Fleet Carriers - Patch 3 - Known Issues

Thanks for replying. I personally don't know what Enterprise scale software is but it didn't sound like a gaming project. Nevertheless, I am NOT a developer but a gamer. I enjoy Elite. What I find frustrating are players who think that there should be some major money making activity in the game. I think it's fair to say that many have made plenty of money the past few months with this horrendously unbalanced mining gameplay. What we want is balancd...correct? We want activities to be closer to even in regarding payout....correct? Then why does the answer come as buffing the other activities instead of nerfing the mining? I don't think the game was ever designed for players to make massive amounts of cash in hours to buy late game ships and Fleet Carriers. One thing I've noticed about some players is the issue not playing because they have acquired all the ships or seen "everything". ( I know it's impossible to see everything in the game). I don't know of many, though I'm sure there are some, that quit after while they were working towards a goal, such as a big ship or even the FC. Players say mining is fun now with huge payouts. Fun? It's the same activity....it's only "fun" because they can earn late game stuff in a matter of a day or even hours...the outcome is "fun"...the gameplay is the same. Imho, seeing harmless Anaconda pilots owning a FC ruins the idea of earning through time and effort and dedication the experience of Elite. Honestly, I don't know why anyone would play a game that you could get late game or endgame items at the beginning of the game. THAT is unbalanced.

I agree with some of what you're saying. The problem ELITE has is that it is very unbalanced - combat and exploration don't pay anywhere near what they should, mining has had a period of some pretty serious flaws that have allowed for an explosion in earning potential. I believe the thought process is that combat is more exciting so it pays less (the flip side to that argument is that it is the activity with the most risk so it should pay more), exploration has the POTENTIAL to be one of the most interesting, particularly for solo players who aren't interested in combat; again, here, the counter-argument is that the FDEV have done very little with exploration to make it interesting - the actual implementation is really more a choice of grey rocks or brown rocks when it has the potential to be so much more. There should be trails to follow, vast trips across space to unlock mysteries driven by in-game lore, etc., and we are long overdue for some more variety in planet surfaces and features. Then there's mining and trade -- inherently boring, plodding around inside rings, pinging away. This is a tricky one to get right because real trade is a game of supply and demand, but players control neither -- all the supply is driven by FDEV, and so is demand. Players don't actually PRODUCE anything to drive the market.

Perhaps what is needed is a way to tie these things together -- explorers find the systems that contain the raw materials for miners, miners gather raw materials and produce processed materials used by other players to increase the tech of their ships -- combat players defend their faction's miners and explorers while attacking those of other factions. The three core play styles dovetail each other.

As for players leaving because they've seen it all - I can relate to that. I've been playing since the kickstarter, I've played in all three of the major roles and I have all the ships I want and more than enough cash. I've also gone months without playing because there was nothing new to do. Fleet Carriers didn't initially interest me, but grew on me, so I bought one - what else is there to spend billions on, really? It took me a very long time to make my first billion, substantially less to make my first 5-6 billion, and a lot less time to make my first 10 billion. Yes, there are new players who are where I am today and have done it in just a few months or weeks of play by leveraging mining. That's fine... it's a very different game today than it was back in 2015 and, honestly, why do I care what someone else is flying, how they choose to play and whether or not it took them 1/10 the time it took me? As long as the game is fun and everyone is getting out of it what they want to get out of it, so what? At the end of the day, it's a game - it's supposed to be fun. If people want to get to the end-game stuff fast, then that's the way they choose to play the game - they'll get their stuff and get bored and move on, but they aren't the kind of players who would have stuck around to do the same thing had they been forced to do it the long way anyway - at least they had their fun while it lasted. People are spending a lot of time worrying about other people's game when the only one that matters is the game they, themselves, are playing.
 
While you're at it could you fix this damned mess:
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How about removing the upkeep while the tritium issue is sorted out?
I am in the black, can't really find tritium, can't move my carrier much (through no fault of my own)... yet it still drains credits from my account.

Please remove the upkeep until FCs are usable again. Give us at least that.
 
Well I've just completed my test on yields. Test taken place in the triple LTD hotspot in HIP 4351, centred on the spot that has the strongest overlap. I mined for Tritium and LTDs only and used 100 limpits. Took about an hour and a half. During that time I was disconnected 3 times, meaning I had the joy of returning to fight pirates each time. A test showed on each DC I was still connected to the internet.

I had all the limpit bugs and problems that have been reported for years, meaning a good 10% did not work as expected and self destructed.

For those 100 limpits I mined 9 LTDs and 22 Tritium. The LTDs were from 3 roids, 1 20%, 2 at 6%

So if I want to fill a FC, mining at a non Tritium hostspot does seem better than a Tritium hotspot, but that said it is around 4 limpits for every tonne and it would take about 75 hours to fill up 1 FC.

For LTD's that's around 10 limpits for every unit, and would take me about 15 hours just to find 100, but I would run out of limpits in a cutter worth an investment of about half a billion by 9 hours for a return of less than 50, which at current rates would gain me about 40 million.

Now admittedly there was no hot rocks, but that is because while sitting within 100 metres of a hotspot the pulse wave scanner could identity none to mine, so the centre is not a good spot for that.

This is consistent with all my other tests since the patch landed, the experience of people I know in game who have also tried mining and the experience of most of the people reporting it on the forums or reddit.

I'll now wait to see how long it takes FDev to gather their figures and what their conclusions are.
 
I'm sure there's some psychological lesson there.

That's prime example of both why positivity cults are bad.. and infallible resilience though prolonged hardship.

Ps. its bad. While its good for you personally, its also more evidence frontier can collect that they can continue without improvement. "They'll take it." The ideal world is if you don't have to brainwash yourself like this because it works.

Ok. Lots to unpack here.

Interesting you talk about a 'psychological lesson', lets just run through what happened.

I read this:

I'm starting to think of telling my friends to drop this game as I will if this kind of thing keeps up.

He's considering telling people to stop playing the game.

You know I still play the game. May I ask, do you still play the game? Is the game bad enough that you have stopped playing?

If you're not playing the game, then the point is moot. If you are still playing the game, why is your mind not blown by this statement?

Why is this dramatic statement about not only him stopping playing but him advising others to stop playing also not mind blowing to you?

I suspect there is a 'psychological lesson' in there somewhere.

That's prime example of both why positivity cults are bad

Positivity cult?

Lets look at just how positive I was.

some of the previous patches have gone horribly wrong. I mean they’ve all gone wrong, as this one did but this one was not horribly wrong. Just wrong.

So I have indicated all patches have gone wrong, previous ones horribly, this one has also gone wrong.

Doesn't sound like a positivity cult to me. Sounds like someone who is saying all patches by FD have gone wrong.


it’s part of the charm of the game.

Maybe it was this bit? I suspect that the mildly sarcastic tone I was aiming for wasn't picked up.

Everyone knows that they bungle patches, it has become a bit of a running joke, hence the phrase often seen on here, 'never play on patch day.' . In the face of a drama queen stating he is going to tell his friends to drop the game, saying it's part of the charm of the game is a sarcastic swipe at his overly dramatic (imo) response.

Ps. its bad. While its good for you personally,

And I stated, that the patch had gone wrong, wrong is bad. I don't own an FC, so I don't have these problems, but the patch hasn't been good for me, it has had neither a positive or negative impact on me. I also haven't spent hours solely trying to harvest LTD's, so that aspect of the patch also has had no impact on me.

Just to clarify the point further, I've posted elsewhere that nerfing the availabitiy of LTD's (thus lowering the ability to earn 500m an hour) is a good thing. I suppose we might have different views on that. I have also stated elsewhere though that the inability to mine fuel for an FC is problematic. If it isn't clear enough, I do support anyone's urgent calls to rectify the fuelling issue is their carrier is stuck out in the black somewhere, running on fumes. They have my sympathies. Just the same as those people who were getting all the Adder errors. A terrible situation that I was experienced through one of their other bungled patches.

I'm no member of a 'positivity cult'. If I'm a member of anything, it is the 'Realist Club'. The reality being, FD seem to bungle every single patch. For every problem they fix, they introduce a few more. You and I know know this, Mr Organising-A--Boycott clearly does not. He was being overly dramatic. They bug the game, they fix the worst bugs, (maybe), they introduce more, and so it goes on. It was ever thus. They introduce stuff often that gets called game breaking. Some is, but they do, more often than not, fix that. Of course I'm not saying that is acceptable but it is known. If you can ride out those parts, then you still have an operational game, more time than you don't.

Again, please understand, I'm not saying that this shouldn't change. They should test, test then test again. They have been told this a thousand times but they don't seem to listen. So the reality is you have to receive the patch, hope your game isn't broken by it, wait an amount of time if it is, then start playing again.

If you are still playing, you know this and in part accept it, otherwise you would have stopped playing it because it is unacceptable to you.

tl;dr

You accuse me of being in a positivity cult yet I repeatedly said the game got broken.What does that say about which 'cult' you are in?
Before you start labelling other people into groups, you might want to evaluate your own reaction to what was actually written and being said. There is a 'psychological lesson' in which you might learn something.
 
I believe the thought process is that combat is more exciting so it pays less
Combat gives out a lot more materials and a greater variety of them than the other professions.

(Trade gives none, missions give a very limited set - and there directly instead of cash, exploration gives none directly but leads you into places you might get raws, laser mining gives low-grade raws but the other mining types give none ... on the other side, signal source hunting gives lots of materials but no cash at all)

Whether that makes combat "better" or "worse" paying than other professions will depend on how much you need materials right now, of course ... but I don't think it's necessarily an issue for some activities to pay more credits and some to pay more materials.
 
Really? Then how is this possible? Did it just today at a LTD single hotspot near the border between Inner Orion Spur and Elysian Shores.
ZFtYA22.jpg


It took longer than it should but that is partly due to my mining setup not being optimized for laser mining, and the majority of lodes in the rocks were from such laserable deposits. I was testing the tritium yield at a non-tritium hotspot, and honestly it's close to what I've been getting for a couple of weeks prior to the patch. I was trying to think outside the hotspot box, and it seems a way to at least temporarily relieve part of the tritium famine until a fix is implemented. It indicates that the problem is not necessarily affecting all hotspots as you imply.

More details here: https://forums.frontier.co.uk/threads/using-a-ltd-hotspot-to-mine-for-tritium.550944/
can you say too here that it took you 6 HOUERS !
 
No I'm really worried about Odyssey if this, as a patch, is anything to go by. I'm at least getting my exploration fun out of it, but nothing else. I'm starting to think of telling my friends to drop this game as I will if this kind of thing keeps up.

To be fair, I don't think it's reasonable to base your expectations of Odyssey solely on this unfortunate patch. To get a clearer picture you should look at the last 10 or maybe even 20 patches. Oh God.....

To add insult to injury, we are currently in Elite's "focus on bug fixes and beta testing" era.
 
Really? Then how is this possible? Did it just today at a LTD single hotspot near the border between Inner Orion Spur and Elysian Shores.
ZFtYA22.jpg


It took longer than it should but that is partly due to my mining setup not being optimized for laser mining, and the majority of lodes in the rocks were from such laserable deposits. I was testing the tritium yield at a non-tritium hotspot, and honestly it's close to what I've been getting for a couple of weeks prior to the patch. I was trying to think outside the hotspot box, and it seems a way to at least temporarily relieve part of the tritium famine until a fix is implemented. It indicates that the problem is not necessarily affecting all hotspots as you imply.

More details here: https://forums.frontier.co.uk/threads/using-a-ltd-hotspot-to-mine-for-tritium.550944/

Whereas in my own experience yesterday, one hour in the middle of a LTD hotspot achieved 1T of LTDs, (plus half a bin in the refinery), and 10T of Tritium.

Another hour in a Void Opal hotspot gave me another 28T of Tritium, 23T of LTDs, no Void Opals at all, and an asteroid with an LTD core that proved impossible to get the LTDs from the asteroid fragments because the abrasion blasters have no effect.

Note that's using a ship outfitted for fully mining capability - lasers, displacement missiles, abrasion blasters and seismic charges so I didn't have to leave anything I found - I found next to nothing.

In a hotspot, there should be a greater density of materials named in the hotspot title than you could find elsewhere in the ring (outside a hotspot). The patch notes specifically stated that the intention was for the hotspots to still have a higher ratio of the relevant commodity (kind of the point of a hotspot).

If you're spending an hour searching to find literally zero of the commodity named in the hotspot, that's a mechanic that is broken.
 
At the risk of sounding cynical, what is there to look at? After an hour of trying to mine LTD in the triple ring at CC-K A38-2 I just gave up and left with less than 20. Not to mention if LTD has become this rare the price should go up, not down to compensate for the time spent finding and mining it.

Furthermore, I am new to this game, been playing for almost a month even though I had ED on my backlog since 2017, the larger issue is, in fact, the commodity market itself and the way it operates right now. We shouldn't be relying on third-party apps and websites to look up prices. That should be accessible from the game. We shouldn't be having to jump system to system to check out prices. This supposed to be a fun pastime, not a second job. If I wanted a second job EVE does it far better.

Another thing I feel compelled to mention is how every other activity in the game feels far less rewarding than mining. That is where Frontier needs to shift focus to. I am perfectly aware that LTD mining has been the sole way of making credits in the game, but can you really blame us? Doing everything else feels like a chore with no tangible rewards at the end. I made a 3000ly journey away from the bubble scanned as much as I could and the yields were not even on par with 5 minutes of mining anything. 2 days vs 5 minutes. The same goes for everything else, that is for the parts of the game I have been taking part in.

Don't get me wrong I wanna play this game, I really enjoy flying to places, enjoying the massive scales and scenery, flying different ships for different reasons, but I also wanna feel rewarded for the time I put into my efforts. There has to be a better balance between activities that give you credits.

Anyway, that is my 2 cents as a newly joined CMDR.

Have a nice day. o7

If you want to manage supply and demand, you fluctuate the source or the price. You don't make the stuff rarer than hen's teeth and force the price through the floor at the same time.
 
I agree with some of what you're saying. The problem ELITE has is that it is very unbalanced - combat and exploration don't pay anywhere near what they should, mining has had a period of some pretty serious flaws that have allowed for an explosion in earning potential. I believe the thought process is that combat is more exciting so it pays less (the flip side to that argument is that it is the activity with the most risk so it should pay more), exploration has the POTENTIAL to be one of the most interesting, particularly for solo players who aren't interested in combat; again, here, the counter-argument is that the FDEV have done very little with exploration to make it interesting - the actual implementation is really more a choice of grey rocks or brown rocks when it has the potential to be so much more. There should be trails to follow, vast trips across space to unlock mysteries driven by in-game lore, etc., and we are long overdue for some more variety in planet surfaces and features. Then there's mining and trade -- inherently boring, plodding around inside rings, pinging away. This is a tricky one to get right because real trade is a game of supply and demand, but players control neither -- all the supply is driven by FDEV, and so is demand. Players don't actually PRODUCE anything to drive the market.

Perhaps what is needed is a way to tie these things together -- explorers find the systems that contain the raw materials for miners, miners gather raw materials and produce processed materials used by other players to increase the tech of their ships -- combat players defend their faction's miners and explorers while attacking those of other factions. The three core play styles dovetail each other.

As for players leaving because they've seen it all - I can relate to that. I've been playing since the kickstarter, I've played in all three of the major roles and I have all the ships I want and more than enough cash. I've also gone months without playing because there was nothing new to do. Fleet Carriers didn't initially interest me, but grew on me, so I bought one - what else is there to spend billions on, really? It took me a very long time to make my first billion, substantially less to make my first 5-6 billion, and a lot less time to make my first 10 billion. Yes, there are new players who are where I am today and have done it in just a few months or weeks of play by leveraging mining. That's fine... it's a very different game today than it was back in 2015 and, honestly, why do I care what someone else is flying, how they choose to play and whether or not it took them 1/10 the time it took me? As long as the game is fun and everyone is getting out of it what they want to get out of it, so what? At the end of the day, it's a game - it's supposed to be fun. If people want to get to the end-game stuff fast, then that's the way they choose to play the game - they'll get their stuff and get bored and move on, but they aren't the kind of players who would have stuck around to do the same thing had they been forced to do it the long way anyway - at least they had their fun while it lasted. People are spending a lot of time worrying about other people's game when the only one that matters is the game they, themselves, are playing.
well said and I agree with everything but the last bit. I'm not worried about their game...I'm worried about my game...turning into something like NMS....so easy it isn't worth playing. The unbalanced metrics of how we obtain things, especially since there is no true story line to follow,(Not to mention they have cut the lore as well) cheapens the whole experience, imho. It isn't just unbalanced for one particular gamer...it's unbalanced for every gamer. It won't just be them getting bored and leaving....it'll be everyone..
 
especially since there is no true story line to follow,(Not to mention they have cut the lore as well) cheapens the whole experience
I've always felt that people looking for an actual story from Elite might have a wrong game from the start. To me the game seems more like a sandbox of headcanoning where you build your own rules, limitations and stories, otherwise you'll end up seeing behind the stage set and how unimmersive the world is.
 
Perhaps what is needed is a way to tie these things together -- explorers find the systems that contain the raw materials for miners, miners gather raw materials and produce processed materials used by other players to increase the tech of their ships -- combat players defend their faction's miners and explorers while attacking those of other factions. The three core play styles dovetail each other.
While there was a rudimentary system resembling some bits of this when exploration projects systematically hunted for 3LTD spots, I don't think this simply is very feasible in broader scale. There isn't enough human players to make this sort of gameplay chain (or true economy) a thing, especially when you have the current system of modes and the necessity of maintaining them as viable approaches to the game.

The bubble and the imagined civilization in Elite is simply too large for it - heck, the entire 1:1 milky way is too large for it. Maybe in another game.
 
These forums are more interesting, narrative-wise, than the game is anyway...

A third patch attempt goes wrong. The community shout about it. A day later, as the community becomes hoarse, a CM shows up to announce that something the community has known for the last 24 hrs is in fact true, that they have been listening, and that there will be an announcement about it. Another CM makes an announcement 4 hours later, and to demonstrate they have been listening, completely misses the abrasion blaster issue from the list of unexpected effects. Half the community falls over themselves in gratitude that anyone has bothered to talk to them, while the rest split themselves equally between borderline snearing and abject acceptance of the normal state of affairs.

Tune in tomorrow, or maybe next week, for the next thrilling instalment of FDev : Elite Forums.
 
I agree with the 'unbalanced' perception of the game at the moment.
Mining has been such a dominant way to earn money over the past x weeks / months that it has skewed that game.

Mining - I would seriously reduce the profit from mining. It is a low risk activity. Beyond the initial pirate that jumps in with you wherever you start mining, it can be a predominantly solo activity. With only the run to sell your mined goods being the nearest you can get to any risk. With the inclusion of Fleet Carriers, that risk is further reduced as the 'full miner ship traversing space' leg is now incredibly short. I am not asking to remove the availability of mined goods, there is something rewarding in seeing the fragments get refined into cargo tonnage, just their market value. I could argue that 'full' cargo holds would result in miners makng more trips and thereby more unconcious prompts to do something else. (I've sold a full cargo of x minerals, oh look, there is a mission to do y, I will try that for a bit)

Exploration - should have a rebalance - Increase the revenue generated by new finds and reduce the revenue from universal cartographics for already known systems. I believe that this would do a couple of things.
a) Drive explorers out from the main paths into genuinely exploring. It would become something that was potentially dangerous to do - the risk would be increased.
b) Kill off things such as the Road to Riches that devalue the game.
(Whoop-de-do, you have found the same systems with three ELWs that 1000 other people have already found - Hint: That's not really exploring.)
Also, why, as soon as someone cashes in exploration data, everyone doesn't get the same information? We are all part of the pilots federation? It could be as something as simple as a request placed from within a station (possibly at cost to justify the wages of the employees who don't do anything) to update your nav computer.
This could have the added advantage of highlighting un-explored locations and also Tritium hotpots out in the black for Commanders who need to fuel their carrier.

Combat - Should get a boost - Thargoid hunting, combat bonds and bounty hunting. It is by far the most dangerous profession in the game and pilots should be rewarded for doing it. I am not a PvPer or really a PvE combat pilot (everyone should get along) but I would not begrudge someone earning lots of credits if they consistently put their ship on the line.

Trading - (Rare and Bulk) Not the scariest profession - slightly more dangerous than mining but a realtively safe as a way of carrying out a living. The risk only really comes with the legs between stations. A good trade route should be able to be quite profitable due to the potential of pirate interception.

MIssion running - A bit of a wild card and should vary, dependent on rank. Lower rank missions should be uber safe and therefore low payout. Higher rank missions should require a bit of experience and knowledge of gameplay so should pay appropriately.

Summary:
I don't believe credit earning per hour should be flat across all professions
Combat > Exploration / Trading / Missions > Mining

What this patch has shown is that credit earning is not uniform within the code. There are circumstances where different rules apply to the norm and it is not easy to make simple changes without unexpected changes also occuring. This is probably because (and I am guessing) over time, different developers have added different bits and rather than re-write code from scratch, they have built additional rules on top of what is already there. Hopefully the Odyssey update will be the opportunity for the code to be rationalised but that is a lot of behind the scenes effort to stand still so will ultimately be sacrificed if time pressures start to risk Odyssey not hitting it's launch date.

/soapbox off
 
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Frontier only have issues with their updates as all of the "Professional" developers only inhabit the forum telling us how 'easy' it would be for them to 'fix' everything in 5 minutes, but, of course, they wouldn't get out of bed in the morning for the paltry sum that Frontier pay their Devs... Yes, I'm chuckling over those posts...

Yes, there are issues with patches, every one since I started playing over 2 1/2 years ago...

Makes me glad that mining isn't one of my 'must do' activities in the game though, for those who do enjoy it this patch must be particularly irritating...

Just as an aside, there does appear to be plenty of Tritium in any icy ring, not even hotspots, maybe not in the %'s folk demand, but it is there... Despite my loathing of mining I did do an hour pre & post patch, to see what had changed - Hotspots aren't for sure, but Tritium is a bit like cola cans and fast food containers, littered over icy rings indiscriminately...
 
Mining - I would seriously reduce the profit from mining. It is a low risk activity.
If mining was the poorest paying profession on the merit it being, next to nobody would do it. Just like in resource harvesting games nobody would farm resources if it wasn't worth the time spent doing repetitive tasks.

It is by far the most dangerous profession in the game
I suppose it is, but it is also dangerous in a very backward way - you have to be pretty gifted or foolhardy to die in PvE combat if you are riding an engineered Corvette, but in an unengineered Cobra III it is much easier. Yet it is (without significant redesign) difficult to make a system that wouldn't reward the engineered turret boat approach.
 
I landed my FC in HYPIAE AOC AB-C C1-43. There I found planet 7 had 3 Tritium Hot Spots. I have mined two of these hot spots. Found exactly 103T of Tritium and pulled it from rocks that glowed yellow. A few mind did have crap % of Tritium in them. But I mined them anyway. The next day the same aweful ability of my own to find rocks with Tritium in them. So engaged the Sub Surface Displacement Missiles again.

When FDEV are you going to place rocks in Tritium Hot Spots with Tritium in them?

When FDEV are you going to place rocks in LTD Hot Spots with rocks we can find LTD in them?

Stop ruining this game I backed at Kickstarter.

I recently purchased Jurassic Evolution from Frontier because it was a cheap alternative to play. Once it comes in the post this Founder may just abandon this game once and for all. That's how fed up I am with you FDEV breaking everything.
 
Because there are no stations selling tritium for 4K/t in any quantity right now -- none of them have more than about 6t available. Even if you were able to visit all the 4k/t stations, you'd only gather around 30 or so tons of tritium. The


I already answered that question; I work on Enterprise-scale software: big data, large networks, high performance, scalability, on-prem and in the cloud. The issue here is one of process. It's one thing to introduce bugs - that is always going to happen. It's quite another to release patch after patch after patch that is increasingly broken to the point we're at today when the prime focus of the patch ends up essentially taking down the single major money-maker in the game. Either both dev AND QC missed it (which seems unlikely considering this is not a bug or unintended consequence, but a serious flaw in the implementation), or there is a serious issue around their testing methodology. In either case, the problem needs to be resolved.

Consider how quickly unaffiliated players with no access to the code or knowledge of the underlying algorithms were able to statistically prove, beyond any shadow of a doubt, that the implementation is not only nowhere near to what was specified in the release notes but is horrendously broken, and then try to explain how the very people who wrote the patch failed to see this during test prior to release. There is very clearly a problem, and while this is the most serious manifestation, it is far from the first time.
Because there are no stations selling tritium for 4K/t in any quantity right now -- none of them have more than about 6t available. Even if you were able to visit all the 4k/t stations, you'd only gather around 30 or so tons of tritium. The


I already answered that question; I work on Enterprise-scale software: big data, large networks, high performance, scalability, on-prem and in the cloud. The issue here is one of process. It's one thing to introduce bugs - that is always going to happen. It's quite another to release patch after patch after patch that is increasingly broken to the point we're at today when the prime focus of the patch ends up essentially taking down the single major money-maker in the game. Either both dev AND QC missed it (which seems unlikely considering this is not a bug or unintended consequence, but a serious flaw in the implementation), or there is a serious issue around their testing methodology. In either case, the problem needs to be resolved.

Consider how quickly unaffiliated players with no access to the code or knowledge of the underlying algorithms were able to statistically prove, beyond any shadow of a doubt, that the implementation is not only nowhere near to what was specified in the release notes but is horrendously broken, and then try to explain how the very people who wrote the patch failed to see this during test prior to release. There is very clearly a problem, and while this is the most serious manifestation, it is far from the first time.


Ah fair enough then. Just keep and eye on inara and go from there. People are bulk buying tritium because you can make a 700mill profit using fleet carriers

edit saying that though with people making billions on LTDs they have no excuses for not being able to pay full price for tritium
 
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