Discovery Scanner [Weekly Update] - 29/03/2022

From the exchange thread that's running, few carrier owners bother to stock their bartender because the income is absolute peanuts for the effort involved, but the ones who do are seeing stock sell out instantaneously due to the high demand.

That will settle eventually.
EDO players have the option NOT to download/pick stuff or if they do it they can sell it at station bartenders for crap or at carriers for 10x crap.
10x crap is still better than crap

I'm not against a price increase, but i'd hate to see the next gameplay loop is to relog at a sentry skimmer to get Manufactured Instructions and SDP to sell them for millions 😒
 
I don't think you can relog for mats.. What you can do is take missions and then not pick up the mission objective or after finished looting taking the power regulator, then fly away about 30 km and come back to do it again.
 
I don't think you can relog for mats.. What you can do is take missions and then not pick up the mission objective or after finished looting taking the power regulator, then fly away about 30 km and come back to do it again.

You can relog for mats in mission POis - or at least it was possible. I havent checked in U11.
And if the relog does not work, supercruising out then back in does work.
 
Definitely loving the new interiors, and I'd like to second all of the issues with costs of the new on-foot services - they're all just so expensive. I also would like to throw in my two cents about instancing at the end of the carrier jump. While it's absolutely hilarious when NPCs on the deck suddenly transform, it does break immersion a bit. As does, more importantly imo, the "jitter" when the carrier transitions from the clouds at the end of the hyperspace corridor to the clouds in real space. It makes sense that the clouds are somewhat randomly generated and the viewing angles can vary immensely based on the direction the carrier faces when it exits, but I wish it was a little more consistent. Sometimes by the time the carrier has instanced in the new position the clouds are already gone, so I just see all of the clouds suddenly disappear; other times the "jitter" happens and suddenly huge clouds are flying sideways across the windscreen (spacescreen? vacuumscreen? idk). It makes sense considering the tech behind the jump animations and transitions, especially when viewed from 3rd person in a ship watching the carrier arrive, or from a ship inside the hangar bay, but I hope with the tuning that's sure to come with aligning all of the events at the beginning of the jump, some consideration is taken to smoothing out the exit as well. Above all else, I want to stress that we can see the amount of work that's already gone into crafting this new feature and it definitely shows, we're just excited to see it refined to look the best it possibly can!

P.S. I absolutely love the usage of the Horizons hyperspace corridor for FC jumps, I always thought it looked a little slow for normal ships and it's a much better fit here!
 
Fleet Carrier Interiors & Update 11 Feedback

First up this week, I want to talk about Fleet Carriers, specifically, your feedback to the launch of interiors, and Update 11 as a whole. We're very happy to see that the vast majority of Commanders are enjoying the update, and of course the jump sequence that I like to bring up every week because it's just THAT good. Your feedback, however, has been incredibly valuable as we look to improve the experience further moving forward. Of all the feedback, I believe the following are the most prevalent:

  • Bartender Service storage cap (already tweaked)
  • Bartender Service sell pricing cap
  • You would like to use menus whilst sitting
  • The panel next to the Commander's chair in the bridge should be interactive
The above has all been fed back to the dev team who will be taking these points into consideration. If there's a point here that you believe is worth raising that I've missed, please do leave feedback below! I'm interested in hearing your thoughts in detail on the Bartender Service sell pricing cap.

Hi Zac, here my 2 points:

The internal panels of the FC are clearly fake without a purpose, it would be very convenient if these reported the data of the system in which the FC is located (Name, Population, Governament, state) and the best thing is that they are iterable and that they open the panel to the system map.
Many commanders use the FC for exploration or missions together with other CMDRs, a panel where the owner of the FC can write the stages of the journey or various information so that guests can know the flight plan or other information, would be very convenient.

Pioneer Supply: this service is treated as if it were a shipyard with relative benefits and costs, when in practice on a FC it has no real use if not aesthetic. Weapons and armor are lvl 1, CMDRs are around the bubble looking for lvl 3 engineered weapons and armor, not these leftovers of useless technology. Even consumables, when you are in a station to take missions, if you need consumables you take them directly, you do not come on a FC on purpose. When exploring with FC, this service is of no use. In my opinion the Pioneer Supply is so useless on a FC that it shouldn't even have a maintenance cost, possibly have any x2 selling cost, and not be forfeited by the FC owner if anyone ever buys anything.
 
You can relog for mats in mission POis - or at least it was possible. I havent checked in U11.
And if the relog does not work, supercruising out then back in does work.
OK, didn't know that, but haven't tried all combinations.

In fact it would be a blessing in disguise if FDev was to remove all relogski, but I have no doubt that some would be completely outraged.. :)

Edit: In what specific situations does relog work? I got empty dataports, lockers and panels both at mission settlements and non mission POIs like irregular markers.
 
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I'm not against a price increase, but i'd hate to see the next gameplay loop is to relog at a sentry skimmer to get Manufactured Instructions and SDP to sell them for millions 😒
It probably can't be - you have to find someone who wants to buy them for millions each time, which if "everyone" is using that loop is going to be a buyers market [1], and the buyers have to get those credits by playing the rest of the game ... so you can't in general be any more efficient than the best NPC earnings, and probably worse.

The NPC earning loops work because the sources and sinks are either infinite (bounties, bonds, missions) or generally impossible for the players to meaningfully deplete (most trade, mining, exploration). All of this engineering data there would be a definite finite demand (there's not going to be a need for more than a few million SDPs ever, for example)

[1] If too many are using that loop ... who are you selling to? They've already got their own which they're trying to shift off their carriers ;)
 
If there's a point here that you believe is worth raising that I've missed, please do leave feedback below! I'm interested in hearing your thoughts in detail on the Bartender Service sell pricing cap.
Congrats on delivering the interiors from a newish player. I echo many of the sentiments already written in this thread.
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The price caps are a problem because the engineering requirements are completely out of balance. While that's a personal opinion it's one shared by many people I've seen mentioned on a few of the larger Discords. Suit engineering is not in a good spot and many see it as a giant step backwards from ship engineering.

Removing the market controls from suit materials is a band-aid fix but it's a necessary one. At a minimum the metrics it generates should give you an idea how painful it is.
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The interiors are nice and I can see their potential for RP. From a mechanical perspective I think a few things have missed the mark.

While it makes sense that Pioneer is foot only I'm not seeing much of a use for it anywhere. I'm ignorant if on-foot exploration requires consumables so maybe medkits? Yes e-breach sales but only because the conditions that make them available from NPC stations are being mooted (that's a design bug). Maybe if it allowed the carrier owners to engineer and sell suits of their own it would be worth being the most expensive service but I'd much rather have a static hydroponics garden than that.

Genomics makes sense if you're out in the black. Material trading is useful only near engineers. Both should have been added to the Carrier Services menu in addition to their on foot implementation. Transition off the ship, sprint/jog to the elevator, open the elevator and get in, wait for it to get to the next floor, sprint/jog to the service, activate the NPC to do your business then reverse all that once done gets really old, really fast.

The large ship penalty is especially irksome on my own carrier. I should at least get a berth where my ship entry/exit point is near the turbo lifts.
 
When is a new patch going to be released to fix the bugs introduced with the latest 11 and 11.1 updates? There are a number of confirmed bugs in the tracker, not all related to fleet carriers.
Looking forward to learning more.
Cheers!
 
Wouldn't that further incentivise people to abandon carriers in high-traffic/population systems?
Not really, the fuel price is very low. And relatively speaking, jumping around due to more pressing game reasons is a priority.
But the beginning of npc interaction could be priceless 😀

Flimley
 
OK, didn't know that, but haven't tried all combinations.

In fact it would be a blessing in disguise if FDev was to remove all relogski, but I have no doubt that some would be completely outraged.. :)

Edit: In what specific situations does relog work? I got empty dataports, lockers and panels both at mission settlements and non mission POIs like irregular markers.
the issue is that if they did that they would have to change how the procedural generation works. because what happens is when you log out, the location despawns. then when you load back into the game, it then recreates itself with the meta data that has been saved. if you are in solo, no one is there to hold the meta data and report it back to the server so the data is lost. Then when you spawn back in, it loads fresh new data as if someone just jumped into the system. I dont want to have to explain how the entire thing works, but thats the jist. Thats why its actually super hard for them to just remove the relogging aspect of the game.
 
That sound disgusting ! Where would that sentry skimmer be and how to avoid doing that ? I really don't want to do it by accident, so the more detailed you are the better it is !
You are right that would be disgusting, however if you follow my technique you won't have the problem.

If you refrain from doing missions and never shoot sentry skimmers you will be fine.
 
the issue is that if they did that they would have to change how the procedural generation works. because what happens is when you log out, the location despawns. then when you load back into the game, it then recreates itself with the meta data that has been saved. if you are in solo, no one is there to hold the meta data and report it back to the server so the data is lost. Then when you spawn back in, it loads fresh new data as if someone just jumped into the system. I dont want to have to explain how the entire thing works, but thats the jist. Thats why its actually super hard for them to just remove the relogging aspect of the game.
Yes I can understand that certain things are very hard to fix, or to change once designed and coded..
 
I assume this a patch 11 thing - I did my first Settlement combat for a while last night, as luck would have it, it was an atmosphered world and the sun was shining brightly. Gorgeous. The only problem was none of the AI would move they just remanined stationary, although they did fire at me. Is it just me or is this happening widely?
I've had this happen twice to me. Once at a crash site and once in a foot combat zone.
 
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