Tritium is still valid so banana is happy.
Greetings Commanders!
We'd like to talk about the recent patches and a change we have just made to the live game.
Since the release of Fleet Carriers we've made changes intended to balance the overwhelming effect of overlapping hotspots, with the latest update resolving the cause of this issue and bringing hotspots back in line with our original goals. Singular hotspots now provide a significant bonus to a resources' frequency over the rest of the ring and areas where multiple hotspots overlap are still more lucrative than their non-overlapped counterparts, but at much more reasonable levels.
One effect of the latest patch that we felt could be improved further was how it impacts tritium. The reduction in availability of tritium, most notably at overlapping hotspots, has made getting around the galaxy by mining the commodity more time consuming than we would like. In order to maintain the new, more natural distribution of tritium within icy asteroid rings, we will instead be increasing its effect.
Tritium is now twice as potent, allowing Fleet Carriers to consume 50% less fuel (this includes the base tritium requirement) and effectively doubling the capacity of their fuel tank. This change should be effective immediately but players may still see old values until they next log in
Thank you as always to our community for your ongoing feedback.
Agree. After the first nerf to LTD SSD yields, LTD mining would have been in a rather good place - possibly just needing minor changes to pricing - apart from the respawn exploit that clearly needed to be fixed. When they could not fix that glitch on the first try, they panicked and brought out the big nerf hammer just in case they would fail again. This has lead to a series of very unfortunate changes to the game as a whole and to mining in particular.My unsolicited opinion:
It wasn't broke. Yeah, LTDs were a bit over the top, but not by much. People still had to go out and actually mine to get them. Then find where to sell and try not to get killed on the way.
It was fun.
Instead of this domino effect of patches, it should have either been left alone, or fix the supply and demand. (heck, even make NPC interdictions a bit more frequent and difficult)
I note that there is strong disagreement about whether Frontier has done a really good thing or a really bad thing. One thing we can all surely agree on, however, is that Frontier has done a really cheap thing. They've altered the value of one parameter, which may have taken a single dev as long as a minute to achieve.
Is there a carrier fuelling solution that would have satisfied both players who wanted a group challenge and Solo players struggling to fuel their carriers on a long trip out in the black? I don't know.
Do I think Frontier invested any effort to find one? H'mm.... What do you think?
It's starting to look like Fleet Carriers are the current game's last carbon dioxide-rich gasp before it goes into maintenance mode, and that it's Odyssey or legacy from here on in.
ExcellentGreetings Commanders!
We'd like to talk about the recent patches and a change we have just made to the live game.
Since the release of Fleet Carriers we've made changes intended to balance the overwhelming effect of overlapping hotspots, with the latest update resolving the cause of this issue and bringing hotspots back in line with our original goals. Singular hotspots now provide a significant bonus to a resources' frequency over the rest of the ring and areas where multiple hotspots overlap are still more lucrative than their non-overlapped counterparts, but at much more reasonable levels.
One effect of the latest patch that we felt could be improved further was how it impacts tritium. The reduction in availability of tritium, most notably at overlapping hotspots, has made getting around the galaxy by mining the commodity more time consuming than we would like. In order to maintain the new, more natural distribution of tritium within icy asteroid rings, we will instead be increasing its effect.
Tritium is now twice as potent, allowing Fleet Carriers to consume 50% less fuel (this includes the base tritium requirement) and effectively doubling the capacity of their fuel tank. This change should be effective immediately but players may still see old values until they next log in
Thank you as always to our community for your ongoing feedback.
This whole thing is just a giant embarrassing polava
Hooray for nothing.
Flimley
For us, it wasn't. Read with comprehension.Why should it be a struggle to begin with?
A little under 3 hours mining in a LTD1 hotspot. Had my jump cost repaid in barely an hour, but wanted to see how the LTD situation was panning out now. Lots more of everything, cores, SSD, SD and intrinsic, quite an improvement over my previous LTD1, so things may be looking up in the money minerals department, particularly cores. I also added 50% jump cost to my Rocket Tea reserves, more than I usually would, but that's to be expected now it's been dumbed down. No more H3 HSs necessary, it seems.
Carriering on to the next wayward sun....
Commandos? That's the second time I've been puzzled by you mentioning those. Do you mean Commanders? Or something else?Indeed and its well documented that commandos can easily make mistakes with regards to their fuel.
Fuel rats exist for a reason.
Awww, I'd play my tiny violin for you but it's so tiny, I can't find it at the moment.I hate mining, I was never going to mine to fuel a starship, that was silly in the very beginning, making that the only way to fuel for explorers who want to spend years out in the black exploring. There are enough players who dislike mining intensly that forcing everyone to mine to fuel your FC was always going to cause controversy on the forums. The thing about fuel in the game was always that it was cheap and easily obtainable for every ship and in every situation, and then along came Fleet Carriers that completely broke that basic premise and turned fueling into a long boring and unlikable grind for hours on end. That's where the problem comes from.
What about the supply/demand mechanics? Will it ever be possible to buy Tritium in Colonia?
And now deep space mining looses it's point as it's simply easier to just stock up in the bubble and you're pretty much good to go.
But hey I guess it's the only way that doesn't break any of the other commodities.
If it can't be well designed & balanced, it can at least be stable & consistent. Or easy, that's an option too. I have yet to buy a carrier, and no longer explore far from home.
Chin up buddy, could be worse.
there is no other ways to get enough trit except mining. You can do other mining like painite to be faster and still it is mining.Awww, I'd play my tiny violin for you but it's so tiny, I can't find it at the moment.
The announcement of FCs plainly said fueling would not be like ships, because a carrier is not a ship. No one was forced to buy a fleet carrier, nor are those who do buy one forced to mine for fuel. There were and still are lots of alternatives. Everyone who thinks mining is so unthinkable should be able to find ways to avoid it, the forum is full of them. "Hours on end" is yet another emoexaggferation (aka whining), and "boring and unlikable" are not universal opinions by any means. Nothing was "broken" because carriers were never meant to be as easy to deploy and employ as ships...nothing except unreasonable expectations, that is. The "problem" isn't really a problem except for those who can't cope with figuring out how to manage something that isn't same ol' same ol'.
But, the tantrums carried the day, and now carriers are one step closer to being nothing but superjumpacondasthatcangetmetherethefastest, which the game does not need in the least.
Why ? My game urgently needs it.uperjumpacondasthatcangetmetherethefastest, which the game does not need in the least.