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

Personally i dont feel there should be any changes to odyessy material gathering drop rates (other than those felt required by the devs) simply because making item X as easy to get as item Y simply removes the supply and demand nature of the items anyway, which in turn would remove the entire point of having bartenders.

for example if getting settlement defence plans was nearly equal to getting opinion polls in difficulty why would people bother spending credits at bartenders to get it from other players when they could just as easily get them themselves? , leading to why would we need increased bartender storage and price caps? etc

imo some items should be hard to get, low supply means high demand and this creates a market where people who either play alot or know where to get those items can supply other people who dont have the time and or dont know where to get the items which would make bartenders a intersting mini economy within Elite itself.

leveling the playingfield for drops, again imo, simply makes bartenders pointless
 
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 😒
That is already the gameplay loop. Not sure why you want to inflict in on everybody, rather than a few who are happy to do it for credits.
 
as mentioned in the OP or the comments i browsed through.
  • FC control from captain chair or desk would be very nice;
  • Plot route, i recently went 20k LY to unknown space and i had to plot using my Jump anaconda and set 40 markers since the route sometimes disappears or simply can't calculate, while being within the 20k LY restriction with no other constraints set;
  • Auto refuel, since i don't want to sit in the carrier all day plotting and jumping, i followed it with either my Anaconda or DBX discovering stuff as i followed;
    • would be nice if that overpaid lot we call a crew, actually did something except deplete my cash reserves, FC sits at 32M Cr/week;
    • since i play multiple games and frequently switch between them, and since FC are persistent. it would be nice if it moved on its own (along the plotted route) and refueled it self along the way;
    • at the very least make it a (menu)command to refill from the cargo hold so that i don't need to switch ships to transfers from Cargo hold > Ship > Tritium fuel tank;
  • owner recognition by the crew in hails and interaction;
  • Bartender, better interface to deposit materials, as far as i can see, you need to sell them to him to add items to his inventory;
    • System to see which carrier sell what, now you have to visit the carrier to do so;
    • System of on foot mats is still crap, compared to ships where you can barter almost ever7ything except Guardian stuff;
      • too many data sources, when very few are actually useful;
        • some are still so rare that you almost never find one and suit upgrade takes ages (manufacturing Instructions/Schematics), 15 per G5 item), unless you've used log in exploits;
      • lots of Chem / techn etc mats with some upgrade use but no Cr value to make ground mission more profitable or convert with ship barter like system;
      • Components, like the power regulator are hard to come by if you are to put it in D&D terms lawful good. you either have to steal them or accept power on missions at very specific locations and abandon the mission and keep it at a 100k Cr fine. which is alright but you need 15 for a G5 suit times three suits; I never understood why they had to reinvent the wheel and opted not to use the mechanic already in game for ships. just ad some settlement locations and or stations with a dedicated broker, we also have that with engineers;
  • End of jump carrier pads are instantaneous from closed to open Landing pads, where 3 min before departure they close with an animation;
  • Just eye candy, can the guard at the command deck lift be interactive, he just stands there, only the "shop" keepers act like the stations NPC's. all other NPC's just are, no interaction what so ever;
    • in some stations roaming NPC actually ask if they could pass, that kind of thing;
    • we have a bridge crew, would be nice to actually have them do all the voice messages instead of the PA;
  • other things i like added:
    • More fleet related commands at the carrier:
      • assign cargo space to other players that also use the carrier. now i have to set buy orders to store their stuff;
      • allow other players to contribute to the upkeep of the FC, now they can only donate Tritium directly to the tank;
 
I second having the blank doors opened even if they just lead to empty storage areas, but having facilties to fit that don't require maintenance, say like a hydroponic garden that you can buy and install would be nice, I am sure we can come up with enough non-credit earning facilities for players to install, I mean even if they cost ARX, ie they are regarded as a decoration, that would be fine.
I'll Third it, I'd really like to see that too. I'm not sure how straightforward it would be, because I'm pretty sure the services are always there behind the door, we just can't access them. My basis for believing this is, if, without them installed I check the contacts in Insight, I see a Pioneer and Vista npc present:
9Nk6Xtu.png

This isn't with the service installed and suspended either, I never fitted them
Also it appears my bartender is moonlighting.

The fact it may require some rework isn't a reason not to do it though.

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?
This bug has long preceded update 11, I've actually not seen it since and thought U11 fixed it but It sounds like I was just lucky.
 
Server side is a disaster. Create the wings, sometimes the invitations come and sometimes not. Repeated bugs on missions, last night for example with a defense mission we crashed at all at the same time. Come on it's absurd. People stuck in supercruise in the same ship. The server just can't handle the users in wing, please upgrade the servers because it's really frustrating to play like that.
 
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.
Is this the POI you guys mentioned ? Not a larceny (so far they've been all of the "3containers" sort). That buggy thing was sitting near 2 cargo container next to each other, but I'm not sure what it's supposed to be. And I don't know if I can get the anomaly outside larceny missions.
Had only 1trash data in it.
20220330112301_1.jpg
 
Now that the "big boys club" have their long awaited new toys for the FC`s, can we please move on from that, and have some insight into what is coming in EDO`s future development which is more pertinent to everyone else. Thank you.
 
Now that the "big boys club" have their long awaited new toys for the FC`s, can we please move on from that, and have some insight into what is coming in EDO`s future development which is more pertinent to everyone else. Thank you.

Yeah, Fleet Carrier crew quarters, being able to buy drinks from the bar tender, using the panel under the right hand when in the captains....oh sorry you meant stuff other than FC stuff?
 
Yeah, Fleet Carrier crew quarters, being able to buy drinks from the bar tender, using the panel under the right hand when in the captains....oh sorry you meant stuff other than FC stuff?
To be fair, if making that panel usable take so much effort they need to divert resources for it, there is an issue in the studio :D
 
Hi - as a further, oft repeated, request - would be very cool if our own carrier crew recognised us when approaching for landing, rather than the usual generic approach voice messages. Also - if those two crew seated in front of the command deck had a different animation for the jump sequence itself, at present, it's as if they don't even know there's a jump happening! There must be something they need to do!
We need more immersion on our FC and what this CMDR says is exactly what I thought, in fact adding to it, it shouldn't be hard for some of the crew to say "Good to see you Captain" or "Crew report in your ready room" or "what's up bud?" (LOL). Something, anything would be good!
 
That is already the gameplay loop. Not sure why you want to inflict in on everybody, rather than a few who are happy to do it for credits.

So... I see where is this heading.

"I'm not relogging, i hate relogging and i dont advise anyone to relog to get materials.
But i would happily buy from a relogger..."
 
Fdev could improve the jump of FC and tritium, for example, let us fill the FC from inside it, or better yet, the tritium from the warehouse will be filled automatically. And about the jumps, it could let us plot at least 5 jumps in a row, that would be great and would avoid a lot of headache, because then we could put the FC to jump while we were exploring systems close to it.
 
So... I see where is this heading.

"I'm not relogging, i hate relogging and i dont advise anyone to relog to get materials.
But i would happily buy from a relogger..."
I don't understand... are you imagining the view point of a fictitious player? Please speak plainly.
 
Not sure how an unlimited-price bar market would work out.

One analogy is the player-driven tritium market in Colonia. But there are some significant differences. Tritium can be mined for free in small quantities, but is only available in bulk from the Bubble. There's a fixed base cost for that, plus a fixed base shipping cost for delivery to Colonia, giving a minimum break-even slightly above 80k/t. Anything above that is the seller's profit margin, and a consensus has emerged: it's noticeable that buy-orders for 100k/t or less stay up for weeks, whereas 150k/t orders are filled within hours.

But now we have a huge number of materials, all obtainable for free but in small quantities, not constantly consumed like fuel is, with different drop-rates, different demand-rates for engineer unlocks and mods (and different unlocks for the Bubble and Colonia) - it's a complete mess.

How can players ever get a grip on that, when so many are failing even to understand the much simpler tritium market?
 
I don't understand... are you imagining the view point of a fictitious player? Please speak plainly.

you said
That is already the gameplay loop. Not sure why you want to inflict in on everybody, rather than a few who are happy to do it for credits.

This is NOT already the game loop. While someone might resort to relogging to speed up his unlock process, they will not do it for profit since there is no profit in it.

I dont honestly think someone will relog to sell SDP for 220k. Nor for any other materials.
However, i'd say that it's likely for someone to sell the extra random surplus materials, including SDP for 220k using the carrier bartender, than to sell those SDP to stations bartenders for 22k
 
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