Elite Dangerous: FSD Reward Issues [reModifications & Experimentals] Follow Up.

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The developers are only accountable to their line managers and they are only accountable to the business. You, as a player, have no reason to expect anything from them.


Yeah, I mean it's not like we are the customers who pay for the product they are selling or anything like that... 🙄

But as long as they can keep making money by selling ARX for paint jobs, why bother making sure the actual game works properly? 🤷🏼‍♂️
 
So all is good!
Now I didn't say that!! Your question is still very valid going forward. Who actually knows if they plan to stop that happening.

My advice is quickly try and get mass manager on the modules you own before someone decides they're gonna take that functionality away too. The way things are going I wouldn't put it past them. See the danger coming and take action even if it doesn't come you'll be safe.
 
If I'd known such a limitation was going to be placed on this CG's FSDs, I doubt I would have put the hours into contributing to the goal. And considering how rapidly the Alcor CG finished, the number of replies on the issue tracker and the number of replies here, it seems like many other CMDRs feel the same way.

Intended or otherwise, it feels like a bait and switch considering the zero communication that occurred. When you add that to the bugs that still plague the game, how much of a grind engineering is, it's just compounded disappointment.
 
The ke
Imagine this:
On a table there are pizzas and dips.
For a long time you can get a slice and dip it in a dip of your choice.

And that continues for some long time, enough to get everyone used.

Then they add new pizza types, and the new pizza slices flies out of your hand back to the box when you try to dip it.

Then the kitchen chef says: you were never supposed to dip pizza in the dips.

This is just poor handling of the situation.
Pizza with dips?

You're doing it wrong to begin with! :LOL:

If this simile is accurate, then down with experimentals! Double engineering is more than enough!
 
There is a certain YouTuber whose videos express very well - if very rudely - the disappointment of many players with the way this game is handled, the way bugs are handled, the way the players' time is disrespected with tedious, repetitive, grinding "gameplay", the constant release of useless cosmetics to milk cash from, the community instead of fixing problems or adding value with new ships, guns, modules - then when they do try to release a new module through a CG they screw it up and further alienate the players...

I won't post the YouTuber's name or link, but it starts with Y and I'm sure everyone knows of whom I speak.

Yes, he exaggerates for comedic effect, but many of his points are valid and FDev would do well to swallow their pride, watch his videos and address the issues raised.
 
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Tinfoil Hat mode on:

1) Update 7, hitting the shelves September 22nd, introduced some really weird bugs to engineering modules, mostly weapons.
So some changes were performed that were affecting the engineering.
The bugs were fixed eventually - which may imply some other changes instead of a simple fix, since it took some time

2) The CG regarding the attempt to capture Yuri Grom, scheduled to end on October 9th, gave us double engineering seekers (high capacity and increased fire rate)
The interesting thing is those double engineering seekers threw an error when trying to add experimental

3) Here comes the new double engineered FSD, that also threw an error when trying to add experimentals

Before Update 7, all double engineered modules that could take experimentals, did it with no issues
After Update 7, both double engineered modules throw an UI error when trying to add experimentals

Could the events leading to the bugged engineered modules in U7 (or the way the bugs were solved) be the root cause we cannot apply experimentals to the last 2 sets of double engineered CG rewards?

/Tinfoil Hat mode off
I think you've hit the nail on the head

I'm sure that if combat with missiles was even half as ubiquitous as making FSD jumps is, then that CG weapon module would have provoked the same reaction - it only flew under the radar because it was less salient overall. But it was still almost certainly a bug (intended changes aren't communicated via error messages).

I can understand that the dev team has been feeling a lot of pressure since Odyssey release, so I get the temptation to brush it off as an intentional change when that explanation makes no sense.

For my part, this bug itself is irritating, but not game breaking - it's the seemingly dishonest manner in which they tried to handle it, that leaves a bad taste in my mouth. Should they drop everything else to prioritize fixing this one? Absolutely not - we've already seen the complaints from players who don't realize that the art team can't help with the coding, when emotes were added, so taking the actual programmers off of the actual game-breaking issues would be a poor decision.

If I were in their shoes, I would have acknowledged that something isn't working as expected, explain that it is overshadowed by higher priority issues at the moment, and commit to fixing it when possible.
 
I don't know why they didn't follow the precedent set by the first double-engineered module, Liz Ryder's missile rack. That was double-engineered plus a pre-assigned experimental, which most of us probably assumed was unalterable. It turned out to be moddable after all, but nobody would have been surprised if Frontier had said "oops, sorry, we'll reset those and refund your mats".

But the 5A FSD's came without an experimental, inviting us to apply one. As did the new ones.

This could have been avoided by ensuring that every pre-engineered modue capable of taking an experimental should actually HAVE a locked-in one. And preferably not the "meta" for modules of that type.

In this case, maybe Deep Charge? Similar to Mass Manager in performance, but with more significant downsides. Or Thermal Spread, given how much heat these things can generate. Something moderately useful, and (the important bit) clearly stated from the outset.
 
I understand the pressure on the devs and the coding efforts of allowing player freely adding exp effects, along with its verifying process could be quite heavy.
I think we can have a relatively easier option to just add mass manager effect on all these CG rewards.
No heavy work to figure out why server error, just add mass manager lines in the attributive codes of these 3 types of mission reward FDSs.
I think you're a bit confused here. The server error is not true; it's a false error being thrown because there's no flavor text or UI in place to communicate that you can't apply experimentals to this new module.
 
I think you're a bit confused here. The server error is not true; it's a false error being thrown because there's no flavor text or UI in place to communicate that you can't apply experimentals to this new module.
Was thinking it's the item definition caused the error. Server try to apply the effect to a var but somehow these new FSD got only a constant int there then rejected with the error.
but anyway 🤷‍♂️ 🤷‍♂️ 🤷‍♂️
 
I think you're a bit confused here. The server error is not true; it's a false error being thrown because there's no flavor text or UI in place to communicate that you can't apply experimentals to this new module.
What you're suggesting would take even more effort than implementing an actual message stating that the module cannot be modified - what motivation would FDev have to put in that extra effort to do it the wrong way?

It is, in fact, a real error
 
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