News Powerplay launches today - server downtime warning

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Ah, a man (or woman) after my own heart; Cider rulez baby!!

On a more serious note, there are major server issues with a lot of people unable to log into the game, myself included, so I would put your issues down to the server issues being experienced as of right now. Have a little patience till the server issues are ironed out.

Yeah, that's just been pointed out to me in another thread.:eek: It didn't actually occur to me because the game's running fine other than this (lucky me :)).

Man, btw, not that it matters...
 
Yeah, that's just been pointed out to me in another thread.:eek: It didn't actually occur to me because the game's running fine other than this (lucky me :)).

Man, btw, not that it matters...

My wife is happy you are a man - not another random woman you're chatting with, were her initial thoughts... Not that THAT matters. xD

Ooh, lucky you! I haven't been able to stay logged in for longer than 4-5mins. Had a quick fly around a station, the graphical changes looked very nicely done and the 'improved' sounds are just that, improved - very nice! Although I think something has happened to the graphics in the tutorial and not for the good. lol

I'll pop off to bed and hope the issues have been ironed out by the morning.

***
Me: "What's that, darling?"
Her: She asks me something
Me: "Sorry. I've got a headache..."
***
 
From: https://support.elitedangerous.com/kb/
GAME SERVERS - We are aware of issues with the game servers. This is currently being worked on.

Servers:Elite: Dangerous - Issues Detected

Curiously though, it's been running fine for me. I kitted up a new Diamondback Explorer, and was actually having fun flying it as a combat ship. It worked better than I expected. Also, the route plotting directly to station (from system map) is actually rather nice feature in itself - you'll have the station as target straight out of jump to the system. It's a bit tedious to set it up on long run though (running trade between two systems). Would work great if I could somehow quickly tag the station without having to first go to galaxy map, do a search to the other system, enter system map, select station, and finally click to plot the route.
 
I see you make more money on war zone kills but either the NPCs ships have better shields or my vulture s large weapons have been nerfed as it takes ages to even kill cobras now!

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From: https://support.elitedangerous.com/kb/

Curiously though, it's been running fine for me. I kitted up a new Diamondback Explorer, and was actually having fun flying it as a combat ship. It worked better than I expected. Also, the route plotting directly to station (from system map) is actually rather nice feature in itself - you'll have the station as target straight out of jump to the system. It's a bit tedious to set it up on long run though (running trade between two systems). Would work great if I could somehow quickly tag the station without having to first go to galaxy map, do a search to the other system, enter system map, select station, and finally click to plot the route.
yes I quite like the Explorer but its no combat ship, sure it works but the shields go down real quick and the medium canons arent as good as 1 large on my build. Think will stick to vulture for combat. Also its a slow sluggish beast, I liken it to a baby drop ship.
 
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I see you make more money on war zone kills but either the NPCs ships have better shields or my vulture s large weapons have been nerfed as it takes ages to even kill cobras now!

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yes I quite like the Explorer but its no combat ship, sure it works but the shields go down real quick and the medium canons arent as good as 1 large on my build. Think will stick to vulture for combat. Also its a slow sluggish beast, I liken it to a baby drop ship.

I was running it with two railguns on the class 2 points. It's not as nimble as Vulture, and yes, doesn't seem like it's really intended for combat duty but it has this strange balance with it's module layout that I kind of wanted to give a spin for. You can keep hitting the boosters pretty much back to back when flying it, which makes it kind of an odd bird.. and makes it handle very different from most any other ship I've tried. Kind of like it's hopping and skipping instead of steady flight.
 
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From: https://support.elitedangerous.com/kb/

Curiously though, it's been running fine for me. I kitted up a new Diamondback Explorer, and was actually having fun flying it as a combat ship. It worked better than I expected. Also, the route plotting directly to station (from system map) is actually rather nice feature in itself - you'll have the station as target straight out of jump to the system. It's a bit tedious to set it up on long run though (running trade between two systems). Would work great if I could somehow quickly tag the station without having to first go to galaxy map, do a search to the other system, enter system map, select station, and finally click to plot the route.

I was running it with two railguns on the class 2 points. It's not as nimble as Vulture, and yes, doesn't seem like it's really intended for combat duty but it has this strange balance with it's module layout that I kind of wanted to give a spin for. You can keep hitting the boosters pretty much back to back when flying it, which makes it kind of an odd bird.. and makes it handle very different from most any other ship I've tried. Kind of like it's hopping and skipping instead of steady flight.

That sounds quite cool, actually, the new Diamondback Explorer as a fighter. I know that all ships don't suit everybody for every task, but that sounds quite cool, must give it a try someday.

Tagging the station, or similar working feature, would probably come as a 'Favourites' or 'Starred' user library of locations. At the moment, I don't think you could implement searching for a particular station, etc. due to so many having the same or not dissimilar name. I'm just happy that you can set a route for a station.

Whilst I'm on the topic, apparently you can now see whether the station has a Black Market, is that found within the System or Galaxy Map, as in somewhere in this system there is a BM using the Galaxy Map or it shows the information of there being a BM at a particular station in the System Map? Where is the info?

Thanks in advance!
 
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I wasn't paying enough attention, what comes to repair costs. Of course, 'hull' and 'integrity' are two separate things. I'm flying Anaconda, and the ship is down to 91% integrity. I don't think I've ever fixed that, during the lifetime of the ship - and it's seen quite a bit of use.

At the moment, integrity repair from 91% costs 1,322,726 CR, which is not bad for the most expensive ship available at the market. It's not very highly kitted at the moment since I'm using it for trade runs - I'm not sure if that makes a difference for integrity repair cost. I stripped a turret from the ship, and downgraded FSD by about 16 million, and that had no effect on the integrity repair cost. The station doesn't have options for bulkheads so I can't test if f.ex. reinforced bulkheads would have an effect. The buyback cost at the moment would be 7,146,263 CR (the frame was bought during the 15% discount event reward so the buyback is slightly cheaper too).

Looking at those figures it's true that after certain point it would be cheaper to strip the ship off expensive modules, and then ram it into space station, than actually fix the integrity - which is all sorts of wrong. However the cost doesn't seem to be as extreme as in the earlier pictures - so either those ships are fitted with more expensive bulkheads and it has an effect, or something has changed. Or there could be some other factor I didn't think of.

Whilst I'm on the topic, apparently you can now see whether the station has a Black Market, is that found within the System or Galaxy Map, as in somewhere in this system there is a BM using the Galaxy Map or it shows the information of there being a BM at a particular station in the System Map? Where is the info?

Thanks in advance!

As for black market.. Shifnalport at Diso has black market, but I didn't see it on the map. It does show up on 'facilities' if you go to local map and inspect that particular station.

The patch notes say "Show whether a black market is present on the station in the system map", so I'm guessing that's what it meant.
 
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I wasn't paying enough attention, what comes to repair costs. Of course, 'hull' and 'integrity' are two separate things. I'm flying Anaconda, and the ship is down to 91% integrity. I don't think I've ever fixed that, during the lifetime of the ship - and it's seen quite a bit of use.

At the moment, integrity repair from 91% costs 1,322,726 CR, which is not bad for the most expensive ship available at the market. It's not very highly kitted at the moment since I'm using it for trade runs - I'm not sure if that makes a difference for integrity repair cost. I stripped a turret from the ship, and downgraded FSD by about 16 million, and that had no effect on the integrity repair cost. The station doesn't have options for bulkheads so I can't test if f.ex. reinforced bulkheads would have an effect. The buyback cost at the moment would be 7,146,263 CR (the frame was bought during the 15% discount event reward so the buyback is slightly cheaper too).

Looking at those figures it's true that after certain point it would be cheaper to strip the ship off expensive modules, and then ram it into space station, than actually fix the integrity - which is all sorts of wrong. However the cost doesn't seem to be as extreme as in the earlier pictures - so either those ships are fitted with more expensive bulkheads and it has an effect, or something has changed. Or there could be some other factor I didn't think of.

I thought those screens posted earlier looked to have overly high amounts on them, but it would be good to have definitive amswers.

As for black market.. Shifnalport at Diso has black market, but I didn't see it on the map. It does show up on 'facilities' if you go to local map and inspect that particular station.

The patch notes say "Show whether a black market is present on the station in the system map", so I'm guessing that's what it meant.

That's wonderful, Kit, thanks for looking. Unable to fire the game up to look for myself, so thanks again. Yeah, I had read that in the patch notes, just couldn't get into the game to look for myself.
 
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Particles!

That's what's improved fps! They're very much gone from the parking sheds in stations/platforms. Yes, I know, hangar bays.
 
I thought those screens posted earlier looked to have overly high amounts on them, but it would be good to have definitive amswers.

While I can't speak with authority, I can add this much update:
I got interdicted on trade run, and sort of messed up some things.. the result is that I got 2% hit on hull integrity. So I can do a comparison now:

91% integrity (9% to repair) = 1,322,726 CR
89% integrity (11% to repair) = 1,616,665 CR

This seems consistent, and translates to: 146,969 CR per 1% integrity loss.
To repair 100% of integrity loss would cost 14,696,900 CR
The cost of Anaconda frame is: 146,969,451 CR

I don't think that's a coincidence.

However.. as mentioned before, the ship cost includes the default E grade modules, and also since I bought my ship with 15% discount, the actual hull cost is further reduced. I think this would mean that while the integrity repairs are 'sort of' 10% of the ship cost, they are still defined separately instead of automatically calculated from the ship frame's cost.

And since it's roughly 10% of the cost of the ship, while rebuy cost through insurance is only 5%, this leads to situation where under 50% integrity it's cheaper to blow up your ship, and collect a new one with rebuy cost (as long as you strip the expensive modules first).

It would be sensible to cut the costs to half from that, to bring them in line with the rebuy cost. If this is undesirable, the alternate would be to gradually increase the rebuy cost of the ship as the integrity gets lower - up towards double the cost at 0% integrity (you are getting a 'new' ship to replace the 'used up' one). Of course the increase should only count towards the ship hull's portion of rebuy cost - e.g. in Anaconda's case, a little over 7 million CR. This might feel overly complicated though - and also wouldn't count the 10% founder discount, or other special discounts for original ship cost.
 
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While I can't speak with authority, I can add this much update:
I got interdicted on trade run, and sort of messed up some things.. the result is that I got 2% hit on hull integrity. So I can do a comparison now:

91% integrity (9% to repair) = 1,322,726 CR
89% integrity (11% to repair) = 1,616,665 CR

This seems consistent, and translates to: 146,969 CR per 1% integrity loss.
To repair 100% of integrity loss would cost 14,696,900 CR
The cost of Anaconda frame is: 146,969,451 CR

I don't think that's a coincidence.

However.. as mentioned before, the ship cost includes the default E grade modules, and also since I bought my ship with 15% discount, the actual hull cost is further reduced. I think this would mean that while the integrity repairs are 'sort of' 10% of the ship cost, they are still defined separately instead of automatically calculated from the ship frame's cost.

And since it's roughly 10% of the cost of the ship, while rebuy cost through insurance is only 5%, this leads to situation where under 50% integrity it's cheaper to blow up your ship, and collect a new one with rebuy cost (as long as you strip the expensive modules first).

It would be sensible to cut the costs to half from that, to bring them in line with the rebuy cost. If this is undesirable, the alternate would be to gradually increase the rebuy cost of the ship as the integrity gets lower - up towards double the cost at 0% integrity (you are getting a 'new' ship to replace the 'used up' one). Of course the increase should only count towards the ship hull's portion of rebuy cost - e.g. in Anaconda's case, a little over 7 million CR. This might feel overly complicated though - and also wouldn't count the 10% founder discount, or other special discounts for original ship cost.

Okay, Kit, good detective work there my friend! Basically, the self destruction of your ship would become a less than optimal solution if you had expensive modules fitted, as you'd then lose 10% off the cost of purchase of those modules on removal.

I'd still have a personal problem with purposefully destroying any of my ships. I've only lost two and that hurt. Doing it deliberately? Well, that would make me cry inside...
 
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Okay, Kit, good detective work there my friend! Basically, the self destruction of your ship would become a less than optimal solution if you had expensive modules fitted, as you'd then lose 10% off the cost of purchase of those modules on removal.

I'd still have a personal problem with purposefully destroying any of my ships. I've only lost two and that hurt. Doing it deliberately? Well, that would make me cry inside...

Yes, in practice I agree with you - it would feel wrong in many ways to blow up my ship just to save a few million credits. Rather the intent was to highlight what seems like an inconsistency within the game. A borderline exploit really, except it would be difficult to call losing your ship an exploit. I wasn't really thinking so much of the 'refitting' cost of modules. If you instantly lost 10% upon selling a module, then in most cases it would counter the profit on blowing up your ship.

On the other hand I understand the ability to buy back sold modules at the price you sold them for, extends to 10 minutes after you sold the modules.. which means it wouldn't be difficult to sell the modules, blow up your ship.. respawn with shiny new ship inside the station, and buy back the modules (with negligible loss from the E grade replacement modules you used when blowing up the ship).

On the subject of deliberately blowing up your own ship - I've never really tried it out, but based on what little I know or assume about how bounties work, a similar issue would exist with them. If you accumulate a large amount of bounties, I'm assuming you can:

1) head out in a cheap ship and have it destroyed, effectively getting rid of your now 'unpayable' bounty, much more cheaply than paying it off (for free really, if you keep a free sidewinder for this purpose)
2) have a player blow you up in a cheap ship to turn it into profit instead - and assuming they also have a bounty, trade the favor after they cash in

Of course actually accumulating the bounty is so slow that it's hardly a very lucrative exploit (unless I'm missing something), rather I feel it's just kind of an inherent problem in the system that's in place at the moment. Possible solution would be to retain the bounty across destruction, and only reduce it - and credit the attacker - up to maximum of half the target ship's rebuy cost.

This would both remove the ability practically freely get rid of your bounty, or even turn it into profit, as well as also making it so that profit of hunting a bountied player would be capped based on the ship they are flying.. although I don't know if this would come into play very often realistically since most of the seriously kitted ships should have a rebuy cost of at least a million or so.

Of course you could still sort of 'pay off' the bounty by blowing up a more expensive ship (or several), with a rebuy cost of at least twice the amount of your bounty. And you could still 'trade bounties' with another player to mitigate the loss to approximately the full amount of your bounty. Say you had 100,000 bounty on your head. You'd have to blow up 200,000 rebuy cost ship to clear it all.. and whomever blew that ship up would be credited 100,000. A net loss would be 100,000 which was the amount of your bounty. In this case it might still make sense to simply bring back the ability to pay off your bounty if you so wish.

Well that's all assuming that the whole bounty is currently cleared/credited regardless of the ship you fly in. I haven't read anything contrary to that though.

The problem here is inherent to the meaning of the 'bounty' in ED. That is, what happens to target when the bounty is claimed. Essentially it boils down to, 'nothing'. The rebuy cost of your ship, and that's pretty much all. Traditionally the bounty would be just the reward for bringing a criminal to justice - and the real 'cost' for the target would be the penalties administered by the justice system, or in extreme case death. But there really isn't that kind of system in ED, and 'death' itself doesn't exist. The biggest loss you experience when your bounty is claimed, is the loss of the bounty itself - in case you were accumulating it as some sort of badge.

Basically it's a hindrance to play when you gain it accidentally for example in the (in)famous example of security ship dodging across your line of fire when their shields are depleted. And on the other hand it has little negative impact at present for someone who knowingly accumulates it. And being able to instantly get rid of it, means it's not a sort of long term commitment to particular lifestyle.

I'm not really certain what the intent behind the bounty system is, but in my opinion it doesn't work very well right now. I'm not sure what a better alternative would be however, because that would depend on what the actual intent behind the system is. I just find it difficult to imagine that it's currently 'working as intended'.

- If it's meant as sort of achievement points, or 'title' for people who like to accumulate it, then it probably should be modified to be less detrimental for those who gain it by accident. Possibly shifting the balance between 'fine' and 'bounty' to make it so that in occasional accidents you won't get instantly hunted down by security, but rather have a easy way to pay off the fine. Perhaps along the lines of, always first giving the bounty as 'fine' up to around 100,000 credits.. and only turning it into bounty if it's not paid within an hour or so.

- If the intent is for it to represent true penalty, then it should perhaps be modified so that it actually is one. So it carries a true loss that doesn't have easy loopholes in place to avoid it. What form those losses would take, I'm not sure. Some form of 'outlaw reputation' perhaps? Something like a faction outside the current ones, that actually gains reputation based on your accumulation of bounties - but at the same time having a negative impact on your reputation to 'lawful' factions.. and which doesn't simply go away when your ship blows to bits.
 
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Frankfort

F
Did anyone notice the likenes of

Judy Dench- zemina thorval

Emma Thompson-lavigny duval

Jenna Coleman - Aisling duval

Michael Brooks - Archon Delaine
 
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