Patch Notes Update Elite: Dangerous 1.02 change log

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Makes it fair so everybody can get some rather than a few getting it all, common sense really, you are being rationed, means not a dew hogging it all.
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Never even bothered looking for Rare Goods my self, if I come across some in travels all well and good.
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I am not desperate to amass millions in the first month like some seem to be.
 
I really wonder what kind of high end play the devs expect people to do now. With rares and trading in general being nerfed to uselessness for sustaining any kind of expensive ship and risk while using it, the game is going rapidly towards the "can't be bothered with grinding anymore" category. Rares were lucrative, but requires you to sit in a station for 2 hours, and buying whenever and whatever amount spawned. Then travel for 150-200 ly to sell it. Then rinse and repeat. So one round trip could take 4-5 hours. Regular trading got nerfed so it's hard to find any route giving more than pocket money these days. Bounty payments aren't enough compared to the effort put into it. 100-150k for an hour is enough to cover ammo and fuel, but not a whole lot more.
I really don't feel like grinding, I've done lots of that already. It's a game, it's supposed to be fun.
All true, and it's not fun right now. At least trading was fun in Gamma 1, withOUT rare commodities. At least you could get to a new ship and equip it within weeks of grinding, instead of months.

I really don't understand how FDEV expects players to survive on profit margins of dozens -> a few hundred credits per commodity. Those profit margins WERE NEVER TESTED IN BETA OR GAMMA. And yet, all the prices in the game were based on the tested income values, which were 5-10 times higher.

So, sure, leave profit as it is, if you're going to reduce costs for all credit sinks, ships, outfitting, munitions, repair damage, by 5-10 times. :mad:
 
I've started trading rare goods just yesterday because the rest of the game is repetitive (jumps in Type-6 between two stations for 500k/hour), bugged (bounty hunting), unfinished (mining drones to scoop stuff?). I got 6 millions during like 10 hours - approximately the same income as I could get from extremely boring station jumping. And i got interdicted many times, shot, ship almost exploded during fuel scooping - it was fun.

Now I've simply returned to other MMO games - until FD will add any actually working and interesting gameplay to the game. Good luck keeping interest to the game, FD!
 
With the latest nerf to rares, I am beginning already to considering shutting down ED for good. It just smells to me like they want to increase the grind. When I say the grind I am not talking about the actual amount of money being made (which they have stopped as well) im talking about the tedious regular trading routes. Regular trading was more profitable, (when the markets wheren't borked) but it is utter and pure TEDIUM. It is not fun. It is not engaging, and it is not even working correctly.

Rare trading on the other hand, was relaxing, fun, and allowed you to move about the galaxy as a trader and have a little bit of immersion, ALONG WITH a little bit of change in the pocket. System A to system B 1 jump routes and of course, 10x the amount of landings. IS NOT FUN.


GG FD.
 
The rare commodity trading nerf ("fix") has ruined the game for me, for now.

Standard trading doesn't interest me at all.

At least change the number of rare goods that can appear. Travelling 180Ly to find ONE, yes ONE rare commodity is a joke.
 
My 2 Cents.

Have to agree that Rares were far too easy in Gamma, you could make millions in an evening. (Not that it stopped me using it to get my shiny asp). The drip feed mechanic was ok, it slowed it down, caused you to do a few missions in the surrounding areas while stocks replenished etc. You could of course, have ED running in the background while doing other things with a timer to tell you to go snag that next batch, surely not a what the Devs were aiming for..?

My thoughts would be a random(ish) amount being released to the open market, but advertised on Galnet with a time and place. This would set up a 'Gold rush' as say, the crops were harvested, the drinks were bottled etc. Players would have a limited time to get there and take whatever they could, possibly depending on local rep. ED could also greatly increase the number of pirates in the area as they also head for a slice of the action. This could surely be automated and make for a more 'alive' galaxy...
 
Makes it fair so everybody can get some rather than a few getting it all, common sense really, you are being rationed, means not a dew hogging it all.
.
Never even bothered looking for Rare Goods my self, if I come across some in travels all well and good.
.
I am not desperate to amass millions in the first month like some seem to be.

And that's fine, to each its own. If I want to play a game for months, there's gotta be a continues reward to keep playing. I've grinded up to a well-fitted ASP, and the next natural step for me would be the Python. If the road to that goal takes weeks, I just can't be bothered. This is a single player game for all practical purposes, and certainly not an MMO, so nerfing every income source to encourage grinding shouldn't be needed.
 
Quote Originally Posted by Antoon View Post
Great! Thanks
I have a minor issue when I start the game from the launcher. I get a black screen for about 2 minutes before the intro screen appears...

Check this thread for a solution

What thread? :)
 
The nerfing of rare goods is absolutely unacceptable.

1) I am a busy father. If I had (until 1.01 5 spare minutes, I'd log in and boot up and lo and behold there were a few extra rare commodities available. Wonderful! I'd buy them and then log off. Repeat a couple hours later when I had a spare moment then and so on until full hold.

2) When I finally got an hour to myself I'd do the 150ly trek to sell them.

Now I can't participate. Basically if you're not a power player willing to grind hours and hours to FDEV you might as well foff.

Rare commodities was a joy before the latest patch. Now Thrres no point for me to log in at all. I'm out until this is fixed.

As others have said this is not about nerfing rares. FDEV should fix trading.
This was exactly my scenario too. Between juggling a full time job and a 2 year old, I manage to log in when I get a spare minute and then once I have a spare hour late at night I can sit down, slap some tunes on and trek my load of rares across the galaxy. This way of playing is dead in the water since the latest update.
 
I really wonder what kind of high end play the devs expect people to do now. With rares and trading in general being nerfed to uselessness for sustaining any kind of expensive ship and risk while using it, the game is going rapidly towards the "can't be bothered with grinding anymore" category. Rares were lucrative, but requires you to sit in a station for 2 hours, and buying whenever and whatever amount spawned. Then travel for 150-200 ly to sell it. Then rinse and repeat. So one round trip could take 4-5 hours. Regular trading got nerfed so it's hard to find any route giving more than pocket money these days. Bounty payments aren't enough compared to the effort put into it. 100-150k for an hour is enough to cover ammo and fuel, but not a whole lot more.
I really don't feel like grinding, I've done lots of that already. It's a game, it's supposed to be fun.

I respect what you're saying but it comes across as if this game is some kind of race. It's not.
 
as long as rare goods remain predictable they are nothing of the RARE kind!.
As of now they are low available long distance goods. Predictable and nothing special.

They used to be fun to because they would 1. be proffitable 2. make you trave around.

now BLeeh.

For me untill they make them randomly spawn at any starbase (each x period of time) in large enough quantities they are branded as a total oversight.
It would simply be awsome if random starbases could spawn big / medium nuggets of rare goods at random.
1.not predicable.
2 no shared location between players (personal locations, YOUR contact was able to find them just for you!)
3.Limited stocks of up to 500 goods, IF you manage to find them or be lucky to find them
4.Promote travelling around
5. Spawn within a radius of current location (50-100LY ?)
6. Feeling of JACKPOT when you actually find a stash of rares!
 
Makes it fair so everybody can get some rather than a few getting it all, common sense really, you are being rationed, means not a dew hogging it all.
.
Never even bothered looking for Rare Goods my self, if I come across some in travels all well and good.
.
I am not desperate to amass millions in the first month like some seem to be.

Same here, and I'm sure there are many more who will find this 'rare' solution a good thing - what's the fun in hanging around near stations anyway.. make the rare goods rare and fun to seek out
 
I respect what you're saying but it comes across as if this game is some kind of race. It's not.

It is a sandbox no, are we not allowed to race the sandbox? I mean if I want to totally farm onyx in minecraft.. I am allowed to do that, even if you don't want to, is that not the point of a sandbox? :) This isn't making the game more sandbox, it is removing a way of playing that wasn't objectively overpowered in any way, it is simply restricting it.
 
u know guys it s good nerf for rares. Other way every silly normander was able to bought Anaconda in a month or even earlier. Rares allways was some kind of exploit and i am glad they finally fixed it. :)
 
as long as rare goods remain predictable they are nothing of the RARE kind!.
As of now they are low available long distance goods. Predictable and nothing special.

They used to be fun to because they would 1. be proffitable 2. make you trave around.

now BLeeh.

For me untill they make them randomly spawn at any starbase (each x period of time) in large enough quantities they are branded as a total oversight.
It would simply be awsome if random starbases could spawn big / medium nuggets of rare goods at random.
1.not predicable.
2 no shared location between players (personal locations, YOUR contact was able to find them just for you!)
3.Limited stocks of up to 500 goods, IF you manage to find them or be lucky to find them
4.Promote travelling around
5. Spawn within a radius of current location (50-100LY ?)
6. Feeling of JACKPOT when you actually find a stash of rares!
The idea of spending 2 hours searching for a needle in a 50-100LY haystack really doesn't sound fun.
 
Hi everyone,

Here's the full change log for 1.02. Just a few quick changes to make your play experience even smoother! Enjoy! - the servers should be down for around 10-15 minutes from ~12.30GMT 18/12/14

- Allow text chat to function for any voice comms member, not just for friends
- Fix for a rare crash when scanning unexplored systems
- Fix for a rare crash during networked combat
- Fix for a very rare crash in or near starports and outposts
- Fix for a very rare crash after migrating servers on network island changes
- Corrections to some mission descriptions
- Corrections to some galaxy data in rarely visited systems
- Extend a time-out that occasionally triggers a disconnect during hyperspace
- Extend some previously added diagnostics to further refine the data gathered

And there are some server-side changes, too:

- 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.
- Universal Cartographics has issued a new purchasing policy, so Commanders exploring supermassive stellar bodies should no longer receive supermassive payouts.
- Tune matchmaking to significantly improve the chances of meeting other Commanders in space
- Improvements to Exploration server performance

All your feedback is greatly appreciated. Cheers!

Ed

Okay, you know what? I love patches and change logs and upgrades, and making the game better. But could you please consider putting more effort into the change log? Take a look at how Blizzard write their change log, they try to explain why X was done and Y was nerfed, what kind of logic is used and what goal do you wish to achieve by making this change.

Benefit?
Less community backlash.
Community can target specific changes and put the logic to test.
More transparent game functions which are easier to understand.

Take a look at D3 patch notes for "inspiration" http://us.battle.net/d3/en/game/patch-notes/
 
I did tend to think that sitting around in a station waiting for commodities to respawn isn't really playing the game as intended. I guess this addressees that at least.
 
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.
 
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.

In general an increased amount of clarification from the devs would be.. appreciated to say the least.
 
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