Elite Dangerous | Cobra MK V Update - 12 December 2024

You absolutely get merits for things that aren't on the list.
I don't even get credit for things that are on the list. For example, I couldn't get credit for giving up exploration, even though it's in the weekly task.

And then when selecting a Power, like version 1 everyone still has activity directions in the systems. If everyone received rewards for everything, there would be no tables from people where they described what to do in different systems.
 
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I don't even get credit for things that are on the list. For example, I couldn't get credit for giving up exploration, even though it's in the weekly task.

And then when selecting a Power, like version 1 everyone still has activity directions in the systems. If everyone received rewards for everything, there would be no tables from people where they described what to do in different systems.

I don't have the link handy but some players have done a good amount of research on this. As usual with this game crowd sourced experience is much more accurate than the in-game tips. For example for exploration there seems to be a minimum value per system (at least 1 mil seems to reliably work) and possibly a distance requirement (that can be bypassed by handing in the data on a carrier). The activities work the same for all powers, some just get more bonuses than others for certain activities. As shown, i've already made level 100 mostly doing activities that are not advertised by the game but were experimentally determined to give me the best reward for time.
 
I don't have the link handy but some players have done a good amount of research on this. As usual with this game crowd sourced experience is much more accurate than the in-game tips. For example for exploration there seems to be a minimum value per system (at least 1 mil seems to reliably work) and possibly a distance requirement (that can be bypassed by handing in the data on a carrier). The activities work the same for all powers, some just get more bonuses than others for certain activities. As shown, i've already made level 100 mostly doing activities that are not advertised by the game but were experimentally determined to give me the best reward for time.
All right. I'll write down my merit value on a piece of paper, then kill a pirate(not an enemy) and look at that value. When I was in the ADL, it worked. Now I'm in another Power.

My current Power doesn't have a power struggle in Ethnos.
 
I don't know what power you're pledged to but it absolutely is not easy to get into the top ten in the most popular powers. What's frustrating for me is getting 400k merits in a week on strategically useless systems due vs. 50k merits for the same amount of time in a strategically important system due to imbalances between PP activities
Yes, each system behaves differently based on population/economy/stations/installations/rings/BGSstate and more.

That is a GOOD thing.

You wanting a system and wanting it now doesn't make variety bad.
 
in b4 P****** C****** :p
Not necessarily that, but remembering "at least 4 new ships this year" an unannounced 5th out of the blue is possible.
For storing your ships.
I would welcome that, but it would be very strangely worded if it was that.
I think you've all missed something with this ....



ALL shipyards will now stock one additional ship. There's only one or maybe two (that I know of) that stock every ship, famously Jameson Memorial at Shinrarta Dezhra. So for ALL shipyards to stock one additional ship, means it has to be a ship Imperial and Federal stations can stock as well as Alliance.

Now, you could say it's the Cobra mkV and while that's technically true, Frontier (ie Paul Crowther) have not worded it like this before with the Mandalay or Type 8 or Python mkII or the other pre-built ships. It also wouldn't show up for every commander, only those who have purchased it from the store. So why put a line in the patch notes for something not everyone would see?

I have a sneaking suspicion a certain other currently exclusive ship is not going to be quite so exclusive any more.

FORC_FDEV_V_COBRA_1170-wide-XI776dG5.jpg
And this is probably the most likely thing. The dispute over this has been going on for as long as the ship exists. With the Cobra V now being better than the IV in every way, why not ?
 
And this is probably the most likely thing. The dispute over this has been going on for as long as the ship exists. With the Cobra V now being better than the IV in every way, why not ?
As Ian Doncaster pointed out, which I missed in my passion to free to Cobra mkIV from its unjust imprisonment, the extra ship could just be one extra slot in every station to sell whatever ship. It didn't occur to me that stations might have a secret parameter of how many ship slots they are allowed to have.
 
As Ian Doncaster pointed out, which I missed in my passion to free to Cobra mkIV from its unjust imprisonment, the extra ship could just be one extra slot in every station to sell whatever ship. It didn't occur to me that stations might have a secret parameter of how many ship slots they are allowed to have.
Hm, right, it is the 41st ship. It didn't even occur to me that there could be such a limit. It would be the by far most disappointing explanation though, so it's probably true.
 
For example for exploration there seems to be a minimum value per system
Looking at the research @marx has done recently on this, it seems to pay out merits per body - and there's a floor on that, so it's mapped planets of particular types, especially with first discovery bonus. The floor is I think too harsh - your minimum payout per body is 120 merits, so it's not clear why cheaper bodies shouldn't give 30 or 10 or 5 merits each.

Yes, each system behaves differently based on population/economy/stations/installations/rings/BGSstate and more.

That is a GOOD thing.

You wanting a system and wanting it now doesn't make variety bad.
Variety is very good - this system is best reinforced by mining and undermined by search and rescue; this system is best reinforced by bounty hunting and undermined by bulk goods flooding, etc. That sort of variety would be great - and it's partly there, though needs a lot more work on the fine-tuning to make some of the activity types closer together at their "ideal circumstances" rates, and a very close eye on which activity types do depend on system parameters and which are just "always works" ones.

The problem will be until the balance of merits between activities is sorted (e.g. bulk goods flooding just pays terribly wherever you do it right now; even with the ethos bonus there's no way of doing it where it's any sort of fast option) that variety turns into "this system can be reinforced/undermined at 1M merits/day" whereas "this system can be reinforced/undermined at 10000 merits/day", which is definitely not great.

That gets even worse when it's frequently "this system can be reinforced at 1M merits/day but only undermined at 10000 merits/day" or vice versa which makes things very much a foregone conclusion ... though at least most of the current super-fast-when-the-stars-align earners work perfectly fine in both directions.
 
I don't get it either, a lot of people complain about life pods and rare goods. I had no problem making them on the weekly mission.
The complaint with rare goods is that it should bring merits, and points in Acquisition. You can complete the weekly task with them, sure.

The list of things you can do to Acquire systems in the first place is pretty thin so losing Rare Goods from that list is bad news, especially for any players trying to do it without combat.

I do hope someone at FDev notices the sheer number of comments about it on this thread though. Normally you get 10 different commenters talking about 10 different minor issues unique to their playstyle. This problem is really screwing everyone up the same way.

As Ian Doncaster pointed out, which I missed in my passion to free to Cobra mkIV from its unjust imprisonment, the extra ship could just be one extra slot in every station to sell whatever ship. It didn't occur to me that stations might have a secret parameter of how many ship slots they are allowed to have.

Hm, right, it is the 41st ship. It didn't even occur to me that there could be such a limit. It would be the by far most disappointing explanation though, so it's probably true.

These two comments together make me realise it's a bit odd this made it into the patch notes at all, and the only explanation I can think of (ok, didn't think of it, saw it here!) is the Mk V or another ship will be added to the list of ships available everywhere like the Sidey is. That does mean you'll have to choose a III or a V when you upgrade from the Sidey though. So the "extra slot" is actually "the minimum number of slots is now n and that will include at least Sidey, III, V, and whatever the other base list is at the moment."

Otherwise, if FDev noticed a 40-slot ceiling the answer is to quietly double it to 80 and move on. It doesn't affect players whatsoever given it wasn't broken now.
 
For example for exploration there seems to be a minimum value per system (at least 1 mil seems to reliably work) and possibly a distance requirement (that can be bypassed by handing in the data on a carrier).

These are from what I've seen unconfirmed vague hypotheses, with in some cases contradictory reports.
To the point I'd just call them pure guesses, and "post hoc ergo proper hoc". It boggles my mind why people keep mentioning them as 'help', until there's something actually solid and definitive.

FDev, could you please state the actual requirements so we don't need to just guess and hope?


Looking at the research @marx has done recently on this, it seems to pay out merits per body - and there's a floor on that, so it's mapped planets of particular types, especially with first discovery bonus. The floor is I think too harsh - your minimum payout per body is 120 merits, so it's not clear why cheaper bodies shouldn't give 30 or 10 or 5 merits each.

So what's that 120 merits in usable numbers then? Is it still the 30-something k per merit? So 900k credits if we assume the 4x merit gains, or 3.6 million if we go straight 120*30k conversion?

Also first discovery was mentioned to not be counted, so is that turning out to be false info from FDev then and in fact it does matter?
 
Otherwise, if FDev noticed a 40-slot ceiling the answer is to quietly double it to 80 and move on. It doesn't affect players whatsoever given it wasn't broken now.
I think you've misunderstood what I've said.
Other than Jameson's, stations have a value for how many of the 40+ ships they are allowed to sell. It could be all ships up to 5million credits except for ship A, B & C or it could be that + Imperial ships (or Federation ships for Federation stations). What Paul was probably saying is this value is being increased by 1 ship for every station. So you won't get 80 ships for sale in a station because there's only 40(ish) in the game.
 
These are from what I've seen unconfirmed vague hypotheses, with in some cases contradictory reports.
To the point I'd just call them pure guesses, and "post hoc ergo proper hoc". It boggles my mind why people keep mentioning them as 'help', until there's something actually solid and definitive.

FDev, could you please state the actual requirements so we don't need to just guess and hope?




So what's that 120 merits in usable numbers then? Is it still the 30-something k per merit? So 900k credits if we assume the 4x merit gains, or 3.6 million if we go straight 120*30k conversion?

Also first discovery was mentioned to not be counted, so is that turning out to be false info from FDev then and in fact it does matter?
I think it's not a matter of finding out if the data collection is correct, it's just an error that doesn't manifest itself under some conditions.
 
The problem will be until the balance of merits between activities is sorted (e.g. bulk goods flooding just pays terribly wherever you do it right now; even with the ethos bonus there's no way of doing it where it's any sort of fast option) that variety turns into "this system can be reinforced/undermined at 1M merits/day" whereas "this system can be reinforced/undermined at 10000 merits/day", which is definitely not great.
Some useless activities could be balanced better yes, and the bulk trading tax/mini trading bonus is silly.

That gets even worse when it's frequently "this system can be reinforced at 1M merits/day but only undermined at 10000 merits/day" or vice versa which makes things very much a foregone conclusion ... though at least most of the current super-fast-when-the-stars-align earners work perfectly fine in both directions.
I see claims undermining is underpowered in general, but I think it's the playerbase that is underpowered, targeted concerted timed attacks could be devastating even in the current state but people just aren't up for it 🤷‍♀️
 
There are bugs that affect only a portion of players, and while it would of course be nice if all bugs were fixed, we can say that some bug fixes are less urgent than others. Then there are the bugs that affect pretty much everybody and would be much, much more urgent to fix. And these are not just cosmetic bugs that affect the visuals, but bugs that actually hinder playing the game.

It would be nice if you spent some effort in fixing those bugs as soon as possible. The most prominent one that comes to mind is the galaxy map filtering bug (ie. if you just so much as navigate the galaxy map filters, everything gets unselected and thus everything gets hidden and the galaxy map becomes empty. You need to click on the "toggle all" button of a filter to make them visible again. And even after that you need to be careful not to navigate the filters in any way anymore, or else everything gets unselected again. And, rather obviously, if you had some system types selected and others unselected, all that will be lost.) This affects all players, so it would be urgent to fix.
 
if FDev noticed a 40-slot ceiling the answer is to quietly double it to 80 and move on. It doesn't affect players whatsoever given it wasn't broken now.

I think it's that adding 4 ships over the last year means that stations with (say) 10 slots to sell ships now have a smaller selection out of the total number of available ships than previously, which will be addressed by making them have 11 slots instead - so it's an increase in the number of ships actually on sale at each station, not a new overall maximum and not a specific ship that they will all now sell.
 
These are from what I've seen unconfirmed vague hypotheses, with in some cases contradictory reports.
To the point I'd just call them pure guesses, and "post hoc ergo proper hoc". It boggles my mind why people keep mentioning them as 'help', until there's something actually solid and definitive.
As you know I think FDev have utterly dropped the ball on in-game discoverability generally and PP 2.0 rules specifically, so I agree with you.

BUT I am looking at a thread where people are:
  • creating solid, testable hypotheses
  • TESTING THEM
  • drawing conclusions, including a minimum viable set of rules which Ian gave in the very comment you are replying to.

That is the opposite of pure guessing and I really don't think anyone should denigrate the amount of work the community have put into it so far. In fact that supports your point!

There's been an awful lot of constructive Principium Contradictionis and almost no post hoc ergo propter hoc fallacy. There has been one case of someone misspelling "propter" whilst trying to look clever though.
 
I see claims undermining is underpowered in general, but I think it's the playerbase that is underpowered,
Some activities are extremely asymmetrical, for example, you get merits for killing power ships and wanted ships in your own territory but are considered a criminal if you attack enemy power ships in their territory. Likewise for massive reputation drop and fines for holoscreen hacking in undermining and no consequences in reinforcement. That's even before considering the system strength penalties.

On the flip side, attacking anarchy settlements on foot works great for undermining or acquisition but is horrible for reinforcement, leading to some system geographies requiring a lot more effort to keep than take.
 
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