ANNOUNCEMENT Fleet Carriers Update - Patch 3

I don't see a problem here.
Highest valued mineable commodity should be rare, not bulk-mineable in every hotspot.
90 limpits have produced 21 LTDs, and it's only that high as I found in a non LTD hotspot a LTD SSD that produced 13. Take that out and it's 89 limpits for 8 LTDs. Now while you may not have a problem with that, personally having to use a half a billion ship in order to get a return of maybe 80 LTDs in your hold for a few hours work kind of kills mining as an option for me. Doing anything else has a better return
 
No need. I do massacres on CZ - high intensity with NPC pilot. To do 60 massacres takes about 2 hours in CZ. Something like 7-12 per CZ. I do high bcs of grade-5 drops there often.

Yeah I can do HICZ missions of 72 kills in 1.25-1.5 hour, without wingmate you can only get around 48M+~7M combat bond = 55M MAXIMUM plusI have to give 10% to my elite NPC.
Basically, this get me around 49M. Not that bad, but nowhere near '500M in an hour or two'.

Mining does not require wingmate to make hundreds of millions per hours. Why should combat require wings to make decent money ?
 
Yeah I can do HICZ missions of 72 kills in 1.25-1.5 hour, without wingmate you can only get around 48M+~7M combat bond = 55M MAXIMUM plusI have to give 10% to my elite NPC.
Basically, this get me around 49M. Not that bad, but nowhere near '500M in an hour or two'.

Mining does not require wingmate to make hundreds of millions per hours. Why should combat require wings to make decent money ?

That's why I do Haz-res; Everything that's 'wanted' is a potential target, not just those of a specific faction. Anacondas and Clippers especially pay out fairly well.
 
Love the Hard-cap on Purchase orders, now you cannot put an order on for more than 2bn credits.. nice job head-desk
Seriously that was your solution to negative balance problems??? who's coding this crap, this is basic math formula coding errors there should be no need to limit the purchase order to such an extent if you got the formula right for the reservation of credits based on the carrier's balance minus the reservation for upkeep and the total of all current purchase orders. Or is this your way of killing the Cmdr market for LTDs because your servers are crying out in pain when 1000's of cmdrs swarm to a high selling system?? Instead of rocking up more hardware to cope with the demand??
As well as nerfing LTD's out of existence... great job, great patch
 
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That's why I do Haz-res; Everything that's 'wanted' is a potential target, not just those of a specific faction. Anacondas and Clippers especially pay out fairly well.
I saw video, they used big ship with full turreted guns and 1 LTD in cargo in hi-res. Afk farm of everything :D Just jump in and go sleep :)
I would try that once I unlock bigs ...I have Anaconda only yet.
 
So the mining hotspots are nerfed to the point of almost uselessness, that is now quite apparent. But did they fix the cause of that change and the 2nd thing on the patch notes, the fighter/flip resets of the rocks ? After all, that was one of the priorities of the patch, wasn't it ?
 
Not really. Wing Missions are a thing, and can be shared with someone 10kly away that didn't do jack and he can still get the reward for it.
Plus, I regularly roll with one dude, with both of us in chieftains and with at least one heal-beam on both of us. Sometimes others join us, but not always; just two bros in an asteroid field blowin' up pirates.

But still, 500m in 1-2 hours ???
 
So the mining hotspots are nerfed to the point of almost uselessness, that is now quite apparent. But did they fix the cause of that change and the 2nd thing on the patch notes, the fighter/flip resets of the rocks ? After all, that was one of the priorities of the patch, wasn't it ?

I doubt it, other things they said were fixed with the char generation an such are still broken. I would love to be the fly on the wall in their scrum sessions.
 
View attachment 180507

Greetings Commanders,

This patch brings a number of bug fixes and info on some known issues. The patch is expected to go live at 10:00 UTC on Wednesday, 15 July with minimal downtime. Please note that these patch notes may be edited before the update is due to go live as changes are added, removed or adjusted.

Patch Notes

Fleet Carriers
  • A bug preventing transactions in a Fleet Carrier's market when the transaction amount was greater than the Fleet Carrier's remaining unreserved credits was fixed.
  • An issue which occurred when setting the price of a commodity on a Fleet Carrier to greater than 1 million credits was fixed.
  • Salvage commodities normally limited to search & rescue contacts, like Black Boxes or Personal Effects should now work correctly at Fleet Carriers in the open and black markets.
  • An issue which lead to some Fleet Carriers having a service only partially installed was fixed. Affected carriers have now had any of these services properly installed, but with some small side effects (see Known Issues for details).
Mining
  • An issue which allowed launching a fighter to restore sub-surface deposits on asteroids was fixed.
  • A bug with material distribution in overlapping hotspots was fixed and hotspost themselves we rebalanced. Now, the effect that each hotspot has on the base rarity of a commodity has been doubled. To counter this, hotspots of the same type which overlap will be less effective. The aim of thsese changes is to reduce the massive impact of overlapping hotspots while still ensuring they provide a higher yield than non-overlapping hotspots.
Avatars
  • A bug which affected the way hair options were selected for dark skinned characters was fixed.
Early Game Experience
  • An incorrect destination given in the first mission was fixed.
Arx
  • An issue which prevented featured items in the store from being selected was fixed.
Trading
  • Fixed a problem with the Low Temperature Diamond commodity not decreasing its demand level as players sell commodity units to a market that demands it when the faction controlling that market has any state active in that starsystem.

UPDATED


Known Issues

Fleets Carriers
As above, an issue with partially installed services has been fixed. Previously, these services were not accounted for in the Fleet Carrier capacity, meaning this fix may result in some Fleet Carriers going beyond maximum capacity. Affected players may notice in addition to being overfilled, their Fleet Carriers now have a crew member named Fred Bloggs. While he is a hard working crew member, Fleet Carrier owners who do not which to keep Fred Bloggs may replace him as you would any crew member when the Fleet Carrier is in an Administration system.

The capacity of overfilled Fleet Carriers will display as full (25,000/25,000). The used capacity can be reduced by removing cargo from the cargo bay, uninstalling services or cancelling/reducing purchase orders. This can be done to ensure your Fleet Carrier is not overfilled. Until this is done, purchase orders set in the market management interface may not work correctly. Commanders selling commodities to a Fleet Carrier which is over capacity will receive a "Transaction Cancelled: Commodity no longer required" message.

Stability Issues
Players may find they are having issues with being disconnected from the game when loading into systems with many Fleet Carriers present. We are aware of this issue and are working towards a solution in a future update.

We apologise for any inconvenience caused by the stability issues and as above, we are working to resolve them as quickly as possible. Thank you for your feedback and understanding!

o7
why is it not possible to set "priority" at GUARDIAN HULL REINFORCEMENT and GUARDIAN MODULE REINFORCEMENT?
 
That's why I do Haz-res; Everything that's 'wanted' is a potential target, not just those of a specific faction. Anacondas and Clippers especially pay out fairly well.

I assure you that my fully combat-engineered vette can take a lot of punishments.
I usually stop fighting when I need to take a break after 3-4 hours of non-stop combat.
Never gained 500M in 2 hours, only 300M in five hours, last week-end.
 
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I've been mining since the patch dropped... fully kitted Python, over 100 prospectors fired, only at bright targets. 1 Void Opal core (the only core out of 100 bright ones...), 0 LTD SSD, a couple of 'low' mining laser LTD rocks, all in an LTD Hotspot = 5 LTD's.

The Void Opal core gave 15 chunks total, inc abrasion.... maybe that one should be renamed Void Opal Hostpot?

I enjoy mining (I know, bizarre huh? People said the same thing in Eve... "You enjoy mining? Weirdo!") but if this is what mining is turning into, I might have to install something else before Odyssey drops. Shame.. this used to be a nice waste of my time.
 
I assure you that ma fully combat-engineered vette can take a lot of punishments.
I usually stop fighting when I need to take a break after 3-4 hours of non-stop combat.
Never gained 500M in 2 hours, only 300M in five hours, last week-end.
Do you use lure? True nonstop will be if you have cargo :)
 
So the mining hotspots are nerfed to the point of almost uselessness, that is now quite apparent. But did they fix the cause of that change and the 2nd thing on the patch notes, the fighter/flip resets of the rocks ? After all, that was one of the priorities of the patch, wasn't it ?

i tried on one tritium ssd for giggles and it didint work; mined 1 out of 3 tritum deposits on the rock, reset via fighter and the deposits are "gone" - you can see ssd hologram on the asteroid as it get scanned, but it doesnt show up in contacts and you cannot target / shoot it.
 
why is it not possible to set "priority" at GUARDIAN HULL REINFORCEMENT and GUARDIAN MODULE REINFORCEMENT?

I suppose because they need to be active all the time like normal reinforcements.

EDIT: Without power, they are not reinforcing your ship, which would make them useless.
 
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Figured a re-seed was coming. If they're increasing the effects hotspots have in the belt, that would go hand in hand with making that happen. More curious about this entry and how it's going to play out.
Technically it is not a reseed, it is likely a different algorithm run with the same seed.
 
i tried on one tritium ssd for giggles and it didint work; mined 1 out of 3 tritum deposits on the rock, reset via fighter and the deposits are "gone" - you can see ssd hologram on the asteroid as it get scanned, but it doesnt show up in contacts and you cannot target / shoot it.

So, they 'fixed' the broken mechanic by breaking it even further until the broken bit broke completely... now you can see something that isn't there for you, but is there for anyone else who hasn't already mined it? Class fix!
 
OK, mining data pre and post patch. The hot spots in SWOILZ PK-R B20-0 look identical pre and post. Pre-Patch - In Triple HS - every 2nd/3rd rock had 20% plus LTD with many above 30%. Mined 448T in 2 Hours. Post-Patch - In Triple HS - 30 prospector Limpets got me 2 hits, 9.1% and 13.4% LTD. I tried different spots, jumping out and back in, same hit rate. The Quad HS was worse, with another 30 prospector limpets for not 1 rock with any LTD at all. Void Opals here I come!
 
So, they 'fixed' the broken mechanic by breaking it even further until the broken bit broke completely... now you can see something that isn't there for you, but is there for anyone else who hasn't already mined it? Class fix!
You don't get. Thargoids watch you! And memory wipe you and board computer once you do 25kms away! :D
 
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