Patch Notes Update Elite: Dangerous 1.02 change log

Status
Thread Closed: Not open for further replies.
The root of the problem is that to get beyond small ships your time investment is so long and filled with boredom that people wont do it.
I strongly disagree. All mining, bounty hunting, exploring, trading get good profit. Don´t grind, play as you like, do what you like the way you like.

It is not 2-3 days playtime, but bigger ships take time, as they should.
 
Wow. Sounds like a semi-polite way of telling him/her to get bent not your problem.

Sounds more like he's saying that comparing the Asp to the Viper and demanding that the Asp be changed into a much larger sleek fighter is not reasonable and he needs to adjust his expectations, as the Asp won't be adjusting to his.

Large ships are expensive to fly. Taking a large ship into combat is expensive. Putting it at risk for small potatoes is unwise. Anyone who drove their multi million dollar Formula 1 racer in street races for a $1000 pot would be called a fool when they wrecked.

There are faction missions that are worth your while, and bounty hunting targets that aren't. I think there needs to be more high-end targets so that an Asp, a Python, or an Anaconda can quickly get in some pew-pews, but that is a different change request than "make expensive ships cheap to repair".
 
Not at all. Different ships have different advantages and disadvantages. People want the Anaconda as it's the biggest ship, but what would you do with it exactly? If you want to fight then I would suggest that a fully kitted out Cobra would be better, if you want to trade then a Lakon would be. If you want to be a powerhouse in military skirmishes, then fair enough, but would you not want to fight your way there, at least partly to get the hang of combat?

Your idea of different ships lacks the same second step of FDs concept with them.
If i am at one point in the galaxy but my other ships are stored somewhere else...
You can't just easily switch roles in your game. It takes alot of effort to manage a 'fleet' of different ships.

I for myself got my Python because i can trade and fight with it, whenever i choose to, without needing to think how to get my warship to the location were i trade and wait for a route to replenish.
 
There are also possible unknowns with regards to future missions, atm everything being argued about is based on the present build of the game, yes possibly the amount of rares is a little low but why must everyone want to rush and be top of the tree immediately, take your time and just take a breath, its a game not the be all and end all, I am a bit annoyed that repeated requests to fix the trading have been met with little response but I do hope that as a paying customer these issues will be sorted.
I understand the devs are probably up to the eyeballs with issues to be fixed but everyone sniping at everyone will not get them fixed any quicker.
Take a step back guys ,enjoy the ride if you can, and lets just hope for clarification and progress on the many issues that are prevailent atm.
 
Progression to an anaconda is not the point of the game. And if you do get there, you won't then move on to raiding level 80 capital ships for rare laser drops either. It is neither inherently better to have an anaconda than to have a smaller ship, nor is it worthwhile to enslave yourself to any mode of play, whatever it is, bounty hunting, piracy, trading, exploration or otherwise that you don't enjoy in order to get there. Nor is it a solution to any particular problem to make it easier for large proportions of the playerbase to get an anaconda.

Right now, shortly after release they do need to balance the relative earning powers of different means of earning an income taking into account risk and reward, and they need to eliminate bugs and other problems. The saturation rate of the playerbase with ships of a given grade according to earning power is a decision they'll have already made by now, and not, unless it was truly absurd (which it isn't) one that need be that significant.
 
I think the problem I'm seeing is there is nothing in high demand, or very rarely, and this is the problem with trading for me. I wouldn't mind the trading being limited to a maximum of 1000cr per ton on the most expensive goods. The Blackmarket for trading illegal goods should be more lucrative to match the risks of smuggling. The point of rare goods now has been taken away really entirely I would take 1 or 2 tonnes if the place i was taking them too also offered a fairly decent profit on any other trade goods but for 300-600cr a ton plus a one off 18,000cr profit its not worth the run when i could just do a few small jumps and make that up easily in a type 9. I understand that there should be a time=X to get the larger ships, but people like to see profit increasing they like to find these 'lucrative' runs and if there are none galaxy wide then to me the mechanic is broken, even if i have to take goods 200ly between the two systems they should exist. I feel that in Beta 2 the level was about right for trading, but the ship prices were too low. Mining isn't lucrative enough, bounty hunting is getting more and more lucrative with every update. Exploring is good money if you find the right systems I have no problems with exploring per say. The missions are ok for gaining rep but they don't scale at all there are missions if I want to shoot some pirates fair enough for over 180,000 but surely there should be Trade/Exploring missions for the same amount for what would take about the same amount of time. My solution would be to up the profits but lower the commodities so the supply is lower so you can get 440t of gold if you spend the time going between several refineries.

Overall I love the game but at the moment it feels a bit flat for someone who only does bounty hunting very occasionally.............
 
Shame on this company to think that 500-700 hours is perfectly legitimate amount of time to reach the most expensive ship at the moment.

I say endgame only in the sense that I'm choosing the most expensive thing to buy at them moment and that once I buy it there's nothing else more expensive to strive for.

Yes, this game is relaxing (unless you're in combat). Just grab a drink, sit back and enjoy. But there's a difference in kicking back and relaxing and watching a movie versus watching the same 4-5 movies over and over again for 500-700 hours which is what it comes down to. The 4-5 separate things to do are your 4-5 movies, and with very little sense of progression you're limited to the first movie of a series over and over again rather than getting to watch the sequels.

So your complaint is that the game isn't easy enough? If you could get an Anaconda in a few months wouldn't that get boring?
.
You don't know what grinding is. Try Eve Online. :p
 

Michael Brookes

Game Director
If I could play devil's advocate for a moment :)

Don't you think that going from station to station every 5-10 minutes is going to get a little... stale?

Using the figures of 600 per ton and say 7 mins per trip on average. A type 6 with fuel scoop etc has a capacity of 96t. So 96*600 = c57,600 , so that * 8.6 (60 mins/7) gives us c493.714 per hour.

Now compare this to rare trading with the same ship, in my experience it took 110 ish mins to fill up plus 45 mins to fly back for a profit of c1,440,000 which is about c557,419 per hour.

We can see that the actual earnings were pretty close to station tramping(given the credits needed to actually do the runs anyway).

The question is simple. Why direct those who want to trade into a demented honey bee pattern, when the wider ranging but taking a longer/more perilous route was to many more enjoyable?

It can be which is why I mix it up with some exploration (to help cover fuel costs) and passing through the off anarchy to take on any pirates foolish enough to try their luck :)

I'm simply providing my personal example - I've stated that there is an issue that is being fixed. Once that's in then we can re-examine.

Michael
 
Seriously guys, if you don't have time to play, then play other casual games, or play the game understanding that people who dedicate more hours will earn more credits than you, if everybody with a daily hour of game can hava a big ship in a week, then where is the objective in the long time, there is more fun than just flying an Anaconda, if you can't understand this, then you don't understand the game.

I played the original BBC, backed the kickstarter and upped to Alpha so I *do* understand the game. For me this is not about getting to an Anaconda, I didn't even want to fly one of those when they were much easier to get in the pre-release stages, It's about enjoying the game. Of course people who play longer will earn more credits, as it currently stands though I don't really get a chance to earn many due the the AI NPC bugs. If the latest fix actually fixes things then perhaps there'll be a fun game doing a big route around the galaxy trading your way from rare source to rare source so you've decent trade profits with the occasional big splash. In that case, no complaints. I'll wait and see though as I've lost most of my faith in FD over the past couple of months.
 
Shame on this company to think that 500-700 hours is perfectly legitimate amount of time to reach the most expensive ship at the moment.

I say endgame only in the sense that I'm choosing the most expensive thing to buy at them moment and that once I buy it there's nothing else more expensive to strive for.

Yes, this game is relaxing (unless you're in combat). Just grab a drink, sit back and enjoy. But there's a difference in kicking back and relaxing and watching a movie versus watching the same 4-5 movies over and over again for 500-700 hours which is what it comes down to. The 4-5 separate things to do are your 4-5 movies, and with very little sense of progression you're limited to the first movie of a series over and over again rather than getting to watch the sequels.

I, as a trader, disagree with your time estimates for getting into an Anaconda. For one thing, 700 hours was based off of doing it all in an L6... That's just a fallacious argument because no one would do it that way. 250 hours in a Type 9 was next given, but even there I don't completely agree with the math. There will be better trade routes, then they will dry up and you'll settle for a lower trade route for a while. Then they'll improve again.

If you approach the game with the mentality of "I need 250 hours of doing x, over and over again, to win." Then you have lost. You and I are playing different games.

Ok, here is my off the top of my head numbers. I can easily make 1 m credits in an evening of playing after work before my wife gets cranky about it. The Anaconda is 140m credits. That is 140 nights of playing WITHOUT my wife getting cranky, so not grinding. 2 years? You jest sir, you jest.
 
That's a very important number. Tangible player progression, over time, is the backbone of fun & challenging persistent online games.
Indeed. Games that get the balance right can do very, very well (World of Tanks is one obvious example - it can take a long time to get a new tank, but progress is steady and reasonably predictable). But I see no sign of FDev having planned this out, or if they have they are being stunningly bad at communicating it. The situation is compounded by the lack of ships; the jumps in costs between them are far too large at the moment, if the game had 60 or 70 ships it wouldn't be such a big deal.

I agree with people saying that getting an Anaconda is not the point of the game - very true. But nerfing income to stop them getting one in any reasonable time frame makes it seem like it is; I'd rather see an approach where ships are easy to get and then players can pick which one they find best, which is probably not going to be the most expensive.
 
Ok Question.

Maybe we are missing something. We all know that all the players currently flying the really big ships didnt get their credits the "normal" way. So my Question is this:

Are there "bigger" betterpaying missions currently ingame for someone with high faction rank and rep?

If Yes then never mind, if no, we may have an problem here...
 

Michael Brookes

Game Director
As in that will break the servers because the code is that imbedded or it is a core part of your vision of how the game is to be played?

The background simulation is the core of the game. It decides what's happening and where. It determines mission, factions and prices. And yes it is part of the core vision for the game.

Michael
 
Everyone in this thread is whining about the rare commodities. They are rare, get over it.

Why are we gimping exploration when its already the least profitable and least scalable activity in the game?

Actually, why are they "gimping" anything that's not truly broken? Whether it's rares, bounties, exploring, etc. it just seems ANYTHING that makes a few credits gets beat out of existence or down to just a trickle. It just seems they are starting to cripple playstyles instead of bugs. This, is not a good thing.
 
oh and why 100 hours?
because thats about when people will get board of a game and move on
IF you dont have some kind of end game content to keep people engaged
 
Michael, thanks for the quick response, much appreciated to know what the intended design for rare goods is like. I think there are more elegant ways to balance rare goods than this though. Some random thoughts:

* Make rare good trading really lucrative but highly dangerous (more pirate attacks if you carry more rare goods, many rare goods could only net max profit if sold in systems where they're illegal so you gotta smuggle them in)
* Vastly increase the distance to max profit (gives even more reason to travel far!)
* Require certain rep to buy rare goods or unlock individual rare goods with missions

I hope the current situation is not the final solution!



Me: "I want to buy these 2 bottles of milk please."
Shop keeper: "No."
Me: "No? Why not?"
Shop keeper: "You already have a bottle of milk in your fridge. Finish that first."

Can't see how that's logical either.

When scarcity comes into play there are two ways that it can be handled by a company. They can either sell all the product they can to a few customers, or they can ration out the product so that more customers are served. Currently, there is a problem with ammunition in the US market. The company I worked for sold out, and continued to sell out, to large buyers. The smaller buyers never got a chance. So they limited sales to stretch the supply. They could have raised their prices exorbitantly and achieved a different result, i.e. only the wealthiest of customers could afford the product. So, there are many ways to handle the situation of scarcity. All of them legitimate, but someone gets 'hurt' by the method.
 
Something else ;)

I use the Xbox controler and when I activate it after game startup the game does not see it so I have to exit the game and restart.
This extra anyoing given the fact that I have a black screen during a couple of minutes after every game start.
In the early Beta's I could exit menu's and screens like outfitting with the B button. I would like this feature back pls ..
 
Well the new update hasn't fixed matchmaking for me. Sorbago is completely and utterly empty even though station statistics show lots of player ships moving through, and I'm sure plenty of people are there to oogle at the pretty capital ships.

Again, matchmaking returns no islands, and has me create a new one all the time.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom