Elite Dangerous | System Colonisation Beta Details & Feedback

I say ignore him. Like I told the guy earlier, it is not that serious. Its a shame he wants to turn a forum about feedback into a contest about who's playstyle in a video game is better. We are all here trying to enjoy the game and give our feedback and we dont need childish arguments. At this point just ignore him and if there is a block feature for the forum or something just do that.
I did do the ignore function on him too. Its more tiring reading useless rabble like that than it is for me to solo my 60kls Primary Orbis without a FC. (Yep I was one of those people and I'm seeing positives in it)

I am also confirm that CMM has be buffed or the marked drain has lessened. Managed to get plenty of tons today for my project. 9k out of 53k CMM left to go.
 
In the facility placement options "left" and "right" aren't in the same order, which is... a bit unusual UI design.

Plus: having some presets would be nice.


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EDIT: Oh my, i cannot exit the placement before i go to the options, and bind a key to "Exit Camera Suite", which isn't in the "colonization" options, but ... where? I will search it. Well, it is not "Exit Free Camera" from the "Free camera Menu". Please preset "Exit" with "X"
Edit2: Oh... it is "Exit Placement Camera" that is conveniently labeled differently than "Exit Free Camera" in the placement screen when the Camera is on.

A help for this would be good. How am i supposed to know which stuff to bind?
At least I am not stuck in this mode after relogging.

There goes allocated half an hour for placing the settlement.

Really hard to manage this UI design. Sit in front of a placement situation where i don't know what I am supposed to do and what it is i am lacking :-(

Edit3: Figured it out. But using the UI for the setllement placement should not be a skill check. That is not fun.
So i placed the settlement in the end by flying up and down in the ship. Really not intuitive.
Is there some kind of fixed distance to the ship when starting the dialog? I was flying down until the SC Suite was active and then went into placement mode. Proposal: autocorrect for ship altitude with the initial render distance? Was seeing exactly nothing.

Plus: No light when placing.
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I did do the ignore function on him too. Its more tiring reading useless rabble like that than it is for me to solo my 60kls Primary Orbis without a FC. (Yep I was one of those people and I'm seeing positives in it)

I am also confirm that CMM has be buffed or the marked drain has lessened. Managed to get plenty of tons today for my project. 9k out of 53k CMM left to go.
If you need any help, let me know. I work next 8 straight days but I can help here and there. My discord is Vilkarin, and apparently you cant search for people with quotation marks or I would have you add "Rougarou" and I would lend you a hand. Shoot me a message on Discord sometime, I have about 6k units of CMM Composites on my carrier I can give to you, I just park next to your construction ship, set friends only and put it dirt cheap. I am alone doing this since my squadron is small and all members play occasionally so I respect your progress greatly. Reach out and I will share my stock so you can save time and credits instead of running back and forth from surface settlements. We can do this together, I ain't about to let a fellow CMDR build a large station entirely on their own.
 
The amount of resources doesn't really matter because it's so massively undermined by the lack of information and feedback in the UI.

The effects of the various stats in the menu are not explained.
The effects of the economies and economy influences are not explained.
The compound effects of what you're building/what your current stats are aren't shown anywhere?

You're fully committed (no undo/demolish) to your actions. Those actions are expensive and you can't see how those actions affect the rest of the system before you commit to them........

Overall strategy games live or die by how good and informative their UI is and the system colonization feature is severely lacking here and could be improved by a lot by just adding a few QoL features and views/pages with extra details so you could look over your system(s) and share screenshots to flex your stats. Currently all there seems to be is the system score/weekly income for the competitive players and the information in the UI means the learnability is very low despite the high commitment and high potential cost.

colonisation has a substantial investment and the effects are potentially much more dramatic and pronounced.

But for the effort required to establish colonies...having a tangible understanding of the effects like "If I place a mining hub, it will make my outpost offer minerals via the market... if I set up a refinery... will it remove those minerals from a the market, since it consumes extracted resources? Will some minerals but not all be available?".... or alternately...

If I build a comms station, I get +1 security level and +3 tech levels
If I build a satellite station, I get +1 wealth, +1 standard of living, +1 development level.

But... what do they mean? Is +3 tech levels significantly more valuable than +1 standard of living? What's Standard of Living actually impact? What's wealth impact? What's the consequence of going all in with tech and forgetting about wealth?

Seconded, such details should be explained and visible in the UI.
 
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Has anyone built a T1 space Mining Installation (Mining Outpost) and the construction rigging not disappear when finished?
 
I cannot place a star harbour on the planet's surface even though I have fulfilled the requirements. When I try to place the starport on the surface, the hologram of the station is not available. However, the holograms of the small settlements and outposts on the surface are displayed.
How can I then build the starport dear FDev?
 
I do have to say, having multiple construction projects on now, the little chaff commodities are a tad annoying. Stuff like steel and the like is fine, I can fill a hold with that, but the little things like food cartridges and microcontrollers that only need a dozen or two each are a bit fiddly.

It'd be nice to have some sort of depot we could dump stuff into and have it distributed to the local construction sites over time - not necessarily quickly, maybe even scale it on distance, just so we can bring in a full haul of the stuff (or just remember "my stuff needs food carts") and dump it off without having to deal with tail ends of this or that clogging up a carrier (which aren't exactly very mobile right now)

Or hell, just having a local warehouse for stockpiling stuff without the distribution angle would be something.


Edit: while I'm at it, having the commodity market say "hey, you need x tons of this for your various construction projects" the way it does for missions would be extremely helpful.
 
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I do have to say, having multiple construction projects on now, the little chaff commodities are a tad annoying. Stuff like steel and the like is fine, I can fill a hold with that, but the little things like food cartridges and microcontrollers that only need a dozen or two each are a bit fiddly.

It'd be nice to have some sort of depot we could dump stuff into and have it distributed to the local construction sites over time - not necessarily quickly, maybe even scale it on distance, just so we can bring in a full haul of the stuff (or just remember "my stuff needs food carts") and dump it off without having to deal with tail ends of this or that clogging up a carrier (which aren't exactly very mobile right now)

Or hell, just having a local warehouse for stockpiling stuff without the distribution angle would be something.


Edit: while I'm at it, having the commodity market say "hey, you need x tons of this for your various construction projects" the way it does for missions would be extremely helpful.
Like give players an Architect Megaship, but only one can be active at a time and has a demand based on overall needs of the system. You fill it up and it distributes everything at a certain amount daily. Make it a "rental", it has upkeep so you cant drag your feet on it and have to weigh if its worth the credits per day. I can see a feature like that working for players like me who work 8 straight days and cant be on much between my 12 hour shifts.
 
Has anyone else heard the deep bong type noise recently? Is the colony ships or something else? I thought it might be the colony ship, but I was in a system without one and still heard it.
 
Well even overall good, I would like people's attention to the following issues (I tried post it in threads but get deleted immediately):

o7 commanders,

I believe many of you had a crazy but productive week last week as a system architect, and work on transportations just as I did. As I can see now the elite dangerous online players hit new peak in the past few days. This is quite a great thing, as this game becomes better and shows great potential with new contents released and exciting plans on the shelf. All the commanders see the effort that FDev put on to it, to make it a way perfect space game. And new players emerging while AFK players back online makes the galaxy busy(or maybe way too busy).

However, there are also bad things happening. The following one you may already know, and noticed in forum threads:

To be brief, I omit the cmdr names and specific info.

Player 1 aims to colonize a system he wants for a long time, he logged in the game as soon as the update released. But he tried multiply times claim the system, only to find there's an error that prevent him from a successful claim. So he tried to created a ticket to figure out what is happening.

Meantime, Player 2 came online, and he searched nearby systems, found the same system a perfect colonize place. He didn't even know someone tried to claim this system, only see it shows claimable on galaxy map. So he started his claim, no glitch happens at this time. He started the construction work right after the claim was successful. By the time on server maintenance Feb 27th, he finished over 50% of the construction work.

The next day morning, FD Customer support processes the Player 1's tickets, and immediately decided to revoke the Player 2's claim, with NO communication, NO negotiation, NOT EVEN AN INFORM. They removed the system claim from Player 2, although the progress from Player 2 seems to be normal and the construction of primary port went half way.

The system shows invalid for a while, then back to unclaimed status. Player 2 noticed this and created a customer ticket then. Meantime, Player 1 tried to claim the system again, but run into the same issue unable to claim it.

This time comes the Player 3, he located this system and claimed it, it was a successful claim. He started the primary port construction shortly after that. Now the time FD customer service respond to Player 2's tickets, the FDCS replied to player 2 that this situation is "odd", while for some reason not mention anything regarding the whole story, nor further help. Player 2 has no way but trying to post threads on forum to seek help.

So for the whole thing, I would say,
Player 1 is a victim, he was sniped by the server glitch and never make it a successful claim to the system he wants.
Player 2 is obviously a victim, he claimed a system, put effort to the construction, and lost it.
Player 3 is a victim, despite he is the final owner of the architect, he received doubt from Player 1 and 2, questioning he get the ownership in an appropriate way.

So this is the things turns out on the way of "First Come, First Serve".

Furthermore, 5 days after all these above happened, Player 2 finds he got TOTALLY IGNORED by FDev customer service, NO RESPONDS, No EXPLANTIONS, NO ACTIONS, NO PLAN, NO RESETTLEMENT, NOT EVEN AN APOLOGIZE.

THIS IS UNACCEPTABLLE, THIS IS DISAPPOINTING !!!

And this is not the only case, commanders reported lost their system architects even when they finished primary port. Things like it happening all over the galaxy right now!

For years I played this game and recommended it to many of my friends. With such huge potentials, I believe it can be the best space game with the unreplaceable 1:1 interactive galaxy.

Please DO something, at least make some official plan on these issues and settle these commanders lost their architect role!

I KNOW THAT FDEV YOU CAN MAKE IT HAPPENS.
 
I do have to say, having multiple construction projects on now, the little chaff commodities are a tad annoying. Stuff like steel and the like is fine, I can fill a hold with that, but the little things like food cartridges and microcontrollers that only need a dozen or two each are a bit fiddly.

It'd be nice to have some sort of depot we could dump stuff into and have it distributed to the local construction sites over time - not necessarily quickly, maybe even scale it on distance, just so we can bring in a full haul of the stuff (or just remember "my stuff needs food carts") and dump it off without having to deal with tail ends of this or that clogging up a carrier (which aren't exactly very mobile right now)

Or hell, just having a local warehouse for stockpiling stuff without the distribution angle would be something.


Edit: while I'm at it, having the commodity market say "hey, you need x tons of this for your various construction projects" the way it does for missions would be extremely helpful.
Pivoting off this... this is kinda why i wish they left CMMs as they were.

The challenge here feels like a "hauling grind" to start with when people have singular projects, close to the bubble... but if we just watched what happened next... colonies would have built out heaps of CMM sources, but those little ones and twos you need to source in bulk as the amounts of systems you architect grows... suddenly CMMs wouldn't be the stick point because nobody put HT or agri facilities up.

CMMs were part of a more complex logistics problem which I'm now worried is just a little more unbalanced, because now CMMs are functionally identical to Steel and Titanium which are really "Bulk source" items.... an aspect that's somewhat lost in the noise now.
 
Could it be coming from the new beacons maybe?

I'll be done with my outpost construction in a few days and will keep an ear out for it. Others though have already finished theirs, someone might have heard it already

Your system is just ~80k LY from mine though, will drop in to take a look around later 👍
 
I mean, this reflects what I've said all along. Players don't belong to factions, they don't "own" systems or stations under the bgs and sqn allegience.... so for me, this makes sense and reflects how a lot of contract work actually plays out.

The only time this seems to cause cognitive dissonance seems to be if we think we're more than just some nobody contractor to a faction.
which is absolutely fine.... but then it should be profitable delivering all the stuff for it
 
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