Elite Dangerous | System Colonisation Beta Details & Feedback

I have engineered 2 elections and a war. The outcomes have reflected my efforts like normal - one election two weeks ago, and a war and election within the last week (election still happening).
 
Thank you for this clarification, Ian. Makes things better to understand.

To be honest, I wasn't really into BGS that deep before Trailblazers started as I think it is (can) really be an important factor of colonisation.
Yes, I need to flip a system out of Anarchy faction control!
Getting nowhere with security otherwise!
 
Yes, I need to flip a system out of Anarchy faction control!
Getting nowhere with security otherwise!
Yeah, it's a pain in the butt right now. Having almost 20 points in system security and being bound to Anarchy is just not good.

Guess what I'm trying to do for almost 3 weeks now, if you read my previous posts regarding this topic :)

But as conflicts for system control are either not kicking in or moving on since weeks it's not possible to flip government types and I'm stuck with an anarchy minor faction having system control for now... That's also the reason I don't build any new facilites in those systems.
 
Nothing has changed except the asteroid base is fully complete after 3 weeks. Nothing was broken with this one. My High-Tech (not colony) outpost is fully online, has UC and missions, but the commodities market is greyed out. The high tech settlement it orbits has a commodity market, but no commodities in it, for sale or buy. My commercial outpost orbiting 2 ag settlements is still industrial 1.15. Not touching my near-complete coriolis until we actually hear something - not silent changes and assumptions from testing, but from the great communicators.

c u next week.
 
How many weeks before people realise the only thing that happens on the weekly tick is stations going online? I reckon at least another month 🤔
 
Yep, my surface T1 port that has 100% refinery influence, still has an empty commodity market.
My colony orbital outpost I built after the 'reversion', with 2 refinery hubs on the surface below still sells poop and hydrogen.

No chance of anything happening until next week at the earliest, but who knows because there's no communication from Fdev. I guess this is a one way beta feedback thread.

Maybe this is it now, another release with bugs that will be never be fixed. Where's the incentive for Fdev to fix the bugs in trailblazers when they already have your Corsair money? I guess they're busy preparing the Vanguards release and the inevitable ARX ship that will come with it.
 
Yep, my surface T1 port that has 100% refinery influence, still has an empty commodity market.
My colony orbital outpost I built after the 'reversion', with 2 refinery hubs on the surface below still sells poop and hydrogen.

No chance of anything happening until next week at the earliest, but who knows because there's no communication from Fdev. I guess this is a one way beta feedback thread.

Maybe this is it now, another release with bugs that will be never be fixed. Where's the incentive for Fdev to fix the bugs in trailblazers when they already have your Corsair money? I guess they're busy preparing the Vanguards release and the inevitable ARX ship that will come with it.
Nah, trailblazers has alot of players who would buy a panther clipper instantly.
They will fix it eventually,but it might be today,or in a month or two.
 
It's not a beta - its a "feature complete" piece of content released under the guise of a beta so when the pitchforks start to come out in the forums due to how broken it is, FDev can point to the beta label.

I see this going the same way as all their other recent updates - they are pro-active for a few weeks after release then go silent once more until their next "shiny" thing is due for release whereupon the current problems all get drowned out by people clamouring for the latest thing, the latest ship, or whatever it is. There are still issues from PP2.0 unresolved or broken, bugs going back years unresolved, and lets not even start on the economy/influence issues I and many others are having with this "beta".

Never thought I'd say this, but a certain developer of a certain flight simulator game I would almost classify as being pro-active by comparison - at least they publish beta updates regularly during their beta cycle and let people know what has been fixed and what woes it should resolve.
 
Maybe this is it now, another release with bugs that will be never be fixed. Where's the incentive for Fdev to fix the bugs in trailblazers when they already have your Corsair money? I guess they're busy preparing the Vanguards release and the inevitable ARX ship that will come with it.

It's not a beta - its a "feature complete" piece of content released under the guise of a beta so when the pitchforks start to come out in the forums due to how broken it is, FDev can point to the beta label.

I see this going the same way as all their other recent updates - they are pro-active for a few weeks after release then go silent once more until their next "shiny" thing is due for release whereupon the current problems all get drowned out by people clamouring for the latest thing, the latest ship, or whatever it is.

Maybe there will be second thoughts by all those who sneered at those of us who pointed out we don't need a constant supply of new ships (all the ecological niches are filled, and with engineering of ships and modules plus body kits you make a ship pretty much to your own specs within the bounds of balance).

Get the bugs fixed first.
 
Dear Paul and FDev-Team, after some weeks of testing the new trailblazers colonization system I like also to give some feedback:

First of all, I like to thank you for the new feature. It really gives new and interesting content that will keep us players busy for a long time. You did a good job.

Trailbazers is announced as a beta, therefore some bugs and unbalancing is expected and excused to a certain grade. You promised to update and balance in the near future – I’m looking forward.



Now my experiences and some comments:

I started colonization in the second week after the update, just in the timeframe, when claiming was on hold. This forced break was for reasons and gave me time to explore for a system with many slots for building.

I can recommend for everybody to scan for good systems for colonization and no hurry.

When claiming was reactivated, I was able to claim my system at that day. Placing the beacon and building the primary station (Coriolis) went smooth. I did this alone within two weeks and needed four carrier loads – this was well doable within the given four weeks frame – and with limited stress.

Here my wish for future: let us players define the position for the primary station ourself. Mine is at star B in 320,000 ls from star A. Without a carrier it would have been impossible to build it within timeframe. Further it was placed automatically in position 1 – not 0 at the planet, so it may not profit from planetary installations (if I understand the system correctly)

As a tip for other single players: start with an outpost with dedicated economy e.g. scientific outpost. That safes time and frustration. The big stations have generally colony economy at start and need to be changed by a lot additional effort for getting productive later.


During the next two weeks have I built up space installations including a scientific outpost close to star A and a space farm (agricultural installation) at star B in slot 0 close to my primary Coriolis star port in slot 1. The scientific outpost had a “Hightech market” including the corresponding products immediately after completion. The Coriolis is still a colony economy, but has food and drinks (agricultural products) in its market. So far everything worked fine and as intended.

Now, at the moment I am testing with planetary installations: settlements, hubs, planetary ports. Here at the moment the colonization system seems not to be consistent and I slowed down the efforts until we know better what to do.

Here my wish for the future: To know what to do, I read dozens of partly contradictory forum posts (here and on other channels) and discussed to other pilots on discord. There are many theories about what’s working or not. From the FDev documentation there is almost no input or help. Please publish information about what influence comes from which installation and how it needs to be placed for which effect. To learn this by trial and error, the amounts of needed goods is too big and a failure (wrong placing or wrong economy or function) cannot be corrected (up to now?).



Generally, I like the new options/tools, because I can build up systems and can influence the galaxy (at least I have some feeling about). This gives new input into role play. I am looking forward that this will be optimized in the close future and bugs will be fixed (hopefully).

I regret, that there is only very poor information about how to use the new tools and how the interaction of the different installations is. The “manual” only explains how to claim and how to place a station or installation. This is the “easy” part. It lets us alone for the demanding tasks to build up the system economy.

I think it is ok that we have a high demand of goods for building towns and industries. I would like to have options to correct wrong placement or to change the direction of an existing facility economy (for example industrial instead of extraction). It would also be fantastic to upgrade small installation into medium or big after a certain time, because the slots on a planet are limited. Otherwise, the systems will stagnate after the initial hype and the system architects may lose interest, because they can’t correct anything.

I would wish to have more and timely close information about bug fixing and running development work. It is a beta and many things are not final. When I spend a lot of effort in trying things, I would like to know what is useful and what may be waste of time.


Now I wrote a lot. Thank you for reading.
 
I see this going the same way as all their other recent updates - they are pro-active for a few weeks after release then go silent once more until their next "shiny" thing is due for release whereupon the current problems all get drowned out by people clamouring for the latest thing, the latest ship, or whatever it is. There are still issues from PP2.0 unresolved or broken, bugs going back years unresolved, and lets not even start on the economy/influence issues I and many others are having with this "beta".

Its pretty disheartening.
 
It's not a beta - its a "feature complete" piece of content released under the guise of a beta so when the pitchforks start to come out in the forums due to how broken it is, FDev can point to the beta label.

I see this going the same way as all their other recent updates - they are pro-active for a few weeks after release then go silent once more until their next "shiny" thing is due for release whereupon the current problems all get drowned out by people clamouring for the latest thing, the latest ship, or whatever it is. There are still issues from PP2.0 unresolved or broken, bugs going back years unresolved, and lets not even start on the economy/influence issues I and many others are having with this "beta".

Never thought I'd say this, but a certain developer of a certain flight simulator game I would almost classify as being pro-active by comparison - at least they publish beta updates regularly during their beta cycle and let people know what has been fixed and what woes it should resolve.
yep - slowly one could get the im prtession that the "beta" is an excuse for incompetance - especcially with the lack of communication - if I don´t say something ot cannot be hold against me.....
 
How long do the old construction platforms hang around?

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Overview of Trailblazers Experience
(Week 6)

Current Progress and Objectives
To better contextualize where I am.


I spent a little more time this week loading up the carrier. The distance I had to park it away from Trailblazer megaship means that the loading process is by no means as quick. I need to weigh the benefits of having all those materials in one place versus the nav time required to go back and forth. I can usually fill my carrier in one evening or less.

With the BGS having moved forward some, my interest returned a little, even though the results of the election and the outbreak that sort of interrupted it don't make sense. I feel like changes are being made in the background that are making it hard to plan. (Which was evident by the economy rollback of stations.)

I have begun construction on System #4. Getting closer to my goal of filling up that colonies page.

Sometimes, All You Can Do Is Laugh

I can't say I'm as frustrated this week. I see the changes being made on the back-end without notice to users who spent, now over a month, of time building up these stations. Having the revert hit stations like I'm hearing just ... Haha. I can't do anything more. My primary stations are all still just generating biowaste and hydrogen anyway, so none of this has (as of yet) impacted my stations.

All I can do is wait.

That being said, if Frontier is planning changes to the back-end data.. shouldn't the people that have been investing their time in this at least have something to look at to know if these changes we are seeing are intentional? How are we to know what's a bug and what's not? Assuming we're treating this like a beta, and not the feature-incomplete-appearing state it is now, shouldn't we know how some of this should function? Even at a high level? It sounds like Frontier is still making decisions outside of the stated scope of what this beta was for.

Unrelated note, I ordered Virpil equipment. I can't wait to see how it'll feel to fly with that.

Statistics
System #1 - Orbis Port; 5 Infrastructure
System #2 - Coriolis Port;
System #3 - Coriolis Port;
System #4 - Coriolis Port under construction

Overview of Trailblazers Experience
(Week 7)

Current Progress and Objectives
To better contextualize where I am.


I got a little bit of my enthusiasm back and spent a night or two working on pulling materials from a Trailblazer ship. This helped with ground-oriented materials and will be my go-to method for CMM Composite in the future.

I haven't had much time to spend on construction this week though as work has been kicking my ass as of late and I just haven't had the energy and time to continue hauling.


No News Isn't Good News

Still waiting for new updates here. I have still halted any development of infrastructure as many others I've spoken with have done. I can't invest the time and effort to make it a question as to whether or not I can get the design that I want out of it, and I'm not seeing any new updates about Trailblazers. The last update was April 7th, and that was to release the Corsair. I'm glad for some minor quality of life items, but I need to know where this is headed so I can plan accordingly.

At least the combat CG was a nice distraction with the Corsair for a bit.

Statistics
(No notable change in progress.)
System #1 - Orbis Port (Tier 3); 5 Infrastructure
System #2 - Coriolis Port (Tier 2);
System #3 - Coriolis Port (Tier 2);
System #4 - Coriolis Port (Tier 2) under construction
 
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