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