Patch Notes Update Elite: Dangerous 1.02 change log

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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.

Citation please. Because i don't recall anything like that. He has always staunchly against any form of pay-to-win.
 
nearly 5 hours, no official word on the 'monitored' thread asking for feedback

I've been stuck in a system, unable to jump out, since yesterday. 'Transaction Server Error' kills the session on jump.
Many people have reported this, not a aknowledgement of the problem from the devs.

Okay, next.
 
Fizaddou arguing rares:

The issue is that after a couple hundred hours, the progression rate halts. Everything you do you've already done a hundred times before. The previous hundred times were okay though because you felt progression.

This is a good argument. It's not a whine. The counterpoint is that trading rares enabled people to reach the end of progression too quickly.

I'd rather Frontier offer solutions to continual progression.

Frontier obviously took the long view when making the change. It's worth losing a few players (who are not subscribers) in the short term in order to retain more players in the long term.

Let's be realistic. There's no subscription, so anyone who quits now can just play again next week, next month, next year.

While I'll miss the thrill of getting interdicted 4+ times while approaching my sell station, the 'Open' play base & community is better off.
 
No happy about the rare trading thing - as with many others I was using it as a way of making good profits (it always feels like a real success when you get over a million credits on a single run - the kind of feeling most games are designed to give you), along with a way of getting familiar trading and gaining rep in new neighbourhoods while waiting for stock to update. The guessing game of knowing the best moment to head off for a new locality when your hold is too full to allow for normal trading. Now with only 14 rare goods in my hold I would have to travel a considerable distance to make it worthwhile. No point in filling the hold with other stuff as there is no way of knowing where it can be sold for a profit over 100ly away. In that distance, anything could happen - a fuel scoop could go wrong or an attack by pirates when a bit distracted. So it seems that if 'rare goods' trading is to be like this the only choice would be to consider other ways of generating income. One thing for sure, this game is many different things to different people and that is the beauty of it. Capping the nimber of rare goods available makes it one less good thing. If many are making a big deal (and lots of credits) out of trading rares is it hurting people who want do explore, do some piracy or just 'normal' trading?

Like many other here I have found that normal trading is pretty poor - best runs so far have been worth about 800 a ton. No high demand items. I'm wondering if anyone has found that it is better further away from systems holding rare goods? Perhaps the number of people hanging about is depressing the local markets?

Those of us (myself included) who have their eyes on a bigger ship (Python, Python, Python) may find ourselves dissapointed when we get there - high running/upgrading/insurance cost couple with the fact that all the ships look fairly similar from the inside. This suggests to me that adjusting strategies and long term goals to account for changing circumstances (=nerfs) is no bad thing. However, I would rather have the choice rather than have it forced on me.
 
100 ton cargo hold. 100 tons of super conductors. sold = 100,000 cr profit. Whats the problem?
What do you bring back on the return trip? The most profitable run so far within one jump is 115k in a 96t ship carrying beryllium and returning with Power Generators (of all things). No problem but if you buy the beryllium in the wrong place you're going to take a BIG BATH.
 
Citation please. Because i don't recall anything like that. He has always staunchly against any form of pay-to-win.

"Asked if that meant the company were looking at subscription or microtransaction models for the Kickstarter-funded project when it releases in 2014, Braben replied:

“We’re not considering subscriptions. I don’t think that would work well. We are looking at things where you can purchase time with cash. We’ve got to think in terms of making sure the backend is funded, essentially."

http://archive.beefjack.com/index.html?p=155940.html
 
No happy about the rare trading thing - as with many others I was using it as a way of making good profits (it always feels like a real success when you get over a million credits on a single run - the kind of feeling most games are designed to give you), along with a way of getting familiar trading and gaining rep in new neighbourhoods while waiting for stock to update. The guessing game of knowing the best moment to head off for a new locality when your hold is too full to allow for normal trading. Now with only 14 rare goods in my hold I would have to travel a considerable distance to make it worthwhile. No point in filling the hold with other stuff as there is no way of knowing where it can be sold for a profit over 100ly away. In that distance, anything could happen - a fuel scoop could go wrong or an attack by pirates when a bit distracted. So it seems that if 'rare goods' trading is to be like this the only choice would be to consider other ways of generating income. One thing for sure, this game is many different things to different people and that is the beauty of it. Capping the nimber of rare goods available makes it one less good thing. If many are making a big deal (and lots of credits) out of trading rares is it hurting people who want do explore, do some piracy or just 'normal' trading?

Like many other here I have found that normal trading is pretty poor - best runs so far have been worth about 800 a ton. No high demand items. I'm wondering if anyone has found that it is better further away from systems holding rare goods? Perhaps the number of people hanging about is depressing the local markets?

Those of us (myself included) who have their eyes on a bigger ship (Python, Python, Python) may find ourselves dissapointed when we get there - high running/upgrading/insurance cost couple with the fact that all the ships look fairly similar from the inside. This suggests to me that adjusting strategies and long term goals to account for changing circumstances (=nerfs) is no bad thing. However, I would rather have the choice rather than have it forced on me.
So lets see

Trading nerfed
Rare goods nerfed

What next only one wanted per day at Nav beacons, only 1 wanted per day at extraction sites.

I love this game but ED are nerfing it to death.
 
"Asked if that meant the company were looking at subscription or microtransaction models for the Kickstarter-funded project when it releases in 2014, Braben replied:

“We’re not considering subscriptions. I don’t think that would work well. We are looking at things where you can purchase time with cash. We’ve got to think in terms of making sure the backend is funded, essentially."

http://archive.beefjack.com/index.html?p=155940.html

Yep nerf everything so you progress thru pay to play.
 
I feel like this recent nerf to Rares has just broken the ice on a lot of deeper issues with the progression system at the core of the game design, which is good!! This feedback needs to be heard by the devs.
 
I feel like this recent nerf to Rares has just broken the ice on a lot of deeper issues with the progression system at the core of the game design, which is good!! This feedback needs to be heard by the devs.

Yeah, I sort of feel like a camel with a broken back atm. I mean I still adore the game and have great hopes for it but... this situation is so... incredibly... sucky.
 
C'mon guys - one (arguably exploity) way fo making easy credits gets nerfed, and you're taking it as a sign of pay to play?
.
I like me some drama as much as the next guy, but seriously? :)
 
Yeah, I sort of feel like a camel with a broken back atm. I mean I still adore the game and have great hopes for it but... this situation is so... incredibly... sucky.


my back isn't broken, I just feel like a camel thats been nerfed down in size to mini scale, Therefore I have to work harder to do anything and its become a grindfest
 
Yeah, I sort of feel like a camel with a broken back atm. I mean I still adore the game and have great hopes for it but... this situation is so... incredibly... sucky.

I feel the same way. Frankly, I haven't been this into a video game since, well.. ever. I purchased a HOTAS setup (X52 pro) just for this, built my own headtracker just for this and enjoyed the HELL out of it. I don't know how many hours I've logged. But because I'm so invested, when gameplay changes are going in the opposite direction of where they should be (in my opinion), I can't help but get my panties up in a bunch a little bit about it. The foundations are incredibly strong in this game, and we as a community need to voice our opinions and give feedback to ensure the game progresses to it's maximum potential (which is incredibly high IMO).
 
My brothers now is a great time to destroying players across the stars and since money is so hard and insurance so high. it is time to make them suffer my group is now on shoot on sight. Prepare for farming woes
 
Well, after a long time reading this and giving up about halfway, and doing some experimenting on my own, I decided that instead of yelling and screaming on the forums, I'd do a bit of experimenting to come up with a hypothesis on what actually happened with the rare trade goods.

Then I put it in this thread: Rare goods trades - a hypothesis.

This has the distinct advantage of actually trying to come up with a testable explanation, rather than simply being an angry mob screaming bloody murder.
 
Rare (adj) not found in large numbers and consequently of interest or value.

What about the term "rare" doesn't make sense to some people?

It certainly shouldn't mean "I can fill my ship with it every time I go back and forth to the same station."
 
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