The Official Microsoft Flight Thread

Those missions do sound interesting.

I know 5 quid or 10 quid for a plane isn't a "lot" for a game that was free - but I almost can't bring myself to do it... If it was for 5 planes, then yeah.. I know it sounds odd, but I just fear there will soon be 20 planes at a tenner a pop.. Much the reason why I don't like free-2-play games with microtransactions. You always feel you're missing out..

But that aside, I think if you tell yourself this isn't a flight sim (which it isn't) then you can enjoy it for what it is - A fun free game :)

Take note haters!
 
I do not think that Microsoft Flight will ever replace FSX, simply because the MSF is too "gamey" and "stuck" into their Microsoft Live world.

Personally, I'd stick to FSX and not bother going for MSF.
 
I gave Flight a chance and I CAN see its appeal but its just no match for a tweaked and modded FSX. I uninstalled it 2 days ago.

What I liked BEST about it is its GUI. The menu system is brilliant and if only FSX had a big fullscreen map like that built into it! Also the Icon is a unique plane.

To introduce more people in a "gentle" way to aviation - heck more power to them. In that respect it delivers in spades.
 
I imagine Alaska will be fun, but I just wish they would put some large aircraft into play. They've basically said in that interview that they're doing quite well without us and plan to continue in the same direction, and long haul flights are pretty much out of the question.
 
INTERVIEW: Joshua Howard, Microsoft Flight
Would you describe Flight as a triple-A game?

I don’t think most of my customers even understand the idea of a triple-A franchise.

LOL

What a **** wit.

Can someone do a mock up of a MS Flight inlay cover with the Playschool/Fisher price logo on it?

Looks like the controls will be:

A - GO
B - Stop
X - Restart
Y - Quit
 
It does sound like they really want retards to play their game. I like that they're committed to it feeling realistic in terms of flight modeling, but I really enjoyed learning how to use instruments and navigation, and flying big jets was such a challenge compared to a little biplane. The tension of landing a 747 on a short runway at night in low vis is so much better than flying through big golden hoops. Their data says people enjoy the activities, well obviously people are flying them when there's sod-all else to do with those little GA planes.
 
The DLC Maule has instruments and navigation aids etc. Obviously it's not a 747, but you never know they might introduce it eventually.

i.e. the achievements stating transport 500,000 passengers and travel at mach 2 etc.
 
So MS have released the Zero aircraft and it has no cockpit. What on earth are these numpties thinking? That is like releasing a new version of McRae Dirt with the only view being the rear-view mirror. Absolute rubbish.
 
Maybe because Flight was never made for you ringo747?
As I keep on trying to tell you but for some very strange reason you still don't understand,is it that hard for you to understand its very simple.

Would MS release a second no cockpit plane if the first one was a flop?
The hardcore simming market is such a small market you can tell this even on this gaming forum look how very few people post in the flight sim threads here.

I will leave you now in peace before you start yet again to resorting to calling me school play ground names.

You could go back to playing FSX but as you are sort of losing interest in simming maybe you need a new hobby to fill in your boredom.

The Flight facebook page is full on neg comments not by the new users but by the hardcore simmers, you can easly tell this as they are comparing flight to FSX,FS2002, REX things that new users to flying would not know about if they are real new users.

For there own enjoyment of life it would be better if they just moved on & just getting themselfs so upset over this.

JH. Flight already has a much wider audience profile than past products in the franchise, and those people are asking for us to improve the product in a variety of other ways (many of which are about improving the quality of the game, like adding leaderboards, multiplayer missions, or new challenge types). The art, as we see it, is to find places where we can invest in some significant area of the product that increases its appeal to as many people as possible.

JH. Our marketing has already done a good job of bringing us the diverse audience we wanted for Flight, and we expect to get better at this over time. One great improvement in the way we now track player behavior is that we can see what players are actually doing, allowing us to pay attention to real user behavior, and not be inappropriately led by the vocal negative minority who post on forums and Facebook.

And I think you will find it's like releasing a car racing game that only lets you race from looking from the back outside view of the car, there are lots of car racing games that are like this so not really Absolute rubbish as it's nothing new.
Enjoy your day it's a nice sunny one again.
 
The above is mostly rubbish but that was all explained when I spotted the username.

The hardcore simming market is a small one? Seriously? Hundreds of thousands of people is a small market? Right.

MS most likely had already started work on the second no cockpit plane before the first was released. It is utterly pathetic no matter how you want to look at it. Fair enough if Flight is meant to be simple with no complex controls but at least give the people a cockpit view so that the thing half looks like a game related to the concept of Flight.

Forums everywhere have comments from users who do like the concept of Flight and enjoy Hawaii but they are dumbfounded by the stupidity of MS releasing a cockpit-less plane.

Maybe racing game developers should just ditch in car views, or FPS games being released without a crosshair for aiming weapons.

JH is obviously just talking the talk as they know rightly that their product has been a flop. In a year from now it will be dead. They naturally will want to pump it all up to justify their existence. It is interesting that no stats are ever quoted about how many downloads etc (maybe there has and I've missed it though).
 
Just some more info.

MS Flight will be coming to steam.
http://forums.steampowered.com/forums/showthread.php?t=2631580

Info from the Flight beta forum, we can repost this.

Now that we’ve gotten the title update out the door, I wanted to respond to some of the opinions and comments I've been reading about the release of the Zero.

Before I go into that, I want to make clear that we’re very proud of the work that went into making sure the Zero meets our high quality bar for the way our planes look, sound and feel, and we’re pleased about the response as indicated by purchase numbers.

But since there's a lot of speculation in various community channels as to our motives and decision-making in releasing content, here are some answers. I realize it’s long, but if you’d like a peek behind the curtain into our decisions, why we talk about data so much, etc., here it is. I’m going to try to paraphrase some of the questions, comments, objections, anxieties and so on that I’m hearing from parts of our player community (not necessarily from you guys, but I figure you'd like to know too :-) ).

Why release another basic model when people have been commenting on your blog and Facebook page that they prefer deluxe planes (with cockpits)?

Please keep in mind that it’s been only four weeks since we launched (and released the P-51). Work on the Zero was started before Flight was released, because we felt it was important to set a regular rhythm to our content releases, as opposed to releasing some content then going dark while we gathered data and feedback and reacted to it. The release of a plane is preceded not just by the actual production of the content, but by testing, the certification process, and the process of getting it onto LIVE. There’s also the time it takes to get reliable data and interpret it.

So, it was always going to be the Zero that came next. Our next DLC plane is also already locked.

Have you been sensitive to potential concerns about the Zero?

Every word, image, outfit and gesture in our games gets reviewed by our geopolitical risk assessment team who assesses the potential to offend people in any region in which we're shipping the product. The product team then decides whether the level of risk is acceptable, or whether to remove the content from the game.

The Zero was no different. In the end, it was decided that since the Zero in our game has no weapons and can't do any damage to the environment, and it’s been over half a century since Pearl Harbor, it represented an acceptable level of risk. In addition, a number of historical societies fly Zeros with historically-accurate livery similar to that featured in Flight. Ultimately, we’re a game about flying, and the Zero is an interesting plane to fly.

You keep saying you’re “gathering data.” Why is it taking so long?

We are listening and adjusting as necessary. However, the type of data that's useful to us takes time to gather.

One of the reasons for this is a statistical concept called sample size. (Sorry in advance to people who already know this – please be patient with me!) Broadly speaking, when you’re trying to understand the behavior of a group, the more members of that group you observe, the greater the precision with which you can draw conclusions about their behavior. Similarly, in many cases, the greater the length of the study, the more data you have on behavior trends. More data = more reliable conclusions.

Flight’s been available for a month, and we’re just now reaching the point where we have enough data about our launch content to see trends rather than blips.

But your users are telling you what they want. Isn’t user feedback the best type of data to have?

I genuinely believe that most of the people who write to us or about us are 100% sincere. The problem is that sometimes what they’re saying doesn’t reflect what they’re doing, or what they believe to be a strongly-held majority opinion isn’t actually in sync with what the majority of our players are doing. (I don’t want to get sidetracked into a statistics/psychology discussion, but if you’re interested, you can do a search on some of the following terms: self-reporting inaccuracy, confirmation bias, attitude polarization, and group polarization, which are all things I have to account for when I try to summarize community attitudes.)

For example:

Out of all the people who’ve written in to give us a list of essential features for Flight’s success, I have yet to see two lists that match exactly.
There are quite a few people claiming that they bought the P-51 but won’t buy the Zero, for various reasons. Yet 90% of the people who buy the Zero have also bought the P-51, and the Zero’s numbers for the length of time it’s been out are comparable to those of the P-51.
That’s why, in order to make sound business decisions, we compare what people say to what they actually do. We also look at how the data changes over time.

So does this mean it’s useless to talk to you about the game? You’re only listening to your in-game data and not to us?

Absolutely not. We are absolutely listening to our users.

User feedback is itself a source of data. It’s also useful for interpreting the other data we get about user behavior. Those in-game data streams can tell us if people are playing one mission way more than another, for example, but they can’t necessarily tell us why. That’s where the art and science of collecting the data, interpreting it based on what users are saying and other sources of information, and deciding how to change the game in response based on the expertise and creativity of our team members comes into play.

Okay, then how do I ensure I get listened to?

Well, the above should give you some sense of how we use customer feedback. Game data shows us what people do, feedback helps us understand why they do it. If people aren’t finishing a mission, for example, bug reports and support requests/feedback emails can tell us if that’s because there’s a bug that’s stopping them.

So, if you want to give us feedback that’s useful, letting us know when things don’t work, versus when you’re just not enjoying them, is helpful, as well as telling us what you’d like to see in future updates. Jon’s feedback threads are a really helpful example of this (thanks, Jon!), as are some of the threads on AVSIM.

But if you are listening, why haven’t you made any changes?

We have made changes, and are continuing to; big changes take time, and before we invest that time we need enough information to make good decisions on whether they’re the right changes. One change that’s in process is that – although at this time we have nothing to announce – due to the consistent and numerous requests for TrackIR, we’re actively working on putting it in a future update.

Finally, the quickest feedback-result loop continues to be fixing issues with Flight that are making it difficult for users to play, as we’ve done in our title update. We’ll continue to make changes as necessary to make Flight the best product it can be.

MS most likely had already started work on the second no cockpit plane before the first was released.

Yes you are right they had already made it.

Forums everywhere have comments from users who do like the concept of Flight and enjoy Hawaii but they are dumbfounded by the stupidity of MS releasing a cockpit-less plane.

Good to see you have moved on from comments everywhere of users hating Flight, If MS had released a plane with a cockpit before Alaska users would then be complaining that there was no point in it as they still only had just Hawiia to fly around. Come back in 2 years time would be best instead of getting worked up on how Flight is at this early stage.

It is interesting that no stats are ever quoted about how many downloads etc (maybe there has and I've missed it though).

4 weeks on it is the 3rd most played GFWL title. This with no advertising, when it goes on steam more people will see it.

The hardcore simming market is a small one? Seriously? Hundreds of thousands of people is a small market? Right.
Simming is a long way off being a mainstream type of game, look at how few members here post in any of the flight sim threads, Flight is trying to make it more mainstream.
 
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I can give you a very good reason for that... this is an overclocking/pc components forum.

overclocking/pc components/gaming forum
What I am saying is the gaming market is far larger then the simming market.
There are far more gamers then there are simmers.

There are over 7,000,000 people that play just the game WOW, then you look at the 100,000s of simmers there is not that many as a %

Who would you make a new game for? 100,000s or 1,000,000s?
 
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