Patch Notes Update Update 2.1.03 Incoming

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My favourite part of the patch notes?

- Xbox One: Fix for rumble happening on "other" landing pads

The amount of times I've docked at a station and set my controller beside me as I do something on my phone. One time the rumble was so bad i jumped out my chair =D
 

Brett C

Frontier
Can we know how and when this will happen a little before the patch plz?

We didnt got any news or post about the intentions at all for 2 weeks, then this nice and huge patch, but still is not enough, a lot still need to be tweacked and fixed.

Some changes come through a day or two before we compile the update into a patch for everyone. Which ultimately wouldn't be much help for advance notice except to forum goers. :(
 
Cool,

Fixed softlock when quickly selecting refuel/repair/restock after opening station services

^This - finally no refule button getting stuck I hope.

Permit Missions should now give a permit

^Time to rank up with Alioth Independents again for me. Yeah.

When determining the rank of NPC ships for interdiction, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank

^ Like this - a little easier for traders and explorers than we have now. Unless they are/were bounty hunters in their spare time!!!! Good next step in tweaking the AI in my opinion though.

Simon
 
Pretty much. It's one level if you've naturally received an experimental effect to choose one, if you haven't then it's two - one to force the experimental effect, and the second to choose what it is. It's free to remove an effect.

Michael

It seems to me that "pimping my ride" through lvl 4 is already the hardest part of the "grind". Why can´t it simply cost 100 million credits?
 

Ozric

Volunteer Moderator
That is a very big changelog indeed. I wasn't expecting a lot of this stuff to be added this soon, especially the Burst lasers. Great stuff, thanks for the continued updates and just for the interest of balance. I like RNG in engineering, please keep it.
 
1) Not planned, but we'll see how this first incarnation turns out.

2) Largely based on feedback here on the forums and other social mediums and a little from metrics, we'll perform tweaks and adjustments.

I certainly hope so for the first one. As someone who isn't a fan of weapon upgrades, it'd be nice to have the favour mechanic as a means of say, making an armoured power plant a bit lighter, or adding a little extra boost to the optimal mass for the extended range FSD.

As for 2, I look forward to seeing how future changes pan out!
 

Ozric

Volunteer Moderator
It seems to me that "pimping my ride" through lvl 4 is already the hardest part of the "grind". Why can´t it simply cost 100 million credits?

You are then restricting it to the super rich. I have 16 million credits, my balance has never been over 50 mill, but I could get my engineer reputation up to level 5.
 
I have to smile at some of the posts on the patch updates threads. The update isn't even out yet and already there are complaints.

There just isn't any pleasing some people.

Game development is very hard and fixes take time. Not only that but the bugs are rated by importance to the game, not to the person submitting the bug, and then also prioritised by the time it is likely to take to fix. Work then starts on the top items on the list and the list is reviewed constantly moving items up and down as necessary.

At least that's how it goes in most software development and I'm certain the FDev are no different.

So, the fixes are coming, just look at today's list and realise how hard the developers are working.

Be patient.

I know you want everything right now, especially that bug that is really bothering you, but that isn't going to happen.

@FDev - Many thanks for your hard work, I wouldn't want to be in your place even though I develop software for a living!

Users! :)
 
I have to smile at some of the posts on the patch updates threads. The update isn't even out yet and already there are complaints.

There just isn't any pleasing some people.

Game development is very hard and fixes take time. Not only that but the bugs are rated by importance to the game, not to the person submitting the bug, and then also prioritised by the time it is likely to take to fix. Work then starts on the top items on the list and the list is reviewed constantly moving items up and down as necessary.

At least that's how it goes in most software development and I'm certain the FDev are no different.

So, the fixes are coming, just look at today's list and realise how hard the developers are working.

Be patient.

I know you want everything right now, especially that bug that is really bothering you, but that isn't going to happen.

@FDev - Many thanks for your hard work, I wouldn't want to be in your place even though I develop software for a living!

Users! :)

A lot of people that were complaining are already pleased and said it (me included), but yea there will always be a few left no matter what.
 

Robert Maynard

Volunteer Moderator
If it's based on economy and state, alone, then single eagles of a low rank, will be sent to annoy commanders in large vessels periodically. Which is what happened before. How is this adding to "fun"?

I would think ship type as well as system security and mission rank (rather than commander rank) would be relevant? Otherwise people can perform elite missions regardless of rank, and face zero risk anywhere (potentially including anarchy, since mission rank and commander rank is ignored in your example).

This doesn't seem logical given the developer has also removed rank locking, which means harmless commanders who have never previously had the choice of running an elite mission, can now take that risk; if the mission rank, commander rank are both ignored, then what is the point of providing elite based missions, which are supposed to provide increased reward (for the increased risk).

This seems to be deconstructing virtually all risk for the sake of it. It doesn't become a choice, given no-one will be able to select anything that provides a challenge; it becomes the defacto.

Of course they would - why should a particular system change just because the player has more time in the game? However, the game may opt not to send ships of low "power" against a player at all.

I would agree - ship type should possibly make some system's NPCs just not bother attempting to annoy a player. I was not advocating that mission rank should be ignored at all - if a player takes on an Elite mission, the game should treat them as if they are capable of handling an Elite mission.

Not deconstructing risk, in my opinion, consistency of the NPC response in a particular system - why should a system become "harder" just because a player has played the game for a while? Moving to more dangerous areas and taking on more challenging missions would still be available.
 
My only concern re this is the way that NPCs are tailored by rank to our combat rating. I really like the improved AI and increased challenge and jeopardy in game but it seems a little off that I'll now only be interdicted by Elite ships. Thats all thats been interdicting me since 2.1 was released and it just strikes me as a weird way to do this. Its like a difficultly level based upon how long we've been playing rather than where we might be going etc..
 
Where is the warehouse? How long to wait for the warehousefor modules? I was waiting for him.
 
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My only concern re this is the way that NPCs are tailored by rank to our combat rating. I really like the improved AI and increased challenge and jeopardy in game but it seems a little off that I'll now only be interdicted by Elite ships. Thats all thats been interdicting me since 2.1 was released and it just strikes me as a weird way to do this. Its like a difficultly level based upon how long we've been playing rather than where we might be going etc..

Yes, I do hope that the lower levels of NPC's will actually put up a proper fight ;).
 
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