Patch Notes Update 1.4.01 update

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I am also in to report that the mining fix compromise works and no transaction errors since I have mined my 6 million in my Clipper with a 2A refinery.

It seems like a solid patch and I regret whining so much earlier in this thread. Nice job, FD! Next time I will be more considerate and actually test the patch before judging.

What is the Mining fix compromise please? I dearly want to go back to some peaceful mining!

Thanks
 
If you are conducting a poll, please put me down for...

- Few, infrequent NPC interdictions in "High Security" systems.
- More frequent NPC interdictions in "Medium Security" systems.
- Still more frequent NPC interdictions in "Low Security" systems, with dangerous NPCs.
- Constant and dangerous interdictions in Anarchy systems.

As far as I can work out, though, that's the way it already works!

Players who don't want to be interdicted frequently should become aware of the security level of the systems in which they fly. See here...

Thread: NPC Interdictions - Hard facts and Statistics!

Some background info and suggestions here, from a while back...

Thread: FD, please bring "SECURITY LEVEL" Front And Centre as we navigate the Elite Galaxy

Yes, that's very much how it should be, although from what I've been reading and in some cases hearing it doesn't seem to work that way at the moment (at least, it didn't in 1.4). Some of this may have been down to PP, and some may have been down to having multiple smuggling missions going on, in the same way that anyone with any missions stacked gets numerous counter offers every time they either jump to a new system, or just enter SC...

To be clear, I have not had a problem with being interdicted constantly (I don't do PP, and don't have any smuggling missions). My last two interdictions were system authority, not sure why as I'm allied all over, but whatever, as soon as I saw who it was I just spooled FSD and SC'd away. I also never try to evade interdictions, just submit and destroy whatever is interdicting me if they are pirate inclined, which is fine.

Nonetheless, I do have empathy for those who are / were getting spammed with constant interdictions, and those who wish to evade them but cannot because the process has been made so difficult. I do just about remember what it was like in the early days in my Hauler, trying to make some credits to upgrade... :)

As an additional point, which I'm sure you made in your linked posts, it should also be abundantly clear how safe a system is from the system map, but unfortunately it's not.
 
If you are conducting a poll, please put me down for...

- Few, infrequent NPC interdictions in "High Security" systems.
- More frequent NPC interdictions in "Medium Security" systems.
- Still more frequent NPC interdictions in "Low Security" systems, with dangerous NPCs.
- Constant and dangerous interdictions in Anarchy systems.

As far as I can work out, though, that's the way it already works!

Players who don't want to be interdicted frequently should become aware of the security level of the systems in which they fly. See here...

Thread: NPC Interdictions - Hard facts and Statistics!

Some background info and suggestions here, from a while back...

Thread: FD, please bring "SECURITY LEVEL" Front And Centre as we navigate the Elite Galaxy

As you suggested in these earlier threads, show security level on the galaxy map. To which I would add, allow filtering systems by security level when calculating a route. It would make traversing the map interesting again (for non Powerplay, general use) by adding more 'geography'. FSD drive range and the density of systems in inhabited space make long travel too simple. If you had a choice between a 6 jump, 50 LY detour or transiting via one anarchy system with a near certainty of being interdicted during your FSD cooldown, that's interesting!
 
Nope, not merely lucky. I've had pretty much the same experience. After the last patch, my only remaining issue seems to be the mildly annoying "10Cr repair" bug.....hardly game-breaking though. Heck, I was just playing the game 10 minutes ago without any problems. I really can't understand why people are allegedly having these issues.

Me too, for the most part, but then....

- I don't take part in powerplay, so the changes in interdictions don't matter very much to me. (I didn't realise that easy interdicting had become essential to grind merits in PP!). On the whole I don't mind the mini-game being a bit more difficult as long as it's consistent.
- I don't play CQC so any bugs in that don't bother me.
- I happened to be mining when 1.4 came out, but I only had the transaction error thing once. The patch seems to have fixed that although now the refinery is a bit erratic, but I can live with that.

What does annoy me is not that this mini-patch hasn't fixed so much stuff (not going to list it, this entire thread has been doing that!) but also because much that was flagged up in the 1.4 Beta was still bugged when the update went live. That seems to me to be disrespect for those of us that gave up time in the main game to track down and report bugs by playing the Beta.
 
As you suggested in these earlier threads, show security level on the galaxy map. To which I would add, allow filtering systems by security level when calculating a route. It would make traversing the map interesting again (for non Powerplay, general use) by adding more 'geography'. FSD drive range and the density of systems in inhabited space make long travel too simple. If you had a choice between a 6 jump, 50 LY detour or transiting via one anarchy system with a near certainty of being interdicted during your FSD cooldown, that's interesting!

Exactly. Interesting gameplay, there's a thing... :)

Just making things difficult doesn't make them interesting. FD could do away with the whole interdiction mechanic if they implemented what CaptainKremmen is talking about. It would be interesting to have to look at the Galaxy map to actually plan a route that avoided a known 'dangerous' system (or go there if you wanted the danger).

I don't know if the BGS is stopping FD doing this, as systems can obviously change based upon player input, but at the moment, at least from my experience, there seems to be little to no difference between any different systems in terms of NPC activity, it's all really based upon what I'm doing, what missions I might have going on.

Oh, and off topic, but wouldn't it be a wonderful change if you could jump into a system and the NPCs were already there, and didn't morph out of your position a couple of seconds later... :)
 
Awesome. But some Bugs that have been around since release remain. Crashes and server disconnects. Severe graphics lag and sound pauses/popping in conflict zones especially near Anaconda. Wing instance issues remain. These issue are an interference with game play and have been caught on streams multiple times. When this happens people go watch something else and streamers play another game.
 
Oh, and off topic, but wouldn't it be a wonderful change if you could jump into a system and the NPCs were already there, and didn't morph out of your position a couple of seconds later... :)

QA asked for details of this "warping in behind the player" recently, as if it was a bug. Perhaps you can provide video and verbose netlogs?
 
I've logged on every night and played happily for hours, without coming across any serious issue. Guess I'm just incredibly lucky!

Ditto... There are 2 of us!

Three of us.

Didnt see any changes from the patch... but still playing, still having a blast.

Four.

(some extra text to make it long enough to post)

Nope, not merely lucky. I've had pretty much the same experience. After the last patch, my only remaining issue seems to be the mildly annoying "10Cr repair" bug.....hardly game-breaking though. Heck, I was just playing the game 10 minutes ago without any problems. I really can't understand why people are allegedly having these issues.

I was having some stuttering issues around stations & outposts, but that is 100% gone now.....very happy!

And another...didn't even have most the issues before the patch

Fast jumps, completely mined out roids with no DC, stutters gone

I can't imagine the root cause analysis headache going on at Frontier. So many people with a fine experience with probably just as many with a poor one.
 
QA asked for details of this "warping in behind the player" recently, as if it was a bug. Perhaps you can provide video and verbose netlogs?

They did? Could you point me to the thread, and I'll be happy to help if I can. I presumed it was how the game did things, I've never ever had NPCs in a SC instance before I jumped in.
 
Greetings Commanders...

Don't worry, your eyes aren't playing tricks on you! Here is the patch notes for tomorrow's update. The update is due to go live from approximately 10:30am BST and will last for roughly an hour and half.


Patch notes are as follows...

All platforms

  • Improvements to interdictions
  • New Mission Templates


Thanks,
Zac
Hi Zac, what exactly has been updated for the "Improvements to interdictions" and "New Mission Templates"? I'm just curious that's all.
Thanks,
Tech
 
... And please to anyone replying, do not use, "should have learned from their mistakes" because ... It is significantly more like 99 bottles of bear on the wall, with a random factor that can be either for or against.

I have learned from your mistakes and i can help!

Give me 98 of the bottles, so i am drunk and happy and your problems are solved too :D
 
And another...didn't even have most the issues before the patch

Fast jumps, completely mined out roids with no DC, stutters gone

I can't imagine the root cause analysis headache going on at Frontier. So many people with a fine experience with probably just as many with a poor one.

Network, network, network, Network, NETWORK! The main game loop is tied to the network. When you have over 100 frames per second, you don't notice it. But when you get only 30 on average, it's very noticeable. I can tell you when the servers are a bit overloaded by looking at my framerate, like yesterday evening (US East coast). I usually get around 30 like I said. Yesterday evening, at some point, I was dipping below 25. Then, I noticed that hyperspace jumps were taking significantly longer, again something that is relying on the servers. So, I think that somehow, the game main event loop is somewhat stuck on receiving a timely response from the servers. That would also explain why people find absolutely no problem with the "new" interdictions introduced in 1.4 while a significant number of people find them impossible to deal with.
 
Unless they just put it back to how it was in 1.3 , when everybody was happy with it. It was a way of getting into or declining combat with NPCs. If you wanted a struggle on either side of an interdiction you could get that with PvP. NPCs aren't sentient - they don't care if players can easily win interdiction contests with them. Players ARE people, and we really do care, and most of us don't want NPCs to be interdicting us every few seconds, we do want to be able to avoid NPC interdictions when they're interfering with other game activity, and we do want to be able to force NPC ships into combat where we can shoot them. Just like it used to be in 1.3. Someone in authority needs to have the courage to say that they made a mistake, and then reverse direction. Not easy to do, but the right thing. Whoever that person is: you'll please your players, and maybe save your game.

I wholeheartedly disagree. I do not want to PvP but I do want a whole, challenging experience. I do not want to be treated different than any other NPC in the game, I do not want it to be easier for me to interdict an NPC than it is for them to interdict me. I want it to scale off their rating and the quality of my equipment (1.4), if you are going to interdict mostly harmless, sure, have fun, it isn't hard if you use the tools you've been given. If you're going to go after dangerous and deadly NPCs, buckle up. If you want to try to interdict in a space whale, good luck, otherwise get the proper tool for the job (the same way you get the proper tool to trade or pirate hunt or explore).
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I want to struggle to interdict, I want to struggle to evade, I want it to be a game. It isn't a game when I can get out of interdictions eating a piece of toast while watching Netflix, it isn't immersive or challenging or rewarding. Interdiction from high ranked NPCs should be hard, the game already babysits us by protecting players from NPCs that are much higher ranked than them. Lets not nerf one of the main, potentially challenging and rewarding mechanics involved in interacting with NPCs so that it's less a gameplay element, and more a colorful way to select which NPC we want to kill from a menu.
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Fitting an FSDi should not be an "I win" button for deciding which NPC interactions you want to have.
 
Wow, what? no, Trading is not broken if you are referring to the trading rank not going up, half a million is NOT enough money to get Tycoon level traders ranks to go up one percentage, anyone that thinks that really needs to step back and realize its the it is the freaking last trade rank, and takes the longest of all to progress to Elite

Chiming in on this one from a player that is Elite Trader - it takes a stunning amount of profit to get to Elite in trade.
 
I see other players stating they have no problem(s). I do see many players having a real, "game-breaking" problem with jumps.

Here is one thread on the subject:

https://forums.frontier.co.uk/showthread.php?t=191568 - Complete with netlogs & dxdiags.

Here's another: https://forums.frontier.co.uk/showthread.php?t=190797&page=11

... and there are still others.

The problem being extended, infinite or neverending jumps. This truly makes the game unplayable for a sizeable amount of players. If you haven't encountered it, good for you, but it is not a minor problem. It affects everything in the game, particularly solo players.

Try to trade? Sit and watch the "blue tube" for varying times between 30seconds to well over 4 minutes (some report even longer). Try to mine? Same thing. Piracy? Same. Combat? Good luck getting to a REZ zone.

The workaround discovered by players is to switch from Solo to either Group or Open. A majority of players find that solution works. It doesn't work for about 20% of players. Why should switching modes (a matchmaking issue, supposedly) "fix" the problem? As far as I know, Private Groups and Solo don't have separate servers...

Bug reports on this issue have been ticketed by players for 3 weeks now with no reply; no 'Known Issues' standing or entry. We had 2 QAs post in the beginning of the threads, asking for verbose netlogs & dxdiag, but no contact after that. People have tested their routes to the server and observed the servers not responding to a request from the client for data; it's not delay in the network chain from player to ED server.

I'm sorry guys, but this issue really is game-breaking. And it did start with 1.4 & continues in 1.4.1.
 
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I wholeheartedly disagree. I do not want to PvP but I do want a whole, challenging experience. I do not want to be treated different than any other NPC in the game, I do not want it to be easier for me to interdict an NPC than it is for them to interdict me. I want it to scale off their rating and the quality of my equipment (1.4), if you are going to interdict mostly harmless, sure, have fun, it isn't hard if you use the tools you've been given. If you're going to go after dangerous and deadly NPCs, buckle up. If you want to try to interdict in a space whale, good luck, otherwise get the proper tool for the job (the same way you get the proper tool to trade or pirate hunt or explore).
-
I want to struggle to interdict, I want to struggle to evade, I want it to be a game. It isn't a game when I can get out of interdictions eating a piece of toast while watching Netflix, it isn't immersive or challenging or rewarding. Interdiction from high ranked NPCs should be hard, the game already babysits us by protecting players from NPCs that are much higher ranked than them. Lets not nerf one of the main, potentially challenging and rewarding mechanics involved in interacting with NPCs so that it's less a gameplay element, and more a colorful way to select which NPC we want to kill from a menu.
-
Fitting an FSDi should not be an "I win" button for deciding which NPC interactions you want to have.

The interdiction mechanics being “more challenging” not a very big problem on itself. The need to actually put effort and show some skill to avoid interdictions is a good thing that adds more challenge to the game... for a first 100 (or maybe even 200) times.

But after 1000th there is no challenge or fun, only annoyance. Still I can live with a need to play 2-3 minute long mini-game every 5 or 10 minutes if it how game should be played. And if result can be predicted. It is extremely boring and repetitive but manageable.

But there is another problem in it, in addition to be annoying it is also highly unpredictable.
You can center on “escape vector” perfectly and have almost full blue bar, then in 1-2 seconds you fail mini-game without chance to set throttle to zero and take damage as a result.
There is no reason to risk and engage in mini-game in case of NPC interdiction, because submitting (and killing aggressor or escaping) is a much more predictable and less time consuming.

I am sorry for my poor English.
 
I see other players stating they have no problem(s). I do see many players having a real, "game-breaking" problem with jumps.

Here is one thread on the subject:

https://forums.frontier.co.uk/showthread.php?t=191568 - Complete with netlogs & dxdiags.

Here's another:https://forums.frontier.co.uk/showthread.php?t=190797&page=11

... and there are still others.

The problem being extended, infinite or neverending jumps. This truly makes the game unplayable for a sizeable amount of players. If you haven't encountered it, good for you, but it is not a minor problem. It affects everything in the game, particularly solo players.

Try to trade? Sit and watch the "blue tube" for varying times between 30seconds to well over 4 minutes (some report even longer). Try to mine? Same thing. Piracy? Same. Combat? Good luck getting to a REZ zone.

The workaround discovered by players is to switch from Solo to either Group or Open. A majority of players find that solution works. It doesn't work for about 20% of players. Why should switching modes (a matchmaking issue, supposedly) "fix" the problem? As far as I know, Private Groups and Solo don't have separate servers...

Bug reports on this issue have been ticketed by players for 3 weeks now with no reply; no 'Known Issues' standing or entry. We had 2 QAs post in the beginning of the threads, asking for verbose netlogs & dxdiag, but no contact after that. People have tested their routes to the server and observed the servers not responding to a request from the client for data; it's not delay in the network chain from player to ED server.

I'm sorry guys, but this issue really is game-breaking. And it did start with 1.4 & continues in 1.4.1.

Very nice to know. It confirms what i was thinking, basically a connection problem between the client and the servers can greatly affect the game.
 
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