Elite Dangerous | Operations Update | Update 3

I placed an Orbis in the final slot in the system I'm colonizing and the spot disappeared and no construction site has appeared. I relogged and jumped in and out of the system. It's been over 20 minutes and still nothing. Something broke with colonization.
Still not there. I decided to return to bubble since my colony progress is messed up, signed up for the CG, attempt to buy a panther clipper mkii here and get this error.
 
I suspect a more liberal application of AI in the development process is actually the cause of a lot of the issues we are facing with this update. I have little to no idea what I'm talking about, though. All the same, that's my theory :sneaky:
Sorry, but if your cup is empty, you just fill it up and don't drink it.
 
I placed an Orbis in the final slot in the system I'm colonizing and the spot disappeared and no construction site has appeared. I relogged and jumped in and out of the system. It's been over 20 minutes and still nothing. Something broke with colonization.
yeah, I cannot claim either. Looks like something broke again
 
I remember playing the FPS Brothers in Arms a long time ago.
There was no scope, so you had to aim through the iron sights.
You could command your teammates where to lie down, where to run.
But the most important thing was that one headshot would kill both you and the enemy.
You should have been playing a tactical combat game, not just running through corridors with endless enemy spawns.
Ultimately, I understand that Elite is a different game, but I'd rather play XCOM.
Seems kind of like the old game Hidden and Dangerous.
 
The game would really benefit from some kind of ping gauge in the browser and lobbies, given how poor the experience can be when playing with those from disparate geographical locations. Doors and dealing damage to enemies, which seems to need to sync will all players before registering, are particularly annoying.
I thought of this as well. Best I can do is the ctrl B and then try to guess what a good number is. However, you don't get to see that until you are already started.
 
I thought of this as well. Best I can do is the ctrl B and then try to guess what a good number is. However, you don't get to see that until you are already started.

Ctrl+B is just bandwidth.

The only way to get latency is to monitor connections outside the game, which is not particularly hard to do, but is still more trouble than it's worth to me.
 
I placed an Orbis in the final slot in the system I'm colonizing and the spot disappeared and no construction site has appeared. I relogged and jumped in and out of the system. It's been over 20 minutes and still nothing. Something broke with colonization.
I had a similar situation. Right after the weekly maintenance finished I tried to start a new construction and it didn't work. No error but no construction site either just like you describe. Just now I went back into the game, after roughly 12 hours, and my construction site is there. Might be a case of things needed to catch up. Hopefully your is now available too.
 
Wasn't a second Vessel announced, too? That was on the supposed roadmap, wasn't it? Is no one asking or talking about it, or did I misread something?
yes. I couldn't find the primary source, but this is found on the interwebs:

Elite-Dangerous-2026-Roadmap.jpg

source: https://simulationdaily.com/wp-content/uploads/2026/02/Elite-Dangerous-2026-Roadmap.jpg
 
hmmm FD need to do something about straggler NPC's imo. just did a hard clear all bad guys from the ship. with 1 guy remaining and over 2 mins to go.... he was no where. I can't believe none of the 4 of us spotted him so that is 40 mins down the pan due to what I believe is a glitches NPC. maybe they could despawn ones which have not moved in a certain amount of time then respawn them again?.

it happens for cargo and stuff on the ship missions where they spawn inside walls and what not but that is not an issue as you can reset the instance... but not in operations
 
I had a similar situation. Right after the weekly maintenance finished I tried to start a new construction and it didn't work. No error but no construction site either just like you describe. Just now I went back into the game, after roughly 12 hours, and my construction site is there. Might be a case of things needed to catch up. Hopefully your is now available too.
Still not there, but I'll check again in a few more hours.
 
Ctrl+B is just bandwidth.

The only way to get latency is to monitor connections outside the game, which is not particularly hard to do, but is still more trouble than it's worth to me.
Task Manager - Stats - shows a graph of the WLAN usage..... quite simple
 
Maybe it sunk in the sea of bugs...
To be fair, we did just go into summer not that long ago (as a strong nightly thunderstorm is currently demonstrating, very loudly... to the lamentations of my ears), so there's still a bit of time to go for it.

Not related to reply - I had my first go at Hard operations just now, and I'm... not particularly impressed.

Is it difficult? Perhaps, if not yes. However, I'm not such a fan of it just being the same uber tanky conflict zone NPCs for the on foot part, except instead of there being squads of up to 6 in a wide area, where NPC allies will take their attention from just you, you can have 10 of them flood you all at once in narrow, enclosed quarters, and if you survive those long enough to clear them out the game can just immediately toss another spawn of 8 into the same room, 4 from a door up front, 4 from somewhere behind you (fun, isn't it?). For a team of three not-exactly-incompetent players with high level and/or engineered gear, it frankly just devolved quickly into a torturous experience of not getting swarmed and slaughtered within seconds, repeatedly, by bots that spawned at least as fast as you could just kill them. Nevermind holding the data download room where it's like you need a rocket lawn-chair (launcher) just to defeat the flood of zombies with guns coming through the door.

Grenades? Do you know how impossible it is to make those things behave predictably when they float and bounce everywhere until they decide to go off? Unlike the bots, we don't have perfect knowledge of those patterns. Or their seeming lack thereof.

And just... the inclusion of the Enforcer enemy with their pinpoint accurate rocket aim that WILL always either one shot you or your shields, in some very enclosed spaces where it is nearly impossible to dodge their projectiles, while they will take at least 3 body shots from a G5 executioner (I'm not much good at headshots in the clunky Odyssey gunplay, give me a break) to break shields and deplete their main health pool - while they will be quick to whip out their pistol that does a frankly obscene amount of damage for a long-range enemy, if you do close in - is just... I don't think it works, and they don't need to be there.

Feel free to disagree, but it's already difficult enough without them to deal with such a tank in scenarios where enemies will flood you for the smallest missed shot. Unless of course you bring complete brute force of nothing but rockets yourself. Which is boring, eventually. Feels like it was designed for more than just 4 players with the spawn rates and enemy health pools/damage, to be honest. All of us died at least twice, my two teammates... a lot more than that. And it was just Biohazard Takedown, the supposed "easiest" of the Operations. Trying to merely ignore the flood of spawns or push through them to not get bogged down every time in nearly every room got really annoying, very quickly.

A third death can also be attributed to me having to grenade my feet because NPCs trying to get to my hiding spot behind a console pushed me through the floor, and out of the playable area. Oops.

The other of our two attempted runs was Terminal Prosecution. Ok, fine, tougher enemies can eventually just be chewed through. I didn't have a problem with that. The constant incessant and nearly unavoidable missile spam of practically every NPC if your shields ever dared drop, on the other hand, was just obnoxious and about as fun as having your teeth pulled (much like the entire Biohazard Takedown above). How I ended up "defeating" the Kestrel wasps in the second wave, refusing to stop spamming missiles at me, was by flying away and dropping my heat level/using silent running to make them lose track while continually boosting. They jumped out, and apparently that counted as a "kill" for the progression of the mission. Fine with me.

Now the general... take two already battered ships and one (probably) intact Kestrel. Now create the scenario where the swarm of escorts is so ridiculously over-the-top that your only realistic possibility of any victory is to try luring the general away without drawing his helpers (good luck doing so), or just completely brute force through his hitpoints with absolutely no strategy involved, to end the scenario. And not care that you will get completely shredded in about 30 seconds by his equally extremely missile-happy mob of minions. Are you having fun?

I don't think this is particularly good or engaging game design. I think the "mob swarm" surrounding the effective 'raid boss' could use a little tuning down from allowing practically only one viable option.

(No my combat FDL is not a paper build with no hull to speak of, didn't matter anyway, and I'd already lost a third to the ridiculous Kestrel missile spammers that are nearly impossible to destroy when they only want to target you, coupled with shield loss of clearing the first wave of enemies.)

Should Frontier "remove" hard or tune it down, I'm not sure. Personally, I believe the ideal solution would be providing something that sits between the Easy setting, which becomes somewhat trivial for three experienced players with appropriate gear, and the just not-at-all-fun (for a trio) zerg rush of bullet sponges that Hard creates. Because, it seems, some people do enjoy the current level which that difficulty sits at. Even if I don't understand it.

... also, why are these "merc coin" weapons so expensive AND then also require you to separately engineer them from G2-5 as well? I can imagine why, but I'm still going to call out that it is a bit much

On the bright side, didn't have any issues connecting to said friends today, unlike the passed Tuesday to Wednesday night.
 
Multiplayer desync is getting worse with recent hotfixes and server updates

During ship combat, NPC ships are constantly rubberbanding and teleporting around. It's gotten even worse in On-Foot combat—doors won't open, and players or NPCs keep glitching and changing positions.

Although there were progression and reward bugs back when it first launched, I honestly think the multiplayer synchronization was much more stable back then than it is now.
 
I'm not at all telling Frontier how to fix things, or indeed posting with any expectation that Frontier will or should read it (I very rarely expect Frontier will read anything I say, they have better things to do). They know all this already, obviously.

See specifically this bit:

I'm not telling them how to fix things, I'm pointing out (in the context of a reply to someone critical of the current situation) that they've probably already done the obvious fixes ("what if you made it faster?" "what if you had more servers?") to the extent that's reasonably practical, and many of the more effective solutions they're also already trying or would have really unpopular side-effects or both.

Whether they can find a better solution beyond the obvious things, or whether everyone is going to have to accept that weekly maintenance (and BGS ticks) are going to become increasingly slow over time ... that I don't want to speculate on. I'm just pointing out - to other players, not to Frontier who already know this

that there has been a big change recently, and it's not a case of bad design but of the game moving well outside the original design parameters and requirements for a lot of its components, and that the underpinning cause of it (colonies) is only going to get bigger.
If FD actually listened to people like you and others who know the systems inside out as well as how systems work in practice EDO would not be so dysfunctional. FD have great ideas but introduce them in a vacuum.

So keep writing FD essays, tell them (or explain) what is wrong because its the only way to not go crazy and sometimes get FD to see sense.
 
On the positive side of things, yesterday evening I was able to jump my carrier to a specific planet, not getting the error message I have gotten the last few weeks about no slots being available.
 
Back
Top Bottom