Elite Dangerous | System Colonisation Beta Details & Feedback

I'm already aware of all these things (though useful for others who might not be) but thanks for confirming I'm not overlooking something.

Am still dabbling in Legacy from time to time, and particularly for selling off mined goods I have to rely on the in-game tools. It works more often than not, but I also come across weird discrepancies quite often - say, I'm docked and (by luck) come across a market in the commodities screen that buys Monazite for say 400k per ton. I travel to the station in question, and the price is suddenly 350k. This is for say having 30t of stock in my cargo so would think bulk tax doesn't apply at those low numbers... maybe it does but the game doesn't even tell me this concept exists let alone whether it applies and to what extent. All the while it tells me a neighbouring station buys it for 400k.
OT a bit...

That stuff is highly dependent on the demand in the station, and even small amounts will affect it. I couldn't speak to that particular example... but "bulk tax" is the biggest misnomer... it's bell-curved to simulate that behind the market is a series of "buy orders" at different prices.... and it's super-sensitive. Unfortunately, it also botches the calculation a little, so the offer price is at the lowest section of the bell-curve.
Add to that the inability to see market prices of systems that you visited but are further away. What's the max, 40LY? What about markets on the other side of the bubble? Do they not count?
That's an artefact of EDs design being based off the original Elite's that "that's stuff you have to discover"... it's not just the markets that get hit with that... but it's also not really a valid design pattern in this day and age of the Internet, tbh.
Or FCs muddying the waters with their inaccurate and/or out of date trading data, as well as docking permission restrictions in some cases. There's just so many relatively simple things they could improve the UI on, but I guess there's always Inara so why bother.🤷‍♂️
Odyssey settlements also botch that a lot... breaking a lot of the market UI aspects.
Games like X4 have spoiled me - do certain things in-game and it will happily provide me with the buy/sell prices, and even clearly list % multipliers based on faction standing, demand/supply levels and such. And X4's economy is far more complex (and realistic) than Elite's.
To lean-in to that old Elite design methodology a little... I do find that once you've found a good market supplier for (some goods), you can stick with them... so you really only need to do these things once-ish.... but Colonisation definitely chops that up.

Again... none of this has really been needed to be learned by anyone to-date... so hopefully this is the sign to FD that they need to revisit both the state of the game's economy, and the state of the tools which are practical, but not intuitive. A lot of the UX, markets aside, is really bad imo.
 
I had not played a long time and needed to replenish my funds first then it all shut down and i cant buy my self a Colonization anymore, also after community goal is over now, all the mats are harder to get since i helping others out to finish their projects. So any update when i can buy my plot since i just fished behind the net. And reduce the mats please 69 trip min is to much then it still is a faction thing and not a private thing anymore!

 
I had not played a long time and needed to replenish my funds first then it all shut down and i cant buy my self a Colonization anymore, also after community goal is over now, all the mats are harder to get since i helping others out to finish their projects. So any update when i can buy my plot since i just fished behind the net. And reduce the mats please 69 trip min is to much then it still is a faction thing and not a private thing anymore!
start with an Outpost, not a Coriolis - in that case you have to move around 22Kto "only" - that about 29 trips with a 756 to T-9.....
 
I had not played a long time and needed to replenish my funds first then it all shut down and i cant buy my self a Colonization anymore,

also after community goal is over now, all the mats are harder to get since i helping others out to finish their projects. So any update when i can buy my plot since i just fished behind the net. And reduce the mats please 69 trip min is to much then it still is a faction thing and not a private thing anymore!
Building large structures is meant to be hard for a solo player. If you want to do it solo and aren't prepared to grind, do start with an outpost. Those are very easy to build within the initial four week limit. After the initial port, you don't have a time limit for anything you build.
 
Colonization is why I redownloaded the game the other day. I'm really looking forward to experiencing this new aspect. I left a couple of years ago because I had gotten a little bored and I had really hoped they'd eventually do this and I'm glad to see the new colonization gameplay.
I didn't realize it was going to be so restricted, and I hope that they will expand on that range from occupied systems and such once they get out of beta with it. I look forward to being able to supply and man a star port and I hope that I will be able to piggy back stations from player stations as occupied worlds so we can expand all across the galaxy. Perhaps they will implement more long range settlement options later.
 
I am pretty sure this has been said already but, if the architect of a system could pick up missions in that system which rewarded them with % conplete on a building project that would be cool. People could take a break from hauling while still developing their colony. Sort of x group if haulers are asking for help with pirates, kill x number of oirates and the reward is they do some hauling for you resulting in x% conpletion of a project.

You'd still need to finish at least your first outpost to get the missions and the reward could be balanced to make it not an easy out, but just a way to add some variety.
 
I am pretty sure this has been said already but, if the architect of a system could pick up missions in that system which rewarded them with % conplete on a building project that would be cool. People could take a break from hauling while still developing their colony. Sort of x group if haulers are asking for help with pirates, kill x number of oirates and the reward is they do some hauling for you resulting in x% conpletion of a project.

You'd still need to finish at least your first outpost to get the missions and the reward could be balanced to make it not an easy out, but just a way to add some variety.
well yes, i also think the first grind i do not care that it is hard, after that i think the colonization should also source its own resources. that would be normal to you know
 
the installations are all flavours of messed up.

On that theme, I just noticed there are two ground hubs (aka Horizons settlements) that have the same variant name: Eploration (Tellus) and Industrial (Tellus). Since all other variants seem to have unique names this looks like a bug.

The Industrial Tellus is the only ground hub (I think) missing its picture.
 
well yes, i also think the first grind i do not care that it is hard, after that i think the colonization should also source its own resources. that would be normal to you know
will be difficult as you need Industrial AND refinery-Mats in larger quantaties, hence you have to develope AT LEAST two systems to get a little autonomous....
 
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Is that from or 'till 1PM? 🤔
..askin' for a friend..
 
Some actual feedback - last night it finally dawned on me what the yellow/green icons mean (one is Tier 2, the other Tier 3 - ........right?).

This is the kinda intentional obfuscation I really dislike about the game. How am I supposed to know what those represent? Codex doesn't explain it, there's no text next to them either. I know we're in a so-called "beta" but come on, this is basic stuff.
I'm not fully sure I know what you mean but I think you're talking about the icons on the bottom of the system map that tell you your construction point balance. If so...

To me they were straight forward and obvious. Maybe it is because one has 2 boxes and one has 3 boxes so they hinted at Tier 2 and Tier 3. I also noticed when building something on the last summary page, just before you start the construction, it tells you what you will get and later for larger stuff what it will cost (I looked ahead in the selection screen even though I can't build it yet) Those show both the icon and text so putting the pieces together it stood out to me what was going on and being indicated.

I'm not trying to say you are wrong or don't have a valid opinion here. Just my impression of it.

UI design is very hard when you consider the various different types of people, backgrounds, cultures across the world, and such. I don't think they intentionally tried to make it confusing but that was the result for you and some others. Working in software myself I've had the same issues from the other end where I added something thinking it made sense and confused people by it.

If you could also add slightly better information what changes you think would help it be better (add text in this placement, put it in this location on this screen, add to the codex in this section and paragraph) it might help to get the changes into the game some day. Again, not trying to knock you or your preference on writing style but trying to help get information through so things can get better for all if needed.
 
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