Fleet Carriers Update - Beta 2 has now ended!

Awesome news! I'm looking forward to having the carrier again! I grew so dependent on mine in a short amount of time. Great job on an excellent addition to the game!
 
Whaddya mean "we?" It bothers me not one whit. I much prefer mining to, say, circling a star for however long it takes to scoop & deliver a thousand tons of Tritium
(yawn). At least some skill is required to do the mining, but I suppose that matters little to those who seek maximum convenience in all situations.

There are many mechanics in the game I don't "like" but neither do I hate, they just have to be dealt with accordingly.

I think if you look at the focused feedback thread you’ll find that the majority of players really hate these options.
 
You’re just going to have a ton of stationary carriers because players can’t be bothered to pay the exorbitant refueling costs and/or refuse to mine for fuel. This is so dumb.
Exactly, Fdev is precipitating the very nightmare scenario they say they are trying to avoid, which is carriers that have littered the star ways in dense clusters. They need to make it so that moving a carrier and encouraging people to spread out isn't a PITA.
 

Greetings Commanders,

Now that both of the Fleet Carriers Betas have come to an end, we'd like extend a huge thank you to all of the Commanders who took the time to jump in, whether that was on PC, PlayStation or Xbox. All the invaluable feedback that you've shared with us both here, on the forums, across social media and in videos and round-ups, has been incredibly important towards the development of Fleet Carriers.

Over the next couple of weeks, we'll be introducing a number of changes to Fleet Carriers in time for the release in June:
  • The buttons used to increase or decrease both the bank and the commodity market will now scale, like other systems in-game, when depositing credits or adjusting commodity prices.
  • Tritium mining will receive adjustments before launch to make it more lucrative (particularly in relation to sub-surface mining).
  • A credit exploit involving selling modules in a Fleet Carrier's outfitting service has been fixed.
  • A bug that swapped the names of certain locations and markets in the game has also been fixed (with key examples such as Ceres Tarn receiving its original name once more!).
  • A bug preventing the transfer of commodities such as Thargoid Sensors, Guardian Urns and others on Fleet Carriers has been resolved.
You've had a chance to experience Fleet Carriers in the Beta, and we can't wait to see what you'll do with them in the live servers and we're pleased to announce that the wait isn't long! The Fleet Carrier Update will emerge from hyperspace and come to Elite Dangerous on 9 June!

Once again thank you for all your efforts and contributions! See you out in the black.

o7
 
Thank you Stephen.
Wow 9th is very close. I would have preferred probably a longer time to implement also all the other QoL requested in the numerous feedbacks.

Just as an example of the most common requested:
  • Further improvement of Tritium efficiency (LINK)

Just for clarity here Frontier, the amount of mining yield needs to be increased (we all agree), but please not the actual fuel efficiency.. as upping that any further will be BAD BAD BAD.. for lots of reasons - as outlined here - please don't mess with fuel efficiency.

;)
 
Is there any word on whether the placeholder icons for the quick refuel/repair/rearm in the docked HUD will be getting a proper makeover to bring them in line visually with the rest of the UI before it launches?
 

itinerario.jpg
1B-explicado_galdart.jpg
2B-naves-galdart.png
icone FC dos membros da esquadra.jpg
 
Just for clarity here Frontier, the amount of mining yield needs to be increased (we all agree), but please not the actual fuel efficiency.. as upping that any further will be BAD BAD BAD.. for lots of reasons - as outlined here - please don't mess with fuel efficiency.

;)
Yeah after playing around with one in Beta 2, I think the actual Fuel use efficiency is pretty spot on, It's just the actual drop rate of Trit needs an increase.
 
The thought of mining to get a carrier , then mining to fuel it in deep space has put me off picking my nose , when will something more interesting that does not involve the same game loop and give a unique experience be invented in the game , shame my mucus in my nose tastes so good (space madness kicking in at the thought of the massive grind) .
 
I think Stephen didn't mention that no further fix or feature will be implemented to the Fleet Carriers... so let's wait what we'll really be getting for Jun the 9th and afterwards.
 
I echo the request for lower cost ship and modules that are not limited to bundles.

For the love of all the players using a multitude of 'Storage ships' for engineered modules, please let Fleet Carriers greatly increase module storage limits.There have been many decent ideas on how to do this, please implement something as 120 slots is a joke. Add at least a zero to that number!

Also, please allow us to fill up the fuel directly from storage, using the crew so we don't have to intervene! I really liked the carriers but the implementation just isn't quite there yet.
 
9th of June? Oh good! that gives me ....13 days to raise .....5 or more Billion Credits? (Assuming that's what they're going to cost) Hmmm, I have to say I really enjoyed the concept of Fleet Carriers and had lots of fun in the Beta (I'm missing mine already!)
In the Beta I put 8 or 9 of my ships on the Carrier and used it as a "Taxi" going around all the Engineer's systems. It was great for that purpose - right up to the point where I realised you could plot the next Carrier jump from any of your ships. That was when I tried to be clever, but I got a nice view of my Carrier going into Hyperspace without me... All kidding aside, I can't wait for them to be released.
One particular function about them that I thought was brilliant was that a Player put out a post on the Facebook "Elite Dangerous Community page" asking all beta players to help fill his carrier with Tritium as he had to do something outside of the game. He told us where His Carrier was,what it was called and even gave us details on where to buy Tritium nearby (which we could sell to his carrier for a decent profit) It then turned out that the Player in question was playing on X-box but we were still able to help him out despite being players on PC! How bloody cool was that?
Once again I'm looking forward to seeing them go live!
Great job!
o7

P.S. Anyone got a spare 5 Billion? 😂😂😂😂
 

Greetings Commanders,

Now that both of the Fleet Carriers Betas have come to an end, we'd like extend a huge thank you to all of the Commanders who took the time to jump in, whether that was on PC, PlayStation or Xbox. All the invaluable feedback that you've shared with us both here, on the forums, across social media and in videos and round-ups, has been incredibly important towards the development of Fleet Carriers.

Over the next couple of weeks, we'll be introducing a number of changes to Fleet Carriers in time for the release in June:
  • The buttons used to increase or decrease both the bank and the commodity market will now scale, like other systems in-game, when depositing credits or adjusting commodity prices.
  • Tritium mining will receive adjustments before launch to make it more lucrative (particularly in relation to sub-surface mining).
  • A credit exploit involving selling modules in a Fleet Carrier's outfitting service has been fixed.
  • A bug that swapped the names of certain locations and markets in the game has also been fixed (with key examples such as Ceres Tarn receiving its original name once more!).
  • A bug preventing the transfer of commodities such as Thargoid Sensors, Guardian Urns and others on Fleet Carriers has been resolved.
You've had a chance to experience Fleet Carriers in the Beta, and we can't wait to see what you'll do with them in the live servers and we're pleased to announce that the wait isn't long! The Fleet Carrier Update will emerge from hyperspace and come to Elite Dangerous on 9 June!

Once again thank you for all your efforts and contributions! See you out in the black.

o7
Awesome. And pretty early in June. Didn't expect that to be honest. :D
 
Was going to participate in beta but first day problems were a warning, second day issues, inability to select systems and map routes, inability to select and use market commodity tool convinced me not to even try. Loss of all ARX and other impacts to live game confirmed beta bugs are going to bleed over to previously great gaming experience. Was actually looking forward to FC purchase, very promising, but now all I want is to be able to play the game without crashes and lost functionality. One step forward 10 steps back is not fun; please restore the game, then take all the time you need to test coding in a way that does not interfere with the live game. If you take away purchased ARX and make it impossible to map a route and trade for Crs (tickets submitted) this update will most likely lose pilots rather than attract new ones. Good luck.
 
Hi and thank you for the release date and additional details :)

Two very important points, if you have an answer please?
► 'Hydrogen Bomb' exploit, will it be addressed?

Cheers :)

I don’t see how the Hydrogen bomb exploit can be addressed without wholesale changes to how the market works. Being able to inflate or undercut the galactic average by the extent that we can is what is driving this.
 
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