Patch Notes Update 2.3 Beta 5 Change Log

Did someone drop one of these?

handbag-444171_960_720.jpg

;)
 
"Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved"

Great. I can't stand input smoothing of any kind.
 
Heavily doubt it will be.
Update 5 created lots of Bugs again.

Bummer.
Though I'm still having fun with 2.2 and to be honest, out of the 2.X updates this will bring the least added value to me.

Edit: I've just read it will be launched in 2 weeks! [heart]
 
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Bummer.
Though I'm still having fun with 2.2 and to be honest, out of the 2.X updates this will bring the least added value to me.

Edit: I've just read it will be launched in 2 weeks! [heart]

Yeah read that as well.
So lots of bugs included since I doubt they will fix them all.
 
FD, please don't forget to read this forum's BUG REPORTS. How else are you to know from us paying Beta Testers what else needs fixing?
We also like Beta Updates to drop once Bugs are fixed which don't go breaking other things you fixed already. Obvious really :eek:

...ponders..."I wonder why you ever added ROTATIONAL CORRECTION TOGGLE?"
 
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Really?, where's the source of this info?
If so they do they also lose the fast recharge buff, by rebooting?

I heard some stuff too, not only shields will remain at values that make SCB's and non-booster utility modules pointless, but they are also backing on recent armor boost for freighter ships and crew members will stay permanently killable, all that because of whiners. I don't have it confirmed either however, so I still hope those are just rumors as I don't find my Corvette taking on the whole CZ by herself and not even feeling it to be too well balanced combat system.
 
Really?, where's the source of this info?
If so they do they also lose the fast recharge buff, by rebooting?
source of the info is this:
https://forums.frontier.co.uk/showt...-Thread-Pt-3?p=5334347&viewfull=1#post5334347

I heard some stuff too, not only shields will remain at values that make SCB's and non-booster utility modules pointless, but they are also backing on recent armor boost for freighter ships and crew members will stay permanently killable, all that because of whiners. I don't have it confirmed either however, so I still hope those are just rumors as I don't find my Corvette taking on the whole CZ by herself and not even feeling it to be too well balanced combat system.

this sounds mostly , as that DEV post only mentions that they revert whats been tested in THIS beta
 
Just thought I'd weigh in here... I've been playing since game launch, and in that time have made upwards of 588,000,000 Cr. I'm the 2nd highest rank in Trade and Exploration, so I've got a decent amount of knowledge of Elite in me. I'm Combat rank Expert, having earned over 21,000,000 Cr. So I've earned my fair share of combat rewards.

But from what I've heard, I will get 10% of a bounty whilst part of multicrew. So lets say the average bounty is 60,000 Cr - I will make 6,000Cr per kill.
(To repair a few % of hull integrity damage in my conda it's easily 50,000 Cr.)

Lets say I wanted to buy another AspX to have one dedicated for combat, which is 6,661,153 Cr - I would have to destroy 1110 ships (If every bounty redeemed was 6,000, some will be more, some less, so take with a grain of salt).
Put yourself in my shoes and ask yourself this:

Would you bother?

To me, 2 viable solutions would be:
For the reward % kept from each bounty to be determined by your highest path choice (e.g, using your Elite trade rank instead of your 0% harmless rank).
...or...
Have your % kept of each bounty increase per kill you get whilst part of multicrew. So everyone starts at earning X% of a bounty, but as you get more kills in MC you keep more. Maybe at 1000 kills as a MC gunner you get 100% of the bounty?
This would mean that no matter who you are, or what rank you are, your multicrew credit rewards are determined purely by how often you use multicrew - providing a balanced earning for all members of the Elite Dangerous community.
 
i hear and read so many thing about how "multicrew" co-pilots rewards are reduced greatly

now what if both, pilot and copilot are the same low rank?
the only figure i heard now from Obsidian Ant, was that if both are ELITE, the copilot gets 50% of what the pilot gets.

if we are talking about "low-level" player in an Elite pilots ship,
we are probably talking about someone assisting shooting waves of 100k+ bounty targets, and not wanted sidewinders and cobras.
or we are talking someone grinding a combat zone, where you probably never release the fire button until you have killed 100+ ships
- after all, we are talking about manned turrets with up to 360° coverage, modded to the max DPS or utility they offer.

so,
where are the real figures -> comparing killspeed and income of the lone sidewinder at the npc polices mercy for kill-leaching, and beeing part of a dedicated multicrew ship.
oh, and i mean credits per hour, not credits per kill
 
While Multi-Crew could be fun (let's be fair, it will now suck with ridiculously low payments), the only point of it was having bounties and rewards duplicated with no rank progression... Now it has gone and done a complete U-Turn, faster than David Cameron's time in office.

Multi-Crew: A feature that died before it even left the Beta... that's the really sad thing about it.

It had so much promise, but it is now effectively worthless.

A royal shame.
 
I think there are a few things to bear in mind with this MC release.

First, if you recall, FDev weren't originally going to release MC on this patch, but there seemed to be enough interest in it for them to try and get it out there, in whatever format, with the understanding it would be 'tweaked' going forward. Whether you agree with this approach is entirely up to you. I mean it isn't like Microsoft or Apple ever did such things....oh wait? In any case, expecting it to be 'perfect' is just unrealistic given they decided to rush it out for live testing effectively.

Secondly, of course the rewards need to be scaled somehow. I think its been pretty plain to everyone in the discussion that you just can't have a noob MC camping an Elite player's cutter to get millions and then go buy their own conda and wreak havoc on the spaceways - lose all their creds and then go do it again. So if you want to avoid that happening how can you do it? The shortest path to success seems to be rank reward scaling. Obviously an Elite player earns more cos they need more and because they already have a high earning potential. Whether the 5% - 50% scaler slider works remains to be seen in open i guess. Also as Obsidian ant points out in his youtube video - the MC invitees LOSE NOTHING - so everything they earn is 100% on top and that needs to be considered into the equation.

I would also like to see some more detail on what MC does for other role types such as trading / mining / smuggling / exploring etc.?
 
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