Patch Notes Update 2.1.05 update incoming

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This patch has several good Engineer changes. If you collect a data item by scanning or a material item in a SRV/ship, you get 5x that item. Commodities are unchanged (no storage as of yet). But having the data/materials far more available is a good thing. Remains to be seen if the recipe changes are good or not.

Hm ... for me this looks like a "cheap" solution to the grind.
 
Probably pointless asking but are the commodities requirements for engineers removed as of this patch as per last newsletter as patch notes don't specify much about the engineer changes?
 
Can you elaborate on Balance Thermal weapons...ie specifics

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Wait...5 per micro resource? Holy hell

EDIT To correct mistake in copy: 'with physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory'

Sorry about that.
 
Probably pointless asking but are the commodities requirements for engineers removed as of this patch as per last newsletter as patch notes don't specify much about the engineer changes?

It was already clarified they are not going away - we misunderstood.
 
Thank you for the TrackIR fix.
Has anyone in the FD office noticed that the RNG mission in the Inbox lacks information about who you are offered the mission for?
It would be nice to know whether it's a pirate / fed / imperial / alliance / independent organisation?
Only a picture is present in the Inbox-missions.
 
If it was only that it would only be a major annoyance but the fire mode is resetting itself every few seconds. I cannot get out of the starport without all my very expensive turreted weps going offline because some !*%$*@? setting keeps changing itself. It isn't just every time I jump, it is every few seconds!

I read a post this morning that says the ship must have at least one gimballed or fixed weapon in the same fire-group as the turreted weapons, to act as a "master designator" so I switched out my turreted chin-mount laser (Python) for a gimballed version. I will post the results of the change, if any, tonight.
 
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Probably pointless asking but are the commodities requirements for engineers removed as of this patch as per last newsletter as patch notes don't specify much about the engineer changes?

No. The commodities were never removed, nor was it mentioned that they would be.

If you reread the newsletter with this in mind, it becomes obvious that this is what it says. It becomes confusing because of the term "materials", which in normal vernacular would include commodities. The word commodity is never used in that part, and the only thing that alludes to it is "reduced cost" for the low level ones, and that can be interpreted as removing commodity requirements from those.
 
I'd say it's still far of any kind of solution whatsoever. If you don't drop a material it matters exactly NULL how much of it you would be getting.

Have to agree ... RNG is here to stay ... Right on RNG!
 
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NPCs
- Increase the threaten timer across the board for all AI. Pirates have slight higher since they are waiting for cargo to be dropped
- Set all AI ships in lawful space to have an interdiction rank range of 2 or less ranks below their own, and all AI ships in anarchy space to have an interdiction rank range of 3 or less ranks below their own
- Slightly reduced Anarchy interdictions, whilst keeping them more dangerous than lawful systems.

Very interesting! The threaten timer extension is a great idea!

The second point in the quote, is that across the entire board? Will AI ships never look to interdict those on their own level? Will Deadly and Elite ranked commanders never get interdicted? That makes it more dangerous, which is pretty darn cool.
 
EDIT To correct mistake in copy: 'with physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory'

Sorry about that.

Ah. Well, 3x data/material item is still way better than 1x! Saves time especially on hunting down the hard-to-find components.
 
Cool 3 is better, 5 seemed a bit too much.

Thanks team for all your graft.

It's much appreciated (by me anyway).
 
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EDIT To correct mistake in copy: 'with physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory'

Sorry about that.

Ed, what about this...

Greetings Commanders,

You may well have seen our recent posts after The Engineers (2.1) which highlight some of the feedback that we’ve taken on board and changes we’ve made based on that feedback. You’ll have noticed that we’ve made a number of server and point updates including a host of immediate bug fixes and balances to NPC behaviour as well as allowing you to select the experimental modification type from Engineers, reducing the rare allocations to make the unlocking of Engineers easier and local news article at Engineers bases to give more information on where to find specific materials.

However, that’s not all, as ever we are working hard to ensure that player feedback is at the heart of Elite Dangerous and we just wanted to share with you a few more changes that we are planning for our next major point update. We are aiming for the end of July/Early August (there may be a few minor point updates and stability fixes before then).

In order to continue to address the feedback raised regarding both the grind and RNG nature of The Engineers we’re going to making the following changes;

- We will be adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
- In addition we are making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
- We’re also increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- We’ll be increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material

Not to mention the changes that we’ve made in the recent point update. To be able to select your weapon upgrade and give you control over what module you leave with, reducing the requirements to unlock certain Engineers and increasing the visibility of where materials can be sourced, should help to make the Engineers more accessible and more rewarding for players venturing down to the planet surface in search of a new upgrade.

As always the development team will continue to read and review your feedback to allow us to make the best possible experience for the community.

Thank you for your continued patience and support.

This isn't mentioned in the patch notes....

- We will be adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.

Is it in this patch?
 
I stopped playing a few weeks after Enginees hit after about a week of grind searching planets for materials really started to annoy me. Decided to wait for inevitable updates and was pleased to see this and was looking forward to returning:

- We will be adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier. (https://forums.frontier.co.uk/showthread.php/268658-The-Engineers-(2-1)-feedback-and-planned-updates )

Seems not in this patch, oh well, I can wait another month or so...
 
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