Patch Notes Update Elite Dangerous 2.2.03 - Update incoming.

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For me, a total waste of bandwidth. Absolutely nothing on there affected me at all. My Python didn't even get a mil slot and neither did my Imp Courier.
 
Overcharged multis: I though the DPS increase should balance out the reduced rate of fire? The DPS on my OC multi went from +53.8% to +42.3% (g5 mod)....
 
For me, a total waste of bandwidth. Absolutely nothing on there affected me at all. My Python didn't even get a mil slot and neither did my Imp Courier.

So the fixes to Missions, stability, blueprints, No more commodities for engineers and all of the other little things were pointless? ..
 
For me, a total waste of bandwidth. Absolutely nothing on there affected me at all. My Python didn't even get a mil slot and neither did my Imp Courier.

serves you right for flying the white whales from the Impire.........Get yourself a good sound Fed Coffin to pew pew in! ;)


Oh come on you 'In Game' guys, spare a thought for us stuck at work, someone PURLEEESE answer me on the Biotech thingys ....Pretty Please? :)
 
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Deleted member 38366

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I'll try to explain it a bit (based off of the mission Q&A streams, mind you, I'm not a game developer or have any practical knowledge about how these sorts of things work):

Previously, the server would generate around 40 missions which would all be sent to the player in one big lump. Problem is, this included all missions, including passenger ones, which were severely overpopulated. So you would get 40 missions on offer, but the vast majority would be passenger ones. The new system caps this to 20 (so you don't have to load as much stuff), but only sends you the ones that are relevant to the mission board you're currently browsing, so if you're looking at the mission board you'll see 20 mission contracts, and if you're looking at the passenger board you'll get 20 passenger contracts, instead of the old system which would spit out 30-40 passenger runs and barely any normal missions. It's killing two birds with one stone, really - you get more normal missions and the boards are quicker to load.

Well, just logged in and had a view around - and it's as bad (even worse) than I feared. Nothing has improved.

No Missions. None.
Two Factions at war (including the one I need to Support). Nope, noone needs anything. Nothing. Zero.

Factions present in System : 7
Standard Missions on Board : 9
Passenger Missions on Board : 0

Total amount of Missions for the entire System : 9
9 Missions for 7 Factions. You do the math.

Yep, that's what's I normally call a failure. Such a Mission System is what I consider utterly useless, especially since Faction states should define what is relevent and what is not.
This Mission Generation System apparently thinks Factions at War have nothing relevant they would ever need help with ;)

I'd say that's straight back to the drawing board.
Ensure every Mission board has a guaranteed 20 Missions at all times and that every Faction has a minimum of State-dependent Missions at all times... then we're talking a functional and correctly working Mission System.
I guess until then it's either rampant mode-hopping to get any single Mission at all - or accept that just no Missions are available for a prolonged time and seek alternative ways to achieve results.
 
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Allthough i do like combat very much, the highlights for me are the network fixes (if they fix something), the stats about armor and shields and the removal of commodities in this crazy casino. No data and mats storage amount raise? Jeez.....

Python and clipper didnt get some love i see..
 
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