Elite Dangerous | System Colonisation Beta Details & Feedback

Some other suggestions:
1. Additional info about facility type in architect system view- all I can tell now is I have installation in system but no info about what type. While I do remember what it was now it can change later.
2. Cumulative view of system properties (security, development level, tech level etc.) after clicking specific system in my colonies tab. That way it would be easier to fix a "hole" in system design by for example building structure raising development level.
3. Increased cost of building more advanced structures. I recall I had to pay 3 higher tier construction points for higher tier structure and now it is suddenly six points. I wonder what will happen if I build more structures to raise those points? Will it jump to 9 by the time I'm done? I would change it to 3 points for 1st one then 6 for each next one.
 
I agree. It would be even better to transfer maximum amount allowed of certain commodity while holding shift key (both ways).

There is also another solution which would be to add option to use FC cargo space on market interface. That would eliminate many freight runs necessary to unload/load cargo from FC- personally I think such ability would be a great boon in colonization process and fleet carrier could serve as transporation hub in system undegoing colonization- transportation fees could be simply added to weekly upkeep.
My personal preference is to move bulk quantities of materials like steel, titanium, CMM Composites etc. which are above T8 cargo limit through fleet carrier, while delivering smaller amounts through normal cargo runs.
you do know that FC Management has an option to setup zhe market ? Or do I understand you completly wrong?
 
I'm worried this will lead to us being forced to build small settlements in order to go into M>L.
I, rather, mean increasing population, tech level, etc. These numbers:
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Hey folks,

Just to assure you, your feedback is being gathered and shared. It would make our lives a lot easier if you are able to keep that feedback clear and concise, just so we can better get your message across.

Obligatory reminder that this is a Beta, which means things may not always work as intended. We do intensive testing in house but our teams are bound by the mortal constraints of individuality and have not yet harnessed the power to create multiple clones across the multiverse. There are some things that only testing on a large scale can bring to light and that's what the Beta is helping us with. We've already had some great reports and feedback so thank you to everyone so far.

When we have updates to share we will let you know.

On another note, if you encounter what you believe is a bug or issue please immediately report it on our Issue Tracker as this will help investigations proceed more quickly. Likewise if you encounter any account issues please speak to our Support Team so they can help you out.
A few things I'd like to see:

  • All contacts unavailable until after thursday maintenance to slow bubble creep. From everything said previously in Frontier Unlocked, I already thought this would be the case.
  • A mechanism to not bring a station online until the Architect pushes a button (ideally after the thursday tick), so they a) get first dibs on what system to next colonise from current and b) so some of the base construction sites can be left as SRV race sites without someone maliciously just finishing the build.
  • A way for the Architect to increase buy prices of commodities at construction sites with their own credits - so maybe I throw an extra billion to the construction site which boosts commodity buy prices for other commanders delivering goods.
 
Hey folks,

Just to assure you, your feedback is being gathered and shared. It would make our lives a lot easier if you are able to keep that feedback clear and concise, just so we can better get your message across.

Obligatory reminder that this is a Beta, which means things may not always work as intended. We do intensive testing in house but our teams are bound by the mortal constraints of individuality and have not yet harnessed the power to create multiple clones across the multiverse. There are some things that only testing on a large scale can bring to light and that's what the Beta is helping us with. We've already had some great reports and feedback so thank you to everyone so far.

When we have updates to share we will let you know.

On another note, if you encounter what you believe is a bug or issue please immediately report it on our Issue Tracker as this will help investigations proceed more quickly. Likewise if you encounter any account issues please speak to our Support Team so they can help you out.
Thanks Paul, can imagine it's very busy over there with collating all the data and feedback, on top of the work for fixes etc!

Feedback from me:
  • The update in general I enjoy, I like the architect view and the fact we can colonise our own systems and help out others, really plays into both the community aspect but also the option to do it solo, even if it can be challenging
  • The changes FDev made to the CMM composites, it was swift and made a big difference, thank you
  • The Fleet Carrier jump times have been tough to deal with and really slowed progress, although this seems to be improving over time, I suspect due to the servers not being inundated with requests, it would have been good in retrospect to have accounted for this with additional server capacity at update deployment for fleet carrier requests to at least go through even if it meant the long wait times, as it meant we could do other things in the meantime in game, but not having a time and instead 'failed' made it difficult to know when the requests would eventually go through and what time we had to play with and therefore plan
  • The construction points, as has been mentioned quite a bit already, once the second tier 2 or tier 3 port has been built, the required points to build anything after double, I don't like this at all, as it really detrimentally impacts any plans CMDR's have for their systems and to be honest it really kills my motivation to even want to do anything in my system knowing that will be an issue in the future, my thoughts were that the required commodities needed to build things in our systems were the 'grind' if you will and way of ensuring we don't breeze through systems quickly, I like the idea of the construction points themselves when they were kept at the current amounts needed and how you had to manage that, as it required careful planning, so overall, if we can stick to the current amounts and don't double them after creating the second tier 2/3 port, that would be awesome
  • The in game codex for colonisation needs more information, whilst it's good in terms of onboarding you to the colonisation, after that it's really lacking and any good game design should ensure that within the game the player can find the information they require to be able to engage with the colonisation features both getting started and afterward, what I'm struggling to find is more of an explanation around the third minor faction that moves into the system being 'allied' with the players squadron, I think it would be good to understand a bit more about:
- How we would identify this third minor faction, is it the third including the faction that you use to colonise the system or are they excluded?​
- Is it the third in the list in terms of influence?​
- Is it only the third faction after the first weekly maintenance after you have built your first outpost/starport and it becomes operational?​
- Can we have a symbol in the UI perhaps that indicates which faction it is that's allied to our squadron?​
- For e.g. I had 4 factions in my system including the one I used to colonise the system, after the server maintenance I now have 5 factions, so I'm confused as to which third in the list (with colonising faction or without colonising faction) and third with this latest faction that's moved in or would it have been the third before then?​
- What if we're not happy to use this faction as their government doesn't align with the squadron values?​

Something else missing or not clear from the codex is an explanation of what the different stats mean in the system, in terms of security, tech, wealth, standard of living and development level, what are they and what impact will the player see from those being, none, low, medium or high, what are the values that determine it being none, low, medium or high? We can draw our own assumptions, but I think it would be good for the game to tell me that, so we don't go down the wrong path with our plans.​
Additional information that would be nice is, what influences the system happiness? Is it all the minor factions happiness divided by how many there are? Are these only influenced through missions? Or does it also include the economy? and the wealth, standard of living etc mentioned earlier?​
What influences the system score both detrimentally or positively? In what way does this play into the payout we receive?​

I appreciate that a lot of Elite Dangerous is the community figuring things out, but I think that should come from a starting point of a good foundational knowledge, then let us experiment from there, right now I feel the foundational knowledge is lacking.​

I think that about covers my feedback for the moment, will be sure to add another post, if there are other things I stumble across, thanks a lot to the devs for their hard work on the update and their continued hard work to bring about change and fixes during this busy time! o7
 
My first impression really sucked.
After building my first original facility back two weeks ago I very much disliked the whole colonization feature. It really sucked.

I think the functional aspects of colonization are great.
Now that I have played it quite a bit. Now that I have figured out some stuff and understand it somewhat better I like it.

More effort in how it is presented to the user.
IMO the biggest issue with the Trailblazers feature is its presentation. It gives a terrible first impression. Poor information is provided. Information that is provided is often ambiguous, confusing, misleading or simply wrong. No matter how good the background programming is, presentation to the user is important.
 
My first impression really sucked.
After building my first original facility back two weeks ago I very much disliked the whole colonization feature. It really sucked.

I think the functional aspects of colonization are great.
Now that I have played it quite a bit. Now that I have figured out some stuff and understand it somewhat better I like it.

More effort in how it is presented to the user.
IMO the biggest issue with the Trailblazers feature is its presentation. It gives a terrible first impression. Poor information is provided. Information that is provided is often ambiguous, confusing, misleading or simply wrong. No matter how good the background programming is, presentation to the user is important.
It's not a game, it's a social experiment (Iteration 4.2) 🤷‍♂️
 
like everyone else i getting a little fed up with the pauses. i now beginning to ween of the idea about it. and continue with other stuff that more enjoyable.

3 installations (comms ,govt building , nav beacon)
2 ports ( small and large)

and can't even get a npc to fly my ship to my own large port. brilliant idea.
the system is a total useless waste of effort, bring the commodes to it. to be put down by mindless glitches again & again.
 
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Feedback at it's core can pretty much be summed up in:-
1- The entire system is pretty bare bones. There is a lack of gameplay depth and active mechanics (like mining, trading, combat).

2- It's just a bunch of hauling. Like come on Frontier it doesn't take a genius to tell this will get really old really fast.

3- Poor or outright lack of documentation.

The way I see it and I honestly say it with all due respect .. Frontier needs to make up it's mind. Is Elite Dangerous going to be the focus of development and updates to elevate it to a core live service of the company or .. not?
This halve measures of pushing bare bone updates / "live beta", to keep players engaged, is not going to cut it.
It goes without saying. But if elite dangerous is going to get the focus and resources it deserves to become a profitable live service, it needs more.. MUCH MORE than this.
 
The issue is that some of those closely-orbiting planets would have a space station around one passing right through the surface of the other. So you get a failure if you try to build there.

The slots should just be taken away, basically.
Yeh, that's my assumption and also my suggestion.

Still though, the place I finally put it was similarly set up. Either way, there is some logical issue here and I hope FD work it out.
 
2- It's just a bunch of hauling. Like come on Frontier it doesn't take a genius to tell this will get really old really fast.
You can say the same thing about pretty much everything in the game. Exobiology? Mining? Trading? Passenger missions? It applies to everything.

Maybe this is not the game for you.

I myself find games like Counter Strike to be utterly boring because it's just doing the same thing over and over hundreds of times, thousands of times, in small enclosed levels, with no variation whatsoever, no story, no goals, no missions, nothing. It gets extremely old within the first hour of gameplay, doing the exact same thing over and over and over. Yet, there are millions of players who play the game and are addicted to it. I'm not one of them. Counter Strike is not a game for me, I find it utterly boring. And, thus, I don't play it.

In contrast, I have been actively playing ED for over two years now. There's something different about it.
 

Paul_Crowther

Senior Community Manager
Frontier
whether construction cost increase after building a few stations is a bug or a feature? And if it's a feature - what was the intention, the purpose of this cost increase? And then we can report it as a bug, or discuss whether there is a better way to achieve the same goal.
This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton help screen, however thanks to feedback we have been made aware that the screen highlighting this wasn't displaying as intended on the live version of the game. We are looking to get this resolved in a future update.
 
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Has anybody built an outpost or station around a ringed body that is out it's ecliptic plane? I've always been massively disappointed that FDEV never took the opportunity to make cool vistas by having the rings visible from a station or outpost like the one in the tutorial and this would have been an ideal time to change that.
 
The problem is - we don't know how it's intended to work. And you keep silence even for simple question - whether construction cost increase after building a few stations is a bug or a feature? And if it's a feature - what was the intention, the purpose of this cost increase? And then we can report it as a bug, or discuss whether there is a better way to achieve the same goal.
Could someone explain to me what exactly does the construction point increase affect? I have only colonized one system and built three installations in it (and about to start a fourth), so I haven't even paid any attention to any construction points or how they work. How is the construction point increase hindering your colonization?
 
This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton tutorial, however thanks to feedback we have been made aware that the screen highlighting this wasn't displaying as intended on the live version of the game. We are looking to get this resolved in a future update.
But an intended process may be changed because of the feedback in a beta.
 

Paul_Crowther

Senior Community Manager
Frontier
How do you report issues with the issue tracker itself? I'm getting just a blank page.

(Page source shows some javascript loading stuff, but the page itself remains blank, at least as of writing this post...)
I believe that's an issue some have encountered before that Support can help you out with.
 
This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton tutorial, however thanks to feedback we have been made aware that the screen highlighting this wasn't displaying as intended on the live version of the game. We are looking to get this resolved in a future update.
The increase in construction costs can be attributed to the number of people in the system. The fewer people in the system, the more expensive it is to build. And there are a lot of people, that is, there is a need for this, in jobs and places of residence. Just think about the quantity.
 
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