Fleet Carriers - Patch 3 - Known Issues

Carrier upkeep is 5-30 million depending on loadout and usage.

30 million is three ten-minute cargo delivery missions (which if you get lucky might be stackable, so ten minutes for the lot), or a single decent "source Tritium" mission, or a single decent wing mission, or 30-45 minutes of passenger missions (in the right place), or under an hour's Polymers/Tritium/Agronomic Treatment trading on a good route.

I know it's not quite as convenient as a single ten-minute mining run, but it's still pretty easy for the amounts involved.
I realise that, and my carrier is more than comfortable with a couple of years' worth of upkeep costs on-board, and enough for several years beyond that in my account but they screwed the economy, not us -- when it comes to money, I spend some and then I earn it back before I spend some more, that way I always go up. Right now I can't do that because of their screw-up.
 
I think old "fix" of VO is still there ... when they made cores rare and everybody swapped to LTD.
Running in double VO, found 3 cores only. All 3 were NOT VO :D
 
I wonder what kind of development you in were during those 37 years, label printing software?
Most of my career I've been working on high end compression and encryption applications, tough stuff with very little room for error, I don't even want to think about developing a complex game like ED though.

Please don't swing your expertise around without having something constructive to say or something to show for, it looks very unprofessional and takes away your credibilty imho.

I work in Enterprise-scale software; I understand scale and large, complex code-bases. The thing here is that this dev team released a VERY badly broken patch (and not for the first time) that they failed to detect, that their QC dept failed to detect, and yet, without benefit of access to the code, a handful of players in /r/eliteminers was able to prove, beyond any shadow of a doubt, that the implementation was broken and just how badly broken, along with an analysis of the projected falloff in the rings in just a matter of hours. This is the kind of analysis that can and should be done by the dev team prior to release. It's one thing if they got the percentages off or they glitch something, but to completely break mining when the entire focus of the patch was on mining, suggests a serious problem with the processes being followed by the team.
 
when it comes to money, I spend some and then I earn it back before I spend some more, that way I always go up. Right now I can't do that because of their screw-up.

Yes you can.

Tritium haulage is still profitable, you can cover upkeep easily. Even Polymers will generate plenty of income with minimal outlay. Anyway, making credits is still easy, and most carrier owners are sitting on billions.
 
I think they should undone any patches for last 2-3 years which regulates minerals spawn. Universe already exists and full of resources. Deal with it.
Then regulate prices policy and delivery options. For example more pirates etc.
That was bad idea to touch Universe :D

For example station demands N of X at price P. Then price starts to grow each hour. Once it gets to 3 * P it spawns NPC miners around, which can be pirated in turn. If those spawns was not pirated, price & demand grows down. Or if commanders sold some.
 
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Yes you can.

Tritium haulage is still profitable, you can cover upkeep easily. Even Polymers will generate plenty of income with minimal outlay. Anyway, making credits is still easy, and most carrier owners are sitting on billions.

Sure, that's fine for me, as I'm still in the bubble, but there are a LOT of carriers way out where that isn't an option and they can't do anything but sit there for the next week... 2 weeks... month (?) while this gets fixed. Just because, as FC owners, we have large amounts of credits, doesn't mean we want to sit and watch the numbers trickle away without being able to do anything to mitigate those costs :)
 
Tritium in general just needs a major rework in numbers. Either needs huge buff in mining quantity per node, or adjust the efficiency of FC even more (to the tune of 10x more efficient with either solution). Also needs a fix to transfer directly from FC Cargo -> FC Tritium Fuel Bank. Additionally, you should be able to deploy a mining/fuel collection crew member for passive collection of fuel into the Fuel Bank.
 
This does not mention the abrasion blaster no longer working on core rocks if you’ve used any other mining method before planting charges.

it still works but poorly, like maybe 1 in 10 times(=90% broken!!!)...so seriously reduced yield and leaving deposits because there is no way to get them.
 
getting 11 to 15 tons of tritium per rock in a depleted system at a hotspot. tolerable, but would be better if the abrasion blaster was working....
also, prospector not showing tritium but it is actually in the rock as there are sub-surface deposits showing on the side panel. Nicely done.
nerf 1 thing break at least 2 things.
 
Greetings Commanders,


Thanks for your feedback on the latest patch! We understand that some of the changes had unexpected effects and want to address them:


Overlapping Hotspots Commodity Distribution
With Patch 3 we implemented a change that was primarily intended to bring down the effects of multiple overlapping hotspots, especially on rarer commodities (such as Low Temperature Diamonds). We're currently looking at data from the live game to determine the actual impact that it is having and will review this based on our projections. If the data does not meet our expectations we will be making changes accordingly.


Tritium
One of the most noted points of feedback we've seen so far is that the rarity of Tritium has been negatively impacted. We'd like to make it clear that any negative impact on locating and mining Tritium is unintentional and the intention is for Tritium to remain as accessible as it was prior to Patch 3.


Limited Purchasing on Fleet Carriers
Fleet Carrier purchase orders are now limited to a maximum order of 2bn Credits. This was omitted from the patch notes and we apologise for any confusion this has caused.


Console Players
A small update will take place tomorrow around midday for Xbox and Playstation users. This update won't contain any noticeable changes, but lays the groundwork for future bug fixes.



Finally, we would like to thank you all for your great feedback, we have been listening and watching and we appreciate your patience and support.



o7 Commanders.
Just a suggestion. Instead of trying to patch in a whole bunch of changes at once, roll them out over time. Say over a couple of weeks, every few days or so. It's a lot easier to see what change has had what effect, if there were only a few changes made. Then, if the changes check out, move to the next small set of changes.
 
Sure, that's fine for me, as I'm still in the bubble, but there are a LOT of carriers way out where that isn't an option and they can't do anything but sit there for the next week... 2 weeks... month (?) while this gets fixed. Just because, as FC owners, we have large amounts of credits, doesn't mean we want to sit and watch the numbers trickle away without being able to do anything to mitigate those costs :)
I would imagine most FC owners out in the black will have installed a Cartographics service. If you're away in unexplored space it doesn't take much time at all to do a mapping run once a week and come back with 10-20M in data.
 
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