Patch Notes Update Elite: Dangerous 1.02 change log

Status
Thread Closed: Not open for further replies.
I disagree. People are not complaining about having "their way" taken away. They are complaining it's getting just a little harder to get money. They want their easy-mode. Imagine trading is more than just rare commodities!

Nope, there are faster ways to make money. I'm complaining exactly because it took the way I wanted to play the game away. Trading is broken so it's tedious, missions are ok but there's always the danger of running into a bug that kills your reputation which leads to more tedium. They're Jar Jar'ing up the game right now imo :(
 
For those who think that the people voicing their concerns are wrong or unjustified:

If I am thinking about quitting (and I am not alone) just weeks after I started playing the game, what do you think will happen to the game world if the players do not challenge the removal of things that motivate them to stay in the game?

If your OK with the nerf because it doesn't affect you. Fine. But you should care about other players leaving the game, otherwise your big sandbox will be empty. Remember, it doesn't affect you, so why are you OK with it affecting others negatively? If it doesn't affect you so much, support the people it does affect, or you will find those commanders over at RSI.

"Stomp stomp just not fair" :(

"Byeee" :) Now have a free landing space for me to land on :)
I am not quitting I like a challenge :)
Things will be ironed out in time.
Devs have done amazing job on this game.
 
This statement is really pretty much wrong though.. There are far better ways to make money than rare trading the way it was. They just where tedious, not-fun, grindfests, not to mention, they still exist.

I've yet to dock at any station anywhere where any commodity is in high demand in the market. Therein lies the issue to be honest - trading (done right) is about seeing opportunities and taking advantage of them. Plenty things in high supply, but the galaxy seems to be in a surplus across the board right now. This makes trading a pointless grind for little benefit currently.

This needs to be re-balanced correctly to something like it was during Gamma. It worked well there... and I never touched rare goods then.
 
Slave trade net million(s) per hour - should we expect it to be nerfed in 1.03?

I feel it is my duty to point out that this only works correctly because that is a special event manually injected into the market and as such the only market commodity that "works" at the moment.
 
I disagree. People are not complaining about having "their way" taken away. They are complaining it's getting just a little harder to get money. They want their easy-mode. Imagine trading is more than just rare commodities!

Have you actually read the thread, I specifically pointed out that this ruined a way I had found to play the game that made it amazing fun for me. You could ofcourse also just assume other people's intent and then attack that. I think straw man might be a useful term here.
 
I did tend to think that sitting around in a station waiting for commodities to respawn isn't really playing the game as intended. I guess this addressees that at least.
I thought the idea was to play the way you like to play it? Now if you like hanging around the station drinking your coffee browsing the web waiting for rares to spawn then doing a 180ly run to sell them you don't get to play the way you like. You get to play the way you are forced to which makes this just another mmo without the interaction even.
 
... This needs to be re-balanced correctly to something like it was during Gamma. It worked well there... and I never touched rare goods then.
Correct.

These problems are going to be difficult for them to solve when there's no sensible income progression for anything but trading, and even that is being hammered. I can't imagine given my couple of hours a night and interest in doing things other than making the same mindless docking run 2,000+ times that I will ever see the inside of a Python or Lakon, let alone an Anaconda. Is that how the game is meant to be?
Evidently, yes, this is exactly how it's supposed to be. Care to correct me, FDEV? <looks around the Galaxy, expectantly>
 
I disagree. People are not complaining about having "their way" taken away. They are complaining it's getting just a little harder to get money. They want their easy-mode. Imagine trading is more than just rare commodities!

But that is "their way". They have fun running rares from one point to the next to stoke their bank account. I could care less what their or anyone elses bank account in the game is. If they are having fun and "playing the way they like that makes it fun for them", who am I to complain? It's not affecting me in the least! Just like the way I play should not directly affect anyone. If there's a BUG or something broken, fix it. But to just arbitrarily alter gameplay that is not directly affecting everyone is not the way to go. Now if it IS directly affecting the rest of us, they should just come out and tell us that and give us the reasons for altering individual gameplay. And I say "individual" because again, I don't see how this is affecting me or anyone else that does not play this way.
 
Killing the rare respawn as a way of stopping people hanging around in stations to fill their holds is a bit like a lame gag from the days of Soviet Russia.

"Comrades! We have noticed many citizens having to queue for hours to buy bread and milk. Our glorious leader has decided to remove this terrible burden from the shoulders of the people by instructing all shops to cease stocking bread and milk!"
This! This must be the FD logic!!!
 
Rares were ok after the first nerf, they didn't really need this latest one but if they improved other areas I probably wouldn't mind.

The problem is the lack of feeling of progression and accomplishment in normal trade, bounty hunting, missions and exploring.

For normal trade lets have some high demand and high supply trades a little more than very very rarely and not
feel you must do the same route over and over because its the only one you've found after many many hours.
Carrying millions in cargo and only getting 4 or 5 hundred per ton profit doesn't feel that great.
Its not a satisfying feeling when you can buy at high supply station at a great price but then can only sell to a medium demand with small profits.

Some higher paying missions too would be nice.
I am allied with several factions and only once seen a mission above or around 100k.
Killing wanted pirates should still be paying more even after the little boost they gave that a while ago.

Mining should feel like a really buzz when you find a pristine metallic ring. Instead it feels like a disappointment because
most of the rocks only have 10 to 15% ore for metals and most are minerals.
Sure you can find 40% sometimes but very rarely and even more rare it turns out to be something good like gold, silver or other metals.

In a way I think I would rather they just put the price up on ships if they think we are making money too fast.
They could then lower the module prices, if they were nice :)

I don't mind too much if I never get an anaconda or a Python as long as the feeling of satisfaction in getting a real good deal
every now and again. That buzz and feeling of accomplishment.
 
I was about to raise a ticket because it appears rares are broken, and now I find out that this was an intentional elimination of the fun I was having in this game. I'm really having a hard time seeing the reasoning behind this change. Very disappointing. :(

Maybe this is that should be done? Think about it.
 
Rares were ok after the first nerf, they didn't really need this latest one but if they improved other areas I probably wouldn't mind.

The problem is the lack of feeling of progression and accomplishment in normal trade, bounty hunting, missions and exploring.

For normal trade lets have some high demand and high supply trades a little more than very very rarely and not
feel you must do the same route over and over because its the only one you've found after many many hours.
Carrying millions in cargo and only getting 4 or 5 hundred per ton profit doesn't feel that great.
Its not a satisfying feeling when you can buy at high supply station at a great price but then can only sell to a medium demand with small profits.

Some higher paying missions too would be nice.
I am allied with several factions and only once seen a mission above or around 100k.
Killing wanted pirates should still be paying more even after the little boost they gave that a while ago.

Mining should feel like a really buzz when you find a pristine metallic ring. Instead it feels like a disappointment because
most of the rocks only have 10 to 15% ore for metals and most are minerals.
Sure you can find 40% sometimes but very rarely and even more rare it turns out to be something good like gold, silver or other metals.

In a way I think I would rather they just put the price up on ships if they think we are making money too fast.
They could then lower the module prices, if they were nice :)

I don't mind too much if I never get an anaconda or a Python as long as the feeling of satisfaction in getting a real good deal
every now and again. That buzz and feeling of accomplishment.

But you DO get that buzz, after every five hundreth trading trip!
 
a problem introduced after 1.02

Sadly, since this 1.02 upgrade I no longer get beyond the 'loading game' screen, so no more Elite for me now. Also I'll have nasty, expensive fines to pay as well without having enough credits to pay them all. Will it be back to a sidewinder and a new start?
 
I'm going to add a post to all those saying "rare trades are easy money" or saying "I made 1 million in my hauler with rare trades in 40 minutes".

Those claims are all patently false.

This may have been true in Gamma. It was not true as of release.

Stop. Just stop these posts.

To fill a 32 ton cobra, with an average restock rate of 1-15t per ten minutes (average was about 5t) would take 6-8 "ticks" depending upon the RNG, or about 60-80 minutes (an hour to an hour and a half). That was just to fill your hold with rare goods, refreshing the pad.

Then, there is a (with a 21ly jump range Cobra) 11-14 part jump. Even going at your fastest, with no interdictions, that trip takes (if you are 9000% fast on every cooldown) 1 minute 25 seconds per jump, with another three refuels (minimum) in there at 5 minutes a pop. Then there's docking and SC time to the next station (approximately 2-5 minutes if you're lucky). That's 26 or so minutes, tops.

What does this mean?

It means the profit per hour, no matter how you "twist" it, was 250K. Not the millions some people are saying required a nerf.

With an Asp, 100t cargo hold, that's nearly 3 hours to load your hold. That's if you are lucky on the RNG.

So, stop making these posts about how insanely profitable rares were. They weren't, as of launch. Anyone who claims otherwise has some sort of agenda.
 
Dont worry guys, when FD starts selling credits (braben already admitted they would in an interview) then it will become clear why they are doing these nerfs.

They want any way of making any real credits to be so tedious that people buy credits with real money. If it was fun people would do it in game, when its not, it becomes an income source for them, and like many micro-transaction games, they will run off all but the few who keep paying in and that is the customer base they want. They dont want us guys who want to play and have fun, they want to make money. They have shown it time and time again with the disregard for promised features, and even rewards which they would have taken away from backers if we hadnt raised our pitchforks.

My faith in FD was wavering, they patched that up by fixing the insurance backer rewards. Now? They are back to square one.
Are we getting the Ian Bell treatment?
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom