Patch Notes Fleet Carriers Update - Patch 4 Patch Notes

There's nothing here that addresses the COMPLETE LACK of commodities in so-called "hotspots"; spending 4 hours looking for "X" in an "X" hotspot and pulling out 20-30 tons is NOT fun... it's mind-numbingly boring. Does the latest attempt to fix the game address non-overlapping hotspots with the same fix as for overlapping hotspots?
This is my question as well.
 
Thanks Bruce. It will be interesting to see what these changes bring.


In other words, "What are they going to F**K up this time? I'm sure there's still some fun left in the game somewhere for them to squeeze out of existence in yet another "fix".
 
What about that 1000 light year limit we had in the beta? Maybe even some background refueling of the carrier would be nice too. It doesn't have to be fast, but not every system has ice rings to mine after all.
 
This is about as clear as mud, did you fix the issues relating to barely any Tritium in hotspots (single or overlap) or did you just slightly buff the return rate in overlaps.. which in the case for the Tritium problem wouldn't fix anything at all?
You can bet they will not answer yes or no because if they say yes and it does not work there will be an even bigger excrement storm than the one for patch 3
 
Tritium supplies at stations in Colonia are in single digits.
Well, sure, that's what happens when a region with an NPC economy about two millionths of the size of the bubble is descended upon by so many players at once [1]. Colonia isn't supposed to be "easy mode" ... and if this patch fixes mining, it might be a good opportunity for Tritium miners to get paid. How much is Tritium actually worth? Probably quite a bit more than the NPCs are selling it for...

To set supply regeneration enough to manage Colonia's player demand for Tritium would require approximately a 10-hour regeneration cycle, which would mean ~500 million tonnes of Tritium a day produced in the Sol bubble.

14t every 10 minutes for 2.8 bn population system - seems too low for a shared galaxy universe for me.
Sure, it is if everyone tries to buy from that single system at once.

But over the bubble as a whole, that rate works out as about 40000t every ten minutes, or enough to mostly fill two carriers. Carriers have been popular but not so much that another one needs fuelling for a long-range exploration voyage every five minutes.

[1] Now you might say "shouldn't Colonia's economy be bigger if there's so many players about" ... but it's already big enough that almost every other good spends almost all the time at every station sitting at the supply/demand caps, so...
 
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Greetings, Commanders!

We're pleased to confirm that the patch described in our Known Issues post from earlier this week is expected this Wednesday 29 July at 11:00 UTC with an estimated 15 minutes of downtime. Please find the Patch Notes and Known Issues below:

Patch Notes

Mining
  • Fixed an issue whereby surface deposits created after cracking a motherlode would flag themselves as depleted
  • Fixed issues related to diminishing returns for commodities in overlapping hotspots

Crashes and Stability
  • Fixed an issue where loading into an instance in a system with a large amount of Fleet Carriers would cause very long load times (potentially long enough to cause a disconnect)

Fleet Carriers
  • Fixed an issue which stopped Fighters being restocked from a Fleet Carrier
  • Fixed a number of issues related to Fleet Carrier positioning:
    • Better enforcement of the 16 carrier limit per body
    • Preventing departing Fleet Carriers from taking up one of the 16 slots from the body they've just left
    • Further work to ensure Carriers are positioned away from other nearby body sites, such as other Fleet Carriers

Known Issues

Fleet Carriers
  • When opening the Fleet Carrier naming pop up in the Livery, an additional unwanted character will be added to the start and end of the name. These characters will need to be manually deleted to prevent them being included.

Please note that the above notes are liable to change as adjustments are made and changes are added or removed. Tweaks may be made up until the time of launch.

Thanks as always for your continued feedback!

o7

This all good and well but I think a lot of people on Xbox One X would be happy if you fixed the quality setting too.
Right now there's still no difference between the performance vs quality setting with all the special effects etc. being gone.
 
This all good and well but I think a lot of people on Xbox One X would be happy if you fixed the quality setting too.
Right now there's still no difference between the performance vs quality setting with all the special effects etc. being gone.

.......wait what??! I haven't noticed this, was this broken as well??
 
.......wait what??! I haven't noticed this, was this broken as well??

Yep, just set your Xbox One X to quality and check the heat blur coming from your engines, I mean the absence of the heat blur.
Or right before you go into/out-off supercruise your whole view would start to wave around a bit, gone too.
There's no difference between the two right now, quality setting looks exactly the same as performance.
This started with the introduction of the FCs.
 
But over the bubble as a whole, that rate works out as about 40000t every ten minutes, or enough to mostly fill two carriers. Carriers have been popular but not so much that another one needs fuelling for a long-range exploration voyage every five minutes.

This assumes carrier refuel distribution is even across all hours when I'm not sure we can know that's the case. I posit that it will be concentrated around pockets of activity that directly correspond to timezones. There surely is a european time that is most active as is the case in north america as well. People aren't loading up in their sleep nor (if they have a 9-5 schedule) during working hours. So on paper that calculation looks good, but in practice I don't think it carries over so nicely. The other thing to consider is that people will try to go for the lowest prices, but jumping into a system only to find its supply exhausted means you've wasted even more precious trit. The spool up and cooldown makes this a huge gamble and in my opinion exacerbates an already dire scenario.

If the availability and extraction rates in the hotspots return to pre-P3 levels that's a good start. Let's see what Wednesday brings.
 
... and if this patch fixes mining, it might be a good opportunity for Tritium miners to get paid. How much is Tritium actually worth? Probably quite a bit more than the NPCs are selling it for...

How could that be the case when currently filling a carrier with trit could cost several hundreds of millions of credits up to a billion? If you make that even more expensive then carrier use will slowly die out. There has to be a balance where it's relatively easy to jump around inside the bubble (taking ships to engineer, going xeno hunting etc.), but it's harder to go to Beagle Point and back anytime one wants, still it's possible to do so without mining for thousands of hours.
 
Yep, just set your Xbox One X to quality and check the heat blur coming from your engines, I mean the absence of the heat blur.
Or right before you go into supercruise your whole view would start to wave around a bit, gone too.
There's no difference between the two right now, quality setting looks exactly the same as performance.
This started with the introduction of the FCs.

Oh for frack's sake......this game....with every FC patch the bugs keep on piling up and they don't get fixed.
 
Well, sure, that's what happens when a region with an NPC economy about two millionths of the size of the bubble is descended upon by so many players at once [1]. Colonia isn't supposed to be "easy mode" ... and if this patch fixes mining, it might be a good opportunity for Tritium miners to get paid. How much is Tritium actually worth? Probably quite a bit more than the NPCs are selling it for...
..this means some other player need money to pay for tritium guys. Last times trit loaders won't work for less then 40k/t profit. Miners preffer to work for 1.2mil/t
So how much explorer should get from UC to cover such prices ? :D
Because only explorers need huge amounts, others are fine to buy 1000t on station at any price.

P.S. that would work though ...if samples are priced x1000, for example samples from rare anomalies are bought for 100mil/t on stations. That would force to explore using FC. Current price is under 100k/t.
 
Yeh, idea ...

Make salvaged samples from anomalies/trees very expensive, like 100 mil/t. Make it not farmable by relog any how, i.e. 1 creature = 1 sample/week for 1 commander.
That will payout FC usage for long trips eventually, including hiring tritium player miners. Space trees could pay 1mil/t, p/q-anomalies 100mil/t.

P.S. NPC miners are still better.
 
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This assumes carrier refuel distribution is even across all hours when I'm not sure we can know that's the case
With 250MT available bubble-wide, there's enough stock in the system to balance that out. Even if 80000t every ten minutes is being taken at peak hours, it'll restock overnight when that's not happening and only 20000t every ten minutes is being taken. (In practice, I suspect even at peak times well under 40k/ten minutes is being purchased)

Sure, goods with (relatively) low supply and fast regeneration can have overnight ups and downs [1] as player numbers change - high supply and slow regeneration smooths that out.

[1] For example, this station during a nearby CG: https://cdb.sotl.org.uk/stations/75/trade/40?minrange=3304-08-16&maxrange=3304-08-24

..this means some other player need money to pay for tritium guys. Last times trit loaders won't work for less then 40k/t profit. Miners preffer to work for 1.2mil/t
So how much explorer should get from UC to cover such prices ? :D
Because only explorers need huge amounts, others are fine to buy 1000t on station at any price.
Agreed (and in Colonia where the stations don't sell that much of it, you can move your carrier around the small distances needed for in-bubble work by taking the Tritium rewards from missions)

I'm becoming increasingly convinced that Tritium was a mistake and carriers should just charge 10 million credits per jump (or whatever). It would have worked fine in a game which was about travel being difficult in any other way but it just doesn't fit with anything else in Elite Dangerous ... every suggestion about Tritium basically boils down to "make it so plentiful/automatic I don't need to worry about it". Keep the commodity around for a bit of variety in trade and mining, but take it out of the carrier equation.
 
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