Elite Dangerous | Trailblazers Update 3 | Now Live!

I've not been able to get into the game since the patch yesterday.
All orange sidewinders all the time. Relogged, tried using different accounts, rebooted router, reinstalled the game.. sadly nothing.

Edit: Using the 'help when stuck' option in the main menu fixed it for me

Checking files from the launcher, clearing cache, flushing DNS and still the Orange Sidewinder, on all my accounts (Frontier and Steam)!
 
2 Bugs so far
1. new buildings that have colony economy arent getting overridden by planet like its supposed to with new update
2. Stations built last week that usually go online properly at weekly tick , didnt go online this week after maintenance
 
I think we all basically agree: it’s not just an issue with PP either: the general tendency is to gradually make things ‘easier’ via new and better ships, easier mats collection, SCO etc, but there is no effort to balance this with a more varied and dinamic gameplay. At least somewhere in the game we need combat scenarios that are ‘impossible’ if the variables coincide to make it so, and PP strongholds should be a great candidate for that.
Its more about providing high intensity play for those who seek it more organically than simply looking for high risk USS'- its not raising the difficulty floor but rather increasing its ceiling. I'd love it if my power sent me messages going "great work, but watch your back! Grom / Patty / Power is after you now!" and you get a week of being an NPC target (so that power NPCs in your territory help you out more too, sort of lying low).
 
Checking files from the launcher, clearing cache, flushing DNS and still the Orange Sidewinder, on all my accounts (Frontier and Steam)!
I have tried without success to fix the Orange Sidewinder with :
  • using another (4g) modem to connect
  • help menu, stuck recovery
  • uninstall and reinstall
  • attempting to launch game in horizons mode (yes this also fails with the same error)

fdev, pretty please, unbrick the game for us :)
 
Yep, happy to report that after the update the marketplace of my station actually looks like a marketplace rather than a biowaste storage facility.

ED_Odyssey_511.jpg
 
I've gotta be completely honest here the strong links work great but the weak links have to go. I had 3 separate planets I was working on planning out (Refinery, High Tech, and Agriculture) just to now find out that they will all consume each others resources due to the weak link influence exerted between them even though a weak link doesn't exert that much influence it seems it would still consume a decent amount of commodities.
It seems absolutely reasonable to me that two stations in the same system would interact. I'm really struggling to see how that could be unreasonable to anyone.

Although if you went down the realism nerd rabbithole further, one could point out that trading between Foo's Folly in System Alpha, 127ls out, and Baz's Bastion in System Omega, 96ls out, is actually way more efficient than Foo's Folly trading with Wotsit Vision out around System Alpha's B star, 435,275 ls away, if Systems Alpha and Omega are one short high-wake apart.
 
First of all, thank you for the update.

I still don't like the weak links.
I knew they were bad as soon as I started thinking about them.
They are about as bad as expected (0.05 each) and their purpose seems to be to accumulate into problems for large systems.
The more I build, the more I shoot myself in the foot.
I have already got 16 weak links everywhere and it would only get a lot worse from here.
Assuming I would build a total of 70 facilities, the "weak" influence would sum up to 3.5.
Suggestions (not all at the same time):
  • Remove weak links entirely (involves GUI change, probably not)
  • Remove weak link influence for all economy types if one economy is greater or equal 2.0
  • Only apply weak links for economy types that are present with > 1.0 (due to strong links or planet)
  • Remove inbound weak links for ports with native economy
  • Remove demand side of weak linked economy contamination
  • Scale effect of weak links down by factor of 5
  • Limit number of weak links to 3 of each economy type
  • Leave 10% of the consumed-to-zero supply at higher prices
  • Give each supply+demand due to weak links a 50% chance of not occuring, reroll when strong links change
  • Randomly select one economy type for which weak links are used, reroll when strong links change

Environmental influence is a mixed bag, gain a lot, loose a lot.
I'd vote for keeping it as it is now.

There are reports of
  • new builds kicking things back into Colony.
  • "local body" economy still not registering all participants (~old slot 0 issue).
  • stations still not having markets and not picking up influence.
  • Industrial outpost vulcan not sending weak links and I hope it stays that way.
I would ignore any reports which were from before this morning's tick. Given the time you wrote this post I'm guessing you haven't seen many reports after this morning's tick.
Big planets like gas giants in system map have been significantly uglified?
Anybody see the same?
No, but my avatar was not me for a while on Tuesday...
"Collect Escape Pod" - no more merits from this activity? Instead do what's listed for powers? Is this how it works?
Yes. I guess all the owners of the PP 2.0 megathreads need to go and update their first posts. (I'll do the Wiki if it's not done already)
 
It seems absolutely reasonable to me that two stations in the same system would interact.
I would like to respond with a question: what is a healthy / good system? Would you like to live in a pure refinery system that produces only metals, but is not self sufficient in terms of food production and some quality of life stuff such as hospitals? Or would you rather live in a system that is proud that it could survive anything, even if completely isolated from the rest of the universe.

In Elite, we have the traders view... where we want to make a profit. In terms of population, a healthy system should be a system that doesn't offer great trading opportunities. Such healthy systems should attract more population than others with greater population terms over time. What, if such self-sufficient systems offer the greatest population over time?

Before the patch, the population count offered us a crude metric of how much effort the architect provided to the system. Now, this metric is gone... one outpost over a water world leads to extreme population counts. Do we now have any metric to determine if a system is great and developed? How can we compare them?
 
Updated both my desk computer and my laptop with no problem until now. Of course as after each update, I rebooted the computers to eliminate trailing transient pests.
I can't write anything about colonization for the moment as I am on my way back to Colonia area after a few days hovering around the base near Sagittarius A.
Stuttering seems to have been tamed now, thanks to fdevs.
 
So before this update I had a plan were to place an orbital station due to where the planets lined up. The looked like this:

View attachment 428113

I place a orbital installation in the first moon's 0 slot because before update 3. The stations placement meant that it would only pull from that previous body. Now it looks like this and messes up the "Strong" and "Weak" outcomes I would have preferred.

View attachment 428114

At this point. There needs to be a CANCEL / DESTROY (They should be big and bold with a safety "are you sure" too) option after this new update.


My personal opinion but I think taking a -35% hit to merits, which is how control points are calculated from, is completely unbalanced in a defensive stance when the attacker get a 5% bonus. That is an obvious 40% difference. Why bother doing twice the amount of work defending? Thats like trying to hold a stronghold in a valley against the attacker on the high ground. You're gonna have a higher chance to lose.
The most requested feature... :)
 
I think inherent planetary economy mechanics would work perfectly and be most flexible if adding supporting facilities that give different economic influence diminish that influence until by the 3rd (or 4th) facility the planetary influence doesn't affect the economy at all. This way unlandable planets that only have one orbital slot have useful economies, but you can still specialize eg an Icy planet with biosignals to whatever economy you want--eg pure (and very productive!) agriculture if you add space farms and agricultural settlements, or pure refinery by adding relevant support infrastructure. Adding more support infrastructure should also diminish (but not eliminate) the negative effects that certain planet types have to certain economies.

Weak links should only add commodities to the export side of stations and not make stations consume commodities their other economy types produce; nor should station economies from strong links eat commodities added by weak links. It should work more like a transit hub where weak link commodities are earmarked for export, not a factory complex. Alternatively, they could only affect the strongest economy of any station--so that eg an agricultural station ignores a tourist settlement somewhere else in the system, but gets a weak link from a space farm.

This would get rid of the current problem of clashing economies eating each other's exports.
 
I would like to respond with a question: what is a healthy / good system?
That's a good different question.

Although, maybe not entirely different in my subjective case... because in my case, a good system is one that makes some kind of sense.

To invent an extreme example, if a Cmdr picks a system with five icy moons, two gas giants, and two asteroid belts, they shouldn't really be coming on the forum complaining that they can't get enough Agriculture. And I would say the same to any Cmdr who finds an ELW and decides that exporting strip-mined haematite is the way forward.

Would you like to live in a pure refinery system that produces only metals, but is not self sufficient in terms of food production and some quality of life stuff such as hospitals? Or would you rather live in a system that is proud that it could survive anything, even if completely isolated from the rest of the universe.
The problem is this ascribes intent to the Stellar Forge. It doesn't have any. The reason some systems have two ELWs is because some systems have two ELWs. Everything else is post hoc ergo propter hoc.

In Elite, we have the traders view... where we want to make a profit.
Apart from the Cmdrs trading at a loss for BGS reasons, or the people trading goods at a pretty low price per tonne because they happen to be agricultural goods which give merits for Winters, and the merits are of more interest than credits to the Cmdr. So there you go, already the trade "system" is interacting with two other systems. This is a system of systems.
In terms of population, a healthy system should be a system that doesn't offer great trading opportunities. Such healthy systems should attract more population than others with greater population terms over time. What, if such self-sufficient systems offer the greatest population over time?
OK but again, trade is not, empirically, something that is limited to one system, and nor is the game designed around a concept of trade that is limited to one system.
Before the patch, the population count offered us a crude metric of how much effort the architect provided to the system. Now, this metric is gone... one outpost over a water world leads to extreme population counts. Do we now have any metric to determine if a system is great and developed? How can we compare them?
Yeah this is fair. And "Happiness" remains totally opaque too.
 
Run missions and deliver profitable trade, happiness goes up. Even if they don't tell us what it is, it's pretty clear it's based on overall activity.
Yes, you are right. But given that my refinery system jumped to 160mio population overnight I give up any hopes that I'll see a boom state any time soon. Instead, I expect every slider to fall back to neutral despite any trading that is going on right now.

Furthermore, as more and more systems will add their personal refinery somewhere, and that the bubble is expanding rapidly, I expect that the amount of visitors to my system will diminish completely. Time will tell.
 
Back
Top Bottom