Fleet Carriers - Patch 3 - Known Issues

Even though FDev is a big company I have to admit that it really feels like Elite Dangerous is out of control and that they are completely overwhelmed by the situation.

In the past 2 years, communication have been erratic and a lot of CM left the boat. They added promising features to engage with the community and let them die after only a few months (Interstellar Initiatives), we got features like "rumors" in the CODEX that were never used (and we still don't know if they will ever become a thing), they left major balance issues in the game for close to 2 years (mining since 3.3) before working on it, bunch of place holding features in the game since the beginning, a lot of missed opportunities to add some nice QoL improvement from time to time...hard to believe that they love the project and want it to evolve...

Elite Dangerous is my all time favorite game but damn FDev really have to step-up their game. When I see how other devs are working on their games and interacting with their community I have to admit that I'm sad to see how ED is handled...

Must have missed the whole thing a couple years ago about pulling all staff to work on Odyssey, which is coming out next year. That's why communication has been "erratic", and so on.

I would expect a back to regular updates and all of that when they release all fo the major components for Odyssey.
 
At this point I see only one way out from all this mess. And it looks like the following git commit lines:
Dude, if you are going to show git commands at least try to make some semblence of getting them close to right - the commands you demonstrated will detach the head of a single developers tree to before the up, then will not commit anything because there is nothing to commit, then will not push anything because there is nothing to push. Even if you added an --allow-empty to make the commit do something it still won't push because it's not a fast-forward and you forgot to --force it or use the +syntax, but all of that is still wrong because the next developer that pushes something will bring all the breakages right back since you didn't revert it for everyone.

What you wanted was git revert to undo all the offending commits, not a checkout or reset.

I would have also accepted a git reset --hard (or git checkout) to before the up then a git reset --soft back to the current development tip so that the index will be equivelent of reverting every commit between the two, then commit that and push. Alternatively the soft reset and commit could be replaced with a git merge --strategy=ours, however that is probably the worst option because the history doesn't show a clear diff of what the merge actually did. Or, if you really want to get masochistic, there's always git filter-branch --parent-filter, and it wouldn't surprise me if there might be a few other methods could work as well (10 points if you can come up with any ;-p)

And all of that is assuming they are using git anyway, which is somewhat less likely than you may think in games because git doesn't handle binary files well and doesn't provide a means to exclusively lock a file that a given developer is working on - both of which are fairly important requirements for game development, though how important is somewhat dependent on the engine they are using, which types of assets are stored as binary vs text (e.g. UE4 stores almost everything as binary, including things like blueprints and UI layouts, so those can only be worked on by a single developer at a time), and for assets that are stored as text how easy/difficult it is to merge changes from multiple developers in practice (e.g. Unity stores most assets as text so they technically can be merged with source control, but I wouldn't really recommend it when it can be avoided). If they are using perforce that provides these features (note: while UE4's public tree uses git, Epic internally uses perforce), they need to do a "rollback" instead.
 
Yep... Not really any information, but at last a we-are-still-alive signal, which is good in some way. Better than more silence. Maybe the Devs should take more showers. The best ideas come while taking a shower or a bath (True story: I found a solution for an aspect of my diploma thesis while taking a shower).
And maybe FD should share these ideas with us BEFORE they are implemented and break everything related AND UNRELATED. The community has also brilliant minds, which may help finding a propper way of fixing things. Yes, wouldn't tell this, if FD had not been proven of not having the skillset to get things fixed and tested on their own - see the last updates among the last years in terms of bugfixing, codemanagement etc.
Programmer's aren't payed for showers those days. They're payed by keys pressed/different screenshots made/commits made/tasks in jira closed/ etc. That's why whole industry is going to hell.
 
I also shot 100 prospectors at the brilliant glowing rocks before I found one painite source. I'm still in the field now, I've shot off 178 prospectors and by now have collected 3 painite cores but no others... This game has a great mining game, three ways to play it, but the fun goes out the window trucking a milk tank around a pristine hotspot with nothing in it for hours.
 
On average, Vopal hotspots seem to now have as many non-Vopal cores as they have Vopal cores, and cores are also less common. I did three 1-hour mining runs in three different locations and in addition to 8 Vopal cores, I found like 4-5 Grandidierite cores, one B-something (Bromellite? can't remember which types spawn in icy rings) and one Alexandrite.
 
Dude, if you are going to show git commands at least try to make some semblence of getting them close to right - the commands you demonstrated will detach the head of a single developers tree to before the gently caressup, then will not commit anything because there is nothing to commit, then will not push anything because there is nothing to push. Even if you added an --allow-empty to make the commit do something it still won't push because it's not a fast-forward and you forgot to --force it or use the +syntax, but all of that is still wrong because the next developer that pushes something will bring all the breakages right back since you didn't revert it for everyone.

What you wanted was git revert to undo all the offending commits, not a checkout or reset.

Dude. That was totally my point. Because the current implementation of fleet carrier is like... well, I have already said it, so no need to post this on a forum too... ;)
 
And cheap tritium in stations is showing a similarly malicious sense of humour. 5,000 tons of it just magically appeared at an outpost last night (I thought the daily tick was in the morning?). My tritium-starved alt had only just bought a Python, I had to quickly remote-engineer it in the Carrier (no time for the experimentals, just a quick FSD/thruster upgrade and GO GO GO...). Two Carriers already there, another 2 or 3 popping in on every trip, a desperate feeding-frenzy, maybe a couple of dozen when I sucked the last of it out of that outpost. I got most of it, I can only assume most of the others hadn't mastered the SA fast-drop.

But no cheap tritium in significant quantities since then.

Is this the way it's always going to be, from now on?

Well, to answer my own question: yes, it is going to be this way from now on, apparently.

It happened again last light. Around 80,000 tons of cheap tritium appeared at each of the three outposts in a system (but not the Large-pad stations). I suppose it could have been placed on the daily tick, but that would imply that nobody noticed for about ten hours, which seems unlikely. Dozens of Carriers, massive feeding-frenzy, I grabbed 12,000 tons.

So, cheap tritium IS still available: unpredictably, in limited quantities, and at outposts only. Loading it with a Python rather than a T9/Cutter is a pain, but still many times faster than mining it.
 
Was that in Colonia?

No, the Bubble. I appreciate that those in Colonia are still stuffed.

If the supply of cheap tritium in the Bubble was more regular, someone could provide a useful service by buying it cheap and shipping it out to Colonia to sell at full price (even though they'd burn half of it just getting the rest of it out there and then returning).
 
Well they are going to patch the patch so hopefully it'll be fixed. Mining will still be the best way to earn as the other professions are not in sync with it.
But having said that I'll still just wait it out doing other stuff till we know what's what.
Patch should drop soon. Just don't see the point in mining till it's done.
Patience is called for across the board.
Anyways war is afoot ill be busy ha!@
 
So, cheap tritium IS still available: unpredictably, in limited quantities, and at outposts only.
The "outposts only" isn't a guarantee - it's just that the BGS states likely to cause cheap Tritium are more likely in less travelled systems or secondary factions, which tends to mean outpost-only.
 
I just want to refill my FC with laser cut rocks providing Tritium. Same for LTD. FDEV made such a mess of the nerf bat it ruined the game for me completely. I can only speak for myself so FDEV in the forlorn hope you will read this. Undo what you did to this patch 3 to mess up the Galaxy wide Tritium and LTD hot spots.

I really wanted to swear but that's a no no. Gross incompetence is what it is.
 
I also shot 100 prospectors at the brilliant glowing rocks before I found one painite source. I'm still in the field now, I've shot off 178 prospectors and by now have collected 3 painite cores but no others... This game has a great mining game, three ways to play it, but the fun goes out the window trucking a milk tank around a pristine hotspot with nothing in it for hours.
Forget painite cores, didn’t find any on my painite mining. Did find plenty of roids for laser mining though including 60% plus ones so still quick enough to fill up on
 
No tritium in Colonia. We were stuck Colonia with 2 fleet carriers.
Oh if only there was some sort of thing to do to help them, or some kind of mission for lots of players...
We could call it a "community goal". Yes this kinda thing to help bring the players together and work on a galactic scale...and help the the poor commanders stuck out there...

OH wait, yes, we had them, but FD removed them too...

Emerging game play they said...
Blaze your own trail
Engage with other commanders...

Space is big, the last time i saw another commander was weeks ago!
 
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I'm sitting on 12,000T of Tritium, I would willingly fly the FC to Colonia to help, and it would make for a great community goal.
Alas, FDev doesn't really think in that way, they just break the game, then say they didn't mean to, and with no apology.
It does beggar belief how they operate as an organisation.
Trust and care - two things seriously lacking from their values.
 
I just want to refill my FC with laser cut rocks providing Tritium. Same for LTD. FDEV made such a mess of the nerf bat it ruined the game for me completely. I can only speak for myself so FDEV in the forlorn hope you will read this. Undo what you did to this patch 3 to mess up the Galaxy wide Tritium and LTD hot spots.

I really wanted to swear but that's a no no. Gross incompetence is what it is.

Exactly the same boat here. When the heck will they actually fix this?
 
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