ANNOUNCEMENT April Update - Coming 23 April 2019

Questions - are the beginner systems current systems that have been marked off for beginners, or have you created new planets for beginners? What's the lore / mechanic that prevents Elite pilots from entering these systems?

Beginners' Zone

A new collection of systems has been added for newly-created Commanders, and can only be accessed by pilots until they earn their first Combat, Trade or Exploration rank.

If your rank is higher than the rank set by Fdev, then that will prevent you from accessing those systems (y)
 

Greetings Commanders,

We’re very pleased to announce that the next update for Elite Dangerous, the April Update, will release on... Tuesday 23 April 2019!

As mentioned in the beginning of March, this year's initial updates will focus on introducing quality of life improvements and improving the welcoming experience for beginners. This update brings with it two new modules to help get you out there, engaging in and exploring all that there is to discover - as well as ensure that you're able to access in-game information and training from the seat of your cockpit!

Read below for all of the details:


Beginners' Zone

A new collection of systems has been added for newly-created Commanders, and can only be accessed by pilots until they earn their first Combat, Trade or Exploration rank. In addition, the authorities here will provide simpler missions that even the smallest of Sidewinders can complete.

Across the galaxy, new Commanders will also have a reduced rebuy until they gain their first Combat, Trade or Exploration rank, a step in the path towards greatness!


New Modules

Advanced Docking Computer
We're adding an upgraded version of the original Docking Computer, a module designed to allow Commanders to relax, let go of their flight sticks and automatically dock in stations to the serene strings of Johann Strauss II.​
The Advanced Docking Computer will not only allow you to dock, but also allow you to automatically undock from a station without anxiously worrying about getting stuck inside the mail slot. Let's face it, it will also help with those embarrassing Type-10 spoiler moments!​
This module will also come as standard in all newly-purchased small ships. If you're starting up a new account, you will find the Advanced Docking Computer in your ship from the get-go - making it easier for you to embark and disembark from your favourite stations without colliding with the walls, landing pads or your fellow Commanders.​

Supercruise Assist
Available at your nearest starship department store (i.e. Outfitting) comes the new Supercruise Assist module. While in Supercruise, you'll be able to target a destination and activate Supercruise Assist, putting your safety in the reassuring hands of a machine. In this mode, your ship will automatically maintain the correct speed and approach to your target destination, and break out of Supercruise at the optimum time. You'll still have to align with the correct location, but you will no longer have to worry about doing a loop of shame!​
With the the Supercruise Assist, you will also be able to enter into orbit around a body - allowing you to launch discovery probes and take screenshots without the fear of face-planting the dusty, rocky ground.​
This module will also come as standard in all newly-purchased ships.​


Free module slots for everyone!

With the introduction of these new modules, small ships will be outfitted with two additional size one Optional Internal slots, while medium and large ships will also receive one additional Optional Internal slot. This will automatically and retroactively apply to all relevant ships.


Navigation Tab

In Beyond - Chapter Four, the cockpit was completely revamped, and with the April Update, come even more improvements! The latest area to feel the love is the Navigation Panel where, in places, we have added icons for a tighter, more visually appealing layout.

A new column has been added to this panel, denoting activities in an area, mission targets, plotted routes, Wanted status and if the threat level of some areas is too high. The Navigation popup expands on this information, providing more details about the location, such as faction details, star class, information of resources and more!

Two of these may sound new to you - so allow us to explain!
  • Activities - Every location in the Elite galaxy, offers different activities, be it collecting Combat Bonds in a Combat Zone, or mining asteroids at a Resource Extraction Site. Icons and links to the Pilots' Handbook (see below) have been added to help you easily identify what activities are available at a given location.
  • Threat Level - Threat Level is something that already exists in the game (previously only seen at Unidentified Signal Sources), but this new marker will now appear in all systems. If a location has a threat level too high for your current combat rank, a 'danger' icon will be displayed, warning you that the location might be too dangerous.
Pilot's Handbook

Like the Codex, the Pilot's Handbook is a treasure trove of information, providing details on the many activities available to you in Elite Dangerous. Whether you're a veteran, or you've only just graduated from flight school, these articles will help you discover what opportunities are out there - and what is required to get involved in them. With links from the cockpit straight to the Pilot's Handbook, sourcing information is easier than ever before!


Trading Screen Improvements

When you're an interstellar trader, every minute is a potential sale... so to help you avoid being badgered by a strange man trying to sell you the 'deal of a lifetime' (500 tonnes of bio-waste is not always a good deal, by the way!), a number of improvements have been made to the user interface of the Commodities Market.

You will find two panels in the Commodities Market, Buy and Sell. Each new panel will provide you with important information:
  • Commodities relevant to any active missions you're currently undertaking
  • Icons that provide feedback of profits and supplies.
  • Trade data on nearby local systems per commodity
  • Buy and sell commodities pop-up with much more info than before - helpful even to the seasoned trader!
  • Select markets or goods and view their trade data in the Galaxy Map.
All these improvements have been introduced to make the Commodities Market easier to understand at a glance, ensuring every Commander can become a wolf of the interstellar Wall Street.


Interstellar Initiatives

Our name for the previously announced 'Community Events'. These are series of in-game events that play out over the course of around a month. Each one features several phases that will alter as the narrative progresses, and may end with lasting effects on the galaxy. We'll be delving deeper into these in just a couple of weeks.


...and there's more!
  • Revamped main menu layout, including featuring GalNet news and other important information.
  • Training Missions and Challenge Scenarios will now be accessible via the cockpit, allowing you to brush up your skills right from the seat of your ship.
  • Loading screen tips.
  • Bug fixes.
So there you have it, a brief take on some of the features coming in the next update.

Join us on Thursday 18 April (at 18:00 UTC) for a content reveal livestream, where Executive Producer Adam Woods will be showcasing how all of this looks in-game!

Until then, please feel free to share your thoughts and feedback with us below.

See you in the black, Commander!
 
Surely it has to be more difficult to build a scripted, semi intelligent level feedback tutorial when there's the potential of some other random player wandering into the instance and, do newbs really need to try and deal with the comms panel before they can get off the launch pad?

I've been a volunteer knowledge base helper / new player guide in another MMO for many years and the "I just skipped the tutorial" questions were always the same. After a while you could tell where they skipped it, and exactly what barrage of inevitable questions were coming next.

Getting the newbs to actually stay in and finish the tutorial, for their own benefit made a huge difference to how long they'd typically stay since there wouldn't always be live help available despite a dedicated, global /help channel that everyone had access to when newbs got frustrated.

So, use the opportunity to teach them the differences between OPEN, PG and SOLO by keeping them locked all on their own in SOLO for at least an hour, warn them there will be a test and run them through the whole tutorial stack until they can complete at least 80% of the basics.

Excuse the massive hand holding as simulator based training and make sure they complete it at least once before a 'skip' option is considered. People have dealt / will deal with this kind of entry requirement when getting a drivers license, flying a ballistic missile should be more strict.

Prominently displayed in the FAQ:
Q. OMG the tutorial is so boring, can I skip it!?
A. No! Guaranteed you'll thank us later, rookie!

Fully agree, and I was very pleased to see that FD have finally included the tutorials and the new Pilots Guide in ship/in game. Although I would have preferred that all new players have to complete the tutorials before they can leave the station for the first time, that might alleviate a lot of the problems down track.
 
Fully agree, and I was very pleased to see that FD have finally included the tutorials and the new Pilots Guide in ship/in game. Although I would have preferred that all new players have to complete the tutorials before they can leave the station for the first time, that might alleviate a lot of the problems down track.
Not convinced - when games / apps put tutorials before you can continue I just skip skip skip. Then wonder 30 minutes later how to do stuff :)

Someone posted earlier a vid about doing contextual help - which they do well in the tutorials. Hopefully they can put something like that in the main game. ("Hi' I'm clippy, I see you did a loop of shame three times now, how about you re-fit the damn auto-SC module?")
 
Fully agree, and I was very pleased to see that FD have finally included the tutorials and the new Pilots Guide in ship/in game. Although I would have preferred that all new players have to complete the tutorials before they can leave the station for the first time, that might alleviate a lot of the problems down track.
Ah yeah, I forgot: Not sure being able to access the tutorials from in-game after completing them is a good idea although I guess their ship just vanishes like multicrew. Having the PF Pilots Manual (and code of conduct) available from within the game sounds like a better skill refresher / keybind reminder method.
 
Thanks for the information.
Alot of changes geared towards new commanders, no surprise as this was mentioned earlier in the year.

( However, I must have missed the part where the name of the game is being changed from Elite: Dangerous to Elite: Extremely Easy )
 
One small question: when you do get your first rank, what makes you leave the beginner systems? Is it a one way door (in that when you jump out you can't get back), or does security tell you to get out of Dodge?

For giggles could you just go Hotel California and never leave the snuggy blanket?
 
One small question: when you do get your first rank, what makes you leave the beginner systems? Is it a one way door (in that when you jump out you can't get back), or does security tell you to get out of Dodge?

For giggles could you just go Hotel California and never leave the snuggy blanket?

I would say that it becomes permalock so a warning to leave probrably is given, and u cant plot a course to any but outside the zone for sure.
At least that is what i supose will happen, but will have to wait and see if someone clarifies how that works out.
 
One small question: when you do get your first rank, what makes you leave the beginner systems? Is it a one way door (in that when you jump out you can't get back), or does security tell you to get out of Dodge?

For giggles could you just go Hotel California and never leave the snuggy blanket?


After being promoted in rank, the beginner systems will probably be permit locked which is hard coded in the firmware of your on-board navigation computer.
 
One small question: when you do get your first rank, what makes you leave the beginner systems? Is it a one way door (in that when you jump out you can't get back), or does security tell you to get out of Dodge?

For giggles could you just go Hotel California and never leave the snuggy blanket?
Ny guess would be that the only systems you can jump to will be the non-starter systems. Although I'd guess you could hang around in the one you gained rank in indefinitely. Be a bit dull though :)
 
One small question: when you do get your first rank, what makes you leave the beginner systems? Is it a one way door (in that when you jump out you can't get back), or does security tell you to get out of Dodge?

For giggles could you just go Hotel California and never leave the snuggy blanket?
Frontier Developments stock made a massive gain this week, as two million existing players bought a second account, just so they could own a red and white pirate newbwinder called "MIRRORS ON THE CEILING".

Edit: Wait, that's one too many characters... Fixed! :p
 
Well this is an interesting update.
I have no issues with the new automation modules, except for what they may provide to bots, but I have to assume that Frontier has thought this through.
I wish there was a way to restrict the new player zone without locking everybody out though.

@Will Flanagan, can we have a list of the systems in question prior to launch so we can have a look around before they are closed off?

Module slots: Now this one is thorny. I like having more slots, but having had a quick look at my current fleet I found this to have quite an impact. The Cobra Mk IV ends up with 10 slots making it one of the most flexible small ships around. If we get assets with only small landing pads in the future (and I hope we do) that is going to make a huge difference.

For large an medium ships I found that a size 1 slot quite often will free a bigger slot because I already use size 1 modules (limpet controllers in particular).
So I'm wondering what the slots will do to the current balance in the game.
 
Well this is an interesting update.
I have no issues with the new automation modules, except for what they may provide to bots, but I have to assume that Frontier has thought this through.
I wish there was a way to restrict the new player zone without locking everybody out though.

@Will Flanagan, can we have a list of the systems in question prior to launch so we can have a look around before they are closed off?

Module slots: Now this one is thorny. I like having more slots, but having had a quick look at my current fleet I found this to have quite an impact. The Cobra Mk IV ends up with 10 slots making it one of the most flexible small ships around. If we get assets with only small landing pads in the future (and I hope we do) that is going to make a huge difference.

For large an medium ships I found that a size 1 slot quite often will free a bigger slot because I already use size 1 modules (limpet controllers in particular).
So I'm wondering what the slots will do to the current balance in the game.

There was a way to do it mate.
I thought about it and if it was possible to lock the hardpoints of players that are restrited on that area, (basically no fire zone and no power to weapons at all), ppl could go in, just coudnt fire, but i dont know if that would be implementable...

But them again...

That zone will have easier missions to do and earn money, so those systems if acessable would be overrun by players and that would be bad to the new players...
 
One small question: when you do get your first rank, what makes you leave the beginner systems? Is it a one way door (in that when you jump out you can't get back), or does security tell you to get out of Dodge?

For giggles could you just go Hotel California and never leave the snuggy blanket?
Probably part of the early missions take you outside then you’re on your own
 
There was a way to do it mate.
I thought about it and if it was possible to lock the hardpoints of players that are restrited on that area, (basically no fire zone and no power to weapons at all), ppl could go in, just coudnt fire, but i dont know if that would be implementable...

But them again...

That zone will have easier missions to do and earn money, so those systems if acessable would be overrun by players and that would be bad to the new players...
Unfortunately, experience has shown that you don't need weapons to grief, but it would get us half way there.
As for the missions, that is solvable. Just lock down station services once you gain rank. Give all experienced players a status of unwanted in the systems. The functionality is already used in crime and punishment.
 
I thought about it and if it was possible to lock the hardpoints of players that are restrited on that area, (basically no fire zone and no power to weapons at all), ppl could go in, just coudnt fire, but i dont know if that would be implementable...

Ideally this would be nice, but inventive/bored griefers will find new and interesting ways to pester noobs (suicidewinders at stations come to mind). May not be a bad thing to provide a more controlled environment and limit the exposure to the more experienced players till new players get their feet wet.

I am a bit disappointed I can't help friends out immediately when they join the game and will have to wait till they figure out how to leave the newbie zone, but at least the new auto computers will help with that.
 
I think when new guys fledge and leave the nest, ATR should escort them out. It would be like when you had police officers do presentations in your school to tell you about right and wrong.

127439
 
I agree, the docking computer crying and hand-wringing is a laugh. I could never understand why someone else cares how I { or you} play the game, solo or not, with what modules etc. One of things { there are dozens} I like about ED the most is the ability to play your own game whatever that might be.
Now I'm relatively new to ED unlike some of the billioair class here. I missed all of the early versions and pioneer days of ED so I can't directly comment on what things were/ are better or worse. I can see when I came aboard some 3 weeks 5days and 39m ago I found the game extremely challenging, in fact difficult to even understand. So much so that I sought out this place to help me figure out which end is up.
It looks to my eyes then that the new improvements are just that, improvements. I'm thrilled about the updates and frankly all future updates. I'm a big time fan of the game design and even after earning well over half a billion credits so far am still learning something new about ED every day and still consider myself a noob. I'm glad the game designers are trying to make it a little easier to grasp, to get on your 'space feet' under you { not to be confused with 'space legs'} and am excited to try all of the new features.
Anyway just a note from the noobesphere, let the crying commence.


I love it all and I'm happy to know that we'll see Adam again =) Loved all his previous livestream from 3.3 - even when he crashed the Mamba 😅

I don't understand all the whining around the autodock / undock & SC help though...I mean they are optional so if it helps new players to focus on learning other aspects of the game it can only be good to grow the community !

I think the beginner area should allow new players to stay a little bit more longer than the first rank because they are earned very quickly.

Can't wait to learn more about the navigation tab, trading screen improvement and interstellar initiative...sounds promising.

Wasn't expecting that much QoL improvements that affect "older players" !

o7
 
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