Patch Notes Update Beyond 3.0 Beta 3 Patch Notes

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I can think of a few scenarios where non-griefer CMDRs will be happy it's only an hour per notoriety point.
-If you are the victim of the ol' shieldless-sidewinder-in-the-station gank and get a murder bounty.
-I believe Notoriety goes up for NPC murder as well, so if you kill a clean NPC for "reasons" it would be a bit unfair to wait for days.


In general with a lot of the C&P changes applying to crimes against both CMDRs and NPCs, I believe your average CMDR is going to be negatively affected more than some people think.

I am glad that Notoriety won't increase for crimes against mission targets. I like a good wetworks mission as much as the next guy. Hopefully, taking out the targets escort won't count against you either.

This is why a linear mechanic for what is suppose to deter habitual/repeat behaviour opposed to the odd transgression is questionable.

eg: Imagine if notoriety decayed at 1 per four hours... But on each offense it doubled in value (first offense goes from 0->1).

The odd transgression wouldn't matter much. Four hours of hassle. But go on a murder spree on evening, and bang! Now the game notices your behaviour! 1->2->4->8hrs to clear... Note: Personally I don't think this is severe enough!

If someone illegally destroys say half a dozen other CMDRs one evening, how long do you think their "penalty" should be for? Under the current mechanics it's 6 hours which can be paid off logged on over night... With something like the above it's now 32hrs... ie: Days of "penalty".


Note: I still think the notoriety value increase needs to be more for CMDRs than NPCs.
 
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How about rebalance the synthesis for FSD boost? Can the explorers get some love here too? The artificial nerf caused by the new 100 limit inventory has reduced max boosts stored radically (about 30%, easily can have 50 premium stored today, only 33 in new).

Yeah, the Niobium triple requirement for Level 3 FSB synthesis needs to be reduced, with the 100 mat cap it's too restricting for explorers on the fringes. Frontier seems unwilling to make any changes to explorer synthesis recipes though, sadly.
 
Yeah, the Niobium triple requirement for Level 3 FSB synthesis needs to be reduced, with the 100 mat cap it's too restricting for explorers on the fringes. Frontier seems unwilling to make any changes to explorer synthesis recipes though, sadly.
Yeah. I'm confused because the old inventory works, while the new inventory is really messing things up. It simplifies inventory management, but overall it screws up synthesis recipes left and right, not just for us explorers. We're just concerned with one single recipe, but I suspect there will be many other recipes affected that have nothing to do with exploration. Already, combat is getting some recipe changes (good for them). And hopefully, when Q4 comes around, we can get some too.

Exploration has been the last thing in every update, but it hurts that we also constantly lose things. The beige planets was give to us in one update. Now this. And we have to wait almost a year (again) to get it fixed.
 
Am I not mistaken that if I engineer and apply Power Plant Armoured Grade 3, and notice that's too good for me (*), I CAN NOT APPLY/ENGINEER again Grade 2 (I'd gladly pay for it in materials).

This is crucial, as for many configurations G1 or G3 blueprints make much more sense than higher grades (I'm talking about you Power Plant!).


Anyone can confirm it?


(*) After engineering change Grade 2 is enough for me.
 
  • The dark side of planets is no longer pitch black

Why, we've got lights on our ships and SRVs. I thought it looked quite cool not seeing where you're going and then out pops the ground or a mountain. Still you've got a bit of time to fix this before release, haven't you? Please.....

  • Fixed throttle automatically setting to zero when exiting a hyperspace jump

Thank you, why this was put into the game in the first place is beyond me. Pressing the "Engine Full Stop" button during a jump did exactly the same. And lets face it if you can't steer around that big glowing ball then you've no business being in the wilderness.
 
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Am I not mistaken that if I engineer and apply Power Plant Armoured Grade 3, and notice that's too good for me (*), I CAN NOT APPLY/ENGINEER again Grade 2 (I'd gladly pay for it in materials).

This is crucial, as for many configurations G1 or G3 blueprints make much more sense than higher grades (I'm talking about you Power Plant!).


Anyone can confirm it?


(*) After engineering change Grade 2 is enough for me.
Surely you can just remove the modification and start again? That's always been an option when looking at the module in outfitting.
 
Why, we've got lights on our ships and SRVs. I thought it looked quite cool not seeing where you're going and then out pops the ground or a mountain. Still you've got a bit of time to fix this before release, haven't you? Please.....



Thank you, why this was put into the game in the first place is beyond me. Pressing the "Engine Full Stop" button during a jump did exactly the same. And lets face it if you can't steer around that big glowing ball then you've no business being in the wilderness.

It was mentioned that in a Dev build it was a failsafe for when the Elite window was in background, but somehow it got piped into the live beta build.
 
So someone griefs a dozen CMDRs over the course of a joy filled day, and the carefully considered/planned penalty is.... they have to dock at a station and go to bed for the night (just leaving their PC on)... Next morning they're back to 0 notoriety?

Hours should be days surely?

Impound their ship and make them pay a huge release fee.... If they don't pay, crush it and jettison out the nearest air lock.

It was mentioned that in a Dev build it was a failsafe for when the Elite window was in background, but somehow it got piped into the live beta build.

OK, fair one then.
 
How about rebalance the synthesis for FSD boost? Can the explorers get some love here too? The artificial nerf caused by the new 100 limit inventory has reduced max boosts stored radically (about 30%, easily can have 50 premium stored today, only 33 in new).

On the other hand, you can also have a greater jump range, so...
 

Deleted member 115407

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As I won't be able to test for quite a few hours... what does this mean?

- Consolidated lawless security state in to anarchy security state
- Anarchy states now show anarchy security level

What exactly is an "Anarchy Security Level?" Like Anarchies now get None/Low/Med/High?

But if there are no SAV in Anarchies.

I'm confused, mang.
 
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Am I not mistaken that if I engineer and apply Power Plant Armoured Grade 3, and notice that's too good for me (*), I CAN NOT APPLY/ENGINEER again Grade 2 (I'd gladly pay for it in materials).

This is crucial, as for many configurations G1 or G3 blueprints make much more sense than higher grades (I'm talking about you Power Plant!).


Anyone can confirm it?


(*) After engineering change Grade 2 is enough for me.

Once you max GX, there's no need to reroll at that level, since it won't get any better. You will need to go to GX+1 to get new improvements.
 
On the other hand, you can also have a greater jump range, so...
I do. I have 60 ly jump range, but it's not enough when your closest stars are over 100 ly away. Only premium boost will take you there, even with a maxed out ship. I used some 30 boosts in the past 2 days. Not because I was lazy and wanted to speed things up, but because I had too. When you get out here, you might only have two stars close by, and only through boosts. Not even regular jump range distance.

dcjlKrY.png

Closest star is 106.21 ly away.
 
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Also, couldn't it be tied to throttle position (in game ship throttle, not joystick position) being non-zero? Then at least we have to not be docked for the timer to be moving. It doesn't add much, maybe a threat of an npc, but at least you couldn't sit on the landing pad.
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There's already a better suggestion around. Instead of notoriety automatically decreasing by one after an hour, you keep your notoriety but get a mission to redeem yourself. If you accept and complete the mission, your notoriety goes down by one. Failing or rejecting the mission resets the timer, so you get another mission and thus another chance later. (But you never can have more than one of those missions active, so no stacking is possible. )
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I yet have to see any script which could complete a mission in ED, so AFKing would not be possible. Just like raising your notoriety requiers some work, you'd also have to do work to get rid of it.
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Because the earth as an atmosphere that scatters starlight and moonlight to provide a small amount of ambient light, this doesn't happen on airless bodies, it should be quite dark and areas that aren't directly lit by any reasonably large light source should be completely black. Also remember that you are seeing from ground level, the ground is quite dark when seen from above at night with no moon in the sky.

However it was to dark for some people. Personally I quite liked it, but that's me.

Atmospheric refraction or scattering does not increase light levels.
 
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