Patch Notes Update Elite: Dangerous 1.02 change log

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The frontiers are currently devoid of stations. I would LOVE, LOVE, LOVE to see new stations crop up across the entire frontier with everything in high demand. The further you get from the core of civilization, the higher the base price is regardless of supply, so that trips from the center to the frontier are more lucrative than trips from the edge to the frontier.

They've described new outposts showing up. That would limit it to l6 and Asp cargo ships, no L7 or 9 could land there. Just have to wait and see how they implement expansion, but I have hopes.

Exactly the kind of thoughts I have and the ideal is not to achieve maximum Profitstm. Space needs to be "different" throughout and not flat and linear as I percieve it as at the moment.

/E
 
Some fair points. Th epoint of the rares was that you could carry small amounts of them and as you travel they'd provide a nice per unit profit - this is still the case.

Missions also provide local opportunities to boost income while you're travelling. As does mining and exploration. Can we make thing better and add new ways? Of course and that's what we'll do. For us Elite isn't a game we release and forget, we intend to continue this development as long as we can!

Michael

Then why did David Braben, in an interview released just a few days ago, specifically and verbatim say that the point of rares was to "fill your hold" with them and take them long distances across the galaxy?
 
The thing is that as you progress to a bigger ship the opportunities for making CRs stay the same. Probably it could be changed with bigger hauling missions, for example have 2 delivery missions at the same time one with 64 tons another with 32tons and have inevitable interdiction on the way then you can't take 64 one in a Cobra, you can take both in Type-6 but escaping the interdiction will be difficult or you can take 64 one in ASP and just kill the interdictor on the way. Payments must be proportional.

An interesting thing about creating an apparently plot-less, open-world game where you can do anything is that it exposes a lot of the absurdities of playing games in the first place.

Dunno. If you make the bigger ships far more profitable, people are going to start to want to spend their money on even bigger ships, and then bigger ships... and then where does it end? Personally, I think the game mechanics only need to be a gentle carrot on a stick to let you roam the galaxy freely, in a astronomy nerd sort of way, getting involved with factions that maybe exist more in your own imagination than in reality. Oh, and killing people too.

The element of the un-implemented design docs I'm most intrigued by is the persistent NPC stuff. It seems to me that this would get around the grind and make the game more obviously about factions and power and favour.
 
I'm not sure what everyone is complaining about. I have only played 8hrs or so and have already got a new ship upgraded a few systems and prepared for mining and mined a few things to test it out and still with 20k creds to spare and have never even seen a rare commodity. So the only thing I can see is that you were taking all the Rares away from everyone else then complaining because you can no longer make a ton of money because you played beta and even know about the Rare commodities and taking them from other before they could even see them because your camping in the Station to wait for the spawn. So stop complaining and play the game. I'm having a blast.
 
Then why did David Braben, in an interview released just a few days ago, specifically and verbatim say that the point of rares was to "fill your hold" with them and take them long distances across the galaxy?

That was the PCG interview, about 6 days ago. I guess the direction changed on this. Hearing this, I was thrilled that the way I liked to play would continue to be supported (and possibly improved).

Then, this patch happened - I'll investigate the way that Michael said it's working, but having already seen the stock amounts (below 5 tons allocation per station in 3-4 places for rares), I don't see this play style as very viable any longer - making a trip to 8-20 stations just to fill up will take about an hour or so, if not longer.
 
That was the PCG interview, about 6 days ago. I guess the direction changed on this. Hearing this, I was thrilled that the way I liked to play would continue to be supported (and possibly improved).

Then, this patch happened - I'll investigate the way that Michael said it's working, but having already seen the stock amounts (below 5 tons allocation per station in 3-4 places for rares), I don't see this play style as very viable any longer - making a trip to 8-20 stations just to fill up will take about an hour or so, if not longer.
It's that sort of supply numbers that make me wonder about this mechanic... I'd love to go to one rare commodity station with an Adder or similar, fill up, go across to another, sell, buy another hold-full, travel to yet another station far enough away from that one... and just keep going from one rare to the next. But none of the rares spawn in consistent-enough numbers for even an Adder's hold, and I don't want to be docking over and over at different stations during a short period just trying to fill up my hold, running the risk of finding DOCKING tedious.
 
I have come to the conclusion that the economic model is based on the old Soviet state top down economic model. That would fully explain why it is broken.

Because of the rare items nerf I will be NON-recommending this game to everyone that I know. That nerf makes the economy sim completely unrealistic. As has been pointed out before, very reminded of the Monty Python skit about soviet shopping.

I truly hope that Chris Roberts learns from this fiasco of an economic simulation and Star Citizen is a more accurate economy simulator that is based in reality and is a bottom up method.
 
Spot on, mate. I will be damned to see people trying to turn this game into yet another Skinner-box-equipped treadmill.

Do. Not. Want. :mad:
The problem is unless you settle for riding in your viper/eagle/cobra you better get in the skinner box and get to mashing that lever. Want a python because it's cool looking? Get to grinding biotch!. Want to explore in something besides a viper? Too bad! that's all that you can pay the bills on while exploring. They nerfed everything and say "It's not a grind, you're doing it wrong." Yet when you want something else I guess you're doing it wrong.
 
Jepp, it aint 1984 anymore (well i was 2 at the time so flame me).
FD did a fine job of recreating the old elite with modern hardware. From what i can get from the forums, most of the old players are happy with it.
From the point of an modern gamer however it lacks something.
I can tell you didn't play the original game. I did. I played it on 2 different platforms (apple //e and C64) and there you could make a buck you could do whatever the hell you wanted. In this system no you can't. They haven't even recreated elite 2 yet.
 
You can fill your hold with rares, just not the same ones.

Michael

Exactly what i have been thinking. net profit should be more or less what it was.

Im lasy, so anyone working on a good routeplaningapp allready? Come on Hobbyprogrammers, this is a real Traveling Salesman problem :)
 
A trader and explorer like myself... Never seen a rare commodity out at thiin so this discussion is purely academic. I dont have a problem with where trading is and where its going. Quite happy servicing the systems i support and picking up small but steady profits in my T6 and whizzing off into deep space in my cobra for some recreation. No real aspirations at the moment but might get back into an asp soonish...
 
You can fill your hold with rares, just not the same ones.

Michael

Lol. Semantics again. That's intellectual dishonesty and you know he didn't mean it in that way. Last time you tried to pull semantics on us was when you nerfed our lifetime bonus that we ponied up for in support of the game. When you have to resort to semantics to defend controversial decisions you are missing something. What you are missing is a defensible position for the action.

The truth is that you cant actually tell us the truth, that it was changed to set the stage to sell credits. If that doesn't turn out to be true, color me surprised.
 

Michael Brookes

Game Director
Lol. Semantics again. That's intellectual dishonesty and you know he didn't mean it in that way. Last time you tried to pull semantics on us was when you nerfed our lifetime bonus that we ponied up for in support of the game. When you have to resort to semantics to defend controversial decisions you are missing something. What you are missing is a defensible position for the action.

The truth is that you cant actually tell us the truth, that it was changed to set the stage to sell credits. If that doesn't turn out to be true, color me surprised.

Nonsense - the change was made because the rares weren't as rare as they should be. There's no conspiracy theory here.

Michael
 
Exactly what i have been thinking. net profit should be more or less what it was.

Im lasy, so anyone working on a good routeplaningapp allready? Come on Hobbyprogrammers, this is a real Traveling Salesman problem :)

Because of relative distances for each rare commodity, the time and effort involved to fly to many different systems and fill your ship, no im sorry its nowhere near where it was, its went from a valuable, fun, mechanic, to an afterthought, ONLY AFTER it was determined that players where making money without the "landing grind" of Point to Point trading.

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Nonsense - the change was made because the rares weren't as rare as they should be. There's no conspiracy theory here.

Michael

Sounds like "because I said so"

Sorry mom and dad. I dont buy it.
 
Michael,

Could we please get a response to the fact that the Maelstrom mission for federation naval rank is bugged, and he never spawns? Just confirmation that it is indeed bugged would save everybody hours and hours of wasted time searching for him, and let us enjoy other pursuits until a patch comes out that lists it as fixed in the patch notes.
 
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