ANNOUNCEMENT Fleet Carriers Update - Patch 3

I can't find the original link, but someone described "grind" versus, "G---R---I---N---D" (FDEV style) as being akin to having to walk 100 miles to gain some reward. If you let me walk 1 mile 100 times, that's one thing; I'll enjoy the walk each time. If you make me walk 100 miles once, that's a whole different ballgame and I am not going to enjoy one bit of it.
So what aspects of the game fit the G—-R—-I—-N—-D model in ED? Of the ones I hear complained about:-
Engineering. From what I can see, not having played the game under the old system, FDev have done a lot to correct this. Material traders, remote engineering and removing the massive RNG effects have changed it much for the better. As I said in a separate post 2 evenings of play to fully engineer a new ship seems like a reasonable investment of time for the reward.
Guardian unlocks. I think I spent about 3 evenings doing these and that was for all the modules, about a third of the weapons and all 3 fighters. The most tedious part is getting the data, but even so I spent about an hour and half on that in total. Getting the blueprints I enjoyed. The tower charging sound and animation is very well done. Again 3 evenings for quite a significant bunch of upgrades seems a reasonable game play loop.
Fed and Imperial rank. Totally agree on this one. If you want to do something like that you need to give players small rewards at each level. A combination of bonuses to payouts, discounts to purchase and small, but useful upgrades, like unlocking a higher capacity heat sink launcher, wouldn’t be too difficult to implement.
 
For some people, finding ways to break a game is a far more enjoyable and satisfying experience than playing the game "properly".
I'm sure it is.
It's also not at all what I was talking about. Point out the hilarious intentional cheatcodes in ED and I'll be happy to discuss them.

Exploits existing is not the problem. Exploits and overpowered mechanics being so profitable that all anyone does is grind them, all the off-site tutorials are about using them, the primary currency becomes all but meaningless to those willing to exploit them, and all we hear about in patch notes is trying (ineffectually) to rebalance them... That is a problem.

For the record, I used to speedrun quake back in the day. It was fun. It required considerable skill and practice to pull off. It's a completely different concept to what has been going on in ED WRT mining payouts and other get-rich-quick exploits.
 
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They didn't jump on that exploit nearly quickly enough.
It wasn't an exploit - things were working exactly within the game's parameter. Unfortunately, they were broken.

I reckon they let it go on for WAY too long.
Personally, I would have fixed it much earlier.
Of course it was great for people to acquire large mountains of credits for those who did, and those people will be pretty much set for life.
 
It wasn't an exploit - things were working exactly within the game's parameter. Unfortunately, they were broken.

I reckon they let it go on for WAY too long.
Personally, I would have fixed it much earlier.
Of course it was great for people to acquire large mountains of credits for those who did, and those people will be pretty much set for life.

There are lots of things that players consider a bit exploity - an extreme example might be those open-only BGS advocates who consider using solo or a PvE group to bypass a blockade to be cheating.

But the thing that defines what is & isn't an exploit is what FDev say. And earning huge cash from Mining does appear to have been the intended design even if it was poorly balanced.
 
No I accept that a task can be a grind, but I don’t accept your point of view that seems to be gameplay loops that I enjoy = fun, gameplay loops that I don’t = grind. My position is gameplay loop that says fill all my bins now = grind, Gameplay loop that says engineer 1 ship now = fun. The difference is in the effort:reward balance. In first one lot of time needs to be invested, you fill your bins and then go, so what next? Reward comes some time later when you want to engineer another ship and you have all the mats you need. In the second I spend a modest amount of time and get instant reward of Fully engineered ship. Neither approach is more efficient. At the end of both you still end up with a number of fully engineered ships in the same amount of gameplay time. All it is doing is splitting a long term goal into separate smaller goals each with its own reward and it is a valid method of game design to keep players engaged. Every aspect of gameplay you work through a virtual bar to reach a specific goal, the effort:reward balance is the important thing. Mining you start with empty hold, you work to fill it, then move to sell it. You get a reward, in this case credits. So because you are working your way along a virtual bar to reach a certain point mining is a grind?! take another example - Monopoly. You start with some cash, but no properties. Your first goal is to get a set of properties. Next goal to build houses and hotels on them, working your way along 2 virtual bars. Gameplay is repetitive, roll dice, move piece, resolve anything on the square. Heavily influenced by RNG, to the extent that all your gameplay efforts can be ruined by a bit of bad luck. Playing Monopoly is obviously a grind. Funny how it is one of the most successful games ever designed. Every game has this aspect of play. You invest a certain amount of effort into the game and you get a reward at the end of it. Games where you put very little effort in for large rewards don’t tend to be successful as players get bored quickly and the rewards become meaningless. Games where you have to invest large amounts of effort for little reward also fail. Although the current industry MMO meta is to design games where you get decreasing rewards with increasing effort to encourage players to spend real cash to boost their progress. Where personal preferences come in is in how engaging the gameplay is to you. I don’t find laser mining engaging so no matter how much of a reward I get from it I won’t do it.
What FDev have done with engineering is design a gameplay loop where you can invest a few hours of gameplay and get a significant reward. I reckon I can go from a stock A-Rated ship to fully engineered with a couple of evenings of play. That is a fairly modest amount of effort for a significant pay off. A fully engineered ship is considerably better than a stock one. You may choose to call that grind if you want, but we will have to agree to disagree. I would think most game designers would disagree with you though.
Having designed a number of games (not computer games, board games) I am well aware that FDev haven’t got it right on everything. The problem with Imperial and Fed rank is not the basic gameplay it is that the effort vs rewards is not balanced. If you want to do gameplay like that far better to give players modest rewards at each level. Things like a 5% bonus on bounty payouts if you hand in at a Fed station, 2.5% discount on modules etc. That is how RPG experience levels work. There are modest goals to work to which gives small benefits against a longer term goal of making their character significantly more powerful. The current rewards, system permits, take them or leave them, only Achenar gives you access to an engineer. The ships everyone just wants the Cutter and Corvette, so it is a long path to ships which while very good are not that much better than the Anaconda. Having said all that I believe you can go from zero Fed rank to Corvette in 8 hours of gameplay.

No, you have not at all understood anything I have stated. I stated in general. Everything, can be a grind to someone. It has no bearing or meaning regarding you, or me. The bars are there to be ground down as that is the mechanic the game system works with in.

Your opinion of how you feel is completely irrelevant. In fact, I don't even care one iota if you like something or you don't at this junction. Because you are not reading and absorbing the details I have put forward. I shouldn't need to say the same thing three times in different ways to get across to you. That something you enjoy may be something I hate. Something I enjoy may be something you hate. Something else we both may enjoy, someone else will hate. To anyone who feels they HAVE to do something they HATE. Then of course it will feel like a grind if it is required. It literally has no bearing to how you feel about a task compared to someone else. You are not the important person in this remark. Neither am I. It is a problem with the game play. If there is no way to do a task by any other means and it isn't entertaining at all. That is bad game design. When thousands of people complain about your bad game design as they have. Then you have a really bad game design. Hence why the FSS came about.

F4Fred - If you can not see me for what I am. I am a passionate person that can see the potential in Elite Dangerous. If only Frontier's leadership had any real common sense about how to design an MMO. Which is what Elite Dangerous is, an MMO. Instead, they are taking the thing that is actually driving their active numbers up, and cutting its legs off. Then create bugs that obliterate a game feature. Driving the players that were mining to do something different. Oh, look at this game over here. They actually design stuff to reward players for playing the game. What is this? Double pay out weekends? Double experience weekends? Hey, couldn't that be used for the Mission board? For the Engineering materials? For the mining system? For the bounty system? Would you want to spend a weekend bounty hunting if the bounties pay double? If only Frontier actually bothered to read these posts. Seems like the only traction in the game occurs when there is a petition for change by the Customers of the game.

During the Fleet Carrier beta, we for warned everyone. There were plenty of people able to afford fleet carriers. There are still plenty of people with enough money to pay for their fleet carrier with 50+ jumps a day, and buying fuel at a high expense to be lazy and never come close to spending a quarter of their funds in 10 years. Trying to put a purpose for Credits in the game at this time and point is too late. To be fair you can't hurt anyone who has cheated and exploited or spent the last year and a half fairly mining to insanity. The only thing you do by making it more difficult is make the people who didn't cheat, who didn't exploit, be the ones who are punished first. Frontier's employee's know all of the loop holes. They designed them after all. So I am not surprised.

Right now, this game is literally paper thin in dynamic. All actions in the end result in earning credits. Most, poorly. Only a couple really well. The only dynamics that holds players back is time gating. This can be handled through many mechanics. The easiest, resource management. Credits, engineering materials, mining materials, limpets, trading goods, rare goods, better ships to do the previous tasks in either larger quantities, faster speeds, or more fire power. Power Play includes buy to win practices in game, with time gating based on real life time. (wait X time or buy your next allotment now for X credits)

The crime system is proof of a paper thin dynamic. There is zero subterfuge. There is zero means to do any sort of heist. There is zero means to pull off the perfect crime. Because the moment you commit a crime there is zero way to prevent your own ship from turning you in. There is zero way to jam someone else's ship from sending a reported crime. There is no way to eliminate witnesses, there is no way to pull off the perfect murder. There is nothing at all beyond being wanted for something. The first thing a criminal would do is gut the ship's computer from ever giving away your actual identity. The first thing I would do is change my Ident to a local police ship. [ report sent to the police - Joe-SDC just shot POLICE unit 4. ] Now when I kill Joe, take his loot and run away. There is no wanted crime all Judge Dredd on me or my ship. As long as I get out of there in time. Skill, ability, criminal tech. This, would add depth and complexity to the system. End results being different. Just as you could choose any other ship to be your target. You might spend an afternoon harvesting ship ID's. Just like you would harvest data signatures.

Limpet design stupidity - The art of Frontier coding something with zero skill and not taking into account anything from the real world. Right now you can google drones performing automated maneuvers. Those drones number in the thousands and they are all running off from a single laptop. Not some multi ton giant piece of trash that can only manage at best 3 drones. The limpets each weigh in at 1 ton. That, is a giant little flying thing. Asteroids are even bigger. Frontier has programmed the limpets to fly along the surface of the asteroid ON PURPOSE to cause them to crash into it when the asteroid tumbles as they would. But when they fly to your ship they suddenly take a dive away from your ship to fly way down below before flying up to the hatch. This is stupidity and absurdity. No one in their right minds would program this 1 ton machine to go grab a fragment and then fly suicidally close to the asteroid as it returns to the ship. They would program it to get the fragment and then fly AWAY from the asteroid first. Then it would fly back to the ship and not try to fly so far below the ship as to fly into another asteroid either. They also would not design the limpets to not be able to take a couple taps into an asteroid. Let us be real. Prospector limpets fly into the face of an asteroid at 220 meters per second as I recall. You realise that we don't even make automobiles that could function at those speeds to turn a headlight on and off afterwards. If they can do that. They can take a bump into an asteroid and then take a pause before coming back on line after it bounces away and regains telemetry. Lastly, there is zero reason for us not to have a Master limpet controller. ( A laptop duh! ) and then launchers that you switch between type. There is zero reason to limit any of these to just a couple. All ships already have a communication array capable of instantaneous greater than light speed communication that spans any distance of light years. There is zero reason why you can't talk to 30 limpets with a single controller. There is only the reason they want to limit how many limpets we can use. Again, taking up our time and not providing us with tools.
 
Does David Braben's even know what is happening right now with ED? Would it help if we reach out to him on twitter about these devs dropping the ball BIG TIME here and continually blowing us off? Maybe we can get some attention by going to the top?
 
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I do believe when I get back to the bubble I will sell my Fleet Carrier. Anyone want a used slightly soiled Fleet Carrier? I will sell it because I can't find enough Tritium to refuel it. And Frontier FDEVs will do sweet FA to fix this. Of this I am quite sure.

And here is what always surprises me. The CM NEVER reply to posts that are negative. Only to the ones that preen their egos. That is utter garbage. Do your job! Manage the expectations of your community. Don't ignore all of us! We won't go meekly into the depths of space. Having said this that's what I did with mine. But then you ruined Tritium and LTD mining. And you don't say anything to us either. And THAT was before the bl**dy weekend.

You are rude to us all. There is no excuse for being rude to us all.

It would be nice for someone from the dev team to take a minute respond to us. Especially in the current state of the game. The FC's getting stuck without a source of tritium is seriously messed up and should be addressed like... now! What happened to the original developers anyway? They used to be pretty responsive.
 
Pueloe YW-A d14-448
I am in this system. There is one ring planet with multiple hot spots and no overlaps.
Void opal has no void opals. But I did find one asteroid with tritium in the mid 20 percentage.
LTD had a couple asteroids with above 20% but the rest were around 3% and that was only a few asteroids that actually had LTDs in them.
Tritium hotspots had only a few asteroids with tritium and all under 6%.
 
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No, you have not at all understood anything I have stated. I stated in general. Everything, can be a grind to someone. It has no bearing or meaning regarding you, or me. The bars are there to be ground down as that is the mechanic the game system works with in.

Your opinion of how you feel is completely irrelevant. In fact, I don't even care one iota if you like something or you don't at this junction. Because you are not reading and absorbing the details I have put forward. I shouldn't need to say the same thing three times in different ways to get across to you. That something you enjoy may be something I hate. Something I enjoy may be something you hate. Something else we both may enjoy, someone else will hate. To anyone who feels they HAVE to do something they HATE. Then of course it will feel like a grind if it is required. It literally has no bearing to how you feel about a task compared to someone else. You are not the important person in this remark. Neither am I. It is a problem with the game play. If there is no way to do a task by any other means and it isn't entertaining at all. That is bad game design. When thousands of people complain about your bad game design as they have. Then you have a really bad game design. Hence why the FSS came about.

F4Fred - If you can not see me for what I am. I am a passionate person that can see the potential in Elite Dangerous. If only Frontier's leadership had any real common sense about how to design an MMO. Which is what Elite Dangerous is, an MMO. Instead, they are taking the thing that is actually driving their active numbers up, and cutting its legs off. Then create bugs that obliterate a game feature. Driving the players that were mining to do something different. Oh, look at this game over here. They actually design stuff to reward players for playing the game. What is this? Double pay out weekends? Double experience weekends? Hey, couldn't that be used for the Mission board? For the Engineering materials? For the mining system? For the bounty system? Would you want to spend a weekend bounty hunting if the bounties pay double? If only Frontier actually bothered to read these posts. Seems like the only traction in the game occurs when there is a petition for change by the Customers of the game.

During the Fleet Carrier beta, we for warned everyone. There were plenty of people able to afford fleet carriers. There are still plenty of people with enough money to pay for their fleet carrier with 50+ jumps a day, and buying fuel at a high expense to be lazy and never come close to spending a quarter of their funds in 10 years. Trying to put a purpose for Credits in the game at this time and point is too late. To be fair you can't hurt anyone who has cheated and exploited or spent the last year and a half fairly mining to insanity. The only thing you do by making it more difficult is make the people who didn't cheat, who didn't exploit, be the ones who are punished first. Frontier's employee's know all of the loop holes. They designed them after all. So I am not surprised.

Right now, this game is literally paper thin in dynamic. All actions in the end result in earning credits. Most, poorly. Only a couple really well. The only dynamics that holds players back is time gating. This can be handled through many mechanics. The easiest, resource management. Credits, engineering materials, mining materials, limpets, trading goods, rare goods, better ships to do the previous tasks in either larger quantities, faster speeds, or more fire power. Power Play includes buy to win practices in game, with time gating based on real life time. (wait X time or buy your next allotment now for X credits)

The crime system is proof of a paper thin dynamic. There is zero subterfuge. There is zero means to do any sort of heist. There is zero means to pull off the perfect crime. Because the moment you commit a crime there is zero way to prevent your own ship from turning you in. There is zero way to jam someone else's ship from sending a reported crime. There is no way to eliminate witnesses, there is no way to pull off the perfect murder. There is nothing at all beyond being wanted for something. The first thing a criminal would do is gut the ship's computer from ever giving away your actual identity. The first thing I would do is change my Ident to a local police ship. [ report sent to the police - Joe-SDC just shot POLICE unit 4. ] Now when I kill Joe, take his loot and run away. There is no wanted crime all Judge Dredd on me or my ship. As long as I get out of there in time. Skill, ability, criminal tech. This, would add depth and complexity to the system. End results being different. Just as you could choose any other ship to be your target. You might spend an afternoon harvesting ship ID's. Just like you would harvest data signatures.

Limpet design stupidity - The art of Frontier coding something with zero skill and not taking into account anything from the real world. Right now you can google drones performing automated maneuvers. Those drones number in the thousands and they are all running off from a single laptop. Not some multi ton giant piece of trash that can only manage at best 3 drones. The limpets each weigh in at 1 ton. That, is a giant little flying thing. Asteroids are even bigger. Frontier has programmed the limpets to fly along the surface of the asteroid ON PURPOSE to cause them to crash into it when the asteroid tumbles as they would. But when they fly to your ship they suddenly take a dive away from your ship to fly way down below before flying up to the hatch. This is stupidity and absurdity. No one in their right minds would program this 1 ton machine to go grab a fragment and then fly suicidally close to the asteroid as it returns to the ship. They would program it to get the fragment and then fly AWAY from the asteroid first. Then it would fly back to the ship and not try to fly so far below the ship as to fly into another asteroid either. They also would not design the limpets to not be able to take a couple taps into an asteroid. Let us be real. Prospector limpets fly into the face of an asteroid at 220 meters per second as I recall. You realise that we don't even make automobiles that could function at those speeds to turn a headlight on and off afterwards. If they can do that. They can take a bump into an asteroid and then take a pause before coming back on line after it bounces away and regains telemetry. Lastly, there is zero reason for us not to have a Master limpet controller. ( A laptop duh! ) and then launchers that you switch between type. There is zero reason to limit any of these to just a couple. All ships already have a communication array capable of instantaneous greater than light speed communication that spans any distance of light years. There is zero reason why you can't talk to 30 limpets with a single controller. There is only the reason they want to limit how many limpets we can use. Again, taking up our time and not providing us with tools.
Well I admire your passion and don’t disagree that there are some broken or poorly thought through mechanisms. But if I had to pick one weakness in the game that needs urgently addressing it is the lack of Galnet, community goals and interstellar initiatives. Stuff that makes you feel you are part of a vibrant, living galaxy. I would change the rewards system for Fed and Imperial rank, look at balancing ships and income streams. Fixing limpets would be well down my list of things to do.
I think there are a number of factors that aren’t going to make it easy for FDev to do all of that.
First is finance. Most MMO’s I have played have constant revenue generating income streams, either by subs to play like Eve, or by getting players to Spend real cash for game content. FDev has neither so anything they do is going to be driven by forecasts of new sales or extra Arx! I think that is a major block on any massive remastering of the game.
Second is player preferences. Like it or not you can’t escape it. Getting any sort of consensus on what should be changed and how would be very difficult. If you ask 10 players how the game should be changed you will get 11 different answers. Take your crime and punishment suggestion. Post that on the forum and I can guarantee a dozen people will pop up and say that would break the game and anyway crime and punishment is too lax. Switch to a clean ship and you can ignore the bounties and notoriety as long as you like. It has zero impact on your ability to play the game, and they would be right.
Anyway once I have made my first billion and bought out FDev things will change you’ll see! :)

P.S. Like your suggestion of special offer weekends, but it would be better over longer period or you will get people complaining they can’t play weekends and it is not fair. I have seen it used a lot to hook players into micro transactions, though. Run a special event with some nice rewards at the end and it is possible to get them, if you play the game for a solid 16 hours a day during the event, so most people don’t, but hey, here is a nice package with all you need to get the big reward and it is only £4.95!
 
Time for my 2 cents worth, although I'm sure no one cares (and rightly so).
I feel for the guys that are crying for the other playstyles to be buffed, I agree 100%.
Often in their tirades though they are referring to mining as huge profit for basically nothing. Yes, risks are basically nothing if you have half a clue and play in solo.
I speak from experience, probably at least 800 hours of my 1200 hours of play was spent mindlessly laser mining Ltd in Borann. This is not what I wanted to do, I would have preferred playing, but I wanted all the ships, I wanted a fleet carrier.
Nothing is free guys, if you want the rewards, put in the graft. Unfortunately mining was the best way to earn at the time. I didn't WANT to do it, nobody would. It took a clear goal, focus, discipline and perseverence to earn that mountain of credits. I earned it because I was willing to put in the time and effort.
As I said, I do agree with the guys that want combat buffs, not everyone can be a successful miner.
Please guys, I support you, but don't reduce, or belittle what I achieved.
Over buffed or not, it wasn't easy or fun and it means something to me, I'm proud of what I achieved, I know the effort it took. It was hard, I earned it and I believe all the combat guys out there also deserve to be able to achieve their dreams doing what they love and what they're good at. 07
 
There are lots of things that players consider a bit exploity - an extreme example might be those open-only BGS advocates who consider using solo or a PvE group to bypass a blockade to be cheating.

But the thing that defines what is & isn't an exploit is what FDev say. And earning huge cash from Mining does appear to have been the intended design even if it was poorly balanced.
You can't really blockade a system in ED. Due to people just wooshing past everything, and the massive 10k no fire zone around stations make it impossible. It would be different if people wouldn't be flying in SC and you could fire upon ships in SC for that is (regardless of solo/open/etc). That's why there is no such thing as a Blockade in ED.
It would be great if one could starve a station or a system to death that way. But due to a lack of proper production chains, that's not even an issue.

You are right about what FDev calls an Exploit and what they don't.
I'm sure this "bug/feature" has been in game for much longer, ED might have known about it, but so far no one has taken advantage of it.

The huge cash was a poorly balanced issue.
If I were a dev - after the first week of seeing billionaires popping up like mushrooms after rain, I would have tanked the LTD prices with a Galnet article:
LTD market oversaturation causes inhabited space wide price crash.
Fixed within a day! No patch needed, I know it's a bandaid approach, watch the situation, see if this happens with other high value commodities.

I reckon it would have gone down better with the players than what was implemented.
 
Frontier is turning into the new Notzy regime. They are not interested in incentivising players to play, they are only interested in punishing players across the board. When players legitimately lash out against them for their broad stupidity and incompetence. They delete posts and fail to inform the user let alone explain their actions. This isn't the actions of a company deserving of respect, or care. Respect is earned. It is not demanded, it is not required, and it is not earned by devaluing your customers and treating them like garbage. Which is exactly what Frontier has done.

Actual markets do not operate the way they have programmed their BGS to "simulate".

If you go to buy something from a manufacturer. The price will change depending on the quantity. Bulk orders get more affordable per item. Meaning the cost to buy 10 is X. The cost to buy 11 to 20 is X-N. That continues on for a certain range. We are already forced to work in a Per Ton capacity. Which means we are way into bulk orders at this point. The prices should keep going down the more you buy.

The same is also true for selling in bulk to meet the demand of "Need" and then follows into the demand for "Want". As long as they still have not met their current demand of "Need" for production they would pay more for larger deliveries than smaller deliveries. Right up until their demand of "Need" is met. Afterwards their demand for "Want" will fulfil their future needs. This won't get the same bonus because they are now obtaining greater than their current need. But it is in their interest to buy up as much as they can even in this point because it is a reduced cost on their business. Both the need, and the want demands would be gaining a bonus per item and range upwards based on the numbers sold. Up to 10, base price. 11 to 20 + X in need or + x in want. This bonus would continue upwards based on the numbers being sold. Larger always being worth more than smaller.

Frontier instead have designed their entire game not anywhere near how actual trading performs in the real world. Which means they don't even reflect actual commerce. They built and dreamt up a background simulation that does not actually simulate anything. The space station would represent the entire planets infrastructure of business. Those demands of need and want. Instead Frontier has designed the entire game around the basis of keeping players in the game doing stuff. Grind grind grind. Use a smaller ship, with a smaller capacity to maximize your sell price. So if you arrive at a station to sell 4 times as much as your wing mate. You get a lower price. This is not how commerce works.

Look at the bugs that show up in the game when they release a patch. All of these things become identified with in the first hour by players because they actually bother to go into the game and actually try to do what they were doing yesterday. The developers on the other hand can't be bothered to spend any actual time in the actual game to do any of the tasks that they are designing. This proves that their developers have zero relativity to their players. It does not take someone that long to fly over to Jameson's crash site to verify if it is there. When players have to report something that they should of had more than enough time to do. This is literally incompetence. This is literally laziness. This is literally not taking your job seriously.

The British take automobile's very seriously. They often mock most manufactures for "Build Quality" when compared to British industry giants. Well Frontier, you may have some grand gestures here and there with in your game. But compared to other Gaming Industry giants. You are not coming up to par. You are making a cake, and then tossing it into a paper bag and wondering why it arrives broken on delivery.

Frontier, you are treating your customers like garbage. Your customers have been calling and clamoring for game "balance" in earnings across the board. Your entire game is designed and centers around only 1 single cornerstone. Earning Credits. Exploration, combat, trading. All of these in the end translate into credits. Engineering in the end translate into credits. Going out into the black to explore systems no one has seen yet. That translates into credits in the end.

Your childish knee jerk reaction to adjust prices on LTD's over a year later is how you make people angry at you. This does the exact opposite of actual game balance. This provides nothing at all for a foundation that other players can get behind and is not what players asked for and you all knew that from the start. You are just pushing your own agenda instead of actually balancing the game. You enabled tons of people to exploit, and make hundreds of billions of credits. While the people who have not spend every hour of every day hitting those exploits again and again and again. The people who played the game the way you actually intended are the people you are now hurting the most by reducing those earnings. It serves zero good for the entire game to do that. What people wanted from you on the other hand was for you to bump the pay on all of your other services in the game. Something that you are all cowardly afraid of because you don't know how to actually build up the other services to pay fair approximations to what mining was offering. Because you want to force players to stagnate in the game. You just want players to endlessly do something, anything, as long as it keeps players playing. You almost managed to make your ARX system incentivise players. But then you provided zero information on how to go about actually earning ARX in game effectively. You left it as a pure mystery. Just like many of your other systems you have put into the game. Take for instance the way searching for HGS's used to be like. At no time did you ever provide the information for the community to locate them with in a system. It was pure RNG if they even popped up. You never stated what the actual chance was. You never showed a diagram of where to look with in a given system. Not all systems are shaped the same as others. One system with 3 planets will not be like a system with 34. Look at your recent LTD nerfs. Your chosen language was incredibly complex and gave zero actual information that we could then relate into the game we play. How do we correlate and unknown against something that is known? Well, if it does not actually work as their notes claim then clearly the patch notes are a complete lie. Because the alternative would mean the only overlap that will count is when the center of each hotspot actually overlaps the other hotspot centers. The last time I went mining in patch 2 (Not patch 3) I was in an overlap at the center of a hotspot. It took me 43 yellow asteroids before I found my first LTD sub surface vein and it was the only one in that asteroid. Which according to their patch notes. I should of had a lot easier time finding them in the core of the hotspot being buffed by overlaps.

Look at your numbers. Fleet carriers got a lot more people doing things. Mining facilitated all of it. Because nothing else pays enough to afford to purchase a carrier in the same time frame. Now you have repeatedly nerfed it harder and harder to do the same thing. Which means you have supported the actions of the many to cheat, to exploit, and build massive numbers of billions of credits. Those same people will now continue to have their massive hauls of credits while everyone who didn't cheat, who didn't exploit, who didn't manage to make any sum close to the hundreds of billions other people have. You hurt us, the most. You didn't hurt them at all. These actions teach your player base to cheat, to exploit, and to do it as often and as fast as possible because you have no idea how to create content that actually incentivises players to play your game.
please Fdev, don't listen to this. Many of us love and appreciate what you've done. 69 weeks of ingame time and I love Elite. Keep up the good work.
 
I'm fine with the speculation aspect. If the prices had dropped normally, and I was forced to sell, I'd take that loss... If there's a risk to an aspect of gameplay, it should be due to the nature of the game itself - not because of unpredictable developers.


Again, I'm sympathetic to the idea, but you're ignoring reality.

This was a "normal drop." The supply/demand market was obviously broken. The patch wasn't a surprise - we all knew it was coming and had ample time to prepare - and it's been clearly demonstrated prior to this point that patches almost invariably bring unintended consequences, and are at times game breaking. Anyone who has been around long enough to afford a carrier and pour several billion credits into LTD purchases on top of it should know that. Especially when FDev have made it clear they feel the system as is, is broken, and they intend to "fix" it - doubly so after failing to manage it in the previous attempt.

Despite that, instead of taking your winnings, closing up shop early and using the last day or two to cash out at a known level of profit, you made a conscious decision to pour everything you had into it and "let it ride" through patch day. That's very high risk, and this time it didn't pay off.

Again, it sucks, and I'm genuinely sorry it didn't work out for you, but you've no one but yourself to blame on this one. No one forced you to speculate at all, let alone with nearly all of your available funds, and no one forced you to continue speculating through the patch rather than cashing out before it hit.

All of that said, maybe the market will recover a bit. It might not be immediately, but you won't actually take the loss until you sell at a loss. It's possible that if you wait long enough, you could break even, or maybe still turn a small profit. It's just not likely to be the killing you'd have had if you'd cashed out on patch-day eve.
 

rootsrat

Volunteer Moderator
This patch just keeps on giving... I can't log in to my own private group. Every one else can.

(y)

unknown.png


Left screen is when I want to start the game in my PG and the right hand side is from Social menu. We're supposed to have a big PG event on Thursday 🤷‍♂️
 
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Does David Braben's even know what is happening right now with ED? Would it help if we reach out to him on twitter about these devs dropping the ball BIG TIME here and continually blowing us off? Maybe we can get some attention by going to the top?
I'd say perhaps try to contact their investors and let them know how they run their company, hit them in the pocketbook. But then again, I wouldn't put it past Fdev to slap those who try with a TI lawsuit rather than just fix the problem.
 
This patch just keeps on giving... I can't log in to my own private group. Every one else can.

(y)

unknown.png


Left screen is when I want to start the game in my PG and the right hand side is from Social menu. We're supposed to have a big PG event on Thursday 🤷‍♂️

How in god's name is that even possible, that implies you've lost ownership of your own group? Does the system even allow that?? :LOL:
 
If there is an equivalent of PS4 'rebuild database', you may want to give it a try (clear cache, etc).. a while back while I was having this issue with PS4 login, rebuilding database immediately enables me to log in without issue (minor wait here and there, but no major issue).
 
Welco
This patch just keeps on giving... I can't log in to my own private group. Every one else can.

(y)

unknown.png


Left screen is when I want to start the game in my PG and the right hand side is from Social menu. We're supposed to have a big PG event on Thursday 🤷‍♂️
Welcome to the club.
 
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