Elite Dangerous | System Colonisation Beta Details & Feedback

I don't want to be mean but it doesn't seem to work for the insulating membranes because there are still none. Since it was a community event to unlock them I thought at least that the latter would have a lot of stock. I think we should check if some players are not deliberately emptying the resources to block colonization. As you can see there is almost no insulating membrane
Tends to take time for the places to actually build up stock where it's been low.
 
@Paul_Crowther

I don't know if this has been mentioned, but it would be super helpful if moons could contribute to the economy of a planet it orbits. So if you had an orbital station around, say, an uninhabitable planet, all the moons could contribute to the market of an orbital station above the planet. This makes total sense and would help unlock the systems we are building pretty far out of the bubble now. Thanks.
 
@Paul_Crowther

I don't know if this has been mentioned, but it would be super helpful if moons could contribute to the economy of a planet it orbits. So if you had an orbital station around, say, an uninhabitable planet, all the moons could contribute to the market of an orbital station above the planet. This makes total sense and would help unlock the systems we are building pretty far out of the bubble now. Thanks.
It has been mentioned loads of times and is the biggest issue the community has with the feature so you're not alone CMDR o7
 
yeah it's a tricky balance tbqh , since part of me wants to participate in order to maybe help get this "open BETA" phase done sooner.
Then again, time is a very valuable commondity...and not available on any megaship. ;)

btw, at least it would appear FDev is maybe just maybe hearing & adjusting--> https://forums.frontier.co.uk/threads/elite-dangerous-colonisation-facilities-markets.635519/ ...?

That is a good sign.

With regards to markets, it's funny that this was pretty much known within the first few days of the update, the information was available. But 99% of players are learning of it yesterday and today thanks to that particular tweet, already a few weeks into the colonization update.

I hope frontier understands that whoever game designer in the room that said "Let players figure it out by themselves" for the 100th time in Frontier's history was unfathomably wrong and you should stop listening to them and just, speak up, be rude if you have to be about it, and just tell him no, we're not going to do that. It just goes to show how important documentation is, how frontier NEEDS to just be clear about how things work and just, for once in their history as a company, abandon the mysticism and cryptic way of approaching information (It's not cool actually, it sucks) and just let players know exactly the mechanics of every single thing about this update.


Literally all you have to do is tell people how it all works in detail.
 
That is a good sign.

With regards to markets, it's funny that this was pretty much known within the first few days of the update, the information was available. But 99% of players are learning of it yesterday and today thanks to that particular tweet, already a few weeks into the colonization update.

I hope frontier understands that whoever game designer in the room that said "Let players figure it out by themselves" for the 100th time in Frontier's history was unfathomably wrong and you should stop listening to them and just, speak up, be rude if you have to be about it, and just tell him no, we're not going to do that. It just goes to show how important documentation is, how frontier NEEDS to just be clear about how things work and just, for once in their history as a company, abandon the mysticism and cryptic way of approaching information (It's not cool actually, it sucks) and just let players know exactly the mechanics of every single thing about this update.


Literally all you have to do is tell people how it all works in detail.
You don't even need that much detail, honestly. You can see how much has been figured out from a simple tweet, imagine if they wrote a whole paragraph about how it works.
 
View attachment 422432

Here are the stations within 250 l.y. from you with enough membranes to build
250 Ly is a significant time boundary when you do not have an FC and are capped at 650-750 / trip. You might think that 2-4 extra jumps / trip do not amount to much time - but over many many trips, it does add a ton. It is also uninteresting gameplay. If you also include surface stations, that is an even greater time additive. I have personally secured a pre-modded SCO FSD, and have g5 DDs, they help - but not all of the players have these advantages.

I do see many posters that are not happy with the general perception that by inflating the production rate of a bottleneck commodities, FDEV is essentially making all commodities the same. Usually coupled with these arguments is that the players are too lazy or too uninformed, or are unwilling to engage with the in-game tools to find these commodities.

For a player such as myself, a bounty hunter, war fighter, xeno hunter, NPC pirate, and hacker - I do find the spreadsheet / market investigation gameplay to be significantly lacking.

I do like the min/maxxing of colony structure selection, but commodity hunting feels like an uninteresting and contrived time gate. The min maxxing will result in long term colony performance. The hauling grind feels empty and painful to me.

We never see any of these commodities. We see numbers on a spreadsheet. We don't need relationships with NPCs to access them, steal them, or make them. We just have to do spreadsheet work and grind flights to get them. Some players like that - but it is not my cup of tea. I do not think I am alone in this thinking.
 
250 Ly is a significant time boundary when you do not have an FC and are capped at 650-750 / trip. You might think that 2-4 extra jumps / trip do not amount to much time - but over many many trips, it does add a ton. It is also uninteresting gameplay. If you also include surface stations, that is an even greater time additive. I have personally secured a pre-modded SCO FSD, and have g5 DDs, they help - but not all of the players have these advantages.

I do see many posters that are not happy with the general perception that by inflating the production rate of a bottleneck commodities, FDEV is essentially making all commodities the same. Usually coupled with these arguments is that the players are too lazy or too uninformed, or are unwilling to engage with the in-game tools to find these commodities.

For a player such as myself, a bounty hunter, war fighter, xeno hunter, NPC pirate, and hacker - I do find the spreadsheet / market investigation gameplay to be significantly lacking.

I do like the min/maxxing of colony structure selection, but commodity hunting feels like an uninteresting and contrived time gate. The min maxxing will result in long term colony performance. The hauling grind feels empty and painful to me.

We never see any of these commodities. We see numbers on a spreadsheet. We don't need relationships with NPCs to access them, steal them, or make them. We just have to do spreadsheet work and grind flights to get them. Some players like that - but it is not my cup of tea. I do not think I am alone in this thinking.
You're not wrong, it sucks and is boring to spend dozens of hours hauling invisible goods to satisfy requirements. Normally the payoff is worth it but in this case you spend all that time and effort and energy and wind up with a station that only makes human excrement.
 
250 Ly is a significant time boundary when you do not have an FC and are capped at 650-750 / trip. You might think that 2-4 extra jumps / trip do not amount to much time - but over many many trips, it does add a ton. It is also uninteresting gameplay. If you also include surface stations, that is an even greater time additive. I have personally secured a pre-modded SCO FSD, and have g5 DDs, they help - but not all of the players have these advantages.

I do see many posters that are not happy with the general perception that by inflating the production rate of a bottleneck commodities, FDEV is essentially making all commodities the same. Usually coupled with these arguments is that the players are too lazy or too uninformed, or are unwilling to engage with the in-game tools to find these commodities.

For a player such as myself, a bounty hunter, war fighter, xeno hunter, NPC pirate, and hacker - I do find the spreadsheet / market investigation gameplay to be significantly lacking.

I do like the min/maxxing of colony structure selection, but commodity hunting feels like an uninteresting and contrived time gate. The min maxxing will result in long term colony performance. The hauling grind feels empty and painful to me.

We never see any of these commodities. We see numbers on a spreadsheet. We don't need relationships with NPCs to access them, steal them, or make them. We just have to do spreadsheet work and grind flights to get them. Some players like that - but it is not my cup of tea. I do not think I am alone in this thinking.
Then why do you all need an economy and why do you need colonization?

I think the community needs to whine even more to add these ships every 100 ly. And put there millions of all types of goods.
I saw on the screen a little higher that everything for construction apparently lies there.
As an activity, it's disgusting and stultifying.
But at least some variety in the initial stage to collect goods from different stations.

Make at least some distracted actions from a completely stupid grind
Yes. I also made myself these FSD SCOs. For me, this was the only acceptable reason to participate in these scenarios from FDEV at least once.

I was told there were no membranes in 300ly.
I have shown that this is not the case.
They are. There are no problems with them.

But because of these small "problems" of those who cannot, cannot, do not want, and who are not worth a broken cent, these guys do not pay attention to really serious problems (what really needs to be thought about and what needs to be solved)
 
Last edited:
if the npc economy and ours are two different economic systems, then what prevents from making everything simpler: any large spaceport is covered by all the economies that are in the system. Because building a spaceport L at each planet is madness, it was enough for me to build just one Coriolis to understand that I don't want to repeat this anymore
 
if the npc economy and ours are two different economic systems, then what prevents from making everything simpler: any large spaceport is covered by all the economies that are in the system. Because building a spaceport L at each planet is madness, it was enough for me to build just one Coriolis to understand that I don't want to repeat this anymore
Coriolis is built in 12-14 hours of playing time depending on the distance.
The main problem is the purpose of construction.
In fact, if you think about it, there is no goal in colonization.
In addition to small local goals that players will come up with for themselves.
 
1742583331204.png


Thank you for listening to our concerns and changing this system, FDev.
 
Then why do you all need an economy and why do you need colonization?

I think the community needs to whine even more to add these ships every 100 ly. And put there millions of all types of goods.
I saw on the screen a little higher that everything for construction apparently lies there.
As an activity, it's disgusting and stultifying.
But at least some variety in the initial stage to collect goods from different stations.

Make at least some distracted actions from a completely stupid grind
Yes. I also made myself these FSD SCOs. For me, this was the only acceptable reason to participate in these scenarios from FDEV at least once.

I was told there were no membranes in 300ly.
I have shown that this is not the case.
They are. There are no problems with them.

But because of these small "problems" of those who cannot, cannot, do not want, and who are not worth a broken cent, these guys do not pay attention to really serious problems (what really needs to be thought about and what needs to be solved)
The process of colony optimization is not unlike ship building / theory crafting to obtain an optimum build for a given task. It is a slower process, but currently presents as an interesting puzzle with many layers and scientific testing.

My goal is to make my system a thriving economy with a high tech focus so that I can access whatever modules I need. It has rings so I can bounty hunt, and I will plan surface facilities so that I can engage in Odyssey related activities.

Finding CMMs and Insulating membranes for hauling is not even close in terms of game play in my opinion. The bottlenecks that exist around any materials, and their associated time-gates are impediments to accessing the interesting gameplay of Colony structure selection and sequencing.

It seems like you are a problem solver and are trying to illustrate that Insulating membranes are present in the game, and that asking for and receiving increased production of Insulating membranes was unnecessary. I completely agree with you that Insulating membranes were present and in quantity. The question is about time to access those resources as a barrier to the more interesting game play. Thank you for responding to my post.
 
The process of colony optimization is not unlike ship building / theory crafting to obtain an optimum build for a given task. It is a slower process, but currently presents as an interesting puzzle with many layers and scientific testing.

My goal is to make my system a thriving economy with a high tech focus so that I can access whatever modules I need. It has rings so I can bounty hunt, and I will plan surface facilities so that I can engage in Odyssey related activities.

Finding CMMs and Insulating membranes for hauling is not even close in terms of game play in my opinion. The bottlenecks that exist around any materials, and their associated time-gates are impediments to accessing the interesting gameplay of Colony structure selection and sequencing.

It seems like you are a problem solver and are trying to illustrate that Insulating membranes are present in the game, and that asking for and receiving increased production of Insulating membranes was unnecessary. I completely agree with you that Insulating membranes were present and in quantity. The question is about time to access those resources as a barrier to the more interesting game play. Thank you for responding to my post.
You are not embarrassed by the hundreds, perhaps thousands, of hours you spend on a grind to get such a system, but you are embarrassed by the extra 10-15 minutes.

I'm really not talking about membranes in this case. It doesn't matter. Let them at least break the entire economy and twist and increase.

I'm saying that behind these imaginary improvements, there is no awareness of really serious problems.
And good luck to you. Fly safe
 
View attachment 422446

Thank you for listening to our concerns and changing this system, FDev.
I certainly hope they do allow routes to markets elsewhere within a system because I build my first 'test' system in a way I would imagine it would work in real life. Farms at the close to the star and stations orbiting gas giants with facility stations next to them (hospitals etc.). I guess the way it works now and assuming I finish my asteroid base anytime soon, its the only base that will do anything. Also what happens to stations and installations that only orbit the sun without a planet? Do they all clump into one market or are they just 'bricked' by default?
 
You are not embarrassed by the hundreds, perhaps thousands, of hours you spend on a grind to get such a system, but you are embarrassed by the extra 10-15 minutes.

I'm really not talking about membranes in this case. It doesn't matter. Let them at least break the entire economy and twist and increase.

I'm saying that behind these imaginary improvements, there is no awareness of really serious problems.
And good luck to you. Fly safe
This is a recent announcement from FDev so you may not be aware of it (posted approx. 1 hour ago), but please look at my most recent post before this. It is FDev acknowledging they are working on ways to change this system so that the entire system influences the economy of a station. I think this would count as awareness of really serious problems, do you agree?
 
Back
Top Bottom