Patch Notes Update Beyond 3.0 Beta 2 Incoming

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Fish engineering in Beta?

Will there be a fish engineering in Beta where we can test all of these new changes out without needing to grind for them, im sure at this point we aleady know the grind of the new system, so it would be nice to have a fish beta again so we can focus on looking at the new changes more.
 
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Is +55% now the max? Or are you instead simply increasing upgrades in the +50% range up to +55%?

I got a +56% OM overspec using the original 3.0 Beta at a max of the G5 upgrade process. Is that spec no longer possible? Anything over this +55% simply can't be done?

I thought there was going to be a move towards recreating GodRoll specs?

Those are in the +57% to +58% OM overspec range.

55% is the max, but you can buy the "Mass Manager" experimental effect to increase optimised mass a further 4%, at the cost of integrity.
 
That fixes only the issue where you cannot even turn in the mission due to the bounty. The actual problem is the bounty itself. A mission not marked as illegal should not make you wanted in the first place (e.g. by having a wanted target).

The standard versions of the Planetary Scan Mission SHOULD NOT involve the scanning of a PRIVATE BEACON! Nor should they involve a base sitting in a TRESPASS ZONE! -- The original versions did not involve any hostile encounter and thus no fines or bounties incurred! (PUBLIC BEACON / Unobstructed access to "Non-Hostile" Base/Outpost.)

I've sent a half dozen bug reports to support over this issue over the last 6 months when the bug first appeared in 2.4, and FDEV refuses to address the issue!

I no longer consider planetary scan missions a viable choice in the game because of this 6 month old bug! And with the new C&P system, the majority of them will cost you more in fines/bounties than you make from completing the mission.

Ridiculous!
 
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We getting the fish so we can test this properly? Putting it behind a grindwall that we don't get to keep just means that nobody will actually do it
 
We getting the fish so we can test this properly? Putting it behind a grindwall that we don't get to keep just means that nobody will actually do it

maybe later... for now we have to test the steeper curve through 1-4 for having G5 access at an Eng.
 
We getting the fish so we can test this properly? Putting it behind a grindwall that we don't get to keep just means that nobody will actually do it

I admit I haven't been keeping up with the beta, but...fish? do I dare ask what the fish thing is all about?

otherwise:
1) if landing problems with the T10 are now fixed I will be extremely happy.
2) speeding up progress with engineers via reputation sounds like a nice improvement.
3) finally, the "pick up a planet scan bounty from the mission giver" thing has been thrown in a hole. still need greater clarity from regular planet scan missions if they'll result in a bounty though, esp with the C&P system as others have mentioned.

4) ........fish?!
 
maybe later... for now we have to test the steeper curve through 1-4 for having G5 access at an Eng.

Again, what is the purpose behind _not_ latching the grades as you pass them - for a specific class of item with a specific engineer.
It seems to only slow down progress and require more material acquisition, jumping and clicking.
Perhaps it was introduced to 'balance' the loss of randomness in the final product, but it is largely pointless.
Maybe we should introduce the same scheme in outfitting: if you want to buy a conda (say) then you have to buy all the other ships first, as well.
 
Will there be a fish engineering in Beta where we can test all of these new changes out without needing to grind for them, im sure at this point we aleady know the grind of the new system, so it would be nice to have a fish beta again so we can focus on looking at the new changes more.

I read in there somewhere that if you reset save there is an accelerated start with 100 million credits and mats - so no grind (although I don't know how much mats...)

  • Choosing the Horizons Fast Start when creating a Commander now includes an initial set of micro resources

 
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Module storage, is there going to be an increase in module storage space?!? 60 is quite small once you accumulate the navy I have throughout the years. I believe since there’s an increase in material storage, there should also be an increase in data storage and module storage as well.
 
Actually, when I logged back into the game, my FSD range increased on its own, so it is taking into account the upgrade from 50% to 55% between the betas. Nice. Still leaves the bug though of the FSD range on the Functions panel not updating immediately.

Intersting...

I just checked the G5 upgraded 5A FSD on my Chieftain. The Optimized Mass is now listed as 1,692.3T which equates to a +61.2% overspec! (previously unobtainable in the 2.4 version)

However, my jump range as listed in the Functions panel is unchanged from what it was before the Beta 2 update where I originally had a +56% OM overspec in Beta 1. Both the original +56% OM and the new +61.2% OM both yield the identical actual jump range of: (29.12 [29.63] LY)

Are we simply dealing with semantics here?

I'm confused.
 
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Testing engineering in beta 1 was better than I feared but not as good as I hoped. I belive the Beta 2 adjustments to pinned blueprints and rep improving lower level progression will help greatly. I am less concerned with the buffed blueprints, but it is nice to see.

No ‘fix’ for the stupid disconnect between bounties and premium payoff? Game remains broken in that regard ad far as I am concerned.
 
No mention of fixing the freeze of all control functions using a Game Controller in Engineering menus after applying first GENERATE command, requiring mouse to exit/back or continue with the upgrade process.

Has anyone tested this to see if this was fixed and not mentioned in the patch notes?

This is still present in beta and I'm using a HOTAS.

Can you point me to the bug report so I can add my name? Thanks
 
Again, what is the purpose behind _not_ latching the grades as you pass them - for a specific class of item with a specific engineer.
It seems to only slow down progress and require more material acquisition, jumping and clicking.
Perhaps it was introduced to 'balance' the loss of randomness in the final product, but it is largely pointless.
Maybe we should introduce the same scheme in outfitting: if you want to buy a conda (say) then you have to buy all the other ships first, as well.
We're not engineering classes of items or ships anymore. The new system reinforces that we are engineering a single item that can be used on any ship. Essentially the thinking change that 3.0 introduces is that individual modules have a progress and history. They aren't as disposable as they were. There is (and should be) more value in that G5 Enhanced Pulse Laser than in the old system because that individual module now has a time investment attached that wasn't there before. There was time, but not as heavy.

I think since modules are now more of an investment, they should also come with some visual changes on externals and maybe some unique brand or serial numbers.
 
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