Patch Notes Update Powerplay Update 1.3.04 Incoming

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To which Michael replied to 2 posts down as 'that sounds about right'

Then let me make this real clear and simple for Michael.

If this is the case, I am done. Enjoy your game. If I can't use a highly spec'd combat ship for combat, then why am I even here?

The glibness and complete lack of communication on here is getting really tiring.
 
Honestly, It's like the proverbial escalator with these patches - up one step and down two. What with bugs in repair costs, advancement missions, combat rep, exploration to name butr a few! Please FD show a little sense here and get some priorities in order. At least get the major stuff sorted in ED before swanning off to lands afar (E3). You couldn't make this stuff up if you tried.
 

Michael Brookes

Game Director
So this isn't related to our general topic of dealing with bugs and other gripes, but because this thread is really active and receiving attention from mods and devs along with the rest of us I have an open question.

The fact that support for the Xbox 360 controller exists is great and all, but I have a gripe.

The triggers are defined as the Z axis on the hardware/driver side of things in Control Panel on my computer. I used to be able to use the triggers for rudder control by defining them as the yaw input. This no longer works, as now when I define the yaw axis and use a trigger, it recognizes *only* that trigger. Eg I'm either yawing to the right incrementally as it should be or not at all. Which isn't how it should work.
My only other alternative is to bind both triggers to "yaw left" and "yaw right" Which counts as a digital input, meaning I'm either using full control deflection or no control deflection, and that kills precision.
Am I a dummy? Is there a way to have yaw as an analogue input with the triggers and I've forgotten how? Is there a way around this?

Cheers

Edit: Better yet, devs, is there a chance you could have it back to the way it was before if only *just* in the case of defining the triggers as the Z axis? Because this is a major bummer when it comes to combat. Makes fixed weapons sort of out of the question.

Make sure to post feedback and issues in the Xbox forum so the right people see it and can track it.

Michael
 

Michael Brookes

Game Director
Michael,

I've been playing since beta. I've never taken the hassle of registering here because I've never felt the need. Now I do.
This is most certainly not right.

I had an hour to spare just now. I got in a fight at a, lets call it a high risk mining site. It was a challenge. for the first time a RES was a challenge. I had fun. I got out of there when my hull was @48% and some module damage. I'm flying a FDL. I was greeted with a 650K repair bill. that is just plain stupid. I got 500K in bounty claims (never said I'm a good pilot) it's cheaper to get a little bit more damage, strip the FDL at founders world, self-destruct and rebuy. that can not be your intended gameplay mechanic. if it is I urge you to very much reconsider. because... just look at it. its dumb. this is the same as the exorbitant fuel costs in the beginning.
THIS IS NO FUN. A GAME SHOULD BE FUN OTHERWISE PEOPLE WILL NOT PLAY IT. (not shouting just...making it more clear ;-)

I just can't understand this reasoning. I really can't. how can you make the same mistakes over and over and over and over again? I'm not talking about bugs. bugs are to be expected. this is the umpteenth time that this ugly choice(it must be a choice: it has happened too many times in the past to be a bug again) has raised it's head. WHY?


thanks for your time.

We are looking into the issue of repair costs. It was shifted to server moderated prices in 1.3 and is having some knock on effects which we thought we'd fixed but clearly not.

Michael
 
And now moderators are closing bug threads related to damage costs.

Really productive.

that depends.. if it is not a bug but a balance change then I guess it is just added noise in the bug threads for when there are real issues (take the exploration one, that is a huge problem which is breaking the game for explorers and unless sorted "Yesterday", or (more likely) rolled back will kill exploration..

ideally there needs to be 1 thread per bug, and then only posts directly relating to said bug going in the thread, that way it is easy to see the sevwerity of the issue by looknig at the thread size. in the real world however this does not work, but I guess the mods are just trying to do what they think is best. I do not believe it is some conspiracy to hide bugs :)
 
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Just spent several hours in game.

Problem after Problem
"weapons overheat where they never overheated before"
"Bounties that no longer pay out"
"Ranking Missions that dont work"
etc etc etc , i could go on & on.

The Game was FUN at 1.2 , which is what games are supposed to be.
Now with all the bugs there is nothing but frustration & growing anger.
Seems your too busy looking at expanding the game to other platforms , rather than fix the growing list of problems.

Please get your heads on strait and Fix the problems, no more adjusting things that work & creating more problems.

Taking a break from the game till i cool off.
 
With this latest patch, did anyone manage to increase their %age towards their next combat rank? I ask as I did a whole night of bounty hunting, killed loads, and my bar didn't go up by a single percent.

I also generated lots of positive rep with the local Imp stations - I became allied to all of them - but not a single naval ascension opportunity.

I am currently doing combat Elite in CZ and definitely the progress is seen. Currently I am deadly, 31% left to Elite. What is the most important is that the progress depends on the ships you destroy and their rank. If you destroy mostly harmless Sidewinders - you can destroy one thousand of them and not see any progress. Elites, and especially Elite Pythons and Anacondas lead to a fast progress. I would also speculate whether you get the best progress for killing the enemies of your rank +/- 1.
 
We are looking into the issue of repair costs. It was shifted to server moderated prices in 1.3 and is having some knock on effects which we thought we'd fixed but clearly not.

Michael

in which case I stand corrected from my last post (i assumed the increases were part of a balance)

Does that mean costs paid over the last few days will be refunded (if not no worries I am just curious) :)
 
Sorry MB, but your 20 cannister limit is really bad !! Punish these guys, not pirates ! How can we expect gain some money, or exploit your wonderfull drones, if i can't ask 100Tons to a T9 ?????????????????? This limit is a shame !

Does anyone actually drop 100 tons? That would push even a T9 trader into negative cash flow. I would presume a vast majority would give you the middle finger and hit self-destruct regardless of the cost.

However, i did see a post not long ago where an open player was asking if anyone had seen a T9 recently.... from what I understand, a lot of people who use trade ships for trading now do so in group or solo. I presume this is because trade ships are terrible at defense. If you are going to trade in open, you need a combat capable or a very fast ship unless you want to be a soft target.

I've made the point before, there needs to be more defensive options (although more well thought out than SCBs) that are valuable for traders but not pirates (maybe more powerful mines, but that would bring its own issues). If they can add something like that it would balance the scales a bit and provide less one sided encounters. Another (perhaps easier) option, just give traders a lot more slots for turrets. Let them tank. At which point, they could also do something about the whole submit/jump issue, and something with the high wake business (although i'm not too bothered with that, at the end of the day, a pirate should be carrying a wake scanner).
 
Hi All,
I'm beginning to think that the number of days that I'll be playing this game are numbered. I backed the game on the first day of the kickstarter campaign (which in the beginning was really poorly thought out) and also played it through beta but it has never really lived up to expectations. Perhaps that's me hoping for too much but...

FD is a business and like all businesses they want to make money. I'm coming to the conclusion that PP was released so full of bugs because they needed something to entice new players (customers) and with E3 looming plus the Xbox thing they had no choice but to bang it out when they did. Since then of course it's just been a case of "fix something and break something else" which generally speaking, seems to have upset a lot of PC players. But here's the crunch, we've paid our money and FD gets nothing more from us unless we buy a livery for our ship which we seldom see. So why should they really care? Just make lots of noise about warring factions and Combat arenas and rake in the unsuspecting. By the time that they realise just how shallow and bug filled this game is it'll be too late. The money will be in FD's bank account.


I'm sorry if this seems a negative view on the game but it's really how I feel right now.
 
Was wondering when the quit posts would start. It's only because I love the game so much that I make a stink about bugs.

Can I have your account if you're quitting?
 
There's always been a cap to prevent griefing by dumping canisters to kill everyone's frame rate - it's been there since beta.

Michael

Which beta was that Michael?

Cross play beta was unplayable the 1st night due to 100's of cans spammed at the station. Recent trade CG's were also trolled in the same way.
 

Michael Brookes

Game Director
What about minor faction reputation decay? It's not meant to happen, yet has been observed but many people, and we still don't even know whether you devs are aware of this being an actual issue, and how severe and pressing this matter is: https://forums.frontier.co.uk/showthread.php?t=152296

Currently minor faction reputation will decay but to a capped level. There will be a change in the next update so that it doesn't however negative reputations will still restore slowly back to neutral.

Michael
 
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