Elite Dangerous | System Colonisation Beta Details & Feedback

Mate, you need to relax. I agree that having meaningful feedback is a must for any developing game, but getting upset and targeting people/staff will not get you anywhere.
I do agree that it would be beneficial for both parties if there were clearer communication between the players and the Devs, personally i dunno what the stance is on that, but the direction you're going in, i do not agree with it
I didn't target anyone, but I'm letting it go as it will do no good.
 
to me the easiest sollution to system power grab is remove the "system claim service" from outposts
That way you are forced to build a Coriolis station for daisy chain systems
If you are alone it gives you a 5 day operational pause
If you are in a squadron with hundreds of CMDRs then u can daisy chain daily

and this solution should be easy to implement
 
to me the easiest sollution to system power grab is remove the "system claim service" from outposts
That way you are forced to build a Coriolis station for daisy chain systems
If you are alone it gives you a 5 day operational pause
If you are in a squadron with hundreds of CMDRs then u can daisy chain daily

and this solution should be easy to implement
Im sorry but i dont agree with this, reason is im a solo player. I have a personal plan in mind with the colonisation system, and what you're suggesting would just throw this plan into the dumps.
I do think there needs to be a better control over what you can claim and how much you can claim, but not this.
 
to me the easiest sollution to system power grab is remove the "system claim service" from outposts
That way you are forced to build a Coriolis station for daisy chain systems
If you are alone it gives you a 5 day operational pause
If you are in a squadron with hundreds of CMDRs then u can daisy chain daily

and this solution should be easy to implement
This would also have very bad repercussions for groups that may not control a large port to begin with, such as my group. Colonization gave us a way out of alliance space, only because we were able to use a smaller port to do so. Also the material requirements for a large port are waaaaay too much. My group aren't building anymore until we have made a path to where we want to end up.
 

Paul_Crowther

Senior Community Manager
Frontier
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.
 
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.
What he said
 
I know this is small and random compared to the requests being made by others,

but please consider making the refinery contact mechanic an FC module. This would greatly aid it's (I think) intended use of facilitating colonization efforts. Also please consider adding other recepies to it, and/or allowing the player to pay a fee to adjust the ratio. I understand not wanting to make an infinate money generator by allowing people to just buy refine and resell raw minerals, but the 2:1 ratio really kills the desire to use it for its intended purpose. As long as the fee to adjust the ratio counterbalances the resale costs, I think it could be worth it.
 
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.

Is there any chance you might be able to give us a clue on what you guys are thinking about specific large problems with the system we're having?

Things like:

1- Is there any plan to change the cost increase to stations after a certain number of ports / facilities are placed in any way?

2- How impactful are settlements and facilities inside of a system if they don't have an orbital dock above them?

3- Any word on why some extra construction slots appear within a system around certain celestial bodies when another adjacent slot is completed?

Thanks for all the effort!
 
After building a few facilities, while leveraging my FC, I can say with some certainty that loading up a FC is a much better experience than unloading it, due entirely to how long it takes to unload any given commodity into a ship, compared to the single button press to load a commodity into the FC.

Fixing that menu such that it ramps up the transfer rate over time (like everywhere else) would resolve this issue, and additionally finding a way to make that "transfer to ship" button not entirely useless would be nice.
 
I can say with some certainty that loading up a FC is a much better experience than unloading it, due entirely to how long it takes to unload any given commodity into a ship, compared to the single button press to load a commodity into the FC.
I get around this by setting a buy / sell order for the commodity I'm shifting (it is laziness) so I can essentially just open the market and use the, much faster, UI there.

Not saying it is the perfect solution, but it is one you may not have considered.
 
After building a few facilities, while leveraging my FC, I can say with some certainty that loading up a FC is a much better experience than unloading it, due entirely to how long it takes to unload any given commodity into a ship, compared to the single button press to load a commodity into the FC.

Fixing that menu such that it ramps up the transfer rate over time (like everywhere else) would resolve this issue, and additionally finding a way to make that "transfer to ship" button not entirely useless would be nice.

What I would suggest to get around this if it's practical and you can find enough different materials in the one location, is to load exactly one ship load of each material into the FC until it's full, then you can use the transfer all button instead of the slow counter. I just don't understand why they haven't fixed this issue yet, every other counter in the game works exponentially, just the FC one is borked.
 
After building a few facilities, while leveraging my FC, I can say with some certainty that loading up a FC is a much better experience than unloading it, due entirely to how long it takes to unload any given commodity into a ship, compared to the single button press to load a commodity into the FC.

Fixing that menu such that it ramps up the transfer rate over time (like everywhere else) would resolve this issue, and additionally finding a way to make that "transfer to ship" button not entirely useless would be nice.
well I do setup my market (FC is set to Friends&Squad only) for loading (buy) and later for unloading (sell) - that way I can keep track of how much from what still is needed (I usually do 3 Tier1/Tier 2 installations -space or surface - at a time, fits one FC good).
Now upon doing an Asteroid-Station (Ring around WW ! - nice view), i distributed the required Mats-needs over my 3 FC (have four characters) and still have a decent overview anytime I contact FC-Market
 
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.
It would help if we, as a community, had any reason to have faith in the Issue Tracker. A long history of watching numerous issues become "expired" , set aside, or unaddressed, doesn't inspire much confidence in following up with that. It feels like a system set up to ignore things when it's inconvenient to deal with them or when they're outside the current development pipeline focus, rather than to collate, corroborate, & keep record - that is, to track - issues with the game.

Of course it's understandable that the team is only human and has many challenges facing them at any given moment (and that people on the internet, as a general rule, leave a lot to be desired in terms of earnest & direct communication) - and that there's been mountainous amounts of developmental debt passed on to any newer members on the team today.

But it must be highlighted that the systems currently in place are not supporting communication between community & the team very well.

"Live beta" is naturally going to confuse people, so I suggest moving forward, it would be prudent to simply set the expectation that anything in the game is going to be subject to change, and that the community can simply expect that changes will come with reasonable warning and some rationale, so we aren't caught by surprise or left wondering why a change has taken place.

edit: And it's worth noting, communication over the past year and moving into this one has been on an upward trend, and it's good. I hope it continues. I'm critical because I want to help things improve, not out of spite, and I would hope that goes for most other critical voices in the community in intent, manners notwithstanding.
 
Last edited:
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.
Maybe create some template, so we can use. I thought something like this:

Colonization Feedback Template
  • Things I liked About the Update:
    • Lot´s of hauling to do;
    • Offered a new way to interact with players, by opening trade offers in the fleet carries for the colonization effot;
    • The System Architect is pretty good. THe ability to define what kind of structure I want to build, and how this will direct and affect the economy in the system is awesome.
  • Things I disliked about the update:
    1. The amount of goods to be hauled is TOO big;
    2. The construction points is not well explained;
    3. The effect of each type of station and settlement on the economy and overall status is not well explained. For example, If I have a high metal planet, is better to buidl refineries? Or doesnt matter the type of the planet and the station? I can build anything anywhere that it won´t make any difference?
    4. The construction points being doubled based on the amount of strucutres is something pretty broken.
  • Suggestions on how to improve what I didn´t live (OPTIONAL):
    1. REDUCE THE GRIND! Reduce the amount of goods for the installations.Solo players will not be able to play the new update in its full extension.
    2. Improve the colonization guide in the codex. Give more details on how these construction points work.
    3. I think the strucutre points is a good thing to slow down a bit the colonization process. But the doubling the points strategy is mainly poor. Just remove this and forbid duplication of big stations in the system. If you reduce the goods for an ocellus, for example, that wont be so troublesome to build just one Coriolis and one type of each ocellus in the system, for exmaple. But they will need more construction points anyway, for it to be allowed.
 
Some more feedback on the UI...I like the fact that it shows us what we can and can't build, but please can it show us how many construction points are required when we are choosing a new facility i.e. right at the start of the process, not at the end when we've clicked through all choices. This will help with planning. Something like this as an example:

1741692180117.png

Appreciate that it can differ depending on the size of facility but the info could still be displayed on the screen above.

1741696838612.png

Edited to add: So how many do I need? Why do I have to click through to the next page to find out?

Also, why am I on step 3 of 4 when I haven't even selected anything yet? I select something...I'm still on step 3, huh?
1741692528772.png
 
Last edited:
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.
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.
 
Back
Top Bottom