Update 14.02 Now Live!

Restoring power to each of the settlements in a recovering system now reduces the time taken to fully recover the system by 1 week.
    • This will be reflected in that system's recovery complete time shortly after the final settlement has had power restored.

How does that function exactly? Once a settlement has the power restored by a single player it is restored for everyone? So each settlement only needs to be restored once by one player?
IIRC recovery was automatic for 4 weeks, then returned to normal (for 1 week?) before it could be an alert and then Invasion could possibly happen again.
Surely, reducing the recovery period by a week (or several weeks) would not be advisable as it can then be Invaded again quicker than otherwise!
 
Hmmm...

Event ID 2004

Windows successfully diagnosed a low virtual memory condition. The following programs consumed the most virtual memory: EliteDangerous64.exe (20060) consumed 15428448256 bytes, EDDiscovery.exe (3760) consumed 2763603968 bytes, and Rainmeter.exe (24452) consumed 788860928 bytes.

I've got 32GB of ram

Plus I have tons of free disk space

Wonder what that's all about?

On re-boot/re-load Task mgr shows 14GB memory being used

Are you running without a paging file?
 
I'm in Neites (Thargoid recovery). do we get restore missions or just go to an abandoned settlement and restore the power? I visited two stations, no restore missions. I don't want to waste power regulators and time
 
Is the dev team aware of the issues regarding Fleet Carrier jump timers? They have been at an average of 25 minutes for the last 2 weeks and have been anywhere from 15-50 minutes. Often there is an error of "No time slots" which doesn't allow a plot at all. If this hadn't been an ongoing issue, I would agree that it was an issue from the servers coming online after the update. Instead, when the servers first went online, the jump times were normal and have been getting longer and longer since the server has been back online.
 
Restoring power to each of the settlements in a recovering system now reduces the time taken to fully recover the system by 1 week.
    • This will be reflected in that system's recovery complete time shortly after the final settlement has had power restored.

How does that function exactly? Once a settlement has the power restored by a single player it is restored for everyone? So each settlement only needs to be restored once by one player?
i might be wrong, but i think that many many many players have to reboot the settlement before a change of state
how many players (or how many reboot) : i doubt we will ever have a clear answer on that... it's a trade secret, same as many rules in this game

edit : or only 1 reboot, if it means the system can be invaded again sooner and it is in favor of the unknown predetermined/programmed end game chosen by fdev (infinite/unstoppable war)
 
Last edited:

sallymorganmoore

Senior Community Manager : Elite Dangerous
Hey Commanders.

I’m flying in real quick and will be back to be far more thorough in the morning but just want to confirm that the fix for barnacle site stability issue is looking like a fix fail.

As I say I’ll be back as soon as possible in the morning to catch up on more feedback o7

Thanks for being patient as always.
 
@Bruce G Hi, does "Deliver supplies" include commodity trade? Or is it "Emergency need of XXXX" missions only?
 

Attachments

  • q1.jpg
    q1.jpg
    87.9 KB · Views: 134
Is the dev team aware of the issues regarding Fleet Carrier jump timers? They have been at an average of 25 minutes for the last 2 weeks and have been anywhere from 15-50 minutes. Often there is an error of "No time slots" which doesn't allow a plot at all. If this hadn't been an ongoing issue, I would agree that it was an issue from the servers coming online after the update. Instead, when the servers first went online, the jump times were normal and have been getting longer and longer since the server has been back online.
wow
the number of players must be enormous if it takes several minutes to update the database (moving a fleet carrier) :)

edit : of course i don't have info on the process and database architecture, there is certainly a raisonable explanation for the delay of these jumps (saving costs on AWS servers ?)...
 
Last edited:
Was part of "Tidying things up" reducing the thargoid payouts by 20%? I didn't see anything about it in the patch notes, but they've definitely been reduced by said number and it's getting to a point where your "end game" combat content is going to be less profitable per hour than running toxic waste in a Type 7... Stop reducing payouts and start increasing difficulty.
Nerfing AX Payouts... Another snipe from the dark. No warning, no explanation, no mention in the change log. Very well done indeed.

Here's an idea, reverse this "balancing" idea...
 
AX rescue material rewards has been changed from G5 biotech / G5 crystal / G5 firmware, to all sorts of manu & data G2~G4 from what I see.
Could either say it's a nerf or a rebalance.
And I just totally traded those 3 G5s before the patch, gawd need to find a way to grind them back.
 
Back
Top Bottom