Elite Dangerous | System Colonisation Beta Details & Feedback

Dear developers, I would like to draw your attention to my proposal made earlier: https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10560680

It is about the possibility of ordering the necessary resources for construction directly in the menu of the colonizer's ship or the construction site. I have built one system well and now I have claim a new one and am building Coriolis as the first port this time. According to my calculations, it will take about 18 hours, taking into account the need to transport the main resources in 2 jumps. This is 10 minutes per flight. I started building on Saturday. Now 65% is built. I would like to draw your attention to the fact that a video game should be a source of pleasure and entertainment. The process of hauling for construction is not entertainment at all. It is a dull and stupid pastime. It is torture! I have to turn on some podcast in the background so as not to die of boredom. I think that the absurdity of this situation should be clear. It should not be that a video game is a second job. Once again, I propose to make it possible to convert money earned from an activity that brings pleasure into the process of building a particular object. Why can't I use money to hire NPC pilots to bring me the resources I need? I'm willing to take a loss on the construction site, but not have to do exhausting and uninteresting work. I'd rather go look for bacteria in exobiology. I'll sell them and use the money to build a colony.

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.... I have built one system well and now I have claim a new one and am building Coriolis as the first port this time. ..... a video game should be a source of pleasure and entertainment. The process of hauling for construction is not entertainment at all. It is a dull and stupid pastime. It is torture! .... I think that the absurdity of this situation should be clear
Why are you beginning a second system and building another Coriolis?

Yes, the absurdity of this situation is clear. Move on to something you enjoy.
 
Why are you beginning a second system and building another Coriolis?

Yes, the absurdity of this situation is clear. Move on to something you enjoy.
No, I really like the idea of colonization. It's quite attractive. Building and developing systems to your liking is very interesting. But the way to reach the stages of colonization is extremely boring. I repeat - why should I carry all these goods personally, although I have money to pay for their delivery?
 
No, I really like the idea of colonization. It's quite attractive. Building and developing systems to your liking is very interesting. But the way to reach the stages of colonization is extremely boring. I repeat - why should I carry all these goods personally, although I have money to pay for their delivery?
It is a dull and stupid pastime. It is torture!

Really? It is so bad that that it is torture. And you are coming back for seconds?

Do you think Frontier is going to read your suggestion and fundamentally change the design of their update by this weekend? Enjoy building your second system.
 
Really? It is so bad that that it is torture. And you are coming back for seconds?

Because there is no other way to secure the system for yourself except to finish building the port. And the system was good, it has everything. And rings of all types and a belt and a bunch of metallic planets (2 terraformable) and even an ocean. Therefore, you have to endure and through tears carry these damned composites.
 
Really? It is so bad that that it is torture. And you are coming back for seconds?

Do you think Frontier is going to read your suggestion and fundamentally change the design of their update by this weekend? Enjoy building your second system.
Sure, because there's absolutely no need to test colonization and leave your colonization feedback in the colonization feedback thread on the colonization beta. Why not go do something else, right? /s. Who was talking about this weekend? Even a post from FD "yes, we will fix this torture, mistakenly called game design, and not leave it to rot as it is, like everything else over the years" would be good. For starters.
 
Even a post from FD "yes, we will fix this torture, mistakenly called game design, and not leave it to rot as it is, like everything else over the years" would be good. For starters.
I think someone reading this at Frontier would say "Well, this person complains a lot. Calls it a stupid pastime... and actual torture! But rather than testing it for a couple hours and moving on to something they enjoy... they keep playing our new game feature. So I guess its okay".


Edit:
Who was talking about this weekend?
The person who I replied to has built a Coriolis and are 65% complete their second. In the wording of their post they are actively building their 2nd system.
 
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Even a post from FD "yes, we will fix this torture, mistakenly called game design, and not leave it to rot as it is, like everything else over the years" would be good. For starters.
Except they have already stated this is feature complete. So there will be no other way to deliver goods for construction with this release. There won't be NPC subcontracting, colonisation for credits, base designing, flowerpot placing, CMDR saluting, ship interiors, landable atmospherics, etc... or anything else on people's wishlists.
 
  • You already said this 15m ago.
  • games working fine for myself and, as far as i can see, many others
  • Orange Sidewinder is network related, so could be on your end too.
Try a support ticket if needed?
Hi, I obviously checked if it could be my internet so I run fast.com 55mbps next to it and a download something with a limit to 100 kb. I never in the 1300 hours I played now had this kind of problems and now I have it 3 days in a row since the colonisation got unpaused. Today I gave up and watched motogp in a stream of 1080 so that my internet is causing the problem is highly unlikely. I am not the only one who has breaking down after couple of minutes getting the adder cobra error codes
 
Except they have already stated this is feature complete. So there will be no other way to deliver goods for construction with this release. There won't be NPC subcontracting, colonisation for credits, base designing, flowerpot placing, CMDR saluting, ship interiors, landable atmospherics, etc... or anything else on people's wishlists.
Sure, if only there was such a thing as managers changing their minds and development reacting to (BUNCHES) of negative feedback. Not in this world, obviously. By the way, ordering resources requires only working with the UI, which still needs to be edited, since it's godawful and doesn't give a lot of useful information. Or is that also a "finished feature?" It's hard to know, you know. Although it's still possible, it might take more time than it took to develop the entire colonization feature itself (excluding 3D models). Maybe two cups of coffee, and two weeks of lazy coding instead of one.
 
By the way, ordering resources requires only working with the UI, which still needs to be edited, since it's godawful and doesn't give a lot of useful information. Or is that also a "finished feature?" It's hard to know, you know. Although it's still possible, it might take more time than it took to develop the entire colonization feature itself (excluding 3D models). Maybe two cups of coffee, and two weeks of lazy coding instead of one.
Having NPCs deliver commodities on behalf of the cmdr is a fundamental change in the concept design of the colonisation update. It completely changes the build dynamic. So no, it is not a simple change of the UI.
 
Having NPCs deliver commodities on behalf of the cmdr is a fundamental change in the concept design of the colonisation update. It completely changes the build dynamic. So no, it is not a simple change of the UI.
In my proposal, the cost of ordering these goods will vary from 1.5 to 5 or more of the cost of purchasing these goods on a colonizer ship. So in order to build objects like this, you will need a lot of money. You will need to earn well in other ways. There is no imbalance.

"It completely changes the build dynamic" - why does this bother you? The galaxy is big. 400 billion systems. There will be enough for everyone even if the player builds the main port with the money he earned earlier not in a week of intense play but in a couple of hours. He still won't build a lot at once. There won't be enough money.
 
In my proposal, the cost of ordering these goods will vary from 1.5 to 5 or more of the cost of purchasing these goods on a colonizer ship. So in order to build objects like this, you will need a lot of money. You will need to earn well in other ways. There is no imbalance.

"It completely changes the build dynamic" - why does this bother you? The galaxy is big. 400 billion systems. There will be enough for everyone even if the player builds the main port with the money he earned earlier not in a week of intense play but in a couple of hours. He still won't build a lot at once. There won't be enough money
Please read carefully and understand what that post was replying to. Specifically the notion your idea is a simple UI change. Which it is not. It is a fundamental change in the build process of a colony.

Taking a statement completely out of context is not cool. Edit: I am done here. There is no reasonable basis for discussion.
 
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Having NPCs deliver commodities on behalf of the cmdr is a fundamental change in the concept design of the colonisation update. It completely changes the build dynamic. So no, it is not a simple change of the UI.
This is not a "fundamental" change to the build in ANY way. It is nothing more than an opportunity to turn the benefits of the gameplay you love into your own colonies - alternatives that provide gameplay diversity and allow the feature to be used not by three hundred haulers and a couple of squadrons with a composition of twenty thousand people (hi AXI), but by all players, regardless of the type of gameplay they adhere to. The implementation of construction for colonization is even more boring and raw than mining before its rework and this is definitely an achievement in a negative sense. If you think that FD will gather a council of game designers in order to balance a feature (I suppose the janitor is responsible for balance anyway), and such a simple "five minutes" semi-solution to the problem of a catastrophically tremendous uncreative, monotonous grind is fundamental for you, and at the same time you react in this way to the feedback that FD themselves asked for, then I have big questions about what quality you expect from any projects, no offense.
 
Anyone have an idea on what it takes for your landables produce more than 3 items?

I have set up for industrial and high tech (so far as I can tell, we have no graph of such anywhere I can see other than guessing from the buildings you build).

The outpost produces 3 items. Biowaste, hydrogen and ?limpets?. The ground settlement keeps changing the third thing it makes. Now its making food cartridges, crop harvesters and liqour.

I have a security facility along with its prereq. I have a refinery and the ground settlement is an industrial.

I have an orbital hospital and its requirement (a lab of some sort).
 
Having NPCs deliver commodities on behalf of the cmdr is a fundamental change in the concept design of the colonisation update. It completely changes the build dynamic. So no, it is not a simple change of the UI.
I would like hireable NPC wingmates who could trade or defend or what ever. rather than an upgrade to colonisation that would be an upgrade to the core game, one which was on the roadmap from day one but never got added

failing that also suggested was a mission board with various help the colonist missions which could be more than just trade but which would pay in materials to build the station. either / or would work for me for helping make it more interesting
 
Anyone have an idea on what it takes for your landables produce more than 3 items?

I have set up for industrial and high tech (so far as I can tell, we have no graph of such anywhere I can see other than guessing from the buildings you build).

The outpost produces 3 items. Biowaste, hydrogen and ?limpets?. The ground settlement keeps changing the third thing it makes. Now its making food cartridges, crop harvesters and liqour.

I have a security facility along with its prereq. I have a refinery and the ground settlement is an industrial.

I have an orbital hospital and its requirement (a lab of some sort).
Check carefully if your station has a "colony" economy. Such stations produce nothing but bio-waste and hydrogen fuel due to a bug. Yes, after almost a month, still...
 
Check carefully if your station has a "colony" economy. Such stations produce nothing but bio-waste and hydrogen fuel due to a bug. Yes, after almost a month, still...
The outpost has been posted as colony since it began. The planetary port at least says it is industrial.
 
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