Patch Notes Update Elite: Dangerous 1.02 change log

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I'd just like to add another "Maelstrom" to the thread. Please fix the Fed Navy progression.

Unfortunately we're too busy making sure no one adds more than one spoon of sand to their castle in our sandbox per day, and only with the type of spoon we prefer, -devs
 
Shield bank BUGS

I have outfitted my Cobra with two shield banks A2 and C4. After using assigned button the charge is used from both banks. So there should be a limit to 1 bank per ship or system should deplete them one after the other.
Did you try separate weapon groups for them?
 
Dont worry guys, when FD starts selling credits (braben already admitted they would in an interview) then it will become clear why they are doing these nerfs.

They want any way of making any real credits to be so tedious that people buy credits with real money. If it was fun people would do it in game, when its not, it becomes an income source for them, and like many micro-transaction games, they will run off all but the few who keep paying in and that is the customer base they want. They dont want us guys who want to play and have fun, they want to make money. They have shown it time and time again with the disregard for promised features, and even rewards which they would have taken away from backers if we hadnt raised our pitchforks.

My faith in FD was wavering, they patched that up by fixing the insurance backer rewards. Now? They are back to square one.
 
I think rares were just intended as a little bonus find, rather than a main source of income. Pick up a few tonnes, carry them around until you're far enough away and then flog them off for a bit of extra cash. I restarted on launch day and am making quite enough money though trading and exploring and generally bumming around the galaxy. Maybe I'll work a few trade routes in one area for a bit, but then I'll get bored and move on or doe something else for bit - hunt a few pirates, a little exploration or just some sight seeing. A lot of the complaining seems to be coming from the power players who want twelvety billion credits an hour so they can jump straight to that Anaconda. For me, the journey is the reward. I played Frontier for twenty years, so I'm in this for the long haul.

In the words of the great Arnold Schwarzeneggar: EVERYBODY CHILL
 
Yes, please take a look at these. I have been working an area for the last 4 days and have not seen a single change to the market supply/demand it's just always med/low demand, import export wrong, infact the market is completely stagnant.

/copy that

and i would like to say thyvm for your hard work and luv you folks put in this amazing game :cool:
 
So there is clearly an income/hour cap that is being enforced in this game. I thought it was something like ~1Mil and hour for a skilled player (I think that is what I was making just yesterday with rares and other random stuff). I honestly thought that was reasonable... I have a 35Mil Cr Asp, if I lose it, it's 1.5h of work to re-make what I lost to insurance. If I want the highest end ship (the Anaconda), it will take me ~150 hours JUST FOR THE HULL of the ship. Think another ~150 hours minimum to start kitting it. 300 hours to attain a top-tier ship in the game after you attain a mid tier ship which takes probably around 100 hours on its own. Is that not reasonable? 400h from when you start in a sidey... How much time do the Devs expect us to sink to get the top tier ships? It seems like with another rare nerf (instead of buffing the income from trading or bounty hunting or exploring) it is expected to take considerably longer to attain the top tier ships.

Frankly, expecting any more than 400-500 hours is unspeakably unrealistic. It's already too much. Way too much.

Any clarification from the FDevs would be very helpful.

This. They are capping income across all areas where progression doesn't really feel like progression. It doesn't feel like I'm making big accomplishments. It feel like I'm just scraping by. It feels like my job in real life.
 
Sorry, I've not read the whole thread, but is anyone else having the hyperspace animation locking up much more frequently just as it starts? I've ticketed it, but 1.00 and 1.01 I had hardly any.
 
The underlying problem is two-fold.

1. With all the recent nerfs it is taking away the enjoyment of trading for many.
2. The game does NOT upscale with the ship.

What's the point of 10k missions when you're flying a 60 million credit ship?

Rares sounded good on paper but it still took hours to get and jumping across the galaxy to sell them. Trading is no longer enough to maintain or upgrade large ships. If a single upgrade costs 15 million on bigger ships and all you're being offer is a 500cr/ton trade run or a 10k mission or two how do you afford, in the game as it stands now, to upgrade or maintain them?

The Devs seem to be nerfing the bejesus out of the game which moderately affects smaller ships but completely hammers the larger ships when nothing scales.

Should the devs just remove anything bigger than an ASP to balance it out?
This. Exactly this. +100.
 
I think rares were just intended as a little bonus find, rather than a main source of income. Pick up a few tonnes, carry them around until you're far enough away and then flog them off for a bit of extra cash. I restarted on launch day and am making quite enough money though trading and exploring and generally bumming around the galaxy. Maybe I'll work a few trade routes in one area for a bit, but then I'll get bored and move on or doe something else for bit - hunt a few pirates, a little exploration or just some sight seeing. A lot of the complaining seems to be coming from the power players who want twelvety billion credits an hour so they can jump straight to that Anaconda. For me, the journey is the reward. I played Frontier for twenty years, so I'm in this for the long haul.

In the words of the great Arnold Schwarzeneggar: EVERYBODY CHILL

Once again.

Rare trading is NOT the best way to make money (It was third overall)

Rare trading allowed you to make a little money by doing the things that you suggest make the game great. Trading and Exploring and bumming around the galaxy is quite fun if you have a reason to do so. If you dont, then its a hollow shell of what could be.

They took out fun and replaced it with hollow tedium. Thats why people are upset. Not the credits.
 
Trading rares was fun, why have FD just taken the fun away?? I was really getting into the game but it has now got to the stage it is unworkable.

No fun shall be had in this game. Forget about that ship you so much want, it'll only take you 300 hours of grinding. Grinding is not fun, you say? Well, touch luck.

Seriously, I really want the Python and I'm 10M away from the ship and its basic insurance, but then it's another grind fest to be able to afford modules etc. for it. Rares made the grind bearable and didn't kill my already painful joystick arm.
 
They are probably trying to think up something credible to explain their knee jerk reaction.

If only they would do that, I doubt we'll get as much as a single word on this from the devs, but we'll probably get a few more "yeah awesome with the feedback, we're totally looking into the market" *scurries off before anyone mentions maelstrom or reactionary design*
 
The only shoe left to drop is adding ships directly into the cash shop. Oh, you don't want to spend years of time?
Pay us £50 and get that Python today! :mad:

This is my fear on the income caps - I know FD have said they have no intention of making this game a pay to win financial model but given the restrictions in incomes levels across all the career paths this is a fair assumption to make.
 
I have always thought of rare goods as something its hard to get because they only make it at 1 spot and the further you get away the more it is worth but if you go the factory they would have as much as you want. If only 1 factory makes it in the world then it would be rare on the other side of the world but everyone would have it in the town the factory was in. If the factory only made 3 of the product a day it would be rare even in the town it was made in. just my thought
 
Yes, please take a look at these. I have been working an area for the last 4 days and have not seen a single change to the market supply/demand it's just always med/low demand, import export wrong, infact the market is completely stagnant.

Fully agree. I want have fun with trading. But market of the "usual" goods - are dead. Before this patch - rares is only way to have this fun.
Currently any ship with big cargo have no sense, due to dramatically gap between profit and cost of ship.
 
Hi everyone,

- After yet another discussion with the rare commodity producers, Commanders should now be eligible to only purchase rare goods up to their own personal allocation, instead of buying everybody else's ration as well.

- After yet another discussion with the rare commodity producers, Commanders should now be eligible to only purchase rare goods up to their own personal allocation, instead of buying everybody else's ration as well.

Thanks for the update. Why is this the case just for rare items. A bit of an explanation would be good, because giving everyone an allocation is completely unrealistic and breaks the trading mechanic. This makes "rare" items utterly common place as every one is guaranteed to have them no matter what and there is absolutely no competition in getting them. There's nothing rare about that. They are easily found and stocks are pre-allocated.

These items are so 'rare' that everyone can get as many as they want without any chance of stock being depleted by other customers.

Trader one "Hey ive found something really rare. There's only six in stock! I best get them while I can before they get sold out"

Trader two "Wow me too! Did yo ubuy them all... I've got seven instock"

Trader five hundred "wow they are still in stock for me too"

Shop keeper "Actually I;ve got load s of them and sharing them out between everyone who wants one. No rush, I'lll keep some in teh back for anyone who turns up"

Trader One "I thought they were rare..."


However, something as basic as clothing is rarer and more competitive.

Maybe you should change the name form rare to 'has own rules that are completely different to every other item for sale and nothing to do with the dynamic market kind of rare'.

----

When are you going to sort out the mess around reputation. A very large number of backers and gamma testers and now new players have had their reputations ruined by a single scan after perhaps hundred of hours spent building the reps with factions.

Sorry to moan and be a bother.
 
The underlying problem is two-fold.

1. With all the recent nerfs it is taking away the enjoyment of trading for many.
2. The game does NOT upscale with the ship.

What's the point of 10k missions when you're flying a 60 million credit ship?

Rares sounded good on paper but it still took hours to get and jumping across the galaxy to sell them. Trading is no longer enough to maintain or upgrade large ships. If a single upgrade costs 15 million on bigger ships and all you're being offer is a 500cr/ton trade run or a 10k mission or two how do you afford, in the game as it stands now, to upgrade or maintain them?

The Devs seem to be nerfing the bejesus out of the game which moderately affects smaller ships but completely hammers the larger ships when nothing scales.

Should the devs just remove anything bigger than an ASP to balance it out?

Very well said.
 
This. They are capping income across all areas where progression doesn't really feel like progression. It doesn't feel like I'm making big accomplishments. It feel like I'm just scraping by. It feels like my job in real life.

Exactly. Don't we all play videogames for exactly that sense of progression, because it's fun? We aren't talking instant gratification here, just a reasonable scaling of progress!! Right now you just hit a giant wall beyond a type-6.
 
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