ANNOUNCEMENT Fleet Carriers Update - Patch 3

Why not completely prohibiting fleet carriers in certain well known hotspot systems (like Deciat and Engineers in general)?
It is already limited for certain systems - permit locked ones. It seems those were most important to keep carrier free. If they want prohibit Deciat it should be be permit locked.
 
it won't be such a problem when say 20% of carriers vanish
I betcha it will though... the 80% will all be in the same systems that are already overrun.

Locking carriers out of inhabited systems would (for now) give a chance to everybody to be able to get to these places without having all the nuisances they create.
Indeed. Whatever the solution there needs to be a way for players to access those systems without the hangs and crashes excessive carrier numbers are causing.
EVE prohibits capital ships in highsec, and I see no reason we couldn't do the same.
Even just removing other people's carriers from solo would be fine by me. A simple relog for a bug-free engineer visit would be quite acceptable.

It is limited already. What we need is some convenience to navigation. Like hide all carriers everywhere except own, they should be not shown.
Also another problem - they add mass, you cannot speed up in SC fast when a lot of carriers around. Not sure how to deal that though.
Navigational issues are IMO rather small fry next to the technical problems the carrier infestation is causing.

Dav's Hope had about 30 space vermin orbiting it.

A few too many IMO.
30 is nothing (though apparently still enough to DC some people on consoles, and cause me significant lag), I've seen (and been repeatedly orange-sidewindered in) systems with well over 100.
If they're here to stay, either several game systems need reworking to accommodate them (primarily performance problems and map filters), or they need to be forcibly spread out. The current situation is ridiculous.

If they want prohibit Deciat it should be be permit locked.
That would be... Super fair to new players, having another grind to unlock engineering.
The problem is carriers, not players. Have as many players in Deciat as you like, hell everyone come to Deciat... Just leave your space-vermin elsewhere.
 
Last edited:
They fixed carriers in system.
Thank frack for that. I was honestly about ready to just walk away from this game until they sorted that mess out.

Will be testing.
Will be vocally complaining if not fixed.
Will be campaigning for better map filters so I don't have to see them either.
 
It is not a server issue I dont think
Most of the bugs that people are having are happening locally on the systems or they are related to instancing which happens P2P.

You may be right since the upcoming patch purports to fix this problem, I hope it does.
At the same time, I do think people would appreaciate an alternative to a full blown fleet carrier for ferrying their ships about. I have enough to afford an FC atm, but have reconsidered and will probably wait until there becomes a mini carrier alternative - or if not, at very least I won't be buying one until the deluge of problems with FC's have been properly addressed.
 
Spent some time in different hotspots mining for cores. Still finding unrelated cores to the hotspot. While this is an intended feature to provide a dice roll for the 'thrill of the gamble-hunt' for the base material, it is actually not much fun anymore. I have a funny feeling that the supposed 'fix' to make hotspots correctly produce double the chance of getting the required base core material hasn't actually worked.

Looking for successful roids still feels very much nerfed to oblivion. Besides, even before, it was still pretty annoying to find cores with a random material but-but- that's ok though, it reflects the general composition of variety of materials in the asteroid field. I can accept that there will be a multitude of materials, some valuable, some exactly what you were looking for and some a bit meh. That's okay, but it's not really that much fun as it is now.

It's DEFINITELY changed, [in a standard single hotspot], and not for the better; Finding the cores I want is like needle in a haystack and that's NOT what a hotspot should be all about. It should be a high-yield area of the mats you are actually looking for, so that the rest of the ring/field is more like as it is now - a dice roll for that rare find. We shouldn't be having to trawl through more useless finds than the hotspot find.

Idea:
Why not make it: You scan a ring and it tells you what the ring is mostly composed of from a broad radius scan aperture, which hits a small area of the ring. Then you have to fly into the ring itself, still not knowing where any hotspots are. You then use a scanner, much like the Pulse Wave scanner, to look for the hotspots. Then simply fly over there and start looking. The highest percentage of materials from your initial supercruise scan should be the most found in there, along with the lower percentage mats. Most of the cores should be the hotspot material.

When you leave the ring, the hotspots disappear from your logs and on returning, you should have to scan again. This is not a bad thing because you can still get hotspots easily with a fitted mining scanner and it doesn't make it too easy to simply fly directly into an overlap, because you are within a 3d space while in the hotspot; Overlaps won't be drawn on like circles- making it obvious for min/maxers to exploit it, BUT regular mining is still very easily accessible. Your systems can alert you of the fact that you have flown into a hotspot after picking up signature returns - VERY MUCH LIKE the Radar scanner in your SRV does. It looks more scientific than a yellow circle that stays there forever, for everyone to just hop on in to exploit.

Feedback on Carriers/Trading:
Being able to trade right out of the Carrier is pretty much messing the game up there. You can fly to an asteroid field and never have to leave the system until you have filled your boots AND made a shed ton of Credits. What's the point in that? You're just fast-tracking the completion of the game and making players get bored REALLY FAST. Carriers should still have to fly to another trade hub and get within range of tugs to come and collect your haul while you go fly off and do stuff. After a certain time, relative to how much your haul is, the station messages you to let you know that the station's haulage tugs have emptied your cargo holds. THEN you can go off again and take your carrier to wherever you wanna go.

Fuel should take you far. It shouldn't be a part-time job outside of your real life job to have to mine Tritium just so that you can fly around the galaxy in the damn thing. It shouldn't have to be such a tedious time-consuming monster, which it is. It is a JOB just to have a carrier. There are even carriers swarming all over Engineer locations, trying to sell the engineer mats to noobs. This makes me chuckle, but in a cynical way, at how pathetic that is. People have even gone to the lengths of getting a Fleet Carrier, only to simply name it "METAS 4 U", like it's some sort of trade hub. What a waste of a Fleet Carrier, to turn it into a monetized aspect of the game, with all the players becoming blue-collar traders, instead of Space Fairing Commanders who dabble in a bit of trading.

I think the whole design of the Fleet Carriers at the moment is just terrible. The Idea of having them in the game is brilliant though. I do love the idea of having them, but maybe it would be better to make it less taxing on the player to use them. Then making a mess of nerfing mining wouldn't be a thing?
 
After 4 years of playing this game, I now find that just passing through the forum once a week to see if FD have fixed it or not is enough for me, all the buzz seems to be about doing something new that 's not going to be in VR, I just wonder how much of the fan base has been negatively affected by this and the apparent lack of insight from FD, are there any metrics available for numbers of users over time?
 
I just wonder how much of the fan base has been negatively affected by this and the apparent lack of insight from FD, are there any metrics available for numbers of users over time?
Just steam stats which show pretty stable population, apart from uptick during the FC launch (and presumably LTD rush). Personally I think that space legs are going to bring some new people in, but long time success would of course require the space legs gameplay to be exciting rather than a dud.
 
Last edited:
You may be right since the upcoming patch purports to fix this problem, I hope it does.
At the same time, I do think people would appreaciate an alternative to a full blown fleet carrier for ferrying their ships about. I have enough to afford an FC atm, but have reconsidered and will probably wait until there becomes a mini carrier alternative - or if not, at very least I won't be buying one until the deluge of problems with FC's have been properly addressed.

Yeah, I would be all for this. I'd really just like a place to store a couple of ships, MANY modules (the 120 station module storage is , especially given that you can have 40 ships stored. Three modules per ship? really?), and a few hundred tons of commodities. It should really only be visible to self, wing/multicrew, and squadron. No open public display of these mini-carriers ever.

The existing carriers (full-sized ones) should also NOT be visible to other players if they do not have any public services. Only people that can dock with 'em should be able to see 'em. That would clear up a lot of the space clutter. FDev could also reduce the upkeep for carriers that aren't publicly visible to encourage people to not make them open unless they have a specific purpose in doing so (trade or whatever). That'd clear up even more clutter.
 
Fdev, you desperately need to fix the availibilty of Tritium sold at stations, especially in Colonia. This is nonsense that you cant buy Tritium in any sizable quantity.
 
Fdev, you desperately need to fix the availibilty of Tritium sold at stations, especially in Colonia. This is nonsense that you cant buy Tritium in any sizable quantity.

Patch 4 is coming tomorrow, hopefully that will attempt to address the situation. There is another thread for patch 4 here:

 
Yeah, I would be all for this. I'd really just like a place to store a couple of ships, MANY modules (the 120 station module storage is , especially given that you can have 40 ships stored. Three modules per ship? really?), and a few hundred tons of commodities. It should really only be visible to self, wing/multicrew, and squadron. No open public display of these mini-carriers ever.

The existing carriers (full-sized ones) should also NOT be visible to other players if they do not have any public services. Only people that can dock with 'em should be able to see 'em. That would clear up a lot of the space clutter. FDev could also reduce the upkeep for carriers that aren't publicly visible to encourage people to not make them open unless they have a specific purpose in doing so (trade or whatever). That'd clear up even more clutter.

Totaly agree.
I was also thinking that a lot of players like the idea of a locker to keep valuables items, commodities ect. in so storage would be a key important feature (upgradeable?). The default of non persistance of any sort of mini carrier would likely be best, althought it might be nice to have an option for the rare occassion (requiring extra upkeep costs to be public - as you suggested for FC's) The ability to damage or destroy such carriers should ideally be another consideration that could be reflected in the cost &/or outfitting of such mini carriers.

To reiterate:
rate:
The existing carriers (full-sized ones) should also NOT be visible to other players if they do not have any public services

Absofrigginlutely ;)
 
Patch 4 is coming tomorrow, hopefully that will attempt to address the situation. There is another thread for patch 4 here:


I pray this fixes station inventories.... I am effectively stuck in Colonia until they fix this. This is getting stupid now.
 
I do keep wondering if the availability of a non persistant personal mini carrier variant with scaled back services, a single pad and room for 3 or 4 ships, might be a solution. I think many fleet carrier owners would jump at an alternative to the present persistant FC's that would help reduce the burden on servers. What happens when we get to 20,000 fleet carriers?

I'm really hoping that mini-carriers become a thing too. Definitely don't need a full sized one for exploration, just need 3 of my ships onboard plus 1-2 visitor landing pads.

The thing is, I suspect that carrying ships is tied to the carrier being persistent. Otherwise SLF's would handle more like regular ships instead of the odd system currently in place.
 
I'm really hoping that mini-carriers become a thing too. Definitely don't need a full sized one for exploration, just need 3 of my ships onboard plus 1-2 visitor landing pads.

The thing is, I suspect that carrying ships is tied to the carrier being persistent. Otherwise SLF's would handle more like regular ships instead of the odd system currently in place.

If they have to be persistant - I would be okay with that. Although it seems that an existing launch mechanic for mini carriers may already be there if you count SLF's. Preferable to me would be a proper ship that could launch and dock regular ships in a similar way that ship launched fighters are launched and recovered ATM. Adding to that the ability to service, repair and re-arm such ships would be IMO preferable for such ships over the present "travelling space station" mechanic used by FC's.
 
Back
Top Bottom