Patch Notes Update Update 3.1.2

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Hello everyone,

We have just taken the galaxy servers down to deploy the 3.1.2 update. Expected downtime will be roughly 30 minutes. We will let you know on the forums and social media when they are back online.

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Fixes and Improvements

  • Fixed a softlock that could occur when dropping in to a Military USS
  • Fixed missing Search and Rescue contact text
  • Additional minor optimisations and fixes

LOL.
Figured out what my additional fixes are,...VR now unstable and crashes ever single time I open the outfitting:eek:
Toooo funny! perhaps the six bug reports one after another might help Nerf my personal experience[where is it]
 
Credits become meaningless when you have too many. Having a player controlled economy will not work with so many systems. Places would be completely static and not change. To get that to work, FDev would have to completely change how the game worked.

I know exactly what you are talking about, but the game with the size of the bubble it just isn't practical unless there were far more players. Not that I think that a fully player driven economy would fix any of the issues.

alright so you just proved my point, there's no reason to nerf credit payouts since there's no player economy.

maybe fdevs should hire an economist like CCP did for EVE online.
 
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alright so you basically just proved my point, there's no reason to nerf credit payouts since there's no player economy.

Nothing to do with it. As I said, I limit my credits acquisition so that credits do mean something. If the rewards just get more and more and more, the game gets easier as the only way to loose credits is via rebuy and that becomes meaningless.

That will negatively effect me and people that play like me.

Having a player driven economy is not going to magically make the system better either. It could make it worse.

As I said. A fully player driven economy is not practical with a game like ED. It would not make much sense. What we have now which is a semi player driven economy, as we can control it to some extent is the best way. It just needs refining and made more complete. It's too basic at the moment.
 
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Nothing to do with it. As I said, I limit my credits acquisition so that credits do mean something. If the rewards just get more and more and more, the game gets easier as the only way to loose credits is via rebuy and that becomes meaningless.

That will negatively effect me and people that play like me.

Having a player driven economy is not going to magically make the system better either. It could make it worse.

As I said. A fully player driven economy is not practical with a game like ED. It would not make much sense. What we have now which is a semi player driven economy, as we can control it to some extent is the best way. It just needs refining and made more complete. It's too basic at the moment.

no it won't because there's no real player economy, stop going in circle this is not an argument you can win.

buying an expensive ship is not an indication of progress in a game with no end-goal and no true linear progression.

if there was an outside value to the stuff we buy with credits then that would be a different story.
 
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no it won't because there's no real player driven economy, stop going in circle this is not an argument you can win.

buying an expensive ship is not an indication of progress in a game with no end-goal and no true linear progression.

In my view the game is not about progression, but about choices.

Yes there is no end game, so progression is essentially meaningless as you are progressing towards nothing.

I fail to see how a full player driven economy would actually help with that.

The game is set in semi realistic world as a playground. As I said, it's entirely up to FDev to decide what they think how it should be, and all we can do is adapt and play the game.
 
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In my view the game is not about progression, but about choices.

Yes there is no end game, so progression is essentially meaningless as you are progressing towards nothing.

I fail to see how a full player driven economy would actually help with that.

every game is about progression and every game is about having fun what ever the choices you make, if your goal in Elite is to progress as fast as possible to buy the biggest ship then that can be your end goal.

point being is some players out there like to have fun playing a true sandbox, you know like EVE online. Having a true driven player economy imply you can trade, manufacture, sell and produce goods for other players to enjoy, like ships, modules, stations, etc.

that's the definition of a true sandbox, a concept you seem to have a REAL hard time to understand. That concept is non existent in Elite Dangerous therefore CREDITS have ZERO value outside of the game, if the end-game goal was to acquire a corvette that would be a different story but it's not. Therefore there's no reason to put insane barriers to reward players to enjoy or buy the thing's they want to acquire in game.
 
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On a totally unrelated note, it seems like we can now apply experimental effects regardless of engineer level. Is this intended? Because i remember that it was stated earlier that experimental effects could not be applied to modified modules of a higher grade than the engineer was able to modify.

It would have been f*iggin' nice to have mentioned that in the patch notes, as it would have saved me some trips around the bubble.
 
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every game is about progression and every game is about having fun what ever the choices you make.

point being is some players out there have fun playing a true sandbox, you know like EVE online. Having a true driven player economy imply you can trade, manufacture, sell and produce goods for other players to enjoy, like ships, modules, stations...etc

that's the definition of a true sandbox, a concept you seem to have a REAL hard time to understand. That concept is non existent in Elite Dangerous therefore CREDITS have ZERO value outside of the game, therefore there's no reason to put insane barriers to reward players to enjoy or buy the thing's they want to acquire in game.

No it's not the definition of a true sandbox. It's just a different type of sandbox to ED. Having all of that stuff is meaningless to me. It's not something I ever want to see in the game. If I wanted to run corporations I would be playing a different game.

I am playing an adventure game, and ED is pretty good (not great) at letting you create your own adventures with the tools that are available. That is the type of sandbox I see elite as. It could be a lot better though, and it looks like it's getting better.

Sorry it's not the sandbox you want. That isn't my fault, it's the game FDev created not me, and the way I play seems to work well for me and the game.

Looking forward for the changes that are coming in Q4 and beyond.
 
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Yay, bugs fixed, it's a start but one in the right direction.
Keep them bugfixes coming FD!!!!


Wow, FD fixes a couple bugs and you get 13 pages of salt.
 
No it's not the definition of a true sandbox. It's just a different type of sandbox to ED. Having all of that stuff is meaningless to me. It's not something I ever want to see in the game. If I wanted to run corporations I would be playing a different game.

I am playing an adventure game, and ED is pretty good (not great) at letting you create your own adventures with the tools that are available. That is the type of sandbox I see elite as. It could be a lot better though, and it looks like it's getting better.


Sorry it's not the sandbox you want. That isn't my fault, it's the game FDev created not me, and the way I play seems to work well for me and the game.

Looking forward for the changes that are coming in Q4 and beyond.

Elite Dangerous is not a true sandbox. A true sandbox imply a genre or mode of some video game for open-ended, non-linear play with a player driven economy where a game world that the player may freely traverse, rather than being restricted to certain pre-defined areas and with a setting to facilitate the player's freedom of choice. There's no such concept in Elite Dangerous, but only the illusion of freedom of choice.

Elite is a theme park game with restrictive play styles and with no player driven economy. It's a single player game with multiplayer as a third option.
 
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Elite Dangerous is not a true sandbox. A true sandbox imply a genre or mode of some video game for open-ended, non-linear play with a player driven economy where a game world that the player may freely traverse, rather than being restricted to certain pre-defined areas and with a setting to facilitate the player's freedom of choice. There's no such concept in Elite Dangerous, but only the illusion of freedom of choice.

Elite is a theme park game with restrictive play styles and with no player driven economy. It's a single player game with multiplayer as a third option.

Sorry but that is not a definition of a sand box game.

Sand box game: A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks.

We can do this in ED. ED is not a progression based game.

Theme park game have a set linier path of progression like LOTRO or WoW. ED is nothing like those.
 
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How am I trying to inconvenience other players? I am not telling FDev what to do. They will decide how it should be balanced and we will have to adapt how we play. By making credits too easy could inconvenience me and the way I play. Does that make everyone who thinks more credits for missions are trolling me.

Personally I don't think so.

The argument doesn't really work both ways. If someone is cold they can always put on more layers. If someone is hot they can only take off so many.

You have the option of choosing not to make more credits than you want to. You have a choice, where we do not.

I don't know how to make it any simpler.
 
Sorry but that is not a definition of a sand box game.

Sand box game: A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks.

We can do this in ED. ED is not a progression based game.

Theme park game have a set linier path of progression like LOTRO or WoW. ED is nothing like those.

I have to agree on the sandbox bit. Shenmue was probably the first sandbox game, and the 2 most famous/commonly cited sandbox games are GTA and Saint's Row, neither of which has anything close to a player controlled economy. Just sayin'.
 
havent played the update so I cant speak for any credit nerfs but I do think what would help with all the hate and frustration is if they just spent some good old time figuring out how much they think players should make and even if its a big nerf just get it over with and just do it and then leave it alone. I dont want credit nerfs but maybe im wrong but it seems like more frustration is coming from the fact that it looks like thats the main thing frontier even does in elite anymore. I know its not but they barely respond back to players anymore and bugs are worth waiting to patch but gold rushes are worth patching within hours. Just do some math and spend time crunching the numbers and try to do it all at once instead of by each rush. Or if you cant get take that much attention off the dinosaur kiddy fun fun land game keep doing all thse g reward changed but do it the other way. Just do a huge over nerf on everything and then every other day when you would normally be nerfing rewards you can now just slowly raise the rewards. It would cause lots of anger but just raise it a little as often as you normaly lower them and people will forget pretty quick and youd eventually get messages saying did you see these mission rewards were buffed again yeah go frontier thanks for giving me more money.People have short attention spans so stop reminding us stuff is going down so often and do it right
 
The argument doesn't really work both ways. If someone is cold they can always put on more layers. If someone is hot they can only take off so many.

You have the option of choosing not to make more credits than you want to. You have a choice, where we do not.

I don't know how to make it any simpler.

Ahh. That I see what you are saying but it doesn't work like that. If you see those items of clothing as content. I lose out on content because it pays too much and I don't want that, where's you would have to do more of the current content to get what you had.

What I would like to see is more content especially for those that need it want higher payouts. Surely that is a win-win scenario for everyone.

As you can see, we are both inconvenienced. As I said there is no correct solution and no matter what FDev do, people will be unhappy. As it is, I avoid content, I really do not want to start avoiding more of the content.

I feel for FDev as it cannot be easy to balance for all the different types of players. I'm just glad it isn't me doing it.
 
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I have to agree on the sandbox bit. Shenmue was probably the first sandbox game, and the 2 most famous/commonly cited sandbox games are GTA and Saint's Row, neither of which has anything close to a player controlled economy. Just sayin'.

None of those games we're TRUE​ sandbox. GTA had an extremely linear story progression and the areas we're restricted to your story completion. It's quite literally the exact opposite of a sandbox. Open-World, sure, but not a sandbox, at least not the first GTA's. I wouldn't know about the last GTA, i hear there's a player driven economy with coins, so I guess it could fit the definition.

Sorry but that is not a definition of a sand box game.

Sand box game: A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks.

We can do this in ED. ED is not a progression based game.

Theme park game have a set linier path of progression like LOTRO or WoW. ED is nothing like those.

Elite Dangerous has a very simple linear path of progression, while there's no end-goal each activity has a simple linear road-map to achieve said goal unlike EVE wherea each activity is driven by the players and have no indirect/direct similar results each time you take part in said activity.
 
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