Elite Dangerous | System Colonisation Beta Details & Feedback

sadly a refinery settlement i built despite showing as complete is un-dockable etc. v frustrating as was hoping after last patch and todays tick over, it would finally join the land onf the living (3 weeks and counting). In that time I've built an asteroid station and it came on line with no issues...
 
My system has an orbis and that planet has military, refinery, mining and extraction and the orbis economy reflects these and is altered whenever I build a new planetary something. I also have (in the system) a medical installation, relay installation, satellite, comms, space farm, mining outpost (T1) and some others I can't remember atm. I built it all with a "real life" outlook. As a member of population, would I want to go and work in an outhouse with a keyboard, or a penthouse office with gym, restaurant, sleeping pods a secretary?
I agree that this is how I would expect it to work. And some cmdrs like me initially assumed a balanced infrastructure would make a good strong colony. Because it makes sense. Unfortunately that does not appear to be the direction Frontier went with this.

It looks like Frontier's ideas are still evolving so who knows how it will end up.

If you could post a screenshot of your orbis market that would be a great benchmark for others to compare to.
 
Overview of Trailblazers Experience
(Week 5)

Current Progress and Objectives
To better contextualize where I am.


I ended up not spending all that much time focused on the Trailblazer's update. Between work responsibilities and my motivation to complete these primary ports tanking, I'm having a hard time wanting to log in. The third primary port I've been working on has basically gone stagnant for a week (but should be completed today), and I still can't see any movement on BGS or economies with my stations.

Frustration Heading Towards Apathy

I am frustrated that Frontier seems to be not commenting on these issues we have. Last I heard was "We're looking at expanding influence for economies on stations" which is great, but.. what am I supposed to do with what I have now?

Every single gameplay loop I've been trying to engage with, save for the claims process and building that initial port, is broken.
  • I can't properly plan and manage my systems and starport economies.
  • I can't build a planetary port because those markets are entirely bugged (or at least Frontier can't comment if the behavior is intentional).
  • I can't influence the minor factions in my systems while it's a good time to do so (low pop = easier manipulation) because the Background Simulation has now been halted for three weeks.
  • There's still no documentation on how this is supposed to work, so we have to test, in production, with permanent changes to the bubble.
All these problems are highly discouraging me from developing these systems more. Trailblazers released five and a half weeks ago (February 26th). The broken experiences I've had for three weeks since my first primary port was completed has not improved, even though we're on "Update 2" for Trailblazers.

I'm hearing some discussion related to the Thursday Tick™ not completing on time and claims release problems, but nothing on process or economy problems.

When Frontier said this was a "Live Beta" and that it was "feature complete", that "it won't mechanically change", and all that was to be changed were balance related things, it didn't make much sense. Sure a lot of the difficulties we're seeing are related to traffic such as the explosion in growth of the bubble, etc. But core systems if this update could have caught a big part of these moment-to-moment issues like economy seperate from the production environment. Hell, Frontier had a test for the Corsair and that's a ship in comparison to such a wide-reaching system.

This reminds me of the frustrations that led to the BEYOND season and the silence we had after Odyssey. Communication was the biggest thing, and I know community teams and all aren't able to say anything about it unless Frontier actually wants to say it (I love the community team, and appreciate the difficulty of their position), so this a business-level problem that keeps coming back over and over. This is the reason I stopped playing Elite for a year or two. New feature comes out, it's broken and has broken other features. This idea of expansion is cool.. but it's being squandered in favor of having released too early... for.. what reason?

Notice how this wasn't posted right after Thursday's tick? Yeah, that's because I forgot, which tells me apathy is settling in.

Overview of Trailblazers Experience
(Week 6)

Current Progress and Objectives
To better contextualize where I am.


I spent a little more time this week loading up the carrier. The distance I had to park it away from Trailblazer megaship means that the loading process is by no means as quick. I need to weigh the benefits of having all those materials in one place versus the nav time required to go back and forth. I can usually fill my carrier in one evening or less.

With the BGS having moved forward some, my interest returned a little, even though the results of the election and the outbreak that sort of interrupted it don't make sense. I feel like changes are being made in the background that are making it hard to plan. (Which was evident by the economy rollback of stations.)

I have begun construction on System #4. Getting closer to my goal of filling up that colonies page.

Sometimes, All You Can Do Is Laugh

I can't say I'm as frustrated this week. I see the changes being made on the back-end without notice to users who spent, now over a month, of time building up these stations. Having the revert hit stations like I'm hearing just ... Haha. I can't do anything more. My primary stations are all still just generating biowaste and hydrogen anyway, so none of this has (as of yet) impacted my stations.

All I can do is wait.

That being said, if Frontier is planning changes to the back-end data.. shouldn't the people that have been investing their time in this at least have something to look at to know if these changes we are seeing are intentional? How are we to know what's a bug and what's not? Assuming we're treating this like a beta, and not the feature-incomplete-appearing state it is now, shouldn't we know how some of this should function? Even at a high level? It sounds like Frontier is still making decisions outside of the stated scope of what this beta was for.

Unrelated note, I ordered Virpil equipment. I can't wait to see how it'll feel to fly with that.

Statistics
System #1 - Orbis Port; 5 Infrastructure
System #2 - Coriolis Port;
System #3 - Coriolis Port;
System #4 - Coriolis Port under construction
 
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I hope they deactivate it and take it back for a few months to work on it, test it, then deliver something with decent gameplay, usable UI, and doesn't change every 5 days without warning, we have gone from sorta-ish working, to suddenly working with planetary influences, to it being "reverted" into poop factories for everyone.... When planetary influences weren't even that bad outside of the fact that they happened with no warning, no way to mitigate damage to already existing stuff (No undo/refund button strikes again...)


Look, fdev, if you are going to hand 10 yrs of technical debt to juniors, you better give them some extra time, its a stretch to call this "minimum viable product".
 
sadly a refinery settlement i built despite showing as complete is un-dockable etc. v frustrating as was hoping after last patch and todays tick over, it would finally join the land onf the living (3 weeks and counting). In that time I've built an asteroid station and it came on line with no issues...
Considering refinery hubs - not actually settlements - have no landing pads, they are indeed undockable. But, if the economy backend systems serverside are functioning, the refinery hubs should impart refinery economy influence to nearby colony surface ports and/or colony orbital stations.
 
Really puzzled as my coriolis was producing metals and was orbiting a planet with a refinery hub and extraction settlement. It had been producing agricultural and industrial products (before the revert as I think it was previously pulling the agricultural economy from 3 agricultural settlements on a different planet) so I thought everything was okay. I added another refinery hub (so 2 x refinery and 1 x extraction) and all of a sudden, its now only producing minerals (I take it from the extraction settlement) but the metals have now disappeared (literally as soon as I added the second refinery hub). I am so confused, is this another bug ?
 
Wow - just seen a screenshot on FB showing that builds are now properly integrated with the Market screen, so you do get the little globe icon and the amount of CMM Composite you need! Thanks for listening FDev, that is a brilliant UX improvement
 
Been a month since I finished this asteroid frontier.....YOU'RE RUINING MY EXPERIENCE.
well since y'all want to BREAK your game im going to RSI to play Star Citizen....buh-bye, call me when you get your act together
 

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It looks like Frontier's ideas are still evolving so who knows how it will end up.
I hope so. I would like to know if this primary port, I had no choice in where to place, got any chance other than biowaste. Because none of the moons allow for planetary building. I picked the system on day one because it got some nice ring bodies for mining. May just be a waste in the end (including the Arx spend on renaming the station).

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the server hamsters plonked my latest installation a tad close to the host star! dropping off materials was tricky as light so bright that almost impossible to see the landing bays blue clearly unless coming at them from an acute angle. Resting temp not doing anything was 65. Over shooting landed you into the stars atmosphere! When leaving activating any thing approaching cruise speed instantly put you into critical heat mode and jumping felt like playing chicken with the sun. I can't be the only one in this predicament!
 

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the server hamsters plonked my latest installation a tad close to the host star! dropping off materials was tricky as light so bright that almost impossible to see the landing bays blue clearly unless coming at them from an acute angle. Resting temp not doing anything was 65. Over shooting landed you into the stars atmosphere! When leaving activating any thing approaching cruise speed instantly put you into critical heat mode and jumping felt like playing chicken with the sun. I can't be the only one in this predicament!
nope, my system (Pegasi Sector AG-N b7-8) has an asteroid belt 5 ls from the star Rose Relay does this to me sometimes depending on where in its orbit it is.
 
nope, my system (Pegasi Sector AG-N b7-8) has an asteroid belt 5 ls from the star Rose Relay does this to me sometimes depending on where in its orbit it is.

My Coriolis is 1.64 Ls from the center of the sun.
It is toasty warm. Of course the diameter of the sun makes a difference.

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Considering refinery hubs - not actually settlements - have no landing pads, they are indeed undockable. But, if the economy backend systems serverside are functioning, the refinery hubs should impart refinery economy influence to nearby colony surface ports and/or colony orbital stations.
Settlements have landing pads no? I chose the largest side so I could park my anaconda and future panther. hubs are like installations that you can't dock at as I understood it. its annoying as i have no more spare slots on the planet with one being taken up by this settlement not being active.
 
Settlements have landing pads no? I chose the largest side so I could park my anaconda and future panther. hubs are like installations that you can't dock at as I understood it. its annoying as i have no more spare slots on the planet with one being taken up by this settlement not being active.
Settlements have landing pads. But hubs do not. There are no refinery settlements, there are only refinery hubs, unlike the other economy types available.
 
Settlements have landing pads no? I chose the largest side so I could park my anaconda and future panther. hubs are like installations that you can't dock at as I understood it. its annoying as i have no more spare slots on the planet with one being taken up by this settlement not being active.
Hubs & Installations - no landing pads.
Surface Settlements - landing pads but no below ground ship elevator. No shipyard. Can't store a ship.
Surface Port - landing pads with shipyard & outfitting potential.
 
Hubs & Installations - no landing pads.
Surface Settlements - landing pads but no below ground ship elevator. No shipyard. Can't store a ship.
Surface Port - landing pads with shipyard & outfitting potential.
Also Surface Outpost - landing pads that go below surface. Outfitting potential. No shipyard.
 
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