I am once again asking FDev to address the horrendous fleet carrier jump request situation.

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I know this is brought up frequently, but it is STILL an issue after years and years.

I am trying to jump my carrier from colonia to the bubble to participate in the new activity. I started on patch day and I have made it... 1/4 of the way back. This most recent jump I had to request a jump 42 times before I was finally able to reserve a time slot with a 1 hour 15 min jump wait time. Fourty two times and then an hour and a half of waiting. Clicking the same button over and over. So that I can complete a single jump of the 45 jumps needed to move my FC to the bubble. This is utterly unacceptable. If it's going to take literal weeks of time to move between colonia and the bubble, all of the gameplay features should be accessible from colonia.

Has FDev ever commented on this at all? Do they really think this is a good gameplay system? If it's a server issue then they need. better. servers. Full stop. This has been going on for years around every single patch. And nothing has been done...
 
By the time you get back, the feature will probably be ready and added to Colonia.

If we knew exactly what earning more Trailblazer megaships via the CG meant to the player in terms of gameplay that would be helpful. Maybe players would be more interested in completing tiers if we knew.
 
Fourty two times and then an hour and a half of waiting. Clicking the same button over and over. So that I can complete a single jump of the 45 jumps needed to move my FC to the bubble. This is utterly unacceptable. If it's going to take literal weeks of time to move between colonia and the bubble, all of the gameplay features should be accessible from colonia.

Usually the servers slowdown / lag after an update because lots of people login to check it. Fdev has to scale up the servers so if you want less delays and issues wait a week or after the Trailblazers beta.
 
Usually the servers slowdown / lag after an update because lots of people login to check it. Fdev has to scale up the servers so if you want less delays and issues wait a week or after the Trailblazers beta.
This has got nothing to do with a general server slowdown after an update, but everything with a problem around fc jumps. A problem which has been wilfully ignored by Fdev for years, and now has been exacerbated by making carriers an essential part in an much hyped upgrade, causing an explosion in carrier usage. If there was ever a case of bad and stupid design, this is a prime example. Whoever thought it a good idea to include a known bottleneck in a new feature must really start to ask themselves the question if they are in the right line of work, or otherwise their bosses should
 
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In addition to FC jump times there's another annoying old bug that's exacerbated now:

If you buy things from a FC market your cargo hold doesn't update until you open the market page again. This can be either on the same station or another station. Problem is the System Colonisation Ship doesn't have a market so the only way to fix your cargo inventory when docked there to be able to unload is to relog.
 

Ozric

Volunteer Moderator
Would you prefer they didn't artificially add a scaling delay to FC jump times and we go back to people taking the risk of crashing and getting locked out of the game completely?

Watch out they like to move any talks about poor FC time to off topic.
No we don't. And I'd appreciate if people didn't have digs at us.

Although any thread that started by a brand new account saying "I know this is brought up frequently", could probably have found a relevant place to add their contribution rather than making a new one :)
 
Would you prefer they didn't artificially add a scaling delay to FC jump times and we go back to people taking the risk of crashing and getting locked out of the game completely?
No, you put forward an irrelevant choice, thereby deflecting the complaint. We would like Fdev to solve this once and for all in a competent manner, and in absence of that refrain of using mechanics which are a proven bottleneck, in any new feature or “upgrade”. An answer like this even has the hallmarks of gaslighting.
 
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Ozric

Volunteer Moderator
No, you put forward an irrelevant choice, thereby deflecting the complaint. We would like Fdev to solve this once and for all in a competent manner, and in absence of that refrain of using mechanics which are a proven bottleneck in any new feature or “upgrade”.
Oh I'd love to get rid of Fleet Carriers. They've been a blight on this game ever since they were introduced in my humble opinion.

But I'm afraid "fix it" without any idea of what the main issue is, or any suggestion at mitigating it, isn't remotely helpful. I'm not deflecting anything, this is Frontier's solution and it is better now than it used to be.
 
If we're talking about fleet carrier delays, even if it was back to consistently working at the 15 minute interval, the colony ships show that it doesn't even have to be that. When deploying a beacon a colony ship appears in 3 minutes! I would be so happy if my carrier could jump on dime like that. If im moving my carrier I want to play something over there, not play waiting sim for 15 minutes. And for the people who say sich a short jump is inconvenient to them, they could always add a jump scheduling feature, letting anyone choose in how many minutes beyond the minimum they want the jump to take place.
 
When deploying a beacon a colony ship appears in 3 minutes!
Buying a new carrier doesn't take 15 minutes either.

I expect the delay is not so much "add the carrier to system B" (where if you miss the notification that it's arriving, you just don't see it until a bit later) but "make sure that everyone knows it's not in system A anymore" (so you don't get people trying to dock with carriers which aren't there any more)
 
Buying a new carrier doesn't take 15 minutes either.

I expect the delay is not so much "add the carrier to system B" (where if you miss the notification that it's arriving, you just don't see it until a bit later) but "make sure that everyone knows it's not in system A anymore" (so you don't get people trying to dock with carriers which aren't there any more)
That could be why yeah. Though that only really matters for publicly accessable carriers. For carriers restricted to just the owner and their friends, that isn't much of an issue. I think there can definitely be some improvements made to carriers in general. An option for shorter jump times for me would be amazing.
 
I love my fleet carrier, but given that it takes 15-20 minutes to make each jump even under the very best conditions, it seems rather obvious to me that their mobility is just not practical for long-distance or on-demand travel. It's not a ship one can actually fly like the rest. It's a base of operations that one can move around a bit.

Were I in OP's situation, I would take the largest ship I have to hand, maximising jump range by outfitting it as stripped-down as possible with twin AMFUs, an engineered FSD and an FSD Booster, and be flying back from Colonia along the Neutron Highway. That would be a lot quicker and less agonising, plus with carrier management one can order jumps while doing other things in a proper ship.

It would be nice if fleet carriers could jump more frequently or require fewer jumps to get somewhere, but until then my strategy would be to improvise.
 
Were I in OP's situation, I would take the largest ship I have to hand, maximising jump range by outfitting it as stripped-down as possible with twin AMFUs, an engineered FSD and an FSD Booster, and be flying back from Colonia along the Neutron Highway. That would be a lot quicker and less agonising, plus with carrier management one can order jumps while doing other things in a proper ship.

The issue with this is that coming back from Colonia requires more than 1,000 tritium. And FDev in their infinite wisdom can't figure out a way to transfer tritium between a carriers inventory and its fuel tank without the owner being on the ship to transfer it from the carrier, to a ship inventory, and then donate it into the fuel tank... So if I left I could only make 10/12 FC jumps and then my FC would be stranded.

Would you prefer they didn't artificially add a scaling delay to FC jump times and we go back to people taking the risk of crashing and getting locked out of the game completely?
:)

This is a false dichotomy. There are so many better options than the bandaid solution that this is.

Here are a few ideas to make this better.
1. Increase carrier jump distance dramatically. If they did this I wouldn't mind the 1.5hr timer nearly as much.
2. Allow me to queue up a jump for whenever there is a time slot, so I don't need to click a button 42 times.
3. Allow me to schedule a sequence of jumps to happen when times are available, so I don't have to log on and off every 1.5hrs for a week straight.
4. Crazy idea here, fix the underlying system that causes the problem. People speculate that it's a database or server issue. They have had years to address the issue and haven't even acknowledged once what is causing it. Yes, we don't know what the underlying issue is, but that's because YEARS of dealing with this problem haven't warranted any response from FDev.
5. My most radical proposal: remove the jump distance cap entirely and make jump time scale with distance. If I want to jump straight from Colonia to Sol let me do it in one jump, but with a jump charge timer of 3 days and a cooldown of a week for all I care.


Criticizing people for asking for a solution to a glaring problem by saying "do you want it to be worse" is insulting to the people who play this game, and I'm ashamed that a community moderator would respond in such a way to an obvious game issue being raised on the game's forum, the primary place for discussing game issues.
 
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This is one of those issues that are really hard to fix because of the architecture. beefing up the system will only allow a bit more fleetcarriers to jump. To really fix it is going to take a lot of effort and has very little gain(monies). As long as people will continue to play the game and click 42 times, nothing will change. What also could help is asking your favorite streamers to make negative videos about it, because fdev seems to be very responsive to that.
 
The issue with this is that coming back from Colonia requires more than 1,000 tritium. And FDev in their infinite wisdom can't figure out a way to transfer tritium between a carriers inventory and its fuel tank without the owner being on the ship to transfer it from the carrier, to a ship inventory, and then donate it into the fuel tank... So if I left I could only make 10/12 FC jumps and then my FC would be stranded.

Ah, I forgot about that. My bad.

This is one of those issues that are really hard to fix because of the architecture. beefing up the system will only allow a bit more fleetcarriers to jump. To really fix it is going to take a lot of effort and has very little gain(monies). As long as people will continue to play the game and click 42 times, nothing will change. What also could help is asking your favorite streamers to make negative videos about it, because fdev seems to be very responsive to that.

I fear that any improvements to carrier jumping would run full tilt into the Jevons Paradox.
 
I love my fleet carrier, but given that it takes 15-20 minutes to make each jump even under the very best conditions, it seems rather obvious to me that their mobility is just not practical for long-distance or on-demand travel. It's not a ship one can actually fly like the rest. It's a base of operations that one can move around a bit.

Were I in OP's situation, I would take the largest ship I have to hand, maximising jump range by outfitting it as stripped-down as possible with twin AMFUs, an engineered FSD and an FSD Booster, and be flying back from Colonia along the Neutron Highway. That would be a lot quicker and less agonising, plus with carrier management one can order jumps while doing other things in a proper ship.

It would be nice if fleet carriers could jump more frequently or require fewer jumps to get somewhere, but until then my strategy would be to improvise.
Can't agree with you. I did round-Galaxy trips before on Anaconda. Now I fly 57000 ly 1 way with carrier. Actually, I'm trying to go back to the Bubble. It took 2 years, yes. But, I had no Space Madness. Switching ships, mining tritium helps. Also immediate cash out removes any worries about carrier itself or sudden death.
As for your suggestion. I have 40000 about ahead, Anaconda can do this in 1-2 evenings, but that is not solution as all my ships are there.

So I can ask devs again to prioritize deep space jumps in queue. Maybe reserve for them 5% of queue size and put such jumps into reserved one.
 

Ozric

Volunteer Moderator
This is a false dichotomy. There are so many better options than the bandaid solution that this is.

Here are a few ideas to make this better.
1. Increase carrier jump distance dramatically. If they did this I wouldn't mind the 1.5hr timer nearly as much.
2. Allow me to queue up a jump for whenever there is a time slot, so I don't need to click a button 42 times.
3. Allow me to schedule a sequence of jumps to happen when times are available, so I don't have to log on and off every 1.5hrs for a week straight.
4. Crazy idea here, fix the underlying system that causes the problem. People speculate that it's a database or server issue. They have had years to address the issue and haven't even acknowledged once what is causing it. Yes, we don't know what the underlying issue is, but that's because YEARS of dealing with this problem haven't warranted any response from FDev.
5. My most radical proposal: remove the jump distance cap entirely and make jump time scale with distance. If I want to jump straight from Colonia to Sol let me do it in one jump, but with a jump charge timer of 3 days and a cooldown of a week for all I care.


Criticizing people for asking for a solution to a glaring problem by saying "do you want it to be worse" is insulting to the people who play this game, and I'm ashamed that a community moderator would respond in such a way to an obvious game issue being raised on the game's forum, the primary place for discussing game issues.
A couple of good suggestions in there. Suggesting potential changes rather than just complaining about bad development might stand you in better stead.

I disagree with 1 and 5.
3. They've said they don't want it.
4. You have demonstrated that you're guessing at what the issues are, and you are assuming that Frontier haven't tried to fix them. Just because they haven't said what the exactly issue on the internal structure of the game is, doesn't mean they don't know. They have commented that extended jump times are intended at busy times.

Insinuating they've not tried to do anything is, in my opinion, insulting to the developers.
 
Insinuating they've not tried to do anything is, in my opinion, insulting to the developers.

Literally all they have to do is make one communication describing the problem, what they have tried, and what their plans are to improve it. A single communication. That's all it would take for me to be more satisfied. If they are "insulted" that years of silence about an issue makes people assume they aren't doing anything that's not my fault. Communicate. Address the issue.

I disagree with 1 and 5.

Why? What is the problem with higher jump range on carriers?

3. They've said they don't want it.
They have commented that extended jump times are intended at busy times.

Right. They don't want to solve the issue. That's the problem. You say it's "insulting" to imply they aren't doing anything when the only communications we have received are that they don't want to implement potential solutions and that the current iteration (which is a big problem) is their solution. So what am I left to believe???
 
The issue with this is that coming back from Colonia requires more than 1,000 tritium. And FDev in their infinite wisdom can't figure out a way to transfer tritium between a carriers inventory and its fuel tank without the owner being on the ship to transfer it from the carrier, to a ship inventory, and then donate it into the fuel tank... So if I left I could only make 10/12 FC jumps and then my FC would be stranded.



This is a false dichotomy. There are so many better options than the bandaid solution that this is.

Here are a few ideas to make this better.
1. Increase carrier jump distance dramatically. If they did this I wouldn't mind the 1.5hr timer nearly as much.
2. Allow me to queue up a jump for whenever there is a time slot, so I don't need to click a button 42 times.
3. Allow me to schedule a sequence of jumps to happen when times are available, so I don't have to log on and off every 1.5hrs for a week straight.
4. Crazy idea here, fix the underlying system that causes the problem. People speculate that it's a database or server issue. They have had years to address the issue and haven't even acknowledged once what is causing it. Yes, we don't know what the underlying issue is, but that's because YEARS of dealing with this problem haven't warranted any response from FDev.
5. My most radical proposal: remove the jump distance cap entirely and make jump time scale with distance. If I want to jump straight from Colonia to Sol let me do it in one jump, but with a jump charge timer of 3 days and a cooldown of a week for all I care.


Criticizing people for asking for a solution to a glaring problem by saying "do you want it to be worse" is insulting to the people who play this game, and I'm ashamed that a community moderator would respond in such a way to an obvious game issue being raised on the game's forum, the primary place for discussing game issues.
Mods are their own people and have their own thoughts and it's pretty poor that people would criticise just because they volunteer to be a mod on this forum.
Because they have an opinion and whilst it's different from yours or mine doesn' t mean they are not entitled to put their own thoughts.
So play nice read what they say and scroll by if required.
And no I wouldn't do their job and yes I've had run ins in the past .
Treat everyone with a courtesy that you yourself would expect.
Your new " ideas " have been around for a while and whilst I don't disagree with those suggestions Fdev for years haven't done that .
 
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