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06/08/2015, 14h24 |
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[Actu] Annonce d'Elite : Horizons
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quelques infos de plus dans le dev' update:
Hi everyone, As you can all imagine, it’s been a busy week here and I’m sure that you’re all as excited by the announcement for Elite Dangerous: Horizons as we are! We’ve been working hard on this release for some time now so it’s a good feeling to be able finally talk about it. I hope you’ll indulge me a little if I take this week’s dev update to talk more about the teaser trailer and what’s coming with the new Elite Dangerous: Horizons season, and the first expansion of that season, Planetary Landings. This first expansion kicks off with the ability to land on airless planets and moons. It’s a great technical step forward, and more adds a huge amount of gameplay. Gameplay extends seamlessly from space to the surface, so that you and your Wing can take a mix and match approach to tackling missions. It also adds new types of missions to engage in. Scanning planets and moons from space is used to detect signals, crashed ships, mineral deposits, outposts and fortresses. Playing alone or with friends on the ground and in the skies above, you can explore, mine and engage hostile forces as you attempt to infiltrate strongholds guarding valuable rewards. While flying above the surface in Orbital Cruise you can discover points of interest like landed ships and surface installations. There will be star ports on the surface which can be docked at, although you can land anywhere on the surface that takes your fancy long as the terrain is appropriate, all without loading screens or breaks in gameplay. As you approach the planet surface the effect of gravity kicks in and changes the flight model and so giving you a new set of flying skills to master. And the 1:1 scale planets and moons take our fantastic simulation to a new level, allowing you to swoop though canyons and skim mountain-tops. For closer interaction you can deploy a Surface Recon Vehicle (SRV) and drive to locations to discover new points of interest. The SRV allows you to get to places where your ship can’t and to interact with new elements for mining, exploration, combat and missions. This really extends the scale of the game downwards to something more human-sized – and you can appreciate how big even a Sidewinder is compared to the SRV, and how truly huge the planets are. The first SRV is the Scarab that you see at the end of the teaser trailer. The Scarab is designed to cross the roughest terrain and has some very cool features, such as thrusters to help jump gulleys and surmount obstacles. The thrusters are also very useful for pushing you down onto the surface in low gravity environments, to give you grip where you need it. Of course its a lot of fun just to blast round, explore and just take in the views, but again it’s both a new set of skills to learn and gameplay possibilities to integrate with the rest of Elite Dangerous. SRVs are very small, and difficult to track by flying spacecraft, and enable you to tackle some of the fortifications you’ll find planetside in a different way from what you can do in a spaceship. There is a lot for even the most experienced pilots to get their teeth into, and of course there’s also the simple joy in being on the surface and watching the sun rise above the horizon (hence the name!). I’m looking forward to seeing the incredible new screenshots people will be able to share. As with our previous major updates, the Elite Dangerous: Horizons season of content is more than just the headline features. We will also continue to expand and build upon what is already in game. This will include missions, player roles and events in the galaxy, and many other features we have not yet discussed. Some of these additions will be exclusive to Elite Dangerous: Horizons’ season owners (and if you have the lifetime expansion pass then you of course get it automatically). Others may be more fundamental, or are needed for the whole player-base so will be available to all players. Throughout the season there will be major updates adding features and content. One example, which we will be talking more about in the near future, is a new loot and crafting system which again we expect to transform the gameplay experience. For now this is just a quick dip into what’s coming. We’ll reveal more details as we progress. We have always been very clear about our intentions for paid major gameplay updates like this as we continue to deliver on our roadmap, and so developing the game towards our long term goals. And in 2015 we still have CQC to release on PC and Mac in September alongside the full Xbox release, and a further update at the time of Elite Dangerous: Horizons’ launch that will bring our total of playable ships up to 30! What we are doing is new in many ways, both technically and in terms of how we are realizing our long term ambitions for Elite Dangerous. As we evolve the game we are trying to give the best value we can to both existing and new players, for the long term benefit of everyone. That’s why we’ve worked hard to keep backwards compatibility for the Elite Dangerous: Horizons season, and are continuing to release updates for ‘season one’ players. Everyone will continue to fly in the same galaxy, and be impacted by, participate in and help to drive the same events. https://community.elitedangerous.com/node/248 |
06/08/2015, 18h56 |
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et un résumé fait par un joueur (à vérifier que tout soit avéré donc)
Here's the information we have so far on the Horizons expansion, plus a few other bits of information about 1.4 and 1.5 updates. Release Date · Release date will be somewhere around or between Thanksgiving/Christmas 2015. Planetary Information · Trailer for Horizons can be seen here. · Landing will be on airless planets and moons. · Four planet and moon types in the release to land on: Ice, Rock, Rock and Ice, and Metallic. · Some current moons and planets will change in appearance due to new information added via the Stellar Forge (which is responsible for generating the Elite Dangerous universe). This injection of data already exists on the system but is not currently in the game. You can watch a David Braben TedTalk on procedural generation here · Game play extends seamlessly from space to the surface - taken from Dev Update. · Planetary Landing will follow process: Orbital Cruise (like Supercruise) > choose anywhere (surface allowing) to land on the planet/moon > Deploy SRV (Surface Reconnaissance Vehicle) The basic vehicle is known as the Scarab. · While flying above the surface in Orbital Cruise you can discover points of interest like landed ships and surface installations. · Ships will handle re-entry in different ways. Smaller ships will be easier to handle in orbital supercruise than larger ones. · You can't land on every airless moon/planet - some are closed off and require a permit. Any other in the universe is available. Installations & Discoveries · Scanning planets and moons from space is used to detect signals, crashed ships, mineral deposits, outposts and fortresses. This information will be found in the same fashion as current Unidentified Signal Sources in space - taken from Dev Update and Twitch on 7th August. · You will be able to dock and trade at these outposts and fortresses, or you can just choose to land in the middle of nowhere and drive about using your SRV. · Planets will also have rare minerals, pirate bases, crashed ships. You can fly and dogfight over the entire planet once you've descended to it. · Settlements on certain planets/moons will be fortified. These can be attacked from the air or defended from the ground. Surface Reconnaissance Vehicle (SRV) · GIF of the basic Scarab SRV can be seen here (thanks to ArmyDude on Reddit) · SRV's will take up module/compartment space and you will have to buy the "module" to transport the SRV in the cargo hold. · Nearly all ships can carry an SRV, but not every ship can carry every SRV. Different SRV's for different tasks with with some cross over like ships. · One ship (currently not in game) will not be able to carry an SRV. Speculation: Planet & Moon bases/fortifications could have ground based defence craft. One of these might be one of the small ships seen in CQC and would not be able to carry a buggy. · Gravity will affect SRV's differently depending on the planet. · It will cost to buy an SRV as per normal equipment. · The initial SRV (Scarab) will be able to carry 4-6 tonnes of 'cargo'. · Top SRV speeds will be about 100mph. · The SRV will not need to be re-fuelled. · The SRV will carry a weapon(s) that can be used to attack bases on the planet. · The different planet surfaces will all give you a different handling experience in the SRV. · Driving the SRV far enough away from your ship will cause your ship to take off and orbit the planet. This will be AI controlled 'for now'. Presumably you will call for it to land when required. · Returning to your ship has been described as "interesting", the hint being that you can thrust/jump into your ships cargo bay as it is landing/taking off/thrusting above the surface of the planet. · Thrusters on each wheel will allow you to jump. On low gravity planets, jets will rotate round and force you on to floor for traction - to stop you floating away. · Thrusters will also allow you to get out of situation where you might get stuck. Self destruction is also an option. · SRVs are very small, and difficult to track by flying spacecraft, and enable you to tackle some of the fortifications you’ll find planetside in a different way from what you can do in a spaceship. · It will be possible to blow up another player's SRV using your ship, but due to lack of heat signatures and the very small size and agility of the SRV, this will be hard to pull off. Planetary Defences · Some 'surface skimmer' AI vehicles/drones will be remote controlled from a base on the planet. These will be 'almost land based' vehicles. · 'Skimmers' will come in more than one variety. · 'Skimmers' can be knocked out by destroying the control base, shooting them, or by destroying the 'relay towers' that exist on the planets surface. These towers give the 'skimmers' better range. Speculation: At the moment these are AI controlled, but it might be possible for players to fly these 'skimmers' from the base of a moon or planet. · It's been suggested that 'Skimmers' can be destroyed, collected in your SRV and then sold on the black market. · Debate inhouse on on what happens to ships when you leave them and drive about planet - not decided whether someone else can destroy or just damage it. · Wings can be used on the planet surface in co-operation. Other co-operative play can be used to destroy bases defences. For instance it might be necessary to destroy a bases defences in a certain order before it can be taken over or destroyed. · Cobra Mk IV - Photo HERE access available to buy in-game for all early backers, plus anyone who has the original game and orders Horizons. The new ship is apparently 'better in lots of ways, better weapons placement and 1 more hard point. Future Horizons Updates · Loot and crafting will be a Q1 2016 update to Horizons. (Speculation: loot has been spoken about before in terms of leaving stolen goods stashed on a planet or you to return to or others to find.) · Future planets updates in the Horizons season will include 'active volcanism' and 'ice volcanism'. At some point (before fully rendered 'atmospheric planets with life' there will be ones with weather systems. · Most if not all content mentioned is already in game. No footage available as yet as textures have not been applied. This should be seen Soon! (tm) Core Game Improvements · Core missions are being enhanced for the basic game. This will move beyond basic A>B structure and will include 'new interactions' and multiple staged missions. (Source: Sandro here at 1hr 35 mins onwards) CQC Update News · CQC (1.4) will be out on PC and Mac in September. PC version will follow 'one day after XBox release (fingers crossed, hopefully)'. Will be lots of other new tweaks. · CQC will feature 3 new ships: i) Variation of the (Imperial) Eagle: more expensive and better in combat. ii) Federal Gunship: 'Look on the underneath at the back, a big area with an opening - not sure what it might be used for'. (Quote & Tease: Elite Producer on Twitch) iii) Federal Dropship Mk II · CQC assets - "Absolutely" will be used in main game. 1.5 Update News · One more free expansion tentatively called 'Ships' (1.5). This will increase the number of ships from 20 to over 30. · Release dates: 1.4, and 1.5 will be a Thanksgiving/Christmas release date. · Atmospheric landings on planets with life will NOT be part of this Horizons release. That will come later in another paid expansion. Source: https://forums.frontier.co.uk/showthread.php?t=172362 via CPC (Sensai25) |
08/08/2015, 20h52 |
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Comme tout le monde je trouve cher l'addon a 35€ surtout qu'a ce prix nous avons quoi?
A priori de la feature du pauvre... même en essayant d'être le plus compréhensif possible, j'ai du mal à voir en l'état un intérêt majeur à cet addon. On va pouvoir se poser sur des planètes ? ok pourquoi pas mais une fois dans la station qu'est ce qui change ?, va t-on pouvoir "marcher" sortir de son vsx ou cela va être en fait exactement comme d'attérir dans un statioport ? Je lisais il y'a peu de temps la réponse de Naoki Yoshida concernant le fait d'avoir choisi un format de mmo avec abonnement au lieu de f2p. source Et même si on peut ne pas être d'accord avec lui j'ai trouvé qu'il défendait bien ses arguments. Pour résumer. je vais citer juste ce passage : " Encore une fois, on n’est pas en train de dire que l’un est meilleur que l’autre, que le free-to-play est mieux que l’abonnement ou que l’abonnement est mieux que le free-to-play. Mais pour un gros jeu à cette échelle, le plus important, plus important encore que de gagner beaucoup d’argent, c’est de se créer un revenu stable, " Ce qu'il faut comprendre par la c'est qu'avec un abonnement ça permet aux développeur de prévoir plus facilement sur le long terme, et donc de prévoir comment et dans quoi ils vont utiliser l'argent gagné, savoir si ils ont les moyen de faire une grosse ou une petite extension. Inversement le modèle économique des F2P est beaucoup moins prédictif, et un peu comme ED nous le montre, nous même joueurs avons beaucoup de mal a savoir si ED va rester tel qu'il est aujourd'hui ou si il va vraiment évoluer encore plus. Moi quand je fais le total je vois que ED + extension a venir ca coute en gros 80€ a ce prix la on peut avoir un mmo avec 2 ou 3 mois d'abonnements... donc au final est ce que l'argument de dire que les F2P sont plus économique est il vraiment justifié ? (pour info meme si je ne suis pas monté élite, j'ai bien retourné ED dans la plupart des domaines en a peine 1 mois) Bon ok je l'aime mon python, mais si ce n'était pas pour l'ambiance dans l'état je n'y trouve plus vraiment d'intérêt a y jouer puisque c'est un mmo solo...ou presque. |
09/08/2015, 09h22 |
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