Patch Notes Update Update 2.1.03 Incoming

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yes just had this happen to me, not a lot of fun in a alaconda, quick fix ,turn off docking computer the use manual keys E=right Q=left R=up F=down sorry if you new this just trying to help
 
Is there a post anywhere on how the Favor system works?

I've seen how we spend them, but how do I earn it...is there a maximum...is there decay...is favor directly tied to a module's earned Upgrade level...etc etc???

EDIT:: I would just hop in the game and check it out, but I can't right now...
 
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Don't see it as liking you more or less. It's more like, you did something for him, so he owes you a favour. Now you call in the favour. If you want more of that, you better also do something for him again. :)
Which means I should be able to do favors in advance, and cash them in later.
 
On a sidenote...

all people waving goodbye and ridiculing people rage quitting:

Every single one leaving and dropping a (not welcomed) note in the forum is just a fragment of people leaving in total as there's only a ridiculously small number of people "saying goodbye" in the forum. Every single one of us AND FDev should be alarmed by these waves of "quitters" as they are a sign of a decreasing player base.

If you all wish to play this game in the whole 10+ year span it's planned to exist, think about that.

Elite-Not-So-Dangerous has a really screwed reputation, just google it as if you would be a potential buyer. Most reviews are worse than the game really is, but hey... every single "rage quitter" telling how he was ridiculed and "gitguded" worsens the situation.

Now, salt and pepper please as I', obviously a life span carebear *sigh*.

It would be good to remember that since ED joined the console world (selling their soul), they engaged a generation of players who's only goal is to "beat the game" and move on to the next one

These millennial, for the most part, aren't here to stay a while and grow with the community, they are bombarded every day by their friends, commercials, and xb1 to push on to the next big thing, the next new game or revision of the old one they loved so well.

FD (and Microsoft) got their money, so weather they stay or go is entirely up to the player. WHY they go is clearer still by the way they played the game while they were here.
 
aaaaaaaaand the overly, I should say ridiculously overly staturated bright stations are back with a vengeance!!!! however, quitting back to menu then reloading fixes it. This really needs to get sorted.

Docking computer is still badly calibrated and wants to land to the right of landing pad, doesn't correct itself and is therefore useless now. (this is even after the hotfix we just got).

Please fix this ASAP. whatever you changed, change it back. Worked fine prior to today's big update
 
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Overall I appreciate the hard work that went into this patch, and thanks for that.

But I do not think it goes nearly far enough, from the sounds of it. I will of course play this and see how it goes, but please hear me out on this.

Since the launch of 2.1, the "experimental effects" just sound ridiculous and unscientific. These are not the kinds of things that I feel belong in a simulation like Elite Dangerous.
• weapons where how hot your ship is makes the weapon deal more damage?
• if you hit your target it reduces your own heat, but not if you miss? huh?
• a laser that causes random module faults just by hitting the hull? how does that make sense?
• weapons that cause rag doll effects on your ship very much out of proportion with reality
• laser that heals someone...
• lasers and missiles that both have the same side effect (amplifying signature of target).. makes no sense
• mass lock torpedoes? so now you can have mass without having mass?

Guys... a laser is a laser is a laser is a laser. Photons are photons. Explosions are explosions.

There's no rhyme or reason behind these powers. They are not consistent with the feel of the rest of the game. Like, where is the landing gear mod that reduces your ship's mass so that you can land without a shield and convert damage of the impact into heat? You don't have that because it would be equally ridiculous. These seem like things you did because you could but not because you should. They are things you did to appease people who were complaining about not being able to kill other ships fast enough. So you created ways for attackers to prevent people from running, prevent people from hiding, and kill them faster. I get it that you had a lot of people complaining that combat took too long, and it was too easy for people to escape from combat. But these powers are just space magic. Please remove this stuff... It's ruining the game not just by making weapons overly powerful, but also, by making them ridiculous in principle.

Maybe it should be easy to escape from a fight in outer space. After all, it's outer space. You're not cornered. You can run in any direction. Just because the physics engine of the game lets you throw certain kinds of numbers into it, doesn't mean you should. I thought this was supposed to be like a simulation.

Regarding NPCs, what you are saying here is that you will still be giving Deadly and Elite rating NPCs these ludicrous god-mode weapons. But they will only spawn as a punishment for your most dedicated players who have achieved a high combat rating through lots of gameplay. Just because a player's combat rating is good does not mean that they are currently flying in a ship that prepared to fight against insane griefer weapons. Will the NPCs still psychically know whether or not someone has cargo? Will they still telepathically come and find you and assassinate you, to punish you for daring to have a high ratings and cargo while exploring in uninhabited (and therefore, anarchy) systems? Or did you fix the fact that NPCs are telepathic and range outside the bubble, too?
 
Thanks for the update Brett.

Can I ask if the changes to missions involves ensuring there is at least one mission available for the CMDR?

I am sick to death of loading the game to find a blank board staring me in the face with a message telling me I must do 'grind' type activities before I can have any more. Would be nice to know because if it's still going to be the same I may as well just not bother loading the game up again.
 
Overall I appreciate the hard work that went into this patch, and thanks for that.

But I do not think it goes nearly far enough, from the sounds of it. I will of course play this and see how it goes, but please hear me out on this.

Since the launch of 2.1, the "experimental effects" just sound ridiculous and unscientific. These are not the kinds of things that I feel belong in a simulation like Elite Dangerous.
• weapons where how hot your ship is makes the weapon deal more damage?
• if you hit your target it reduces your own heat, but not if you miss? huh?
• a laser that causes random module faults just by hitting the hull? how does that make sense?
• weapons that cause rag doll effects on your ship very much out of proportion with reality
• laser that heals someone...
• lasers and missiles that both have the same side effect (amplifying signature of target).. makes no sense
• mass lock torpedoes? so now you can have mass without having mass?

Guys... a laser is a laser is a laser is a laser. Photons are photons. Explosions are explosions.

There's no rhyme or reason behind these powers. They are not consistent with the feel of the rest of the game. Like, where is the landing gear mod that reduces your ship's mass so that you can land without a shield and convert damage of the impact into heat? You don't have that because it would be equally ridiculous. These seem like things you did because you could but not because you should. They are things you did to appease people who were complaining about not being able to kill other ships fast enough. So you created ways for attackers to prevent people from running, prevent people from hiding, and kill them faster. I get it that you had a lot of people complaining that combat took too long, and it was too easy for people to escape from combat. But these powers are just space magic. Please remove this stuff... It's ruining the game not just by making weapons overly powerful, but also, by making them ridiculous in principle.

Maybe it should be easy to escape from a fight in outer space. After all, it's outer space. You're not cornered. You can run in any direction. Just because the physics engine of the game lets you throw certain kinds of numbers into it, doesn't mean you should. I thought this was supposed to be like a simulation.

Regarding NPCs, what you are saying here is that you will still be giving Deadly and Elite rating NPCs these ludicrous god-mode weapons. But they will only spawn as a punishment for your most dedicated players who have achieved a high combat rating through lots of gameplay. Just because a player's combat rating is good does not mean that they are currently flying in a ship that prepared to fight against insane griefer weapons. Will the NPCs still psychically know whether or not someone has cargo? Will they still telepathically come and find you and assassinate you, to punish you for daring to have a high ratings and cargo while exploring in uninhabited (and therefore, anarchy) systems? Or did you fix the fact that NPCs are telepathic and range outside the bubble, too?

+1 rep

I agree in everything you wrote. Complete agree about engineers and the "magic" powers. And I think enemies rank and aggressivity should be based on system, state, player rank, mission, cargo, etc...
 
I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?

An excellent idea Kerrash! [up]

In one fell swoop that would solve the main complaint voiced by many of the casual players on these forums, i.e. they simply don't have the time or opportunity to invest in Elite that the more 'hardcore' players do.

With the solution suggested by Kerrash above, casual players could effectively stick to 'casual' systems and therefore play the game their way at a pace they can afford, wthout worrying that every interdiction will destroy all the progress they've managed to squeeze out of the limited time they have to play the game.

Meanwhile, hardcore Commanders could choose to dive right in to anarchy and war-torn systems and be guaranteed a high rank fight regardless of their own combat level - if that's the kind of experience they want.

It's also far more logical than effectively having a ghost fleet of invisible same ranked stalkers assigned to each and every player...isn't it?
 
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For the record I don't like spawned NPC ranks being tied to your combat rank. It should be determined by where you are and the ship you're flying and the circumstances of the situation. It's dumb for a new player to never encounter Deadly+ NPCs, and it's dumb for a longtime player to *only* see Deadly+ NPCs. Higher ranked ships should be rarer, period. In more dangerous *areas* they should be more common. Tying NPC rank to player rank is yet another way of making every place in the galaxy feel and behave the same way. This is the #1 complaint about the game - that the vastness of the play area is wasted because everything looks, sounds, feels, and acts the same. There are high-security areas and low-security areas and anarchy areas and various levels of economic and political turmoil for a reason. USE THEM.
 
For the record I don't like spawned NPC ranks being tied to your combat rank. It should be determined by where you are and the ship you're flying and the circumstances of the situation. It's dumb for a new player to never encounter Deadly+ NPCs, and it's dumb for a longtime player to *only* see Deadly+ NPCs. Higher ranked ships should be rarer, period. In more dangerous *areas* they should be more common. Tying NPC rank to player rank is yet another way of making every place in the galaxy feel and behave the same way. This is the #1 complaint about the game - that the vastness of the play area is wasted because everything looks, sounds, feels, and acts the same. There are high-security areas and low-security areas and anarchy areas and various levels of economic and political turmoil for a reason. USE THEM.

I'm on thr fence over this one. A sort of happy mix would be thr best way forward. IMO
 

Deleted member 115407

D
Missions
- Changed the effects of the states for the piracy, planetary and mining missions to be a "positive" effect when the player successfully completes the mission - on these templates it was backwards


I'm not exactly sure what this means.

I've been fighting a small war for a minor faction, and despite my untold number of successful skimmer sorties my minor faction's influence plummeted sharply. Would this have done it?

Sooo.... I know folks are quite stirred up about the patch, for better or for worse, but had anyone else experienced the conditions detailed in my question? And was that specific patch note indeed confirmation those conditions have been fixed? FDev? Anyone?
 
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For the record I don't like spawned NPC ranks being tied to your combat rank. It should be determined by where you are and the ship you're flying and the circumstances of the situation. It's dumb for a new player to never encounter Deadly+ NPCs, and it's dumb for a longtime player to *only* see Deadly+ NPCs. Higher ranked ships should be rarer, period. In more dangerous *areas* they should be more common. Tying NPC rank to player rank is yet another way of making every place in the galaxy feel and behave the same way. This is the #1 complaint about the game - that the vastness of the play area is wasted because everything looks, sounds, feels, and acts the same. There are high-security areas and low-security areas and anarchy areas and various levels of economic and political turmoil for a reason. USE THEM.
Agreed, tying to rank may just homogenise the experience, and it arguably undermines the sense that this is a real galaxy, as opposed to a game world more or less revolving around the player's progress/lack of progress.

From the full list of tweaks it does seem things will be improved overall, though, so I'm looking forward to getting stuck in tonight.
 
- Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels


Please no :/ Now its back to never boosting in a shielded ship kind of :/

Yeah this part really really sucks, it was necessary to escape submitted interdiction in ships like the ASP. Weaker shields and woefully underpowered distributor class. All the more reason to make people participate in engineers though. So now our charge enhanced distributors are going to be like 2.1 distributors without the capacity?
 
For the record I don't like spawned NPC ranks being tied to your combat rank. It should be determined by where you are and the ship you're flying and the circumstances of the situation. It's dumb for a new player to never encounter Deadly+ NPCs, and it's dumb for a longtime player to *only* see Deadly+ NPCs. Higher ranked ships should be rarer, period. In more dangerous *areas* they should be more common. Tying NPC rank to player rank is yet another way of making every place in the galaxy feel and behave the same way. This is the #1 complaint about the game - that the vastness of the play area is wasted because everything looks, sounds, feels, and acts the same. There are high-security areas and low-security areas and anarchy areas and various levels of economic and political turmoil for a reason. USE THEM.
...should be determined...
... Higher ranked ships should be...
...they should be more common...


all these "must have" - the balance, which will kill the game
 
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