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Old 18-08-2014, 14:17   #41   link
HeLLBirD
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Goh, omdat het van de Wing Commander-stal is, misschien?
Toegegeven, dit begint er inderdaad héél goed uit te zien, maar het genre heeft ons al bewezen dat wat mooie graphics en interessant ogende filmpjes daarom geen goed spel maken (cfr. X: Rebirth, dat zelfs in z'n 2.0-vorm blijkbaar teleurstelt).

We zullen, als beide games af zijn, wel zien welke de ritwinnaar wordt. De tussensprinten doen er niet veel toe. En een beetje competitie kan er alleen maar voor zorgen dat beide partijen hun beste beentje zullen voorzetten.
SC gebacked, maar deze hou ik wel in het oog. Als het écht zo goed is, geef ik er, als het af is, met plezier ook mijn geld aan.

Last edited by HeLLBirD; 18-08-2014 at 14:20.
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Old 18-08-2014, 15:18   #42   link
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Ergens zegt mij iets dat de $51 miljoen hangar/jacuzzi/piano/fps/racespel simulator het toch niet gaat halen van de space sim in de strijd om wie er de beste space sim kan afleveren.
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Old 18-08-2014, 16:42   #43   link
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Heb dit in feite niet echt gevolgd maar ziet er toch deftig uit.
Is dit ergens te vergelijken met Eve online ? Ik zie alle zelfde features terug komen... Behalve de term MMO dan. (is er multiplayer ? zoja, wat voor systeem gaan ze hiervoor gebruiken ?)
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Old 18-08-2014, 18:52   #44   link
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De controls zijn alvast wel anders dan Eve. Eerder een x-wing/wing commander-achtige gameplay in een open world op (extreem) grote schaal.

Trading zit er alvast in, maar of er ook zo'n economie als bij eve in zit, dat jij als lowlvl-miner eigenlijk kunt helpen bij de bouw van een titan in één of andere lowsec en daar dan je 'beroep' van kunt maken, dat weet ik niet.
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Old 23-08-2014, 16:56   #45   link
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Old 23-08-2014, 17:01   #46   link
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Maar zit er een jacuzzi in het spel?
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Old 12-09-2014, 16:13   #47   link
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Old 19-09-2014, 18:08   #48   link
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Gettin cloooseeerrrrrrrrr

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Old 16-10-2014, 20:58   #49   link
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Ondertussen van 1 oktober:

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Old 17-10-2014, 21:49   #50   link
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Old 31-10-2014, 20:12   #51   link
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Old 17-11-2014, 11:16   #52   link
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Geen offline mode meer, niet meer te veranderen zoals Frontier het verwoordt blijkbaar.
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Old 17-11-2014, 11:34   #53   link
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Gohja ... op zich niet zo erg, tegenwoordig zijn zoveel games always online. Maar dan moet het wel feilloos werken.
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Old 19-11-2014, 21:12   #54   link
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http://us2.campaign-archive2.com/?u=...8&e=2fcdf63b88

Quote:
From David Braben:

Each of the “Elite” games pushed the boundaries of the technology available. With Elite: Dangerous a major new feature is playing online, and we are pushing that hard now. Offline support was not one of our original aims, though we did believe we could support it at the start of the project. We do a great deal of processing in the cloud, and this benefits everyone playing. We had considered that an online connection is a reasonable pre-requisite for a game delivered online. I am really sorry this has upset people, but we have a strong, consistent vision that we do not want to compromise.

Below we have collected common questions from backers and the press and our answers so we can be clear about the situation.

Can I still play in single player mode?
Yes. Some people have thought that dropping 100% offline play means there wouldn’t be a single-player mode - to be clear, the single-player game is already there, but it requires a low bandwidth online connection for the reasons we explained.
I’ve even played on a laptop using a tethered connection on the train.

When was the offline mode dropped?
The decision was made recently, and was not made lightly as we have been looking for ways to satisfy everyone. We announced shortly after we concluded that it wasn’t possible to create an offline mode without unacceptably compromising the game.

Offline-only support was a requested feature during the Kickstarter – why was it dropped?
Back during the Kickstarter, we were clear about the vision, to make a phenomenal new sequel to Elite in an online world, which we believe we are about to deliver. At the time we believed we could also offer a good single player experience, and base an acceptable offline-only experience off that. As development has progressed, it has become clear that this last assumption is not the case.

Why wait so long to announce this?
In retrospect we should have shared the fact that we were struggling with this aspect with the community, but we were still trying to find a solution. As features were implemented, for the best results we chose to prioritise delivery of the online single and multiplayer experiences, with a view to providing the offline version later in development. We had to make a decision for the good of the game, and that is what we did.

What would you lose in offline mode?
We have developed a multi-player game with an unfolding story involving the players, and groups collaborating with specific objectives and taking account of all player’s behaviour. This is what the game is about. Without this it would not be the rich gaming experience that we will deliver, and would be a great disappointment to all players.

Any offline experience would be fundamentally empty. We could write a separate mission system to allow a limited series of fixed missions, but that would still not be a compelling game, and is just the first step in the mountain of work that would be required.

Do you now consider Elite: Dangerous to be an MMO?
Technically, it has always been. There are already over 100,000 people playing in the same world. We believe that always-online entertainment is already a reality for the majority. We are delivering a truly huge game using the best technology and designed to stand the test of time, played for many years to come and still be relevant.

What do you say to people who backed Elite with an offline experience in mind?
Many of the conversations we have had during development focussed on backers wanting to play the game without the downside of online – griefing especially – ie a single player experience. We considered this to be the main issue and focussed on making sure we had a great single player offering. We have also ensured that the solo play mode has a minimal network requirement(about 10 kbps).

Are you confident the servers will be stable come launch day?
Yes, as confident as we can be, because we have been testing our servers throughout the development process, and continue to do so. Our servers are the same ones that Amazon uses, and can (and have) scaled up quickly to deal with demand when needed.

What is Frontier's plan for when the servers shut down?
We do not plan to shut the servers down, but understand it is a reasonable question. We are at the beginning of the game not the end and are focused on creating a game that we hope will be played for many years in the future. We do plan to take regular archives of the game and the servers, to preserve the game for the future.

Could the server code be released publicly some day when the servers are shut down?
Yes. This is something we would do if for whatever reason we cannot keep the game going.

Will offline mode ever be implemented? Why not create a second "offline galaxy" with different secrets than the online one?
It is not out of the question we will create a cut-down game that is offline only, but this is not currently in our plan. It would still be a big undertaking to do well.

Will you give people refunds?
We have started responding to requests where there is a clear outcome:
- Those who have pre-ordered an Elite: Dangerous release version from our online store and have therefore not yet played the game are eligible for a refund.
- Those who have already been playing the game online in the Alpha and/or Beta phases, regardless of whether they backed the project via Kickstarter or purchased access to Alpha and/or Beta through our online store, are not eligible for a refund.

We want to make sure we treat each person's situation with the thoroughness it deserves, and have contacted each of them to ask that they bear with us over the next few working days if their circumstances do not fit either criteria above as we look into individual requests.

Is offline mode an impossible problem, or just unfeasible?
It is a creative decision, not wanting to produce an empty game. It is technically possible, but it would be a largely separate game development.

Why not delay the decisions and put extra resources on this after the release?
We will review the decision after release, but our priority is moving the game forwards for the great majority of players, and are wary of producing a sub-standard game.

Was this because offline players are less likely to get involved in microtransactions? Is this just about the money?
No. We have been clear and consistent. This is about the game experience. I have always been against ‘pay to win’ – in a game like Elite: Dangerous there are a great many opportunities we could have taken already that would have amounted to ‘pay to win’ but we have chosen not to.

This whole issue comes down to what the vision is of the game we are making, and whether people trust us to make the right decisions. We made this decision with heavy hearts but for the right reasons.

David Braben
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Old 20-11-2014, 18:40   #55   link
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Old 23-11-2014, 21:41   #56   link
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Old 23-11-2014, 22:54   #57   link
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Drenn, al die video's zonder een beetje uitleg man... Vertel er eens iets over, ik neem de tijd niet om er naar te kijken als ik nog niet eens weet wat ik ga zien.
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Old 23-11-2014, 23:07   #58   link
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Hier dodgy, korte impressions door the mittani :
http://www.themittani.com/news/e3-20...us-impressions
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Old 25-11-2014, 14:44   #59   link
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Old 16-12-2014, 18:29   #60   link
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't is uit

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