Patch Notes Update Elite: Dangerous 1.02 change log

Status
Thread Closed: Not open for further replies.
No more than your quota for each rare will be generated.

Michael

Although I agree with the general idea, having an entire event based on a special plant and then limit it to 6 supply is kinda meh :-/

Hopefully as the event unfolds (why did it drop from Galnet news btw?) things will change
 
I'm not sure about your figures though, I just station tramp trade and make 300-600 per ton and do a trade every 5-10 minutes. A bit longer if I stop to do some exploration. In any case we'll take a look.

Michael

I'm going to pick the middle ground of the number you just gave. 450 per ton. And let's say you're running a 100t of cargo space. And you can drop of at a station, sell AND buy again for 450 per ton profit. That's 270,000 per hour...

If I wanted a decently kitted Anaconda I would have to do that trade route for around 750 hours.

But I'll be able to upgrade to bigger cargo ships before then.

Ok. Let's triple the cargo space.

250 hours.

No.

Thank.

You.
 
Although I agree with the general idea, having an entire event based on a special plant and then limit it to 6 supply is kinda meh :-/

Hopefully as the event unfolds (why did it drop from Galnet news btw?) things will change



Things have only changed to increase grinding since gamma. Given the current trends I wouldnt hold my breath.
 
Cause it would kill the background sim, noone would ferry cheap food for example across systems, and (virtual) people would die of stavation.
Which is why a part of the potential long term permanent galactic economy solution (among other things, cue my sig!) is to limit the background sim / AI trading / NPC trading to goods of 500CR or less, and let real players deal with the expensive goods.
 

Michael Brookes

Game Director
I'm going to pick the middle ground of the number you just gave. 450 per ton. And let's say you're running a 100t of cargo space. And you can drop of at a station, sell AND buy again for 450 per ton profit. That's 270,000 per hour...

If I wanted a decently kitted Anaconda I would have to do that trade route for around 750 hours.

But I'll be able to upgrade to bigger cargo ships before then.

Ok. Let's triple the cargo space.

250 hours.

No.

Thank.

You.

So how quickly do you think you should be able to buy one of the biggest ships in the game?

Michael
 
Cause it would kill the background sim, noone would ferry cheap food for example across systems, and (virtual) people would die of stavation.

If nobody would carry food there, the demand would rise, the price they would be willing to pay would rise and then people would do it because it just became a profitable trade route. THAT is what we are expecting to see in this game, not a flat almost everyone has the same price and same meager(*) margins everywhere that we're left with right now.

(*) possibly not true in _small_ ships but certainly so in mid and large sizes with corresponding higher upkeep costs.
 
So you want to force your playstyle on the developers' game then?
No. Try reading what I actually wrote, and you'll see I said the exact opposite. My objection is to them forcing their playstyle onto their paying customer by nerfing a mechanic which worked relatively-well before. I don't deny it might need tweaking (for either supply volume or asking price), but this nerf is just that - a deliberate nerf without actually fixing anything which was really broken before.
 
Rare goods are intended to be a low volume, high yield good that needs to be transported over a distance. For small ships you can fill the hold with a few tons and make speed run. For larger ships you supplement normal trade goods with rare items or do large loops, picking up small quantities along the way but carrying a variety.

Michael
The problem with this idea, in my mind, is that small ships don't tend to have the jump range to make the long-haul trips for 'rares' viable, but 'rares' don't spawn in large enough quantities for long-range trade ships to make good use of their holds.

The basic function of the mechanic- commodities that sell for more the farther they're taken -seem ideal for long-haul cargo running in moderate-sized, long-range jump-capable vessels. I didn't even consider rare trading a viable option due to the long-range travel until I had a well-upgraded Cobra, if that. If I was a new player that maybe just barely afforded a Hauler, I just wouldn't be able to rationalize traveling such long distances even if it was profitable.

Add in the fact that some stations have such low or random supply spawns that you maybe get nothing or only one ton every so often, and the whole ordeal starts to get tedious very fast. As much as we love your docking mechanics, a number of us would rather not have to do it so often it gets repetitive. With the way trading in general has become, I feel that's a valid and pressing concern.
 
I disagree that it needs to be a lot more lucrative, there are some issues that need to be addressed but playing as a trader is currently viable. I play as a trader myself with a bit of exploration thrown in. Once the background sim is working as it should be we'll review the balance if needed.

Michael

No sir playing as a trader is not very lucrative. My Asp with 96tons will not make enough to upgrade to a python in the near future. Even then it is strictly a back and forth run that has lost its luster after trip 75. Every attempt to go my own way has resulted in taking a massive loss.
 
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

Everyone in this thread is whining about the rare commodities. They are rare, get over it.

Why are we gimping exploration when its already the least profitable and least scalable activity in the game?
 
So how quickly do you think you should be able to buy one of the biggest ships in the game?

Michael

That's a perfect scenario, that doesn't include insurance cost or upgrades, or losing any money or cargo during that 750 hours.. Not to mention, its "750" hours of pure TEDIOUS grinding. Never stopping to experience any other part of the game, or do ANYTHING other than float back and forth and land. Which you know wont happen.

Doesnt matter how long or short it takes if its not any fun.
 
So how quickly do you think you should be able to buy one of the biggest ships in the game?

Michael

Thank you for the reply.

Well, I'm a fairly casual player so let's say I play 10 hours a week. It's actually more at the moment, but it'll die down as the game becomes less new. Man, That's well over a year of playing at 10 hours a week.

That is just way too much time to reach endgame in my opinion.
 
Thank you for the reply.

Well, I'm a fairly casual player so let's say I play 10 hours a week. It's actually more at the moment, but it'll die down as the game becomes less new. Man, That's well over a year of playing at 10 hours a week.

That is just way too much time to reach endgame in my opinion.

Sorry. Didn't actually answer your question. Definitely much less than a year of consistent playing is the best answer I can give.
 
The problem with this idea, in my mind, is that small ships don't tend to have the jump range to make the long-haul trips for 'rares' viable, but 'rares' don't spawn in large enough quantities for long-range trade ships to make good use of their holds.

The basic function of the mechanic- commodities that sell for more the farther they're taken -seem ideal for long-haul cargo running in moderate-sized, long-range jump-capable vessels. I didn't even consider rare trading a viable option due to the long-range travel until I had a well-upgraded Cobra, if that. If I was a new player that maybe just barely afforded a Hauler, I just wouldn't be able to rationalize traveling such long distances even if it was profitable.

Add in the fact that some stations have such low or random supply spawns that you maybe get nothing or only one ton every so often, and the whole ordeal starts to get tedious very fast. As much as we love your docking mechanics, a number of us would rather not have to do it so often it gets repetitive. With the way trading in general has become, I feel that's a valid and pressing concern.

I disagree with this. I was playing with a person last night, we made the jumps to Eranin, he was in a hauler...with some judicious modifications to do this...(less the ignored fuel scoop which turned into an issue before the night was over) and ultimatley they were able to bank 300K. I did have to rescue him from his own silliness, 1 misjudged jump and he came up short on fuel, but overall he would have been fine if he wasn't trying to rush the very last jump.
 
With such small profits on regular goods and such small limit on rare what's the point of having bigger ship with much higher maintenance cost and high insurance? This is a game with almost non existent story the only way to get enjoyment is to progress to bigger ship. Progress that what keeps people interested if there is no progress there is no point to waste time. If it is just pew-pew then there are a lot of more simple games for this which you can play 1 hour just to relax and go back to your life.
Devs don't forget for you the game is your work for all other is a game.
 
So how quickly do you think you should be able to buy one of the biggest ships in the game?

Michael
Please stop dodging the question.

What is the current Frontier Developments DESIGN GOAL of how quickly someone should be able to buy that ship?
For pity's sake, Michael, you're talking like a politician trying to be re-elected. Just tell us what the number is, in hours, from your design document. If you don't have a number, tell us that, too.

750 hours at one hour a day is over 2 YEARS of casual play, to get an Anaconda, using your hypothetical numbers. If that's within the realm of possible & reasonable, I'm very concerned, myself.
 

Michael Brookes

Game Director
The problem with this idea, in my mind, is that small ships don't tend to have the jump range to make the long-haul trips for 'rares' viable, but 'rares' don't spawn in large enough quantities for long-range trade ships to make good use of their holds.

The basic function of the mechanic- commodities that sell for more the farther they're taken -seem ideal for long-haul cargo running in moderate-sized, long-range jump-capable vessels. I didn't even consider rare trading a viable option due to the long-range travel until I had a well-upgraded Cobra, if that. If I was a new player that maybe just barely afforded a Hauler, I just wouldn't be able to rationalize traveling such long distances even if it was profitable.

Add in the fact that some stations have such low or random supply spawns that you maybe get nothing or only one ton every so often, and the whole ordeal starts to get tedious very fast. As much as we love your docking mechanics, a number of us would rather not have to do it so often it gets repetitive. With the way trading in general has become, I feel that's a valid and pressing concern.

A souped up Sidewinder (or even better an Adder) is perfect for this type of run.

Michael
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom