Elite Dangerous | System Colonisation Beta Details & Feedback

Also has there been an update am noticing increased pause/stutters in game followed by a drop in fps also aliasing looks considerably worse than normal. I mean my pc could just be naffed but all other games are working fine.

yep - mee too, running on 60 FPS, all fine & good, but at least 5 to 10 times a minute the screen seems to stutter/hang for some 50 ms, occasionally one can glimpse a (4 x ?) enlarged frame, then it goes back to normal....
Didn´t report it as I thought my rather old Graphy Card would be the reson, but as You experience it too, well....

Yeah many of us are experiencing that very annoying ( and confusing ) problem lately too--> https://forums.frontier.co.uk/threads/sudden-judder-or-momentary-freeze.631575/
It's not your PCs/graphics cards. Please contribute to the issue and vote. For me and many others it's been happening since the Ascendancy update (it's possible that there are two or more "types" of stuttering with two or more different causes). I get severe stutters at 5, 15 and 25 mins past every hour that last about 20 secs.
 
There are some claims that delivering goods to a construction site is torture or a boring pastime. Would it be a good idea to buy mats and transport them directly to the site using ARX? Would that be considered "pay to win"?
 
There are some claims that delivering goods to a construction site is torture or a boring pastime. Would it be a good idea to buy mats and transport them directly to the site using ARX? Would that be considered "pay to win"?
That would be absolutely pay to win and scummy dev practices. Causing goddawful gameplay and making players pay to skip or ease it, wether with direct shipping or with bigger paid ships, in an already paid game no less.

The fix would be to actually implement various activities to colonisation, so its not a snorefest of 26 hours+ hauling for a single station where you can store the ship you used to colonise in the first place.
And no, asking other people to take the kick to the balls for you is not a "fix",the system has to be actually engaging, and not strain the friendship between you and anyone you may ask to help.

With the credit economy in shambles , and them having no interest, or capacity to fix it after 10 years, simplest fix would be a mission board that sends in commodities from nearby markets, ive already made plenty of suggestions and there has been plenty of ideas in this thread that preseerve the concept of colonisation needing player effort, while combining it with a variety of activities, making it into a system that gives options to participate and wont burn out players.

Now, since game design and mechanics is too much effort for fdev, a quick bandaid fix could be to rebalance material amounts, drastically lowering them and reducing the mind numbing hours of hauling bulk amounts and largely replacing them with smaller "specialised" goods, to be honest, its way more engaging going to find small amounts of stuff like emergency cells than doing my 40th refinery run. So id opt for lowering overall tonnage amounts, and instead asking for stuff from a bunch of different economies, instead of 90% just refinery, and some regional exclusive goods.
 
So far after doing a bit of poking around I've come to the following conclusions.
On the low end outposts and installations are OK cost wise. It's work but perfectly doable and feels OK.
Going up from there it gets to be a lot for a single chunk with a single reward at the end. It'd be great if the bigger stations were broken down into phases 3 sets of 20kt for t2. 6 sets of 40kt for a t3. Gradually expanding the facilities until it's complete it could be done as a quest chain to maintain the 4 week timer if desired. The same work the same result but with little feels good milestones along the way. Mentally it would help.

While the quantities of materials is OK. I don't mind that t3 stations are crazy amounts of deliveries that really should have a team working on them.
Most of the materials are coming from refineries and the majority are mostly only available now at surface refineries. I'd like to see more variation in sources. we have a tiny amount of materials from industry, high tech and agriculture compared to the refineries. A change is as good as a holiday. More materials from the other major economy types and less from refinery would be positive. More variation in materials between the various installations and layouts would also be nice as it'd spread out the market pressure more than keeping it laser focussed onto a small set goods.

The progression for colonies is off. Building an outpost, a t2 or a t3 is all the same stuff just more. Ignoring that the markets don't seem to work at the moment this means that the actual colonies don't really have a market progression. If you can build an outpost you can build a t3 it's just more of the same work. I'd be nice to see outposts have a simple set of material requirements. Placing a few key outposts and some installations would then expand the markets to add the stuff for t2 construction and then further system development would add the stuff to the t2 station that's required to build the t3 stations. The market progression can be bypassed by visiting established stations but for people who eventually want a colony in the deep black. It would be nice if there was some sort of build chain. Start simple build some basic facilities a little cluster. Upgrade those systems add some t2 stations get your large pads and advanced markets and then go on to building the t3 and rounding out your deep space cluster. It doesn't need to be fast hauling with a carrier is an option but it'd be nice for it to be viable and currently it doesn't appear like it is going to be.
 
since I was assuming my system will be than an new powerplay system, so in exploided state.
No, Powerplay doesn't spread out with it, even if the new system is in range of a Fortified/Stronghold to support it. You'll need to get a Fortified/Stronghold system into range, then do the normal Acquisition tasks.

Ignoring that the markets don't seem to work at the moment
Market production (and consumption, for that matter) is tied to the system properties (wealth, tech level, etc.) so you need to boost those to get the markets going as a new system has those way lower than a normal NPC system does.

We haven't quite narrowed down which system property you need to boost yet, but if you put at least a few points into all of them you should see a noticeable boost to your market sizes.
 
We haven't quite narrowed down which system property you need to boost yet, but if you put at least a few points into all of them you should see a noticeable boost to your market sizes.
The issue. Is even getting the market to activate. If you build a farm like the codex says should give you agricultural commodities like grain for sale. It currently doesn't. This bug is acknowledged in the tracker. Until that gets fixed playing with the sliders doesn't matter because there's no quantities to increase. When it does get fixed and I'm sure it will we're down to playing with sliders for quantities but the lack of progression remains.
 
If you build a farm like the codex says should give you agricultural commodities like grain for sale. It currently doesn't
Yes. I think this is still potentially a sliders issue.

Odyssey settlements are tiny - a tenth of the size of the small starter outposts by population - and they also have somewhat selective production even in the NPC versions. So it's entirely possible that the market size penalty from not having wealth, etc. completely wipes out production there. People certainly have managed to get Odyssey settlements to produce commodities.

This bug is acknowledged in the tracker
Which doesn't mean that it's a functional bug as opposed to a documentation issue, of course.
 
Which doesn't mean that it's a functional bug as opposed to a documentation issue, of course.
No however the support emails that went before the creation of the bug do mean it's a functional bug. That we cannot no matter what we've tried get the market to shift is not how it's intended. Just build more does not work it is functionally broken but we don't know what the solution will look like. More documentation would also be very nice while they're at it. Once the issue is closed I'll revisit my producing markets but that doesn't actually have much impact on my gripes.
 
True. Though a timed delivery for credits frees a player up for mission / rank / bgs during a play session, so I support that.
Yes - though that does mean that it would need to be a lot of credits.

If your choice is "spend an hour delivering Xt of cargo" or "spend an hour earning Y million credits and also getting rank, BGS, materials, PP, etc. benefits out of it" then the charge for the NPC hauling needs to be a fair bit greater than Y or you'd always pick the second approach and the "haul your own" option becomes pointless.
 
The addition of missions that reward cargo deliveries to construction sites in colonies would be a welcome addition. You can work for the NPCs and as a reward you get delivery progress. I know you can get some materials from missions but the conflicting requirements for cargo and many missions means direct contribution to a site in system would be better than being rewarded the materials. This goes double for outposts since they have no shipyard. Your initial hauling would need to be done to open the system after that it would be theoretically possible to finish the system by doing what you enjoy. It might not be fast but it adds some much needed variation to the process which is currently hit the same place over and over until it runs out of goods.
 
Yes - though that does mean that it would need to be a lot of credits.

If your choice is "spend an hour delivering Xt of cargo" or "spend an hour earning Y million credits and also getting rank, BGS, materials, PP, etc. benefits out of it" then the charge for the NPC hauling needs to be a fair bit greater than Y or you'd always pick the second approach and the "haul your own" option becomes pointless.
The only FC I've seen selling goods was insulating membrane for 1 million a ton.

When players are distorting the economy like this, there has to be a safety valve of some kind.
 
Yes - though that does mean that it would need to be a lot of credits.

If your choice is "spend an hour delivering Xt of cargo" or "spend an hour earning Y million credits and also getting rank, BGS, materials, PP, etc. benefits out of it" then the charge for the NPC hauling needs to be a fair bit greater than Y or you'd always pick the second approach and the "haul your own" option becomes pointless.
as I mentioned in another thread before - such "gameplay" would be have to be calibrated to the highest hourly income possible, TMK that would be ExoBio with around 120 MioCr per hour.
So that would be (792 x 10 runs per hour = 7920; 120Mio /7920 plus 25% overhead for service plus 10% lazyness-tax) roughly 21.000 Cr per Ton Delivery-Fees, PLUS the average Gal price for that commodity.
On deliveries only, that way an Ocellus would cost you ~ 5.2 Billion Cr on delivery charges only, 6.6 Billion Cr if primary port :) - good luck with that
 
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