landing pad barrier raising now has a sound. This occurs after a shuttle drops you off at a social space.
  • Fixed ship malfunction audio returning the wrong result in multicrew vessels after system jumps.
  • Fixed issues with audio code so that existing voice lines and notifications appear at the same time.
  • Fixed a voice line playing incorrectly for dropships and erroneously when the player had already reached the hangar.

Character
  • Updates made to some engineer's faces.

Controls
  • Reload and Switch Tool Mode bindings can now be custom bound to the same button.
  • Changed 'and' in keyboard and mouse control scheme names to now use '&' so that 'Control Pad Yaw with Keyboard & Mouse' can fit in the drop down list.

Cosmetics
  • SRV paintjobs have been rebalanced for the new lighting and PBR system.
  • Fixed incorrect previews being shown in holo-me.
  • Fixed an issue where saving or creating a new avatar could result in it getting the emergency background and thus have very red lighting occur.
  • The Helmet is now always on for the Loadouts.

Crashes/Stability
  • A fix has been implemented to address a crash related to occlusion culling.
  • A fix has been implemented to address a crash relating to Settlement data.
  • A fix has been implemented to address crashes encountered during fleet carrier jumps.
  • MapUI - A fix has been implemented to address a random crash when exiting the system map.
  • A fix has been implemented to address a crash with the kinematics system.
  • A fix has been implemented to address a crash during Multi Crew caused by vessel handling.
  • A fix has been implemented to address the turbolift becoming unusable if a player is dropped from the session while using it.
  • A fix has been implemented to address a crash if the current vessel is "docked" but not allocated a landing pad (i.e. its being swapped to or from).
  • A fix has been implemented to address issues where the player can become desycned with their server inventory when donating fuel.
  • A fix has been implemented to address a crash if a control bindings preset file is empty.

Interactions
  • An issue has been fixed whereby players could prematurely reactivate the reactor shutdown process before it had fully powered back up, which would then prevent it from powering down.
  • Fires have been updated so that AI will no longer accidentally walk into them during gun fights.
  • A number of fixes have been implemented to address some building/room lights not turning off when a reactor is shut down.
  • A fix has been implemented for an issue where airlocks would become stuck closed after the alarms had been decativated (also resulting in AI getting stuck).
  • A fix has been implemented for an issue whereby at POIs, AI sometimes spawned under the ground.
  • A number of fixes have been implemented to address exterior terminals not powering down at offline settlements.
  • A fix has been implemented to address an issue where the arc cutter would get stuck in the corners of panels during a cut
  • Fixed an issue with player's getting docking crimes at an offline settlement.
  • Stopped the powerlink from being able to charge when not remaining directed at the recharge port.

Lighting & VFX
  • Improvements to spotlights on damaged station doors have been implemented.
  • a fix for the De-pressurisation VFX has been made - it should now trigger correctly on de-pressurising a building or room
  • Visual improvements to station exteriors have been made.
  • Visual improvements and fixes to spotlights and lensflares in planet port hangars have been made.
  • Visual improvements to under repair and damaged hangars floodlights have been made.
  • Visual improvements to Fleet Carrier floodlights and lensflares have been made.
  • Visual improvements to Capital Ship lighting have been made.

Missions
  • Salvage missions (and others with required micro resources) will no longer include non-mission micro resources in their count of the mission related micro-resources.

Optimisation
  • Interior shadow optimisations have been implemented.
  • A fix has been implemented to address an issue whereby cockpit environment maps sometimes stalled updates when using the Camera Suite.
  • Terrain optimisations have been made.
  • An issue has been fixed whereby the bounding sphere used for culling was not central to the object.

POIs
  • Filled in the gap in the underside of a wreckage in the Thargoid Crash Site POI.
  • Fixed POIs spawning all over the galaxy.

Rendering
  • A fix has been implemented whereby lensflares were sometimes being captured in the avatar portrait captures.
  • Fixes for artefacts seen on the Wanderer Outfit have been implemented.
  • All bobbleheads have been updated to the PBR pipeline.
  • Hair will no longer change colour at different distances.

Server
  • Improvements to matchmaking when in wings have been made.
  • Fixed error occurring when deleting flight suit loadout.
  • Fixed black adder transaction error when donating fuel to fleet carriers.
  • Redistributed weapon and suit vendor allocations.
  • Fixed some unlocalised text in the known engineer UI.
  • An issue has been fixed with the referral request for Hero Ferrari incorrectly stating 5 settlement defence plans are required, rather than 15.
  • Fixed some combat bonds for destroying Thargoids being lower on Odyssey than Horizons.
  • Multiple fleet carrier jump optimisations and stability improvements have been made.
  • An issue has been fixed whereby dying in SRV caused players to enter the ship rebuy flow when they relog.
  • Fixed an issue whereby non carrier modules could be equipped onto a fleet carrier.
  • A fix has been implemented whereby some Commander and NPC crew and skill rank progress notifications were not triggering correctly.
  • Some server optimisation and stability improvements have been made.

Settlements (new for Odyssey)
  • Corrected an upside-down decorative screen attached to a shelving unit.
  • Corrected an interior pillar which was disappearing at a short distance
  • Corrected bunk bed details disappearing at a short distance
  • Updated the grille behind the fan in the Industrial/Power building exterior to fix a LOD issue
  • Fixed floating explosive canisters
  • Fixed some bad start positions for settlement AI
  • Improved patrols in Large research building
  • Corrected misaligned window shutters in the Medium-sized Extraction building
  • Fixed z-fighting seen on the stairs in a Power building
  • Added missing room geometry portal to the roof of smaller buildings
  • Corrected various areas with missing or incorrectly aligned portals
  • Updated mining drill room geometry to cover the entire room
  • Correcte a gap in the room geometry in the industrial loading bay
  • Cleaned up duplicated portals in engineer base, adding a missing portal to a window
  • Made certain curved window portals match the bounds of the window
  • Edited culling on turbo lifts.
  • Terrain texture quality is only reduced when not in a room adjacent to the outside. This stops the aggressive texture pop-in when walking out of airlocks.
  • Added room geometry to all spawn cupboards to stop them being culled incorrectly.
  • Fixed a culling issue around research building exterior.

Settlements (legacy)
  • Corrected the offset pipes outside Ram Tah's Engineer Base
  • Corrected the wall blocking the hangar bay doors at Pads 6 and 7 of Selene Jean's Engineer Base
  • Removed errant pipe in Large hangars

Social Spaces
  • Added some extra details to the Frontline signage surround, seen behind desks and in the turbolift lobby
  • Fixed emissive light lodding out on lift surround and added occlusion geometry to lift doors and surround
  • Fixed a spot where the player could get stuck down the back of the furniture

Arx
  • Arx will now be awarded for Odyssey gameplay, including -
  • First footfall
  • Organic sample
  • Organic analysis
  • Suit/Weapon buy/sell/upgrade
  • Suit/Weapon modify
  • Selling goods/assets/data
  • Combat zones on foot - winning and capturing point
  • Shuttle travel


Known Issues

  • The scope of the manticore oppressor is currently obscured.
  • When entering the CMDR panel via the access UI, the player will be unable to back out, causing a soft-lock


See you in the black, Commanders o7
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Patch notes

Greetings Commanders,

Today at 07:30 UTC / 08:30 BST, we released 'Update 3' to address a number of issues in Elite Dangerous: Odyssey.

Patch notes for issues addressed are listed below.

Thank you once again for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.


UI
  • Fixed mod slot data not being set for fully upgraded suits in Loadouts.
  • Split off 'Create Loadout screen' from 'Edit Loadout screen'
  • The new loadout flow now starts without a suit selected, requiring the player to select the "add suit" button. Now presented in the same way as the weapon slots.
  • When a suit or weapon is selected in loadout creation, there are options to equip or customise now.
  • Added silhouette to 'Create Loadout' screen, displayed until a suit is selected.
  • "Use loadout" is now focused by default in the Edit Loadout screen
  • Added toast notification when loadout is equipped
  • Various text changes have been made.
  • In the loadout browser, the equipped loadout is now always shown as the first item, and focused on after being equipped.
  • The loadout title has been made multiline to prevent name clipping in Role Panel.
  • Suit/Weapon browser: Added "percentage change" as a type of stat display, and converted to enum (with existing "value" and "bar" types)
  • Suit/Weapon browser: Improved and fixed the way stats are displayed and how stat comparison is calculated before being passed to the UI
  • Suit/Weapon browser: cleaned up deprecated stats that are no longer displayed
  • Suit/Weapon browser: Fixed the weapon reload stat to use the correct weapon data value
  • Suit/Weapon browser: Changed damage multiplier stats to damage resistances, which are percentages to match the suit stats
  • Suit/Weapon browser: Renamed "reload time" stat to "reload speed" to match value
  • Suit/Weapon browser: Fixed some layout issues with the stat item renderer
  • Sampling tool results text on the humanoid HUD has been enabled to be split across multiple lines
  • Fixed FSS UI jitters when in fullscreen mode
  • TransactionPanel - Fixed visual error when going from an empty category to one with items
  • TransactionPanel - Fixed the community goals icon not showing.
  • NavigationPanel - The navigation panel will now add the next route destination to the list of destinations, allowing you to untarget that destination, enter Supercruise, and target it again.
  • Fixed alignment issues in on-foot Navigation Panel layout.
  • MapUI - In Carrier mode, an issue has been fixed whereby the cancel jump button did not work
  • MapUI - Fixed an issue which set the stored ships counter to 0 in the system map
  • MapUI - The Mission Threat icon will now only display when the surface mission threat is 7 or higher
  • MapUI - Opening the galaxy map from the commodities market should now show the correct item selected in the material list (previously this showed the correct information but showed the wrong item)
  • MapUI - Fixed centering and opacity of icons
  • MissionUI - Fixed a visual bug in the transaction panel details. The mission threat icon will only display when the mission has a threat level of 7 or higher
  • MissionUI - Illegal Mission text has been moved in various panels and a new label has been created to contain the mission type.
  • The font size has been adjusted in the rewards item boxes, on mission completion in the mission board.
  • Missing mission hub popup button backgrounds have now been added
  • Fixed a focus/select issue in the mission hub popup
  • Fixed a focusing issue with the bartender selling panel
  • Fixed issues with Tech Brokers whereby requirements were showing when they shouldnt have been. The layout has been made more dynamic to account for this.
  • Added pledge indicator to station services hud
  • Unlocked focus manager when hiding social panel popup in cockpit chat panel
  • Fixed icons in buttons of social panel popup
  • Fixed an issue in the starport menu where the wrong jurisdiction logo would appear (homepage + welcome animation)
  • Fixed missing audio cues for installing carrier services
  • Added starport menu banner UI streams for Default & Engineer
  • Made the 'transfer all' buttons wider in transfer UI for on foot Commanders
  • Added modifications tab to the shop / stored modules browser in the outfitting UI, in the same style as the ship loadout slots display.
  • The modifications tab will now only be displayed when modules (including stored modules) are modified.
  • An icon will now appear next to module name when modified.
  • Fixed the modifications tab not appearing when selecting a slot for a modified modules, when the currently installed items in the group are not modified.
  • Fixed an issue with the settlement terminal mission board returning to the social space terminal UI
  • Added notifications when a shuttle/dropship is about to leave without the player
  • Disabled direct access to the comms panel in the tutorial
  • Removed a step in the weapon customisation UI flow for selecting weapon paintjobs category
  • Fixed an issue whereby the passenger lounge icon on the mission board remained highlighted blue after handing in completed missions
  • Added mission rewards to the transaction panel
  • Fixed the preset text on the controls menu screen on the pause menu
  • Added a 'resupply' button to the Boarding UI that restocks consumables and weapon ammo
  • NPCs highlighted on the staff list in settlement terminals should no longer show up on the radar
  • When comparing suit stats, mods are now taken into account

AI
  • AI no longer become hostile to players targeted by settlement defences, if the settlement defences are not hostile towards that which is targeted.
  • Fixes to AI ships docking and launching have been implemented, so that AI ships should no longer get stuck waiting to dock or launch, including player taxis.

Audio
  • When at a social space, your suit voice will now mention when your shuttle is about to depart or depart without you
  • During transitions between vessels (foot, SRV, ship), the audio perspective orientation will no longer shift randomly, so in turn will sound smoother.
  • Issues with doors and airlocks sometimes sounding too quiet or muffled will now be fixed.
  • A fix has been implemented for broken power pip sounds on non-helm crew-mate after a supercruise journey.
  • Audio optimisations on weapons have been made.
  • Sounds have been implemented for when sliding down steep inclines.
  • Missing sounds in shipyard, when accessed from a social space, have now been added.
  • Fixedissues around system map sounds when using apex and frontline solution maps.
  • The landing pad barrier raising now has a sound. This occurs after a shuttle drops you off at a social space.
  • Fixed ship malfunction audio returning the wrong result in multicrew vessels after system jumps.
  • Fixed issues with audio code so that existing voice lines and notifications appear at the same time.
  • Fixed a voice line playing incorrectly for dropships and erroneously when the player had already reached the hangar.

Character
  • Updates made to some engineer's faces.

Controls
  • Reload and Switch Tool Mode bindings can now be custom bound to the same button.
  • Changed 'and' in keyboard and mouse control scheme names to now use '&' so that 'Control Pad Yaw with Keyboard & Mouse' can fit in the drop down list.

Cosmetics
  • SRV paintjobs have been rebalanced for the new lighting and PBR system.
  • Fixed incorrect previews being shown in holo-me.
  • Fixed an issue where saving or creating a new avatar could result in it getting the emergency background and thus have very red lighting occur.
  • The Helmet is now always on for the Loadouts.

Crashes/Stability
  • A fix has been implemented to address a crash related to occlusion culling.
  • A fix has been implemented to address a crash relating to Settlement data.
  • A fix has been implemented to address crashes encountered during fleet carrier jumps.
  • MapUI - A fix has been implemented to address a random crash when exiting the system map.
  • A fix has been implemented to address a crash with the kinematics system.
  • A fix has been implemented to address a crash during Multi Crew caused by vessel handling.
  • A fix has been implemented to address the turbolift becoming unusable if a player is dropped from the session while using it.
  • A fix has been implemented to address a crash if the current vessel is "docked" but not allocated a landing pad (i.e. its being swapped to or from).
  • A fix has been implemented to address issues where the player can become desycned with their server inventory when donating fuel.
  • A fix has been implemented to address a crash if a control bindings preset file is empty.

Interactions
  • An issue has been fixed whereby players could prematurely reactivate the reactor shutdown process before it had fully powered back up, which would then prevent it from powering down.
  • Fires have been updated so that AI will no longer accidentally walk into them during gun fights.
  • A number of fixes have been implemented to address some building/room lights not turning off when a reactor is shut down.
  • A fix has been implemented for an issue where airlocks would become stuck closed after the alarms had been decativated (also resulting in AI getting stuck).
  • A fix has been implemented for an issue whereby at POIs, AI sometimes spawned under the ground.
  • A number of fixes have been implemented to address exterior terminals not powering down at offline settlements.
  • A fix has been implemented to address an issue where the arc cutter would get stuck in the corners of panels during a cut
  • Fixed an issue with player's getting docking crimes at an offline settlement.
  • Stopped the powerlink from being able to charge when not remaining directed at the recharge port.

Lighting & VFX
  • Improvements to spotlights on damaged station doors have been implemented.
  • a fix for the De-pressurisation VFX has been made - it should now trigger correctly on de-pressurising a building or room
  • Visual improvements to station exteriors have been made.
  • Visual improvements and fixes to spotlights and lensflares in planet port hangars have been made.
  • Visual improvements to under repair and damaged hangars floodlights have been made.
  • Visual improvements to Fleet Carrier floodlights and lensflares have been made.
  • Visual improvements to Capital Ship lighting have been made.

Missions
  • Salvage missions (and others with required micro resources) will no longer include non-mission micro resources in their count of the mission related micro-resources.

Optimisation
  • Interior shadow optimisations have been implemented.
  • A fix has been implemented to address an issue whereby cockpit environment maps sometimes stalled updates when using the Camera Suite.
  • Terrain optimisations have been made.
  • An issue has been fixed whereby the bounding sphere used for culling was not central to the object.

POIs
  • Filled in the gap in the underside of a wreckage in the Thargoid Crash Site POI.
  • Fixed POIs spawning all over the galaxy.

Rendering
  • A fix has been implemented whereby lensflares were sometimes being captured in the avatar portrait captures.
  • Fixes for artefacts seen on the Wanderer Outfit have been implemented.
  • All bobbleheads have been updated to the PBR pipeline.
  • Hair will no longer change colour at different distances.

Server
  • Improvements to matchmaking when in wings have been made.
  • Fixed error occurring when deleting flight suit loadout.
  • Fixed black adder transaction error when donating fuel to fleet carriers.
  • Redistributed weapon and suit vendor allocations.
  • Fixed some unlocalised text in the known engineer UI.
  • An issue has been fixed with the referral request for Hero Ferrari incorrectly stating 5 settlement defence plans are required, rather than 15.
  • Fixed some combat bonds for destroying Thargoids being lower on Odyssey than Horizons.
  • Multiple fleet carrier jump optimisations and stability improvements have been made.
  • An issue has been fixed whereby dying in SRV caused players to enter the ship rebuy flow when they relog.
  • Fixed an issue whereby non carrier modules could be equipped onto a fleet carrier.
  • A fix has been implemented whereby some Commander and NPC crew and skill rank progress notifications were not triggering correctly.
  • Some server optimisation and stability improvements have been made.

Settlements (new for Odyssey)
  • Corrected an upside-down decorative screen attached to a shelving unit.
  • Corrected an interior pillar which was disappearing at a short distance
  • Corrected bunk bed details disappearing at a short distance
  • Updated the grille behind the fan in the Industrial/Power building exterior to fix a LOD issue
  • Fixed floating explosive canisters
  • Fixed some bad start positions for settlement AI
  • Improved patrols in Large research building
  • Corrected misaligned window shutters in the Medium-sized Extraction building
  • Fixed z-fighting seen on the stairs in a Power building
  • Added missing room geometry portal to the roof of smaller buildings
  • Corrected various areas with missing or incorrectly aligned portals
  • Updated mining drill room geometry to cover the entire room
  • Correcte a gap in the room geometry in the industrial loading bay
  • Cleaned up duplicated portals in engineer base, adding a missing portal to a window
  • Made certain curved window portals match the bounds of the window
  • Edited culling on turbo lifts.
  • Terrain texture quality is only reduced when not in a room adjacent to the outside. This stops the aggressive texture pop-in when walking out of airlocks.
  • Added room geometry to all spawn cupboards to stop them being culled incorrectly.
  • Fixed a culling issue around research building exterior.

Settlements (legacy)
  • Corrected the offset pipes outside Ram Tah's Engineer Base
  • Corrected the wall blocking the hangar bay doors at Pads 6 and 7 of Selene Jean's Engineer Base
  • Removed errant pipe in Large hangars

Social Spaces
  • Added some extra details to the Frontline signage surround, seen behind desks and in the turbolift lobby
  • Fixed emissive light lodding out on lift surround and added occlusion geometry to lift doors and surround
  • Fixed a spot where the player could get stuck down the back of the furniture

Arx
  • Arx will now be awarded for Odyssey gameplay, including -
  • First footfall
  • Organic sample
  • Organic analysis
  • Suit/Weapon buy/sell/upgrade
  • Suit/Weapon modify
  • Selling goods/assets/data
  • Combat zones on foot - winning and capturing point
  • Shuttle travel


Known Issues

  • The scope of the manticore oppressor is currently obscured.
  • When entering the CMDR panel via the access UI, the player will be unable to back out, causing a soft-lock


See you in the black, Commanders o7
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ss_1f41f152d74158de4931c3fd1032ddcec81ccb06.1920x1080.jpg

Aposto uma balinha que vai ter gente que não leu e dizer que não fizeram nada demais, que é só firula.
 
Aposto uma balinha que vai ter gente que não leu e dizer que não fizeram nada demais, que é só firula.
E se eu tivesse apostado que alguem ia continuar passando pano pra eles eu tinha ganhado;)
 


Olha, vou dizer pelo que vi tá?

a) Galaxy Map

Na procura da galáxia ele comenta que a busca piorou , porém não coloca uma nova busca da nova UI
Comenta que você insere o bookmark, mas não dá para tirar. Faz sentido
Comenta que só dá para colocar 128 bookmarks e não as BILHOES DE ESTRELAS que tem no jogo. PQP, essa foi de doer. Como se ele pudesse viajar com a nave que tem para a estrela
mais longe da onde ele está. Ele quer o que? Um Waze no elite? Não é bem assim e ele não tem nem ideia disso.

Nem vi mais depois disso.... muita edição engraçadinha.....

Quando um cara começa um vídeo somente no hate, não dá para levar a sério

Por exemplo:

Eu li alguns reviews do Update 3. Um cara disse que continua com 8fps. Dai outro com quase a mesma config diz 'eu estou com 90 a 144fps'.... vai confiar em quem? No hater?

PS: Para quem acha que passo pano, estou sendo realista. Se tivesse um pixel fora de lugar ia ter gente dizendo que o produto não presta
 
A minha maior decepção com a atualização mesmo foi terem meio que matado o VR que pra mim é um das coisas mais fodas que existe no elite.

Além de o jogo está mais pesado o que compromete a experiência no VR que precisa de frames altos constantemente não dá pra usar VR quando está a pé.

Elite Dangerous + VR é uma experiência incrível, não tem como descrever de maneira precisa para quem nunca experimentou. Por mais que Space Legs tenha trazido uma escala mais precisa do universo do elite, você só sentira a real escala das coisas em realidade virtual... ver que o cockpit de algumas naves é maior que um apartamento médio, dá pra morar dentro. (sim eu disse cockpit da nave e não a nave em si)
 
Alguns comentários do Update 3

1) Esse não gostou do jogo desde o inicio
----------------------------------------------------
You can patch it all you want, it won't change the fact that the gameplay is mediocre, uninspired and a general bore to experience. More bland planets, more grind & rng taking the place of actual gameplay mechanics. EG more of the stuff we've been complaining about for 5 years.

Please, for the love of God, rethink the game or let it die.
----------------------------------------------------

2)
------------------------------
Nice work, devs! Ignore the haters. This is spectacular work.
I'm already getting consistent 90 to 144 frames on a Ryzen 5 + 1660 system.
------------------------------

3) Esse é interessante

Todays update still hasnt fixed my issue. On foot tutorial has decent fps 40-60 soon as i get to the room on fire my gpu starts overheating like crazy and i have to turn the game off to stop any potential gpu damage. Gtx 980ti i7 6700 at 1080p.

Meu comentário: O cara tem uma GTX980Ti (uma placa de video que eu tinha em 2015, sim 2015!!!!!), cpu 6th gen? Nem disse quanto de RAM tem. Dai fica dificil. Os caras querem que o jogo faça milagre em sistemas antigos

PS: Por isso que digo, não é passar pano. É ser realista. Se não estão gostando instalem o No Mans Sky (esse tb tenho, jogão) e o Star Citizen (tenho também)
 
Olha, vou dizer pelo que vi tá?

a) Galaxy Map

Na procura da galáxia ele comenta que a busca piorou , porém não coloca uma nova busca da nova UI
Comenta que você insere o bookmark, mas não dá para tirar. Faz sentido
Comenta que só dá para colocar 128 bookmarks e não as BILHOES DE ESTRELAS que tem no jogo. PQP, essa foi de doer. Como se ele pudesse viajar com a nave que tem para a estrela
mais longe da onde ele está. Ele quer o que? Um Waze no elite? Não é bem assim e ele não tem nem ideia disso.

Nem vi mais depois disso.... muita edição engraçadinha.....

Quando um cara começa um vídeo somente no hate, não dá para levar a sério

Por exemplo:

Eu li alguns reviews do Update 3. Um cara disse que continua com 8fps. Dai outro com quase a mesma config diz 'eu estou com 90 a 144fps'.... vai confiar em quem? No hater?

PS: Para quem acha que passo pano, estou sendo realista. Se tivesse um pixel fora de lugar ia ter gente dizendo que o produto não presta
Existe muita coisa engraçada mesmo, mas, o que ele disse faz sentido. Seria muito incoerente este cara como muitos outros mostrados aqui de respeito no Youtube, com canais a anos mostrando vários conteúdos bons do ED e agora fazer muito haters em cima do game. O que é mais lógico, que depois do lançamento do Odyssey (Eu gostei muito, apesar dos problemas.), vários canais de respeito e tendo somente conteúdo do ED, agora estão não muito satisfeito com a forma que Frontier está fazendo para ajustar os vários problemas que existem com essas expansão. E dizem o que realmente jogam e testam!
 
vários canais de respeito e tendo somente conteúdo do ED, agora estão não muito satisfeito com a forma que Frontier está fazendo para ajustar os vários problemas que existem com essas expansão. E dizem o que realmente jogam e testam!

Eu acho que o grande problema ai é que os usuários querem de um jeito e a FD faz de outro. Como se diz em Dev, 'mudou a cor da grama o cliente reclama'
 
Eu só vou poder testar a partir de amanhã a noite...ai dou a minha opinião se esse update melhorou alguma coisa ou não. Os dois anteriores só pioraram o jogo pra mim, espero que nesse eles tenha sido mais competentes.

***Deletado...conteudo antigo****
 
Última edição:
Honestamente o Odyssey no momento pra mim ta tão ruim quanto o SC. Não da pra jogar nenhum dos dois....:haha:

Esperando que o update de amanhã pelo menos deixe terminar uma zona de conflito sem dar crash.

E os videos por ai afora são somente reflexo da verdade. Assim como os reviews na steam. FD merece cada um deles.
Quanto ódio no coração Almost. Kkk. O Elite desperta, mesmo nos players mais experientes, as sensações mais primitivas... sei bem como é:thatfeel:
 

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