最后,大妹子说她不玩了。。。。又丢了炸

她说低密度是奥德赛首发内容,后面还有更多,例如类地

这下完了。。。炸没了




附上官方直播简要:
Piers Jackson, Game Director
Joined the Elite team around 16 months ago
Talked about the challenges of the UK's COVID lockdowns and how the devteam adapted
Some elements are now really streamlined, but the organic elements like personal collaboration, tactile holding tablets/notepads and discussing together, are missed
He and the team are looking forward to getting back into the office
Alpha phases are focussed on testing key areas: servers, new mechanics, stability, interfaces, etc. method behind the madness
Phase 4 is about testing the migration of players' accounts, that all the player data/info transfers over okay, and test more equipment and gameplay styles to try to break/exploit things for fixing
Only a small subset of the content being seen/tested, the alpha isn't the full game present even now
Alpha build was branched from the main development trunk roughly two weeks prior to Alpha starting.
The alpha branch has been receiving fixes for high-priority bugs that heavily impacted CMDRs, much more narrow focus.
The content that's been injected into the alpha has been specifically selected for things they want to try
The main trunk has a lot of churn, been receiving 1000s and 1000s of fixes since, ready for release.
Trunk and branch have diverged quite dramatically
Trunk has the much wider range of content in it, named/shown examples being weapons, settlements, planetary tech
Swarming of players by NPC AI has been reduced/balanced, was fine inside buildings but could be overbearing outside
NPC use of grenades has been improved, with throw into cover and onto roofs if NPC has lost sight of player
A notable fixed exploit includes CMDRs clipping into stations while armed, while CMDRs flying ships into NPC-troops-being-dropped is being looked at
Improvements to room occlusion system so AI don't get triggered by you being in a different room (i.e. seeing through some walls)
New tutorial coming for Odyssey's mechanics at launch.
CMDR will be taken on a mission, stepped through the various gameplay mechanics via a flashback narrative.
All CMDRs can play through the tutorial, not just new CMDRs.
Dr Kay Ross
She loves watching CMDRs on streams doing the fancy low-altitude flying around, and explorers discovering new organics
Optimisation being done: some occlusion systems weren't in place for the branched alpha, to avoid pop-in
Will see performance improvements when Odyssey releases
Alpha contains many placeholders of the new planetary tech
New tech will enable identifying areas and features of planets, the type of terrain, basins, craters, etc from orbit/space
Blending distinct regions together: flat areas and mountainous areas
Planets now use a mix of procedural features and pre-baked, hand-crafted assets, all blended together
Scatter system for rocks, flora, etc will now be more systemic and deterministic for each planet, so that assets are in more of a natural place
Multiple geomes now supported, so planets can have mixed-combinations of surfaces: dusty, rocky, icy, snowy, etc.
Most of the game has has graphical changes, which includes the stars
Use of the new Physically Based Rendering system throughout the game gives stars a new "light"
Different planets' atmospheres will have different colours based on their primary composition
Example images of atmosphere colours/types shown: red, yellow, green, blue, lots of shades
Raleigh scattering for light refraction based on the the star light's wavelength and planet atmosphere density
Mie scattering for light absorption based on atmosphere elements and composition
Oxygen, Argon, Neon, etc absorb light differently
All produces a huge variety of visual possibilities
Hints at more landable planets to come, only tenuous atmosphere planets have been unlocked for Odyssey's launch
CM team will look into releasing the source images from the livestream over the next few days, and the issue with the Twitch suit drops will be checked and communicated to us too seems to be fixed now.