Elite: Dangerous

Eleak

L20: Enlightened
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17 Jan 2008
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Eleak
Ich wundere mich immer noch, dass es keinen Elite Thread gib.. Die Freude auf Elite ist bei mir in etwa genauso groß wie bei SC, von daher verstehe ich nicht, warum es noch keinen Thread dazu gibt. Da de Beta gestartet ist, gibt es imho keinen besseren Zeitpunkt für einen eigenen Thread, wie ich finde, also los gehts.

Falls es sich sonst noch wer kaufen möchte:
http://elite.frontier.co.uk/

Kurze Beschreibung
Play your way

Whether you want to trade for profit between systems, take part in multiplayer mission alliances, free-for-all group battles and team raids to bring down planetary economies. Tip the balance of power in the galaxy, or simply explore the wonders of the universe and face the unknown… it is up to you.

Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.

Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue. Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; even the ship itself, constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - 'Elite'.

Fight, trade, hunt your way across a giant galaxy of 100 billion star systems. You can make money from trading goods between the many star systems, by destroying pirate ships and collecting bounty, or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There are missions too, and exploration. Play one way or in a combination of ways. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and manoeuvrability.

Real Freedom

Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or a mix of all of these.

Trade: Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!

Fight: Take on the pirates or be one yourself.

Progress: Get your pilot rating all the way from "Harmless" to "Elite".

Explore: Head out to the far reaches of space and discover amazing sights.

Multiplayer: And the best part - you can do all this online with your friends, or other "Elite" pilots like yourself, or even alone. The choice is yours…
This is just the beginning

The first release of Elite: Dangerous will not mark the end of development.

We intend to continue expanding the game both with new content and new features. A good example of this is planetary landings. We have an ambitious goal for landings to include new gameplay and a rich variety of worlds to explore. To achieve our goal we want the planets to come to life. We also want to add the ability to leave the ships so you can explore space stations or board enemy vessels or even just to look around your own.

We intend to release small, free updates after launch, but major expansions including rich new features will be charged for, unless you have bought the expansion pass, or are one of the Kickstarter backers at the appropriate tier.

da bilderm ehr als Worte sagen: Trailer
[video=youtube;1n73t7BliHk]https://www.youtube.com/watch?v=1n73t7BliHk[/video]

Und weil es so schön ist: User Video Planeten Ringe: [video=youtube;wiv1f3F7w8s]https://www.youtube.com/watch?v=wiv1f3F7w8s[/video]


Ich habs mir damals gekauft, allerdings ohne Alpha/Beta Zugang, weil ich die Preise dann doch etwas zu teuer fand (und weil ich SC schon 275 Dollar gespendet habe). Wer hat es sonst noch gekauft, oder spielt gar schon und würde einpaar Eindrücke posten?
 
wäre der betazugang nicht so teuer, dann hätte ich mir den wohl auch zum zusätzlichen Spiel gegönnt. Aber bis Release ist es ja auch nicht mehr allzulange hin ^^
 
120€ für Beta Zugang :rofl3:
Spiel sieht aber gut aus

Premium Beta mit Spiel und allen Addons :v:

Die Standardbeta mit Spiel kostet 60 €, aber da sind dann auch keine Addons bei. Mir reichen persönlich die 40 € für das Spiel, den Seasonpass kann man ja später immer noch kaufen. Die paar Monate verkrafte ich auch noch^^.
 
Premium Beta mit Spiel und allen Addons :v:

Die Standardbeta mit Spiel kostet 60 €, aber da sind dann auch keine Addons bei. Mir reichen persönlich die 40 € für das Spiel, den Seasonpass kann man ja später immer noch kaufen. Die paar Monate verkrafte ich auch noch^^.

Weiß ich schon aber ich kauf kein unveröffentlichtes Spiel mit irgendwelchen Addons bei denen ich noch nichtmal den Inhalt kenne :ugly:
 
Freu mich drauf! Was hab ich das "landen" aufm C 64 gehasst und Computer...:mad::mad::mad::mad::sorry::sorry::sorry:
 
Premium Beta 2:
A few highlights:
- New space station type added (Orbis)
- Added Hauler ship type
- 3 x new visitable systems (Styx, Aulin and LHS 3006)
- Animated pilot added
- Option for pilot gender added
- High resolution screen capture added (Alt-F10)

lange Patchnotes:
New Content/Features

- New space station type added (Orbis)
- Added Hauler ship type
- 3 x new visitable systems (Styx, Aulin and LHS 3006)
- German language support added
- Incremental install added (it will need to do a full install on its first use)
- Animated pilot added
- Price item bought for added to trading interface
- Customisable controls for galaxy map added
- Rear beacons inside station turned on
- Hyperspace effect tweaks
- Anaconda cockpit art improvements
- Lakon Type 9 cockpit art improvements
- Audio tweaks for Galaxy Map
- Additional controllers added
- Cloud layers use height separation for normals generation
- Charge bar for supercruise/hyperspace added to left panel
- High resolution screen capture added (Alt-F10)
- Art improvements for large docking pads
- Eagle cockpit art improvements
- Updated stars with hotspot colours
- GUI added to aid escaping masslock
- General audio tweak and balance pass
- Hyperspace arrive and depart VFX tweaks
- Add a default joystick device that maps to first available joystick
- Animation added to opening of star map
- Default descriptions for populated systems added to galaxy map
- More individual descriptions for systems added to galaxy map
- Updated trade goods
- Added connection stats debug (CTRL+B)
- Option for pilot gender added
- SCreenshots now saved in My Documents\Pictures folder

Crash Fixes

- Prevent crash when authority change occurs
- Fix for alt-tab crash
- Fix for crash in AI null value
- Fix for nullpointer crash in schematics
- Fix crash in location lighting shutdown
- Fix crash in faction interogation for AI
- Fix softlock caused by LogicTriggerGlitch receiving negative damage
- Material crash fixed
- Fix for assert when enabling / disabling SSAO
- Fix for server island crash
- Fix for crash spawning AI
- Fix for ejecting cargo crash
- When resurrecting, wait properly instead of soft lock
- Fix to stop crash when quitting the game at the same time as dying
- Fix for vertex crash in galaxy map

General Fixes/Tweaks

- Server moderated docking pad control added
- Interdiction frequency balancing
- Fix Anaconda's collision avoidance to prevent flying into asteroids
- Station name and status information always available
- Format changed for galaxy map coordinates
- Apostrophe can now be used in galaxy map search
- Kinematic optimisations
- Improved prediction for Oculus Rift
- Control sticks can now be used in menus
- Various text fixes
- Missing texture on capital ship fixed
- NPCs can now check if another NPC has a bounty
- Hyperspace exit flash restored
- Functions panel now indicates that flight assist is in cruise mode and cannot be changed
- Contacts aren't counted until they are fully resolved
- Ships no longer need an armour module
- Fixed X52 controller naming
- Greebles optimisations
- Cobra death explosion tweaks
- In windowed mode, don't update display mode in response to focus events
- Various trading tweak
- Better cargo integrity checks
- General avoidance behaviour improvements
- Don't make target locking SFX if weapon isn't deployed
- Stations appear on scanner at fixed distance
- Ships must be within range for docking request to be accepted
- Try and reduce AI tendency to ram opposition
- Move FOV setting out of presets section in options screen
- Additional safety checks for authority changes
- Camera lag and orientation clamping for gun and navigation sights
- LODs for ships and weapons updated
- Reduce message spam when spamming the supercruise control
- Fix for gimballed weapon sights
- Physics around docking port improved
- Clean up session change in supercruise
- Network connection and session creation takes into account connection health scoring
- Star database fixes
- Assorted audio tech fixes
- Wait until station voice has stopped speaking before performing the timeout
- Emergency drops force FAOff which blends out over a duration
- Stop friction noises continuing when docked
- Fixed vertical stalk scaling on larger landing pads
- Emergency drops cause ghost controls to fight with which blend out over a duration
- Change ship's voice to use the headset effect atmospheric effect setting when at the galaxy map
- Fix for the flashing black boxes on AMD cards.
- Collision damage improvements
- Added a separate row type for toggle bindings to help with the toggle mode confusion
- Fixed a mouse scroll losing focus bug.
- Tweaked docking assist params (remove angular help and lowered linear help so docking still requires you to at least roll properly to align).
- Keep the processing flight scheme active when in the galaxy map to preserve your speed
- FSD charge rate changes while you're charging, rather than being fixed when you start charging
- Fix message spam when docking is declined
- Add '+' to allowable search characters in galaxy map
- Supercruise speed balanced (Top speed lowered, acceleration lowered, min speed increased, gravity wells shrunk, star mass lock reduced)
- Fixed hull health discrepency when docked
- Confirm equipment purchase added
- Outfitting screen remembers list location after cancelled or failed request
- Canister infor split into two lines
- Fighter and large AI behaviour tweaks
- Fix network token deadlock
- Fix faction choice in single player scenario
- Flight assist off warning added
- Fix beam lasers passing through things and not causing damage
- Deactivate Proccessing_Flight while docked ('Docked' is now a distinct state)
- Show the inner-sphere for bodies from further away if you're moving at non-trivial speeds.
- Fix for trying to access MotionLineInstances before they are created
- Drop request time from 20 to 10 seconds for docking requests
- Don't disconnect if other party pauses
- Set defaults for shadow view near plane bias values. Expose these values as a shadow quality setting.
- Fix AI idle behaviour after scanning player
- Upped drop out speed and distance limits by a factor of 5
- When near a stellar body (within 4x it's "radius"), need to align away from the body to supercruise.
- Fix mask counter being reset between transitions
- Fix for motion lines being visible coming directly at the player
- Changed slice algorithm and shaders on planets to use the proper vertex and texture coordinates.
- Emergency air timeout now 10 minutes
- Deploying the cargo scoop or the landing gear will reduce the speed of the space ship
- Bounty hunter AI improvements
- Moons can now have moons of their own
- Prevent the "No fire zone entered" message if you're docked
- Bobblehead a little less crazy
- Reduce cockpit jitter in supercruise
- Cache cockpit blow out state across transitions
- Correct the firing bones used for the adv torp pylon
- Updated Advertising Drones beam effect. Fixed alignment of beams in relation to drone beam projectors
- Added Saitek Pro Flight Rudders to device list
- Reduced star spin rates
- Stop NPC Eagle friendly fire making you a hostile
- Better interaction of FAOff and throttle controls
- Updated hull explosions, removed spinny spinny smoke and rebalanced the textures
- The player should stop using the breathing mask once inside a space station
- The oxygen in the breathing mask should be replenished when docked
- Emergency drops cause damage to hull and modules
- Interdiction don't count as emergency drops anymore
- Ring optimisations
- Added new death explosion to the Cobra, also rebalanced hangar flares and removed the vertical anamorphic
- Fix "Don't report crimes against me" not working
- Damage states added to Anaconda
- Changed the inertia tensor for ships from a 10m radius ball to a box the size of the ship
- Fixed "no firegroups set" spam
- Shadowing improvements
- CustomiseCrime allowing ships to have bounties in lawless jurisdictions - now converts local to nearby bounty if local is lawless.
- You can no longer dock upside down
- Fix for missing activity lead to incorrect UI for railguns when retracting
- Improved resize handling
- Red ring of the star lens flare now has a nicer offset so it doesn't linger across the screen
- Coriolis optimisations
- Fixed issues with internal cockpit panel not showing proper ship schematics
- Fix for selecting Anaglyph 3D rendering resulting in nothing being shown
- Stations no longer show criminal status.
- Canisters display their contents in the contacts list
- Clear contacts list on entering supercruise
- AA modes can now be used with OR
- Fix for items not showing up in black market
- Increase spawn radii for scenarios
- When inside the space station, the ship's heat should increase gradually to some ambient level to simulate the temperature control of the station's atmosphere
- station interior fog now balanced to reflect lighting better
- Fix polyTrails for FrameShift arrival/departure
- Give ai something to do if their drive module is dead
- Improvements to handling of when mouse cursor shown be shown / hidden
- Locked exit button after submitting a transaction to prevent money-making exploit from UI side
- Change to ambient on distant ring cells
- Improved render rejection and lodding of kinematic models
- Change checks on values in algorithm getting barycentric co-ordinates from a ray intersection point with a triangle
- 3D settings in graphics options no longer take effect immediately, only when 'Apply' is pressed
- Push out shadow cascade end distances to fill available shadow map space
- Added Beam effects for the hyperspace clouds
- Fix for scenario initialisation in server
- Fixes the glitch where shadows flash off for a frame while moving
- Fix not emergency dropping when 'hitting' stellar bodies
- AI ships make the same hyperspace clouds as players on arrive/depart
- Quantise shadow cascade alignment axis by angle rather than quantising the vector directly
- Local dust cloud models tweaked in galaxy map
- Absolute magnitude calculation for neutron stars altered
- Reduce the mass range of the injected massive stars
- Moved some bones around in the sidewinder cockpit and rebalanced the damage effects
- Allow players to see unaffordable items when viewing the outfitting parts list
- Increased the speed at which ice forms on the windscreen when close to 0% temperature
- Location targeting is now 'locked' while the hyperdrive is charging
- Detect cases where CustomiseShipCargo is set up with invalid min/max quantities
- Fix for not submitting rocks that aren't spinning to the renderer
- Fix bounty min's that are greater than the max
- Fade Rotation correction out over 2 seconds when you leave the docking bay so it's a less jarring transition
- Reimplement the atmospheric failure ships voice line to take into account the state of the life support system
- Changed shadow filter to work in gamma colour space. This reduces blocky shadow artifacts and makes the size of shadows more consistent between cascades
- Keep the list of the asteroids active when time isn't passing
- When the shipyard is closing down consider the case that the ship is being destroyed
- The Local dust now has a subtle gradient at the end of the galaxy
- High quality shadow settings: Increased resolution
- Re-implemented gunsights
- Don't let the hyperdrive ask anything of the MainGameFlow when it's doing something else (anything that isn't InGame or Paused).
- Commander names that include a hyphen and are 22 characters long now show the last word on the contacts tab
- Galaxy map rendering optimisations
- AI ships can no longer jump when mass locked
- Added more state to SavedGames (heat, power settings, oxygen timer)
- Fix ship voice talking over itself during hyperspace/supercruise jumps
- Updated shadow slope scale calculation to be consistent when using orthographic projections. This also makes it more efficient.
- Fix being able to run out of air when in the station
- Fixed the label for galactic average column as it wasn't showing the whole text
- Fix issues with cursor not responding immediately to changes of state
- Fixed mismatched damage displayed on hull repair screen
- Fixed Bug With Eagle GUI Schematic Target Panel
- Missing stars in galaxy map now displayed
- k-warrant scan and cargo scan gui update from out of range if the fire button is held when flying into range
- Point defence weapons no longer listed in firegroups, they are activated and deactivated through modules
- Oculus fix for lens flares not converging properly
- EjectCargoActivity should only try to queue ejections of cargo units that are not currently ejecting
- Added density controls to the distant ring cell meshes. The density of the ring is now set as number of rocks per Km^3
- Prevent the stick-on damage models used in the Anaconda and Type9 from jittering
- If you respawn with the free sidewinder, bring your money up to a minimum of 1000
- Fixed panels' popup getting stuck
- Fixed the cameras in the hanger from focusing on wrong hardpoints on the Eagle
- Firing in a no-fire zone is now a crime
- Force Flight Assist on when playing frameshift exit effects
- Stop AI Ships attacking even when wanted level has been cleared
- Speed indication bar now "Flips" round when in "Reverse"
- Improvements to turret behaviour
- Heat seeking missiles track the enemy ship
- Added the ability to have modifier keys to input binding
- Weapons no longer turn on/off as you deploy/stow hardpoints
- Hardpoints don't draw power unless deployed (effects heat)
- If you hit an emergency stop but you're going slowly enough to drop safely, just do so
- Location/target/target location panels are mutually exclusive
- Distance to target takes target size into account
- Station shows up with the correct colour HUD
- Fixed the move-mouse-pointer-off-screen-when-using-the-pad-so-it-doesn't-trigger-rollovers thing
- Hardpoint modules can be set to "always deployed", so they ignore the player's "Deploy hardpoints" control. They still retract if unpowered
- Make sure aspect ratio is correctly calculated when Oculus Rift has been selected as an option but the device isn't available
- Fix for HeatSinkLauncher being usable when unpowered. Now it needs to be powered and deployed, but is always deployed when powered

:awesome:
 
[video=youtube;OGupxOG853I]https://www.youtube.com/watch?v=OGupxOG853I[/video]

:awesome:
 
[video=youtube;OGupxOG853I]https://www.youtube.com/watch?v=OGupxOG853I[/video]

:awesome:

:awesome:

Ich muss schon sagen, Elite gefällt mir immer besser und besser. Ich überleg mir gerade, ob ich nicht noch da Expansion Pack kaufen sollte.. Entermanöver, Planetenkämpfe..all die Jahre kam kein vernünftiges Spiel raus und jetzt erfüllen mir gleich 2 Spiele meine größten Wünsche in dem Genre :D
 
bessere Cockpits:

[video=youtube;OiTRJpvbmhU]https://www.youtube.com/watch?v=OiTRJpvbmhU[/video]

:banderas:


sind auch notwendig, da man ja per Expansion die ganzen Interiors (ähnlich wie in Star Citizen) betreten können wird
 
Im Gegensatz zu den Baggercockpits von Star Citizen sieht das hier richtig nach was aus. Vor allem Cockpit 1 + 3 !
Hut ab!

lustig, wie man direkt wieder SC reinbringen muss ^^

Die Cockpits in SC sehen auch alle super aus, aber Elite muss sich dahinter nicht verstecken.


btw: Elite soll bald auch Grafikupdates für "Rechner von Morgen" bekommen
 
Nicht "man" sondern "ich". Das muss sich ein SC nach dem ganzen Spektakel eben gefallen lassen. Hatte Elite überhaupt nicht auf dem Schirm und freue mich, wie sich das Spiel heimlich, still und leise ohne die großen Töne (Robert Space Industries...:lol:) eines SC nach oben mausert.

Sehe übrigens im ganzen Thread keinen Vergleich btw.:scan:
 
Nicht "man" sondern "ich". Das muss sich ein SC nach dem ganzen Spektakel eben gefallen lassen. Hatte Elite überhaupt nicht auf dem Schirm und freue mich, wie sich das Spiel heimlich, still und leise ohne die großen Töne (Robert Space Industries...:lol:) eines SC nach oben mausert.

"heimlich still und leise"? Für den casual vielleicht, aber nicht für den Space Sim Fan :ugly:

Du weißt schon dass Braben mit Elite und Roberts mit Wing Commander/SC zu den zwei "größten" Tieren im Space Sim Genre gehören?

Elite sind aktuell auch nur mehr polished aus, weil das Spiel ein paar Jahre länger in Entwicklung ist. Ich verstehe echt nicht, wieso man sich nicht auf beide Titel freuen kann, ohne den anderen versuchen schlechtzureden :ugly:

Sehe übrigens im ganzen Thread keinen Vergleich btw.:scan:
hier glücklicherweise noch nicht und ich wäre auch froh, wenn man hier nicht damit anfängt ^^
 
ist einfach hip SC zu haten.
Ich war orginal backer in beiden fällen. True gamer halt. :awesome:

zur elite news.
sehr lecker.
 
Ich bin auch heißer auf Elite (und das liegt nicht nur daran, dass es früher kommt), allerdings muss man Roberts lassen, dass sein Marketing exzellent ist ;)
 
hier glücklicherweise noch nicht und ich wäre auch froh, wenn man hier nicht damit anfängt ^^

Ich hab den Thread auch nicht eröffnet, damit Elite User irgendwelche Seitenhiebe auf SC ausüben können oder umgekehrt. Ich versteh eh nicht, warum die beiden Spiele nicht gleichzeitig existieren können, ohne das die eine Fraktion einen auf Kleinkind macht und das andetre Spiel schlechtredet (und zwar egal in welcher Weise, das ist einfach nur bescheuert).


Sprecht mal lieber über das Spiel, oder sind hier keine Betaspieler anwesend?
 
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