Fleet Carriers Update patch 1 - Downtime and patch notes

I was in the black for a year or two, and got back a week ago, and managed to do some mining before this nerf. I made around 400m during 2 years in the black after Distant Worlds 1 and then another 400m or so over the next 2-3 years exploring, and then I made 450m on my first mining run with a reasonably fitted ship. Another few days and I could have gotten a carrier :)
 
OK, can someone please translate for me? I'm none to awake at the moment.

Triple LTD hotspots are not going to be a thing anymore?

Apologies for the densitude of this post!
Here goes...

For double hotspots the overlap will no longer be as good for LTD mining as the centre of each hotspot but the triple overlap will be!

I think.
 
was this also fixed?
Elite-Terror.gif
 
I knew a mining nerf was needed, I was making 800 mil in a 1.5 hour run. But I am not looking foward to the community to start screaming about how Fdev hates credits or something when it used to be so much harder to get money.
 
Hi everyone,

The downtime will begin at 09:50 UTC, and we expect maintenance to conclude by 10:30 UTC.

In the meantime, here are the patch notes for what we're changing:


Commodity Market
  • Reduced repeat speed on market selection arrows on Compare Market screen.
Mining
  • Reduced the largest possible yield when subsurface mining for Low Temperature Diamonds by around 25%.
  • Decreased the effectiveness of the peripheries of Low Temperature Diamond hotspots.
    • Overlapping hotspots for Low Temperature Diamonds, when coupled with the new Subsurface Mining changes, were more effective than the centre of the hotspot itself. This change increases the drop-off of the hotspot's ring, reducing the likelihood that a double-overlapped hotspot is more lucrative than either of the hotspot's centrepoints. A well-placed triple hotspot will still be very effective at increasing the likelihood of finding Low Temperature Diamonds. This change does not affect any other hotspots or minerals.
Crashes/Stability
  • Fixed a disconnect triggered by selling exploration data at a Fleet Carrier.
  • Fixed an occasional crash when entering a system with a Fleet Carrier.
  • Fixed an issue with some bookmarks being missing.
Fleet Carriers
  • Fixed an issue which could cause a Fleet Carrier purchase transaction to fail.
  • Skybox will now correctly update after a Fleet Carrier jump without having to re-enter the instance.
  • Fixed a bug which allowed players to install additional Carrier services even if they didn't have capacity.
  • Fixed an issue with duplicate Fleet Carrier call-signs - this will cause all Fleet Carrier call signs to be regenerated as of 3.7.01.
  • Fixed some issues with stats not correctly updating.
  • Fixed an issues with carrier jump sequence not always proceeding correctly.
Arx & Customisation
  • Fixed an issues which caused some Fleet Carrier nameplates to be obscured.
  • Fixed the colour of landing pad 7 holo-marker on Fleet Carriers.
  • Fixed a crash that could occur when switching Fleet Carrier Layout.
Audio
  • Fixed missing ATC voices at starports.
  • Fixed issue with outfitting ambiance audio layering up on top of itself when going between outfitting and livery.
  • Fixed an issue with Engineer Remote Workshop ambiance persisting into the main game, and can layer up on itself too.
Text
  • Fixed missing titles for the audio logs associated with the Golconda.
Missions
  • Fixed an issue where a collect/source mission would request commodities on sale at the same location.
  • Fixed an issue which caused mission critical updates to not appear in the inbox.
Journal
  • Added a speculative fix for an issue that could cause the game to add excessive NavRoute entries to the journal when looking at the Galaxy Map.
Powerplay
  • Fixed the missing cooldown time which would allow players to repeatedly obtain their allocation of powerplay materials.
Background Simulation and Galaxy
  • Reinstated missing locations.
  • Ongoing balancing of Faction influence normalisation.

We'll add an update here once the servers are live again,

Stay safe and o7 Commanders.
So what you're saying is you made sub surface mining worthless, and ruined mining again
 
Hi everyone,

The downtime will begin at 09:50 UTC, and we expect maintenance to conclude by 10:30 UTC.

In the meantime, here are the patch notes for what we're changing:


Commodity Market
  • Reduced repeat speed on market selection arrows on Compare Market screen.
Mining
  • Reduced the largest possible yield when subsurface mining for Low Temperature Diamonds by around 25%.
  • Decreased the effectiveness of the peripheries of Low Temperature Diamond hotspots.
    • Overlapping hotspots for Low Temperature Diamonds, when coupled with the new Subsurface Mining changes, were more effective than the centre of the hotspot itself. This change increases the drop-off of the hotspot's ring, reducing the likelihood that a double-overlapped hotspot is more lucrative than either of the hotspot's centrepoints. A well-placed triple hotspot will still be very effective at increasing the likelihood of finding Low Temperature Diamonds. This change does not affect any other hotspots or minerals.
Crashes/Stability
  • Fixed a disconnect triggered by selling exploration data at a Fleet Carrier.
  • Fixed an occasional crash when entering a system with a Fleet Carrier.
  • Fixed an issue with some bookmarks being missing.
Fleet Carriers
  • Fixed an issue which could cause a Fleet Carrier purchase transaction to fail.
  • Skybox will now correctly update after a Fleet Carrier jump without having to re-enter the instance.
  • Fixed a bug which allowed players to install additional Carrier services even if they didn't have capacity.
  • Fixed an issue with duplicate Fleet Carrier call-signs - this will cause all Fleet Carrier call signs to be regenerated as of 3.7.01.
  • Fixed some issues with stats not correctly updating.
  • Fixed an issues with carrier jump sequence not always proceeding correctly.
Arx & Customisation
  • Fixed an issues which caused some Fleet Carrier nameplates to be obscured.
  • Fixed the colour of landing pad 7 holo-marker on Fleet Carriers.
  • Fixed a crash that could occur when switching Fleet Carrier Layout.
Audio
  • Fixed missing ATC voices at starports.
  • Fixed issue with outfitting ambiance audio layering up on top of itself when going between outfitting and livery.
  • Fixed an issue with Engineer Remote Workshop ambiance persisting into the main game, and can layer up on itself too.
Text
  • Fixed missing titles for the audio logs associated with the Golconda.
Missions
  • Fixed an issue where a collect/source mission would request commodities on sale at the same location.
  • Fixed an issue which caused mission critical updates to not appear in the inbox.
Journal
  • Added a speculative fix for an issue that could cause the game to add excessive NavRoute entries to the journal when looking at the Galaxy Map.
Powerplay
  • Fixed the missing cooldown time which would allow players to repeatedly obtain their allocation of powerplay materials.
Background Simulation and Galaxy
  • Reinstated missing locations.
  • Ongoing balancing of Faction influence normalisation.

We'll add an update here once the servers are live again,

Stay safe and o7 Commanders.
Thanks!
Will this patch also kill off the unwanted and absolutely horrible decals attached to our carriers? Mine still wears that Imperial stain which I hate to an extend I can't possibly begin to explain.
Also: no matter how loudly people will cry, the lowtemp mining adjustments are absolutely great! It was insanity before, but with the new effectiveness of subsurface mining it became lovecraftian madness.
 
While I agree that this was probably for the best. I hope that some balance will remain and that this does not reduce sub-surface mining to the levels it had before the fleet carrier patch. Sub-surface mining is definitely more engaging game play and has a larger skill threshold than laser mining. It would make sense that sub-surface mining - when done right - could make a higher profit than laser mining.
STOP. GIVING. THEM. IDEAS. TO. NERF. LASER. BORING. MINING. AS. WELL.
:p :p :p
 

Deleted member 182079

D
The LTD bonanza was always going to be nerf-batted. Now please wield the bat the other way, and make Tritium cores a thing. Pretty please :)
While I wouldn't mind Tritium cores, I don't think they're needed if yields from SSD's stay the same. It also keeps my SSD hunting Keelback relevant:)
 
really!? we just started to enjoy mining and found something less mind numbing than laser strip mining and you NERF our fun!??!

This is ridiculous. what was the point of nerfing it? first core mining voids became a waste of time, now subsurface isn't lucrative either?!

give us something here... like make combat worth more since its higher risk. something
 
Nope. This mining was like 50-100 times more profitable than, for example, bounty hunting (not kidding). So the nerf almost cant be too harsh. But I agree that nerfing the hotspots is a better way than nerfing subsurface mining compared to laser mining for example. But we'll see.

Then buff the other activities. Finding double and triple hotspots was part of the fun of mining. A chunk of gameplay may well have been killed off.
 
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I really have no problem with nerfing mining extensively. It is ridiculously OP.

BUT: You need to buff other things like COMBAT if you do this. People need to be able to earn large sums of money in the endgame. It just doesn't make sense that a player who has no engineers, no ranks and has been playing for a week can make the same amount of money than a triple elite veteran of 5 years.

Things like Wing Assassination Missions were cool but need like a 1000% buff, CZ Massacre Missions (with and without Wing) need a 400% buff. AX needs at least a 1000% buff. Because that is endgame content with high risk and should pay a lot more than low risk mining.

But it is like talking to a wall here.
 
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