Elite Dangerous | System Colonisation Beta Details & Feedback

OOh I was expecting those, for sure (did coding long enough myself), but I also expected a at least minimum of communication from FDev as they called it a Beta and asked for feedback. But thats a two way road and until now I don´t see ANY oncoming traffic.
The oyster-principle is fine and OK if you would unveil any fun-stuff, gimmiks, easter-eggs etc., but here we are talking about a complete lack of feedback from the ones which were asking for the same.

edit: don´t get me wrong - I do not expect an essay about what and how they want it to work and how they intend to fix it. But at least an acknowledgement " eehrm - yep - noticed, thats a bug/not intended - working on it, can take xxx days"...
My uninformed and wildly speculative opinion is that Frontier want to keep details of Vanguards, etc, secret until the big reveal.
 
On the bright side, there are quite a lot of things that generally DID work:
  • Could claim systems
  • Could choose type of primary star port
  • Primary star port location was chosen automatically by the system
  • Could deploy the beacon
  • Colonization mega ship appeared after some time
  • Structures provided lists of things to deliver
  • Could obtain commodities (increasing respawn rates probably helped)
  • Could deliver them
  • Completion of delivery was noted
  • If main port, mission was registered as completed
  • Something appeared instead of construction sites - sooner or later
  • That kind of something was the kind of thing people wanted to build in most cases
  • For ground things, the structures replaced the build sites
  • For orbital things, the structures appeared next to the build sites
  • Residual orbital construction sites vanished after a few days if not earlier
  • Appearance of stuff became faster over time
  • Stations entered deployment status and became deployed
  • There were dedicated deployment skins inside and outside
  • Stations changed their skins from deployment to Colony to Economy
  • Services in stations came online and improved depending on system stats
  • There were new markets and I was able to buy and sell stuff there
  • More often than not, placement of new orbital construction sites worked
  • Never had a single issue placing ground stuff, that worked surprisingly well
  • Build point mechanic worked for me, never had missing or additional points
  • At some point in time there was a working economy system to transform Colony
  • BGS factions appeared in the system and could change influence and retreat
  • Factions were assigned to facilities
  • Markets were different for anarchy factions
  • System security could be increased, pirates decreased
  • Could gain points for PP 2.0 in new systems
  • Could rename things
  • There were new structures, colonization mega ships and build sites
  • Colonization mega ships have a lot of pads as opposed to 1 large
  • Players used the system and brought server hamsters to exhaustion

It's actually not so bad as it feels when we encounter issues.
We probably have 99 % of a working system.
Unfortunately, the last 1 % may consume effort totally out of proportion.

Even I know a of lot of stuff that does (or did) not work properly:
  • Colony port unable to change economy due to previous method of influence of influencers in adjacent slots not working
  • Ground ports selling only 3 types of goods
  • Colony port unable to change economy due to lack of adjacent slots for influencers (e.g. ELW)
  • Colony port unable to change economy due to distance to influencers being greater than 1 slot (slot 1,2 instead of 0)
  • Colony port unable to change economy due to lack of trigger for economy update
  • port stuck in some undesired economy other than biowaste due to changes in economy system
  • port stuck in some undesired economy other than biowaste due to player action as a result of changes in economy system
  • Stations not deploying after several weeks
  • Objects trying to exist in same location (e.g. rocks at asteroid base)
  • Unable to claim certain systems or claims not active or not everywhere
  • Unable to build in certain orbital build slots (near stars, close binary pairs close to ring).
  • Structures not behaving as advertised, e.g. size of landing pads (add pads or update documentation)
  • Structures not behaving as advertised, type of structure not as advertised, workaround do-not-build-those
  • Position of slots changing
  • Adding of slots at asteroid belts
  • Position of orbital structures not where player placed them
  • No goods in market, probably due to supply/demand being multiplied with a zero
  • No market available at all
  • Major T3 port handed to anarchy faction with 3 % influence
  • BGS conflicts are reported not to progress
  • stuttering bug (I can live with that for a while)
  • Docking computer incompatible with geometry at orbital construction sites (I can live with that for a while)
  • reports of changing amounts of deliveries for build projects (I think so, too, but I'm not sure about that)
 
We don't want to insult anyone here or diminish the achievements of CIG employees.
This is just our opinion.

Dear developers.

The following techniques have become worse after the update Colonization and or remained unchanged.

1.
Factor 17 disturbing mass !
After starting from your own carrier, a system guard / a ship is always hanging on your rear and prevents you from starting the frameshift drive. This costs a lot of nerves and time. But this follows from the.....
Please remove.

2.
.....extremely many scans since the start of the new gameplay!
2-3 scans on approach to a station, 1-3 scans on departure.
The same with your own carrier!
Please balance.

All this is very annoying with say 50-150 take-offs and landings on a game night!

4.
Ships arriving at a station can only be recognized very late on departure.
There are often collisions in the much too small letterbox slot!
Perhaps they could enlarge the mailbox slots of the stations.

Great

Thank you very much for your efforts.

Addendum / 01.05.2025
To development.

Bug has been fixed.

Many thanks and best regards. :)
 
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As far as my own colonies are concerned, I'll maybe claim the odd new system and prepare but not finish (leaving 1 ton remaining to be delivered) economic buildings/orbitals, until we're getting signs that things have been fixed to a satisfactory degree.
 
Its been 3 whole weeks already, that's why I'm asking, thought it would've been done by now
It might be worth logging a ticket for that, they seem to have changed how stations come online.
My last few stations including an asteroid base came online after the first Thursday following completion but not on that Thursday. They came on line a day or so afterwards, I assumed that FDev had managed to figure out a way to bring stations online without using downtime to do it but they don't start the process until after the first downtime after completion.
 
Well yes, you assume those NPC ships that jump in, supercruise through the system and dock at your stations are bringing in raw materials.
Conversely, I assume a non-persistent NPC in an instance-based game split across three distinct modes, and where those NPCs only exist in the vicinity of you, the player, are nothing but window dressing.
 
On the bright side, there are quite a lot of things that generally DID work:
Yes, there are many things that work.
You can daisy chain. Build up system stats.

Key Issue: Everthing relies on Refinery Hub + Economy Influence + Colony Stations to produce 95% of commodities.
No Refinery, no building. It all becomes a supply chain problem, and the only way to fix your supply chain is a Fleet carrier. You cannot reliably produce Aluminium, Steel, CMM Composites, Titanium. We sit in the sandbox, and we have an excavator, but no shovel and no rake.

Quick (?) Fix:
1. Rebalance Numbers away from 95% refinery.

2. Create construcions:
95% Refinery? Ok. Why not. Realism probably. But then we need a few more shovels than just a Fleet Carrier.
  • Refinery Outpost
  • Extraction Outpost
  • Refinery Orbital Economy Influence
  • Industrial Orbital Economy Influence (because Refinery Contact)
  • Refinery Settlement

3. Bugs fix priority
We needs some of our tools to really work reliably.
1. Economy influence needs to work again. Local body is fine.
2. Planetary ports. Building a Zeus with 3 economies is a no go. You can't make the supposedly best construction that takes around 70 person hours to build be almost completely useless. Same goes for the 30k tier1 starports. We want to produce metals at place with a L large landing pad
3. BGS fixes. Colonization ties nice into the BGS. But don't break one thing because of the other, pls.
 
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Yes.
Nevertheless, as long as everything is 95% refinery commodities in colonization, nothing but Refinery economy matters.

Until the BGS state of drought hits, which seems to be the Achilles heel of refinery & industrial economies. Of course it won't happen if commanders are monitoring their systems and are doing something to keep it stable. But how many are?
 
If you want an economy, the industrial or science outposts at least give you something of a market. Also, they give tech level boosts.
For starter those outpost have measly output , no where near enough commodities for next build anyway(something like adv catalyst, robotics , computer components , generators etc etc when you need 98 but the outpost only has 24). Theoretically ideally I rather raise security to high to lower the annoying pest looking at my tasty cargo to minimum; from 1 every 3 run at low to 1 every 10-15 run at high.
And unless Fdev fix this issue , primary port would just be placed in further inconvenience spot anyway. So better just slap a military outpost there and forget about it.
 
For starter those outpost have measly output , no where near enough commodities for next build anyway(something like adv catalyst, robotics , computer components , generators etc etc when you need 98 but the outpost only has 24). Theoretically ideally I rather raise security to high to lower the annoying pest looking at my tasty cargo to minimum; from 1 every 3 run at low to 1 every 10-15 run at high.
And unless Fdev fix this issue , primary port would just be placed in further inconvenience spot anyway. So better just slap a military outpost there and forget about it.
After several weeks, and some improvements, those outposts are able to cover the non-refinery construction needs of building.

I also traded among my outposts for several hours, and didn't drain the markets. They refreshed. Even the onion head.
 
Until the BGS state of drought hits, which seems to be the Achilles heel of refinery & industrial economies.
Huh, really? How so? I know drought would cause issues for Tritium... and perhaps it would neuter refinery/industrial supplies that would counter a drought... but interested to understand what other issues it might cause? I thought Agri economies would be hurt most of all..
 
I also did some work on the new Coriolis. I'm getting all the planetary stuff I can from Trailblazer Promise in Klikis. Four jumps.

I'll source the metals locally.
 
Most of the materials , like 75%, I can produce locally.
Lots of small planets with 1 or 2 slots and 1, or 2 orbitals, so now I'm trying an combo : t2 settlement (not hub - I think they broke the hubs) + civilian outpost, see how the econ. inf. is doing.
Meanwhile I'm also trying to flip the system from Anarchy, the difference between the main faction(anarchy) and the second one was over 50pp.
 
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My semi-gimped refinery setup produces the majority of the construction materials I need, but I still need to visit the core worlds to get stuff like CMM Composite as surface ports with Colony markets have trouble getting the market functions in order. I did turn my initial system away from Anarchy and now it's a high-security system.
 
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Yes, there are many things that work.
You can daisy chain. Build up system stats.

Key Issue: Everthing relies on Refinery Hub + Economy Influence + Colony Stations to produce 95% of commodities.
No Refinery, no building. It all becomes a supply chain problem, and the only way to fix your supply chain is a Fleet carrier. You cannot reliably produce Aluminium, Steel, CMM Composites, Titanium. We sit in the sandbox, and we have an excavator, but no shovel and no rake.

Quick (?) Fix:
1. Rebalance Numbers away from 95% refinery.

2. Create construcions:
95% Refinery? Ok. Why not. Realism probably. But then we need a few more shovels than just a Fleet Carrier.
  • Refinery Outpost
  • Extraction Outpost
  • Refinery Orbital Economy Influence
  • Industrial Orbital Economy Influence (because Refinery Contact)
  • Refinery Settlement

3. Bugs fix priority
We needs some of our tools to really work reliably.
1. Economy influence needs to work again. Local body is fine.
2. Planetary ports. Building a Zeus with 3 economies is a no go. You can't make the supposedly best construction that takes around 70 person hours to build be almost completely useless. Same goes for the 30k tier1 starports. We want to produce metals at place with a L large landing pad
3. BGS fixes. Colonization ties nice into the BGS. But don't break one thing because of the other, pls.

I like the 95% refinery stuff.
It's plausible that the majority of mass on a station consists of structural elements that are made from refinery stuff.
It's also plausible that a new Colony would benefit from material sources nearby.
It's also plausible that daisy-chaining would run into such supply issues and would either require long distance transport or slowed progress for building local supply.
The difficulty of creating refineries is probably intentional.
Even if it's not intentional, Fdev would probably spend months to create nice looking new 3D models for your additional options to get refinery economy.
I would prefer to have refineries more quickly.

In order to get refineries quickly, we need to
1) have the local economy influence of player built structures reinstated as it was before, e.g. on 2025-03-29
2) have ground ports sell more than 3 products
That's it. These are the 2 most urgent issues for me.

I already have a (still) working large pad refinery and CMM one jump away.
I could build anything I want.
But without knowing what the economy system will be and whether it's worth to build markets on ground ports, I also need these 2 issues fixed.
 
That's it. These are the 2 most urgent issues for me.

I already have a (still) working large pad refinery and CMM one jump away.
I could build anything I want.
But without knowing what the economy system will be and whether it's worth to build markets on ground ports, I also need these 2 issues fixed.
second that
 
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