Patch notes looks promising

Looks like FDev is listening to our feedbacks, will fix and ballance the game as desired. Though there are still many things should be addressed, current patch notes are looking good and major step forward imo. I got more than I expected and really appreciate the efforts. I’m hopeful they’ll keep the pace and make ED great again.

Thanks FDev.
 
I got more than I expected and really appreciate the efforts. I’m hopeful they’ll keep the pace and make ED great again.
I got nothing that I expected and therefore I think notes are rubbish... That said, if credits actually meant something in this game (and the game wasn't so broken on PS4), I think I would enjoy trading for the first time ever. The improvements to the trading screen are really good IMO. So kudos to whoever did that work.
 
Hey, no more "system scan complete, system scan complete, system scan complete"!

Very interested to take a look at the improvements to the trading screen. Have not traded for a bit, so may do some just to try it out.
 
other then one or two execution disagreements, I think the overall patch fixes are good QoL improvements. I still would like to see some of the more annoying issues of this game fixed, but hey maybe that will be next patch.

I still think the "SCA as a module" idea is just stupid and would rather them just put it in the ship as core functionality. I mean cruise control is standard on most if not all cars today, which is what SCA is. And the fact that the docking computer should have been removed not added to (I have changed my mind about the DC and have changed to the "core functionality" crowd). The reasons being, 1) it's functionality is good for noobs or when you need to dock/undock and step away from the controller for a sec (Dad Mode/ Sandwich mode what have you.) and by doing that, you can get rid of something that really doesnt need to be a module and thus optimize the module list.

Other then those two points, the rest of the patch looks great IMO.
 

Deleted member 38366

D
I hope for the annoying "Scanning" FSS lag and stuttering on Geologicals to be amongst the fixes...
 
Docking and super cruise modules should not be modules!
Module creep in this game is a rabidly stupid piece of development of this team.
 
Docking and super cruise modules should not be modules!
Module creep in this game is a rabidly stupid piece of development of this team.

Don't forget - module creep is directly proportional to Mass Creep, amd jump range in inversely proportional to Mass Creep. Because, let's face it, most folks are going to rip out the computer modules anyways in favor of small Hull Reinforcements, Module Reinforcements, Guardian Shield Reinforcements, Shield Cell Batteries or small AFMU's anyways.

And then they'll discover their jump ranges dwindling, because short-sighted design concepts never took into account that our current jump ranges were based on ship specifications from 6 years ago.
 
Don't forget - module creep is directly proportional to Mass Creep, amd jump range in inversely proportional to Mass Creep. Because, let's face it, most folks are going to rip out the computer modules anyways in favor of small Hull Reinforcements, Module Reinforcements, Guardian Shield Reinforcements, Shield Cell Batteries or small AFMU's anyways.

And then they'll discover their jump ranges dwindling, because short-sighted design concepts never took into account that our current jump ranges were based on ship specifications from 6 years ago.

Despite us having engineered FSDs, Guardian boosters, neutron stars, and freedom of choice, I somehow knew someone would be complaining about being shortchanged half a LY jump range.
 
Don't forget - module creep is directly proportional to Mass Creep, amd jump range in inversely proportional to Mass Creep. Because, let's face it, most folks are going to rip out the computer modules anyways in favor of small Hull Reinforcements, Module Reinforcements, Guardian Shield Reinforcements, Shield Cell Batteries or small AFMU's anyways.

And then they'll discover their jump ranges dwindling, because short-sighted design concepts never took into account that our current jump ranges were based on ship specifications from 6 years ago.
Design trade-offs. Shall I accept reduced jump range, or save some weight by leaving a slot empty, engineering for light weight, or carrying weightless models like AFMU or docking computer? Nothing wrong with having choices like that.
 
Generally I agree for a small intermediate patch it looks quite nice, except for the drag debacle and the list of bugs fixed...
(it isn't what I hoped for, especially with the yellow-is-the-new-blue as a thing important enough to be mentioned as one of 800 bug fixes)
 
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