Elite Dangerous | Server Maintenance 5 December 2024

Wouldn't be surprised if the maintenance window extends an hour past that. Whatever FD is planning to do, it sounds really major.
Plus another 2-3 hours to create the cache, during which time there will be errors and everything will crash ...
 
Don't forget today's update is based around the story arc and next Tuesday (10th) there's a bigger update which brings amongst other things including fixes the Cobra Mk V.

So if the bartender bug isn't fixed today, it could be next Tuesday when bartenders and other issues get fixed.
You're optimistic. Most of the gamebreaking bugs have been here for over a year at this point, but Frontier would evidently rather push cosmetics, pre-built ships and more completely broken features (PP 2.0 was and still is a buggy mess - try giving us PP missions that are actually possible to complete instead of asking us to hack holograms in systems without stations with holograms) and ignore the playerbase when every single update they post they got roasted by the masses for leaving parts of their game completely unusable and broken while fixing the odd decal and asking us about ship and module transfer times as if anyone cares when you consider the bigger issues that need fixing. Quick list of the bigger ones that actually need attention:

  • Flickering shadows (Update 18 onwards)
  • Broken ship/SRV shadows while on foot (Existed prior to update 18 which ironically claimed to resolve the issue but instead fixed nothing and gave us flickering shadows aswell)
  • Broken fleet carrier bartenders ("It's been 84 years...")
  • Broken fleet carrier odyssey materials storage and transfer (bartender service upkeep reimbursement when?)
  • Broken / duplicated / mirrored forward firing engine plumes on all new ships (most noticeable on Type 8 and Mandalay under boost conditions, lmao how was this missed in testing as it was the first thing I noticed xD)
  • Broken Odyssey engineering (can't apply certain mods to suits or weapons)
  • Reversed thrust vectoring on Mandalay (really guys? At least google how thrust vectoring works before adding it to your game xD)
  • Powerplay missions generate based on your location at the PP cycle/tick, leading to players being given missions in systems which make them impossible to complete (i.e asking players to hack holograms in a system with no holograms)
  • Massive CPU related stuttering and chugging at regular intervals since Update 19. (Drivers updated, no system changes my end, same graphics settings as before, no other games affected on my system so its definitely an Elite issue).
  • Galaxy map filter issues
  • Long witchspace times due to increased server load since Update 19 that Frontier refuse to talk about or resolve.


If we are lucky, the next update will include a new cosmetic and maybe a fix for a broken decal if they are feeling generous. If not then we'll get a cobra where the reverse thrusters fire when you go forward and vice versa, and a new plethora of bugs that they will ignore for all eternity and will make the upcoming "colonisation" update look like a mass extinction event in comparison.

Stopped believing Frontier gave a damn about Elite a long time ago and all they've done since is repeatedley prove me right.

P.S. Those reversed engine plumes are gonna be REALLY noticeable on the first new small ship they release xD. You'll be lucky if you can still see your ship through the forward facing engine plumes unless they actually bother fixing it lmao.
 
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Seriously, the constant whining about bugfixes is getting really tiresome. Can we concentrate on discussing about the game events? If you want to whine about lack of bugfixes, create a separate thread or something.
No sorry, we need Frontier to see them, not be in a place where they can be conveniently ignored for the rest of the game's existence. The bug situation is dire and their lack of communcation or focus on fixing them is starting to feel like they are deliberately mocking their veteran players in favour of shoving microtransactions down the neck of every new player - who will by the way ineviatable end up complaining about the same game breaking / immersion shattering bugs we are.
 
Btw Steam Charts look quite promising recently IMHO 🤠

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Time to bring back more hamsters, cash flow should be ok now after the introducing the early access ships? 🤷‍♂️

O7,
🙃
 
  • Long witchspace times due to increased server load since Update 19 that Frontier refuse to talk about or resolve.
Well, that's the thing, isn't it. Despite all these "gamebreaking" bugs, many of which have been there for months, there are more people active at the moment than there have been for a very long time. That server load isn't coming from the people who can't play the game right now because it's unplayable due to the bugs, or quit in disgust at the sight of the Mandalay's reversed thrust vectoring, or whatever.


Frontier could have spent the last twelve months working on bugfixes rather than on Powerplay, engineering, SCO, Thargoids, new ships with graphics issues, etc.
And sure, there would have been a more polished game at the end of that, but still one which relatively few people were playing.


It's not just Frontier which values new features and content (which work at least some of the time) over fixing bugs - so, when it comes down to voting with their feet, does the player base.
 
Any news about restoring merits and control points for :
  • rare comodities trading
  • exploration datas / exobiologie
  • escape pods
 
Frontier could have spent the last twelve months working on bugfixes rather than on Powerplay, engineering, SCO, Thargoids, new ships with graphics issues, etc.
And sure, there would have been a more polished game at the end of that, but still one which relatively few people were playing.
To fix the technical debt they need to be ahead of the curve there and have the game in a point where everyone will quit if there's no new features for a few months.

Of course all the technical debt makes adding new features without breaking more stuff much harder.
 
'Long Witchspace jumps' aren't a bug - they're a feature. Previously when the servers were highly loaded it would just time out the jump and drop you out of the game with an error. Now it seems they added retries so that most often the jump succeeds, but juts take a bit longer. Which to me is far better.
If waiting in witchspace for 3 minutes every jump is your thing, good for you buddy. Doesn't mean everyone else has to like it.
 
If it works like previous Titan arrival rules anybody within a 20 light year radius of the Titan might find themselves kicked to the nearest rescue megaship (whichever one that may end up being). Because then, 15 light year distance was an immediate capture, and 20 was auto-invasions for any populated system within that range. I got my alt in a station at 29(.9)ly... in part because I slacked about actually moving my Thargoid-related things on it over there until 30 minutes before the maintenance window.

Supposedly there is one moving to Luyten's Star so the capture and invasion radius may be changed for this particular encounter, but we will have to see... there could also be an attacked or wrecked rescue megaship waiting for us instead.
Including 2 of mine, which are fully fuelled but left just over 10ly from Sol...
 
I was experiencing weird bugs late yesterday evening while doing bounty hunting missions - killed mission targets stopped showing a blue bounty notification; no bounty credits were given; and the first symptom was that kills only updated one mission instead of both active missions (from different organisations). Is this related to the server maintenance or just some weird side-effect of another problem?
 
'Long Witchspace jumps' aren't a bug - they're a feature. Previously when the servers were highly loaded it would just time out the jump and drop you out of the game with an error. Now it seems they added retries so that most often the jump succeeds, but juts take a bit longer. Which to me is far better.
That is actually still a bug. If an API or service is called and not responding before the request times out, it's a bug. For example because the code can't handle some data or load.

I think the long jump times could be related to Powerplay, I get them a lot more often when travelling to populated systems than to unpopulated systems. I'd guess/speculate there is a service calculating the BGS/PP state for a system and it only calculates when the system is first visited since the last server maintenance or server tick and with the added PP2 complexity, it is sometimes too slow to respond before the timeout.
 
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