Elite Dangerous | System Colonisation Beta Details & Feedback

In your opinion, but it works and is accurate, unlike Inara
The game interface is completely idiotic! Maybe if learns how to use it, he's good. But I don't understand at all why would I do that? Click a bunch of buttons on the map instead of just opening inara and entering the corresponding query in the search bar. That's what most players do. We can talk as much as we want about whether the game interface is good, but people don't want to use it. That's all.
 
I wasn't calling you out personally just the critics in general.
Nah, i know you weren't speaking to me directly :)
As for me, Inara has never let me down. I found everything just as it suggested. Maybe people just don't know how to use it. It is in no way perfect, nothing is but it is all we have since EDDB is gone.
Like i said, up till now, nobody has had to care about things like sourcing scarce market goods.

Nobody has ever had to do a "how to find nerve agents" or HE suits [1] video guide before... because why would you.

But now it matters, and is the fotm activity, which puts a spotlight on a thing Inara isn't great for, but it has been "good enough" for the game's activities till now.

As for EDDB, you said you used it before. Did you not contribute your info there also?
Nope (as in, I didn't contribute data there either)

I used eddb because it allowed searches of otherwise non- indexed data, which was slow, but powerful. Il

[1] i noticed they're required for some builds i can find them, but I'm already forecasting the future "increase HE suits supply " because they're not straightforward to find.
 
Last edited:
The game interface is completely idiotic! Maybe if learns how to use it, he's good. But I don't understand at all why would I do that? Click a bunch of buttons on the map instead of just opening inara and entering the corresponding query in the search bar. That's what most players do. We can talk as much as we want about whether the game interface is good, but people don't want to use it. That's all.
The argument is still that that info is not realtime accurate, and that's what's causing people to come unstuck.

Again, no fault of Inara, it's just not what it does.
 
This.

I'm still not sure what is the actual purpose of the refinery contact when the refined commodities can already be purchased directly. Not to mention there's no hotspots for the listed ores so you can't even do targeted mining.
This has always been my problem with mining... if it ever wanted to do something like this (which it is now), the scarcity and value of minerals needs to be addressed.

The sheer fact that i could have a module that instantly filled my 700t cargo hold with methanol monohydrate crystals when i arrived in a ring, and i still wouldn't earn credits as fast as mining LTDs or somesuch is all you need to know about the busted economy for mining.
 
Last edited:
If I submit, or try and read someone else's, it just says the issue cannot be loaded
This means that the "wrong" web browser was used to submit the issue report (there is not a consistent "right" one - it varies by person) and it has been irrepairably corrupted.

It's all part of the Issue Tracker ensuring that people don't report more bugs than Frontier can process.

(If you're that desperate to report the bug anyway, I've put some screenshots in https://forums.frontier.co.uk/threads/cobra-mk-v-left-keyboard-console.631606/#post-10507974 of what it looks like using the "wrong" and "right" browsers so you can tell which you've got before you do most of the typing)
 
[1] i noticed they're required for some builds i can find them, but I'm already forecasting the future "increase HE suits supply " because they're not straightforward to find.
This is something where colonisation could solve its own problem.

HE Suits are rare not because they're a low-supply commodity - they're not the highest, but they're comparable with Computer Components or Liquid Oxygen - but because most of the High-Tech orbital stations in the bubble are High-Tech/Refinery hybrids or similar, and so the Refinery part consumes all the HE Suits before they get to the public market.

But colonisation makes it pretty straightforward to build your own pure High-Tech economies, which don't have that problem (in Colonia, HE Suits are plentiful). And they aren't required in large numbers by most constructions, so even a fairly small market can do it.
 
Please don't knock Inara. It is usually quite accurate but this is not a usual situation. My theory is that there is an influx of new/returning players, who are mauling the materials, and are not updating Inara. Either directly or with EDMC. Of course it is going to be off, and I would like to personally thank Artie for the huge effort in keeping the site afloat. There were many times his servers were just swamped.

3 🍺 for Artie! o7
Agreed - if I had to rely on in-game tools and UI for doing literally anything goal oriented in the game would've made me quit years ago. Frontier still rely on third party tools way too much fwiw.

And looking at the QoL features (or rather the lack of them) of this brand new update just reinforces that point further, sadly.
 
I found it interesting but rough and incomplete in terms of rewards, user interface and overall purpose & experience.

Seconded. It needs improvements.

No control over initial station placement – Getting stuck on the dark side of a planet with no sunlight is frustrating.

Seconded. Random placement of the first station can be a big disadvantage. Let the player choose the location or add a deconstruct button to move it.

  • No material tracking – We need a materials list or a pinned mission in the transactions panel to check resource requirements when away from the colonization ship.

Seconded, it's bad user interface design. Players have to take screenshots or write down a material shopping list.

  • Lack of personal base-building – Building for AI factions is fine, but without player-made factions, personal bases, or meaningful rewards (like item storage, resource refining, customization or meaningful passive income), it feels disappointing.

Seconded. Maybe Vanguards will add player-lead factions again. Item storage, resource refining and customization should be added to specific facilities to make it useful. Now we can only place facilities.

  • No incentives for teamwork – Players should be able to claim systems as a squadron/vanguard, share rewards, and create player-driven missions like hiring friends or npc's to help build.
Seconded. Would be a good money sink.

  • Passive income is too low – The earnings are so small that they provide no real benefit.

Yes the passive income is quite low. The colony could have additional features post-construction phase to spend credits on.

  • UI lacks key info – There’s little to no detail on economy types, structure benefits, or meaningful differences between options.

Seconded.

  • No abandon button – Mistakenly placed outposts should have an option to be removed.

Seconded.

It's also time for the next ship big cargo hauler ship that puts the T9 to shame but fly's better in super cruise with more optimizations. That would also help the experience to be more interesting and an easy arx purchase if the ship was designed in a cool design.

Yeah a large Panther Clipper should've been the next ship, not the Courier.


Unless changes to rewards occur I can't see my self doing much more of this activity past the rare occasional event.

Seconded. Many players will do this colonization, space trucking grind fest once or twice and then take a long break. There's insufficient benefits, depth and alternative ways to build facilities.
 
Last edited:
The argument is still that that info is not realtime accurate, and that's what's causing people to come unstuck.

Again, no fault of Inara, it's just not what it does.
The biggest problem I have with the in-game UI when it comes to trading is that it doesn't convey stock levels (even a low med high indicator would help). So much wasted time flying to stations with really low stock levels. Similar for prices (say for selling core minerals) - the quote in the nearby markets screen is often quite different to when I visit the market 5 mins later. It's incredibly frustrating and feels like the game is trolling me.
 
Agreed - if I had to rely on in-game tools and UI for doing literally anything goal oriented in the game would've made me quit years ago. Frontier still rely on third party tools way too much fwiw.

And looking at the QoL features (or rather the lack of them) of this brand new update just reinforces that point further, sadly.
The in-game UI is utterly useless. They think we're still planet hopping with a notepad, like in Elite 1984.That's why we need 3rd party for the most mundane of things. The server knows every detail, I don't understand why a simple - I am here, show me the best trade loop in a 100ly radius - cannot be added. Not caring about min-maxing just some good info for a few hours chill after work. This after 10 years. SMH
 
Last edited:
The in-game UI is utterly useless. They think we're still planet hopping with a notepad, like in Elite 1984.That's why we need 3rd party for the most mundane of things. The server knows every detail, I don't understand why a simple - I am here, show me the best trade loop in a 100ly radius - cannot be added. Not caring about min-maxing just some good info for a few hours chill after work. This after 10 years. SMH
Technically this is not the fault of the UI design it's the game design - it's clear from the game design that FD want us to travel (which is fair in space game :)), but for some reason they seem to think that hopping from station to station looking for something is enjoyable gameplay. Do we want another credit sink? If yes then how about letting the player buy market data from systems beyond 20LY - the further away the system the more you pay (up to a max distance) - then you have the choice to either travel or pay.
 
Technically this is not the fault of the UI design it's the game design - it's clear from the game design that FD want us to travel (which is fair in space game :)), but for some reason they seem to think that hopping from station to station looking for something is enjoyable gameplay. Do we want another credit sink? If yes then how about letting the player buy market data from systems beyond 20LY - the further away the system the more you pay (up to a max distance) - then you have the choice to either travel or pay.
Of course it's not the UI fault but those who designed it. I figured that was self evident but anyways, somthing "modern" should be available for people who wish to use it. Those who want to torture themselves by planet hopping can knock themselves out. I would not mind paying for market info in 3311.
 
How many?

Perhaps it would be more accurate to just state that you would do XXX rather than authoratively stating something that has no proof to substantiate it?
I thought at first "one large station and I'm done". But as I progressed and saw my needle inch upwards I was like this aint so bad. I haul crap for credits anyways but now it goes towards my own colony. I might even add a few Outposts and ground bases. Beats staring at the login screen scratching my head.
 
I thought at first "one large station and I'm done". But as I progressed and saw my needle inch upwards I was like this aint so bad. I haul crap for credits anyways but now it goes towards my own colony. I might even add a few Outposts and ground bases. Beats staring at the login screen scratching my head.
I wouldn't be too surprised if a number of players stopped developing when they finally realise that they actually have no claim on a system and its assets other than being named as architect, and that the faction they bought the beacon from is the party responsible for its development.
Probably even more so when there are no native factions in the systems, so, with a bit of effort from other parties, any or all factions can be retreated and replaced...

We've built a Coriolis, a pirate installation (of course!) and the first ground asset. Now the system is back up and running, further plans for more ground and a couple of space assets in the fullness of time.

ETA: One of our squadron picked up a mission to visit and eliminate pirates from our installation last night. (it is occupied by another anarchy faction) So encouraging that the assets are getting some use quite so quickly!
 
Last edited:
When my first outpost station appeared the market board immediately had loads of different goods. Not high quantities but a wide variety. However, nearly a week later and there are still no people in the station and no facilities open bar the ones you can access via the ship menu (missions, commodities, contacts) though on-foot missions are on the concourse computer terminals. Signs hanging everywhere still say "under deployment" 5 or 6 days and one full tick after building it.
In my case, the market goods are.... hydrogen and biowaste.
 
The biggest problem I have with the in-game UI when it comes to trading is that it doesn't convey stock levels (even a low med high indicator would help). So much wasted time flying to stations with really low stock levels. Similar for prices (say for selling core minerals) - the quote in the nearby markets screen is often quite different to when I visit the market 5 mins later. It's incredibly frustrating and feels like the game is trolling me.
Excluding core minerals for a moment... you can find good stock levels/prices using two pieces of information:
1. The indicative prices via the market info e.g here:
1741344343696.png

(This is production, so higher prices = lower stock)
2. Population of the system.

Reason you need these two bits of information is because:
  • Lower price == Higher Stock
  • Supply/demand values are proportional to the population.

So a low pop system will have low supply prices at, for example, 1-5t and high supply prices at 50-75t... meanwhile a high pop system will have low supply prices for 1-150t, while a high supply pricing will be for 800-1000t[1]

Sure, you need to find out these things, but once you work that out, it's hard to unsee these things.

What helps in a major way is the galaxy pop slider. Want to find high-pop refineries for sourcing Insulating Membranes?
This is a shot of all refinery economies in (an area):
1741344812889.png

Here's what I call "high" population refinery systems (10m+) using the filter... exactly the same shot.
1741344936691.png
You then apply the High Tech and Industrial filters to rule out hybrid economies, and then that'll show you Pure refinery economies
1741345940194.png
Looking at these 4 systems quickly in Inara (to prove the point more than anything)
1741345974101.png

1741345998507.png

1741346037234.png

1741346063572.png


Here's the rub. When you don't know any better, is it much easier to use Inara? Yes.
But this sort of thing is now pretty much second nature for me, and it's quick... but most importantly, it's reliable and accurate.
This description feels long because I'm doing it step-by-step... but when you just intuitively know to do these things, it's very fast, and most importantly, live.

I didn't "pre-scope" these systems with Inara, I simply used the ingame tools like the above and then used Inara to save running out to each of these. You'll note some of the really old data will basically be fine, it means these aren't popular and are therefore your best source.

An orbis needs 1200 membranes? There's more than enough up in that result set. Maybe you need to do six runs in a python to an outpost rather than two in a T9... but it's 100% better than waiting for 2 hours getting ones and two's from market respawns.

Again... this looks lengthy to explain step by step... but when you know this is how to do it in your head, it's quick. I do this all the time.

EDIT: And to circle this back around; if you go to one of these systems and dock somewhere that isn't good for stock, use the indicative pricing to find where else it's stocked in that system and head to the cheapest place (== highest stock)

[1] these are just exemplar, to explain things
 
Last edited:
In my case, the market goods are.... hydrogen and biowaste.
We have the above, plus slaves...

More system development may change it, I'll find out after finishing trucking to another system being built by another squadron member, it is quite fun not having a hand-hold from FD too much, and discovering what affects what as we go along.
 
I wouldn't be too surprised if a number of players stopped developing when they finally realise that they actually have no claim on a system and its assets other than being named as architect, and that the faction they bought the beacon from is the party responsible for its development.
Probably even more so when there are no native factions in the systems, so, with a bit of effort from other parties, any or all factions can be retreated and replaced...

We've built a Coriolis, a pirate installation (of course!) and the first ground asset. Now the system is back up and running, further plans for more ground and a couple of space assets in the fullness of time.
I'm aware of all that. Only after I started hauling did I realise my system belongs to a 475 member player faction lol. I thought empty systems are well, empty. Anyhow, I'm chumming up with the lone Anarchy faction at my asteroid and going to stir things up a bit. I wonder when they will notice something is up. Lol again.
 
Back
Top Bottom