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?