Patch Notes Update Powerplay Update 1.3.04 Incoming

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Like the guy you answered to, I also did a whole load of RES kills since 1.3 and have not gotten a 1% increase on the bar - this at the low rank of Novice, where I previously saw an increase after far fewer kills.

I levelled last night to master :)

(it was not even me who made the kill.... I was busy mining away minding my own business and my automated turrets did the work for me. :) )
 
wait... what!!! Did i read that right??? Is there a bug with first discoveries getting written over??? Welll thats it... exploring is nothing now for me... I might as well head back to civ space and forget completely about exploring because WHAT IS THE POINT ANYMORE!!! GRRRRRRR!!!!!!!!
 
wait... what!!! Did i read that right??? Is there a bug with first discoveries getting written over??? Welll thats it... exploring is nothing now for me... I might as well head back to civ space and forget completely about exploring because WHAT IS THE POINT ANYMORE!!! GRRRRRRR!!!!!!!!

The pursuit of knowledge and seeing unknown stars not good enough for you? ;)

Relax. They know what the problem is now. It'll get sorted soon. :)
https://forums.frontier.co.uk/showthread.php?t=157654&page=2&p=2413246&viewfull=1#post2413246
 
We'll be following up on these with individual players, but in short they won't get to keep them.

Michael

and what about players who bought and sold at same station (imperial slaves) by using 20% discount applied to buying price but not selling price? :)
will they also be dealt?
 
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

Yes module repair costs are being investigated.

Michael

I hope this will be a priority as for some people like myself this completely kills the fun factor and as such I am not playing a game I was having great fun in before 1.3.....
 
Once again patch makes things that works fine before patching now are imbalance. Rapair cost for Fer de Lance is now a lot of expensive. Its imposible get some profit with combat in this ship....all money you get is for ship repair.
 
Once again patch makes things that works fine before patching now are imbalance. Rapair cost for Fer de Lance is now a lot of expensive. Its imposible get some profit with combat in this ship....all money you get is for ship repair.

The Fer de Lance is intended to be expensive to operate. You should be supplementing combat with cargo and keeping your shields up.
 
Surely 100% damage basically means that you need a new one, so that should be 5,000,000 Cr?

So surely 100% damage to your ship means you get to buy a new one at full price?

The Fer de Lance is intended to be expensive to operate. You should be supplementing combat with cargo and keeping your shields up.

Are you seriously stating that the FdL should cost tens of thousands of credits to jump from one system to the next? Do you really think it's fair that losing the bugged interdiction mechanic can cost you 35,000-45,000 CR?
 
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My Clipper's running costs are high, too. Expensive ships should be expensive, yes. The interdiction mechanic needs to be fixed if it's bugged. Why should costs be balanced around bugs? That's a flimsy argument.
 
The Fer de Lance is intended to be expensive to operate. You should be supplementing combat with cargo and keeping your shields up.

It's hard to keep shields up when modules are taking a metric ton of dmg now, even through shields. And the shields themselves are now either 100% targeted by npcs ( did not realize npcs now target internals ) , or taking shield dmg now does dmg to the shield generator.

Every fight ive gotten into since the patch has resulted in my shield generator going from 100% to 10% after a single short 10 sec fight. This includes my C7 shield and 3 A shield boosters going from 3 rings to no rings in the same span.

I've never had such damage problems on my Clipper, or any ship before the patch. I could go toe to toe with a conda and be just fine. After yesterdays patch though...I cant even take laser fire from a Cobra for more than a few seconds before my shields disappear ....and my shield generator health almost breaks completely.

In the meantime.....MY damage to enemy shields with Class 3 pulse lasers is like watching paint try. Even Vipers / Cobras take forever now compared to before; and I'm not even fighting Elite pilots.
 
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My Clipper's running costs are high, too. Expensive ships should be expensive, yes. The interdiction mechanic needs to be fixed if it's bugged. Why should costs be balanced around bugs? That's a flimsy argument.

Don't try to conflate your ship that costs less than half the FdL and has useable cargo space with a combat vessel that has effectively been precluded from participating in combat. 32 tons of cargo is never enough to offset even one interdiction, and that would have you forego shield cells and risk hull damage in combat, running up a 500,000CR repair bill at 80% hull (that's 80% remaining, only 20% damage), and leave you with less than 60LY of fuel range even on economic route. The FdL is not an explorer or a rare trader with a 8t fuel tank. It is a combat vessel, and right now it is too expensive to use anywhere outside of a RES. That was absolutely not the case with 1.3.03 or earlier. This is clearly a bug, there is no room for debate.
 
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Don't try to conflate your ship that costs less than half the FdL and has useable cargo space with a combat vessel that has effectively been precluded from participating in combat. 32 tons of cargo is never enough to offset even one interdiction, and that would have you forego shield cells and risk hull damage in combat, running up a 500,000CR repair bill at 80% hull (that's 80% remaining, only 20% damage), and leave you with less than 60LY of fuel range even on economic route. The FdL is not an explorer or a rare trader with a 8t fuel tank. It is a combat vessel, and right now it is too expensive to use anywhere outside of a RES. That was absolutely not the case with 1.3.03 or earlier. This is clearly a bug, there is no room for debate.

The Clipper costs less than half of the FDL but its running costs are (or were) significantly higher. Integrity cost almost 2.8 million from 80% last time I paid it.
 
The Clipper costs less than half of the FDL but its running costs are (or were) significantly higher. Integrity cost almost 2.8 million from 80% last time I paid it.

I'm here to tell you that is not the case. And I'm not here to discuss integrity. I'm here because of the obviously broken repair costs.
 
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Don't try to conflate your ship that costs less than half the FdL and has useable cargo space with a combat vessel that has effectively been precluded from participating in combat. 32 tons of cargo is never enough to offset even one interdiction, and that would have you forego shield cells and risk hull damage in combat, running up a 500,000CR repair bill at 80% hull (that's 80% remaining, only 20% damage), and leave you with less than 60LY of fuel range even on economic route. The FdL is not an explorer or a rare trader with a 8t fuel tank. It is a combat vessel, and right now it is too expensive to use anywhere outside of a RES. That was absolutely not the case with 1.3.03 or earlier. This is clearly a bug, there is no room for debate.

100% agree.
 
Ok not sure what the bugs are exactly in PP so here's what I'm finding really annoying, those security goons who show up like 30seconds into a fight and scan you then attack you because you're wanted.
Been opposing expansion of Winters systems, so I interdict Fed Agents (which are so few it's unreal) get off a few laser shots at his shields and then the goon squad shows up, beam and burst lasers don't seem to be doing the same damage.
I was so frustrated, I was that determined to kill the agent without having to bug out due to the goons quad I actually let 3 or 4 security Eagles take shots at will at me whilst I took the agent out, then got the hell out of there with a cracked windshield and 13% hull. Makes it back to the star port, silent running engaged, docking clearance granted and still got scanned and docking revoked.
Are these ALL bugged?
 
[...] Makes it back to the star port, silent running engaged, docking clearance granted and still got scanned and docking revoked.
Are these ALL bugged?

I don't know if it is intended or not, bu to my knowledge, the best way to avoid a scan is to use the chaff launchers.
(Or is it the ECM? Can't remember... ^^')
 
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So, between repair cost rebalancing, military rank problems, Power perk activation, and the first discovery bug, there's still a lot to be done.

Do we have an ETA for these? ("Soon" is a given. ;))
 
well at least the status of Wanted ships at RES sites seems to be fixed. Encountered a mix between master/comptent/novice etc variety of ships as well..python imperial clipper etc got a lot more bounties as a result (thanks also to a security anaconda elite vessel as well :D)
 
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