Patch Notes Update 2.1.05 update incoming

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Good stuff, thanks for the update!

I think that the balance feels pretty good. I didn't mind what we had, but this does feel a bit more balanced. You still have to work to get materials and there are still tradeoffs in the upgrades and enough variation to make no ship the same.

I really like the Combat Aftermath SS.

The list of materials on planets is great! I like scanning the system maps, feels like the science officer trying to find a place to land...
 
I'm hardly a "combat nerd", but I bought Elite: Dangerous in the belief that it would be dangerous.....not an easy walk in the park. Also, when I consider how hard SJA worked to make the NPC's better, it really ticks me off that her hard work keeps getting vandalised for the sake of keeping a vocal minority happy.

Bugs me a little, as I'm no combat nerd, but so far I've found the balance between difficulty and fleeing fine. I've taken on Dangerous + Anaconda's with police backing in combat with satisfaction in an A-spec Cobra, but knowing full well if I get caught face-to-face I'm going to get shredded to pieces (and have done). I've had interdictions where I've not liked the look of that Federal Elite Dropship in my middle-of-the-road Python and escaped with ease. If I'd turned to take it on, yes, there'd be a lot of problems - and I wouldn't have thought twice of trying that 2.0. 2.1 has created threat for non combat nerds, but it seemed to be, it offered ample escape if you were sensible (high wake, pips to shields, don't be a sitting target).

I've yet to see how things have changed this last patch, but I hope it isn't too diluted. I do feel that a lot of the anger could have been channelled into learning routes to avoid destruction which I still firmly believe are there. Perhaps there needs to be more obvious tips on how to escape combat as much as how to engage it.
 
Just attempted yesterdays upgrade. First my PC crashed about 2 mins into sync files part of the upgrade process, and it was the only thing other than browser running, now the upgrade will not run. Error message "Update failed for file".
What do I do now?
 
Not everyone spends 12hrs a day playing E:d so I can understand FD making things easier for some, though still retaining the difficulty for more advanced users.

For example, I've been playing on and off for 8 months, and quite like E:d :), but, I wandered around aimlessly looking for modified firmware and never once found it. I was looking in all the places I should be looking.

I still need it for grade 2 upgrade, so I still have that requirement. Apparently it's quite common, but not for me.

So all FD have done is made the difficultly slope a little kinder for people who don't have the time to invest 40+ hours per week. If I want to upgrade to grade 5, it's still going to be difficult. That's fine by me.

At least now I can try this engineer thing, so thanks FD for the patch. Shame the AI seems a little less competent, but it seems the AI may be more competent/dangerous if you go to a dangerous region, i.e. Anarchy/Civil war etc, especially if your 'Elite'. Lets face it, if your elite you should be able to handle a fight.

I think the balance is getting there - if you want to spend hours and hours looking for a rare item, you still can and will be awarded for your trouble with grade 5 super upgrades, but grade 1 upgrades are easier.

Same for combat, everyday combat may have got easier, if you keep your eyes open, learn how to flee and avoid the troubled areas. But if you want trouble, you can find it.
 
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I did a mission last night after the patch for Electrochemical Arrays (1) and only got one, is that what's supposed to happen? I was sort of expecting three - but probably misunderstood. :-/
 
Just attempted yesterdays upgrade. First my PC crashed about 2 mins into sync files part of the upgrade process, and it was the only thing other than browser running, now the upgrade will not run. Error message "Update failed for file".
What do I do now?

go to Frontier Support site (Here: https://support.frontier.co.uk/kb/ ) look in the FAQ's for a simular incident. If not raise a support ticket
 
Ah the latest update made it so me old i3 laptop can no longer run ED, 2.1.04 allowed me to run it fine :/ 2.1.03 also broke it so im hoping that 2.1.06 will allow me to continue the adventure until my upgrade arrives at the end of the year :)
 
I did a mission last night after the patch for Electrochemical Arrays (1) and only got one, is that what's supposed to happen? I was sort of expecting three - but probably misunderstood. :-/

Missions tell you the amount of materials you'll get (in brackets). The three quantity refers to mining/surface prospecting/scavenging from ships.
 
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- Removed boost from lowest NPC ranks
- Removed sub-system targetting


I'm not into this stuff at all. All NPC ships should be capable of doing what players can do in their ships. We can all target sub-systems and we can all boost. Ships have boost by default so what are we saying, that low ranked NPCs don't know how to use their boost ? And why pick on the lowest ranked ships who need the boost the most ? I don't understand the reason behind the removal of boost at all.

IMO, it is better to tweak how often/efficiently/randomly the NPCs target your systems rather than a blanket removal which, to me, is just silly.


On another note, wth is a 'potential NaN' ? Is that a mother waiting for her daughter to get pregnant ? :)
 
- Removed boost from lowest NPC ranks
- Removed sub-system targetting


I'm not into this stuff at all. All NPC ships should be capable of doing what players can do in their ships. We can all target sub-systems and we can all boost. Ships have boost by default so what are we saying, that low ranked NPCs don't know how to use their boost ? And why pick on the lowest ranked ships who need the boost the most ? I don't understand the reason behind the removal of boost at all.

IMO, it is better to tweak how often/efficiently/randomly the NPCs target your systems rather than a blanket removal which, to me, is just silly.


On another note, wth is a 'potential NaN' ? Is that a mother waiting for her daughter to get pregnant ? :)

I concur. Sadly FDev seem to be kow-towing to a vocal minority that want NPC's to be easy to take down! Sad, really.
 
- Removed boost from lowest NPC ranks
- Removed sub-system targetting


I'm not into this stuff at all. All NPC ships should be capable of doing what players can do in their ships. We can all target sub-systems and we can all boost. Ships have boost by default so what are we saying, that low ranked NPCs don't know how to use their boost ? And why pick on the lowest ranked ships who need the boost the most ? I don't understand the reason behind the removal of boost at all.

IMO, it is better to tweak how often/efficiently/randomly the NPCs target your systems rather than a blanket removal which, to me, is just silly.


On another note, wth is a 'potential NaN' ? Is that a mother waiting for her daughter to get pregnant ? :)

NaN is short for Not A Number.
https://en.m.wikipedia.org/wiki/NaN
 
- Removed boost from lowest NPC ranks
- Removed sub-system targetting


I'm not into this stuff at all. All NPC ships should be capable of doing what players can do in their ships. We can all target sub-systems and we can all boost. Ships have boost by default so what are we saying, that low ranked NPCs don't know how to use their boost ? And why pick on the lowest ranked ships who need the boost the most ? I don't understand the reason behind the removal of boost at all.

IMO, it is better to tweak how often/efficiently/randomly the NPCs target your systems rather than a blanket removal which, to me, is just silly.


On another note, wth is a 'potential NaN' ? Is that a mother waiting for her daughter to get pregnant ? :)

The problems is some ships were explicitly designed for hull tanking with no module sniping, and were suddenly rendered completely useless. I too would have preferred more challenge as long as the ships were redesigned with proper shields, but apparently that is asking too much.
 
The majority of their customers are in the US. This was a good time to update for the US.

I would ask you for a Source on that.
Because I would assume Vast Majority of Players is from Europe.

However Mate. That would not make sense either.
Because even if we assume Majority of the Customers is in US.
14:00 UTC would be a bad Time.
If they had simply used 7-8 UTC this should be roughly where their Company Starts to Work. Meaning they would have the Entire Day for Hotfixes and Working on the Server.
Moreover it would be in the Middle of the Night for the US and Before Noon for Europe meaning that they would NEITHER Block European nor US Players from Playing.


No matter how you turn it.
14:00 UTC is an Bad Time for this.
 
I would ask you for a Source on that.
Because I would assume Vast Majority of Players is from Europe.

However Mate. That would not make sense either.
Because even if we assume Majority of the Customers is in US.
14:00 UTC would be a bad Time.
If they had simply used 7-8 UTC this should be roughly where their Company Starts to Work. Meaning they would have the Entire Day for Hotfixes and Working on the Server.
Moreover it would be in the Middle of the Night for the US and Before Noon for Europe meaning that they would NEITHER Block European nor US Players from Playing.


No matter how you turn it.
14:00 UTC is an Bad Time for this.

I think it's simply a matter if it being regular post lunch office hours for Britain.

No matter when you take a service down someone somewhere gets snubbed out, that's just reality.
So you might as well do it when everyone in your office is working normally instead of holding out for some magic hour that doesn't exist and pay your techs time and a half to boot.
 
NPCs
- Removed boost from lowest NPC ranks
- Removed sub-system targetting
- Allow players a better chance of fleeing from NPC ships

Oh, FD, please.

You're trying to find the right difficulty for everybody.

You can't.

Instead, structure things so that everybody can find the right difficulty for themselves.



- 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

Getting warmer (but remember you have Security Levels HIGH/MEDIUM/LOW).



- Slightly reduced Anarchy interdictions, whilst keeping them more dangerous than lawful systems.

Getting colder.

Systems need more variation based on Security Level. Not less! Don't blandify what range there is...
 
The TrackIR change makes a huge difference, woohoo! It's a pity we don't really have any ships with narrow seats and bubble canopies, or we'd be able to look at craft chasing us (helloooo Top Gun!)

- - - - - Additional Content Posted / Auto Merge - - - - -

Oh, FD, please.

You're trying to find the right difficulty for everybody.

You can't.

Instead, structure things so that everybody can find the right difficulty for themselves.

Yeah, I think there's growing consensus on this. Trying to auto-level for everyone, factoring in it's multiplayer, and a good combat pilot might be in a non-combat ship & vice-versa; is an incredibly difficult task. Instead, make the security/lawless really mean something, keep the player informed, and let him/her make the choice of how much he/she is willing to risk.
 
Yeah, I think there's growing consensus on this. Trying to auto-level for everyone, factoring in it's multiplayer, and a good combat pilot might be in a non-combat ship & vice-versa; is an incredibly difficult task. Instead, make the security/lawless really mean something, keep the player informed, and let him/her make the choice of how much he/she is willing to risk.

Concur. Would be useful to have local security level displayed upfront, on HUD somewhere I think. It's there in the system map, but could be more prominent? Unless I'm missing something.
 
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