Don't allow Fleet Carriers in CG systems! (we welcome the CGs are back)

Would you accept just having a system map filter that hides them? People seem to object to the perceived clutter, so surely filtering them from view would be a more diplomatic fix.

Edit: my apologies I didn't read carefully and missed you were complaining about lag spikes. Sadly I have to tell you that busy CGs have always been laggy as heck, with blue-tunnelling and crashes in busy instances a norm since 2015! But hopefully Frontier will find a way to reduce the added effects of carriers.
 
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As subject says, carriers flying in & out and presence in the systems cause HUGE spike lags, instancing issues and quite longer loading time in low wakes, interdictions, etc.
I was thinking something similar, but for different reasons, and with a slightly different suggestion for its resolution.

I don't have an FC and have a particular interest in owning one. I started playing ED around the turn of this year and have built up a LOT of hours for that timespan (prob just over 1000h). A vast majority of my play is slow building of experience and resources. Not that I haven't mind, I did mine a bit wouth both of my accounts, enough to get them comfortable. In fact it was several months before I decided to get a 'Large" ship. And until last night,an Exploration Anaconda each were the only large ships I ran.

Bring on the CGs.... Obviously, only starting at the turn of the year, there were the first CGs I'd... Cue quick build of an Imperial Cutter so that I could shift a lot of cargo in comfort... Shifted a full load of cargo. Profit 1 one million only..... And I had several jumps to make to get it to the selling staion with the risks of losing a full cargo along the way....

Contrast that with the FC life... Load up FC with many small loads (ok risk for each, but value of each risk much smaller than the full load). Risk free FC jump to selling CG system. multiple runs with individually smaller risks to unload. This to me seems much better form a risk PoV than the non-fc way.

My understanding is that FCs were originally planned ot be an end-game asset for those who had played ED a substantial amount. However the lack of reigning in of the mining possibilities along with the broken market dynamics and un-rarity of high value minerals), made it possible to get an FC within weeks and therefore new started who played manic miner 2020 Elite Dangerous this year had access to what was originally planned to be an end-game ship.

Looking at the market this morning, it seemed that FCs had cleaned out many major sourcing points for the CG commodities, disadvantaging non-FC players such as myself. Had FCs been the end-game ship originally intended, the impact would have been less (as there would hav been fewer about) and the players would have arguably worked themselves up to FC ownership through long experience with the game.

Obviously we are were we are. Mining broke the economy. The amount of large ships you see avout with "my other ship os an FC" bumper stickers on them is immense, ans tose things are genies that will not go back into the bottle....

SO... To the point... My suggestion would be that maybe where there are two transportation CGs in parallel, the CGs should be constructed such that one is for anyone (incl. FC owners) and the other has to be donee without an FC (possibly make the commodity a rare item so that it cannot be carried in an FC, or at least ban FCs from the destination system. This way FC owners get to contribute to a CG, and non-fc owners get to contribute without the market being slewed by the FCs (and the tech issues surrounding FCs overpopulating systems). The non-FC CG should hav ehigher rewards due to the higher risks of, and the longer runs that non-fc play entails.
 
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As subject says, carriers flying in & out and presence in the systems cause HUGE spike lags, instancing issues and quite longer loading time in low wakes, interdictions, etc.
I've noticed that I get freezes entering a system full of FCs so severe that a spinning hourglass pops up in my Oculus Rift... I didn't even know that was a thing! It's very jarring in VR.
 
I am not questioning about the in-game dynamics related to the objectives of the CG and how Fleet Carriers may influence the outcome.

What happens here is a technical issue, very likely linked to the game netcode, quality of the servers etc. which causes stuttering, lag and much longer than expected loading time (i.e. I watched the wake/loading screen for 2 minutes before a low wake). The higher the presence of FC, the higher the frequency of such lag/etc problems: we had high-sell, 3-hot spots, all suffering the same, but given the fact much of the action happened in the rings we did no notice it so much. CG attracts a large number of players/carriers and it seems they affect low wakes, interdictions, etc are compromising players' interaction.

genuine question, are there players that don't want the CG's in game?

Of course we are the ones who want CGs! But they must be playable!
 
I'm having the blue tunnel issue right now, I've been trying to re-enter supercruise for almost 10 minutes now, and keeps failing after a while and ending in an orange sidewinder error.

I'm 8K ly away from the bubble and there's nobody around, but I'm sure I can pin this on fleet carriers somehow...

itmustbefleetcarriers.jpg
 
Are you sure the lag, instancing issues, etc are caused by FCs? AFAIK FCs are not active entities that send/receive network traffic like players. If you enter a system FCs are just a list of static objects located in the system that is sent to your game instance so you can see them in the nav panel and as signal sources. Same when entering supercruise. If you leave supercruise and drop at an FC it's the same as dropping at a normal station: just an entity that your game instance has to render graphically.
 
Genuine Answer: Yes, me. At least in the old form. I did a few but never really liked them. But then I admit, when it comes to me, ED really don't have to be an MMO. I still think MMOs suck and the MMO aspect of ED sucks even more than your average MMO.

do these CG's affect your time in game when they are on, as in are they in your area of play? or can you just steer clear of them?
 
I stay clear of them, don't worry. I just genuinely answered your question. Now - where is your answer?

believe it or not this is the 1st CG I've been actively involved in, back in the day I used to avoid them to but purely down to the fact I'm a lone wolf, touch wood I've not had any issues yet so all good on my front, and given the amount that are getting involved in this CG I think the issues are affecting a minority

I also accept that if it does start bugging out on me I'll give it a wide birth and go back to what I was doing, I wouldn't want to see an end to these CG and would rather they were in with random bugs than not at all (obs providing I have the option to not get involved)
 
I enjoyed CGs and have participitated in a few depending on relevance to my activities in game and whether I was in range to participate. I don't enjoy fleet carriers at all, find them a horrid implementation of a very exciting concept that in the end only caters to those that want all the rewards and none of the challenges. Combine the two, and the P2P networking is going beyond just creaking at the edges, just as the FCs and a few other short-sighted choices of FD put a shaft through the general machinery of the game.

I have no interest in building support structures to cater for FC gameplay (although I shall hypocritically make use of any large landing pad I can find), so I won't participate in the current CG. Luckily there's an interesting story around the burning stations in empire space and I can gladly wave the federal flag flying support to the poor empiricals.

:D S
 
I am a lone wolf myself, and I do my best to never fall into any sort of grind traps. CGs were the only exception in this respect and that is why I hate them with a passion - completely independent of the fact that the game with its limited peer-2-peer structures simply isn't up to the task. CGs are both embarrassing and ridiculous in my perception.

fair enough, I've missed the last few years of rotting decay and only been back a few months so I'm still on the "glass is half full" end
 
I'm having the blue tunnel issue right now, I've been trying to re-enter supercruise for almost 10 minutes now, and keeps failing after a while and ending in an orange sidewinder error.

I'm 8K ly away from the bubble and there's nobody around, but I'm sure I can pin this on fleet carriers somehow...

View attachment 188437
Just need complete game reload, including launcher. You should do this once u got this tunnel, can just kill game & restart launcher too.
 
As much as I often agree with you, this time it's the exact opposite: drop the CGs and keep the carriers. Both together can only lead to disaster.

CGs are opportunities to bring the community together and to enliven parts of the game for those that want to participate. They can be done in any mode and actions in any mode have little effect on the other modes (except perhaps networking issues).

FCs are expensive middle fingers that players in any mode can place in the face of each other in areas of interest for the community in general, enabling passive-aggressive PvP across all modes and platforms at a level that was never possible by just mucking about with the BGS. The FC owners can play the whole "I'm playing my game the way I want to, why can't you just do the same" game while placing their indestructible phallic compensators in everybody elses' faces. Even with the nuisances filtered out of the NAV panel, we still have to see them wreck the System Maps and their names scattered all over the vistas like some sort of uncleansable space graffiti.

So FCs still have to go. They should never have been introduced in their current form. They are lovely ideas, but how many signs of them being completely and utterly wrongly implemented do we need before they get hammered into shape or taken back out altogether?

Great to see the CGs again though, and Galnet stories! Happy days.

:D S
 
Again, lag and blue tunnelling has happened in busy systems since the dawn of time. Have FCs made this problem more pronounced in solo / PG or something? It's also been a really long time since there was a CG anywhere so maybe people have forgotten how janky it always was...
 
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