ANNOUNCEMENT January Update - Patch 1 Announcement

It's not actually a bug fix that has caused the problem. The stuttering is apparently caused by the developers' attempt to do something about the FSS delay in scanning for planetary surface features, which is related to the way in which planet surfaces are procedurally-generated. I think. I'm not a developer.

Indeed. The developers broke the cardinal rule of beta testing: "only fix bugs, don't add new functionality". And then they didn't do a second round of beta testing to see if there were any widespread issues introduced by the fixes done to fix the bugs found during the first beta test. I hope this is a lesson that they take to heart: whenever you make drastic changes to functionality, do a large scale alpha test and only fix bugs found. Then do a beta test to find the bugs introduced by the fixes for bugs found in the alpha test and finally do a gamma test for the fixes for bugs found in the beta test. NEVER introduce new functionality after the alpha test phase, or if you do start a new alpha test!
 
There is a big difference between playing a game and developing a game, the two activities are nothing alike.
That's very true - but after developing a game for weeks most people will want to play something else in their own time.

Something where they don't know exactly how it works, and aren't going to be presented with that little bit of animation they were never quite satisfied with every time they open a menu that no-one else even knows isn't supposed to look like that.
 
I'm 50,000L-y from Sol in a Sidewinder and stopped playing after jumping through a few systems to check the forums and submit a report. I only assumed the stuttering was down to the planetary generation thing because of this reddit thread and this post:

I don't think anyone else has failed to spot the stutter. It pretty much makes the game unplayable doesn't it.
I don't have any stutter issues but i explore in Acheron
 
Consoles are toys that we buy our children, not something adults use.
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Why didn't the hyperspace stuttering bug appear in the beta and if problems can arise after the beta whats he point of the beta at all

I didnt see the stuttering in beta either, but saw it within minutes of playing today, after my 2nd jump. I would definitely have noticed this bug if the beta had had it.

Having the beta back was welcome but it really it was a half arsed beta at best. And I dont think they've ever used their whole for beta testing.

The final stage of the beta test should be to beta test the actual code that is going live but clearly FDev are modifying it between beta and release. This should stop as it's bad QA.
 
Indeed. The developers broke the cardinal rule of beta testing: "only fix bugs, don't add new functionality". And then they didn't do a second round of beta testing to see if there were any widespread issues introduced by the fixes done to fix the bugs found during the first beta test. I hope this is a lesson that they take to heart: whenever you make drastic changes to functionality, do a large scale alpha test and only fix bugs found. Then do a beta test to find the bugs introduced by the fixes for bugs found in the alpha test and finally do a gamma test for the fixes for bugs found in the beta test. NEVER introduce new functionality after the alpha test phase, or if you do start a new alpha test!
Then after the last phase of testing announce when the new software will be released.

Unfortunately the real world is rarely this way due to customers wanting new stuff now, target dates and financial issues as well as many other things.
 
Indeed. The developers broke the cardinal rule of beta testing: "only fix bugs, don't add new functionality". And then they didn't do a second round of beta testing to see if there were any widespread issues introduced by the fixes done to fix the bugs found during the first beta test. I hope this is a lesson that they take to heart: whenever you make drastic changes to functionality, do a large scale alpha test and only fix bugs found. Then do a beta test to find the bugs introduced by the fixes for bugs found in the alpha test and finally do a gamma test for the fixes for bugs found in the beta test. NEVER introduce new functionality after the alpha test phase, or if you do start a new alpha test!

Sadly I have to agree. The deal Frontier gave us was that FCs will be delayed by half a year but for that they will double down on bug fixing and beta testing. Unfortunately the December beta didn't feel sincere, more like a token. Just the Thanksgiving weekend was way too short to really test everything, especially since there was new BGS stuff and afaik there was no accelerated "tick".

Furthermore, Frontier has a history of doing this: "Currently the game works like this (A), we'd like you to test option B." Then after a period of silence: "We've decided to release option C."

In the case of the FSS I think they went for the right compromise and people are happy with it, but the point is that it is untested again. The beta test loses a lot of value if the released version turns out to be something completely different again.

And (DANGER - speculation ahead) I don't think the stuttering was due to server load. It seems to me that was just an error in programming. I thought the intended behavior was that the FSS resolves the planet it is currently scanning, not that all planets immediately get resolved when entering the system.

Sorry for the rant.
 
They have not solved the black rectangle in the chat, nor have they fixed the offset icons in the muti crew menu...

We have an error since 2016, the year the class 4 multichannels were introduced and the gimballed have an error, they use the fixed assembly.
 
Guys, can you please go back to numbered versions? "January update" is stupid. January of what year? 2020? 2030? 3306? 40000?

Ooh, that takes me back to when Ashley Barley was community manager and they were using Beta 2 and similar as release version strings shown on the overlay instead of 0.6.2 as something meaningful for bugreporting. I think I posted something like yours then, too.
 

StefanOS

Volunteer Moderator
A few of us ran a some tests today. We saw the market prices changing by the minute which can be interesting to try and keep track of.

We did however find what we feel is a problem.

Test No. 1

Two ships loaded full of Painite land at the same location, at the same time. My cargo hold is at 256 (Anaconda) Wing ship had a cargo hold of 509 (Cutter). We checked the commodities market at the exact same time, my price on screen (Anaconda) at Ross 71 System - Hopkins terminal shows 931,370 CR , The Cutters price is 628,541 CR over a 300,000 CR difference between the two of us. The demand at the station is 1,190 units and we combined had less than this. To me that feels broken. This does not appear to be market demand driven price but a cargo size issue.

The Anacondas cargo gets sold and is set to zero.

Test. No. 2 - We both exit the station, transfer 102 Painite from the Cutter to the Anaconda and re-enter the station.
The Cutters Price on 389 Painite goes up 731,501 CR and the 102 Panite in the Anacondas hold is 931,370 CR. The same demand at 1,190

Test No. 3 - Once again, exit the station and perform the same procedure. Cutter is now 269 Painite - Anaconda at 210 Painite
Cutters Price is now gone up to : 842,460 CR at the same time the Anacondas price is at 895,049 CR Demand at 1,190

Test No. 4 - Make both ships carry the same amount of 210 Painite - Cutters price: 842,460 CR Anacondas Price : 895,049


Clearly the smaller cargo amounts are generating higher values. This needs to be looked into unless of course, this is being done by design.
Also note the Cutters 53,000 CR less per Ton in Test No.4 at the exact same.

Kerrygan
I really hope that this is not the new way for more realistic pricing for comodities ....
 
We had a beta of less than a week, the 'bits' I tested were actually good improvements in general, particularly the 'bugged' Neutron/White Dwarf cones which I thought were much nicer than the live ones...

What I don't understand is why, after having a beta, 'new' features were added to the very 'bit' we were testing (even though the change is overall better) and introduced some 'unforseen consequences' to the 'tested' image.

Oh well, I'l look forward to seeing what today's fix brings :)
 
Will this fix the massive amounts of lag and wait for server response?
Nope.
Those issues tend to fix themselves to a degree a few days or week(s) after any bigger update, after "everybody" has downloaded the updates and "many" dormant users have put their E: D play on hold again.
In other words: the servers are hammered with crazy amount of traffic, you'll be bound to have more disconnects & lag than usual until the traffic returns to "normal" levels.
 
We had a beta of less than a week, the 'bits' I tested were actually good improvements in general, particularly the 'bugged' Neutron/White Dwarf cones which I thought were much nicer than the live ones...

What I don't understand is why, after having a beta, 'new' features were added to the very 'bit' we were testing (even though the change is overall better) and introduced some 'unforseen consequences' to the 'tested' image.

Oh well, I'l look forward to seeing what today's fix brings :)
This just implies that we do not want beta.
We do expect quality product.
Obviously not everything can be tested internally by product owner.
Idea of beta does not fit the goals properly because revealed issues must be tested once fixed. One more beta required?.. Oh common, this way we'll deploy one change for year.
Eventually I am ok with testing things in production without beta.
 
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