Bring back ltd in piracy pls fdevView attachment 180507
Greetings Commanders,
This patch brings a number of bug fixes and info on some known issues. The patch is expected to go live at 10:00 UTC on Wednesday, 15 July with minimal downtime. Please note that these patch notes may be edited before the update is due to go live as changes are added, removed or adjusted.
Patch Notes
Fleet Carriers
Mining
- A bug preventing transactions in a Fleet Carrier's market when the transaction amount was greater than the Fleet Carrier's remaining unreserved credits was fixed.
- An issue which occurred when setting the price of a commodity on a Fleet Carrier to greater than 1 million credits was fixed.
- Salvage commodities normally limited to search & rescue contacts, like Black Boxes or Personal Effects should now work correctly at Fleet Carriers in the open and black markets.
- An issue which lead to some Fleet Carriers having a service only partially installed was fixed. Affected carriers have now had any of these services properly installed, but with some small side effects (see Known Issues for details).
Avatars
- An issue which allowed launching a fighter to restore sub-surface deposits on asteroids was fixed.
- A bug with material distribution in overlapping hotspots was fixed and hotspost themselves we rebalanced. Now, the effect that each hotspot has on the base rarity of a commodity has been doubled. To counter this, hotspots of the same type which overlap will be less effective. The aim of thsese changes is to reduce the massive impact of overlapping hotspots while still ensuring they provide a higher yield than non-overlapping hotspots.
Early Game Experience
- A bug which affected the way hair options were selected for dark skinned characters was fixed.
Arx
- An incorrect destination given in the first mission was fixed.
- An issue which prevented featured items in the store from being selected was fixed.
Known Issues
Fleets Carriers
As above, an issue with partially installed services has been fixed. Previously, these services were not accounted for in the Fleet Carrier capacity, meaning this fix may result in some Fleet Carriers going beyond maximum capacity. Affected players may notice in addition to being overfilled, their Fleet Carriers now have a crew member named Fred Bloggs. While he is a hard working crew member, Fleet Carrier owners who do not which to keep Fred Bloggs may replace him as you would any crew member when the Fleet Carrier is in an Administration system.
The capacity of overfilled Fleet Carriers will display as full (25,000/25,000). The used capacity can be reduced by removing cargo from the cargo bay, uninstalling services or cancelling/reducing purchase orders. This can be done to ensure your Fleet Carrier is not overfilled. Until this is done, purchase orders set in the market management interface may not work correctly. Commanders selling commodities to a Fleet Carrier which is over capacity will receive a "Transaction Cancelled: Commodity no longer required" message.
Stability Issues
Players may find they are having issues with being disconnected from the game when loading into systems with many Fleet Carriers present. We are aware of this issue and are working towards a solution in a future update.
We apologise for any inconvenience caused by the stability issues and as above, we are working to resolve them as quickly as possible. Thank you for your feedback and understanding!
o7
And the one thing, the ONE thing you incompetents couldn't quite find it in yourselves to accomplish with this patch was the Orange Sidewinders etc crashing the game when you try to enter/exit a system infested with your precious Space Locusts. But, any day now! Until then, we can just all be grateful that we at least have the loading screen to enjoy in the game we paid for, right?
Capital, Frontier, you surely are a wonder to behold and an example to us all. Now go polish some space legs, why don't you?
I usually agree with you, but this time I'm not so sure. Much of the feature set of FCs seem to revolve around them being "unique" assets. If I and three other CMDRs are buying LTDs in triple hotspot system and then selling them in a system of high demand, then we are offering a useful service and making credits. Three HUNDRED players doing this, on the other hand, and everything breaks down. Same goes with just about every publicly-offered service - it's like having 20 convenience stores opening in a small, rural town - those stores won't make a profit but they will make a mess out of the road system.I don't think many of those issues are because 20000 people have them rather than because 2000 people have them, though.
The bug issue tracker...has a bugThis bug also exists on PC. In a normal, sane world, I would recommend using the issue tracker to file a bug report. But in the real world, I can't really recommend this bug burial tool: A report about another bug in which I contributed with a video proof just vanished. So anyone tell me the reason why I still should bother with this nonsense...
"Proven" just how exactly? They ran an open beta and players populated it, which is as close to a real-world test as they could get but still nowhere near the volume and scope of the live galaxy and all the players. The best scale for an experiement is always 100cm to the metre, but that doesnt happen anywhere until after release and it's what we are dealing with now - problems that could not have been exposed at any smaller scale.The FC's should not have been implemented until it had been proven that they were NOT going to break the ability to get into Private Group and/or WING.
I used to be able to say the same thing. Occasionally I'd get a bit of extra time in the blue tunnel which, though annoying, is hardly a big deal as long as you're able to continue afterwards, all while more and more other players (predominantly console players, which is irrelevant since they spent the same kind of money buying it as the rest of us), and then it happened to me too.To be honest here.... I have visited several of these FC-infested systems and never had an Orange Sidewinder crash in them....
Bug burial tool? I like that!But in the real world, I can't really recommend this bug burial tool:
It's not a bug. It's a feature.The bug issue tracker...has a bug
"Proven" just how exactly? They ran an open beta and players populated it, which is as close to a real-world test as they could get but still nowhere near the volume and scope of the live galaxy and all the players. The best scale for an experiement is always 100cm to the metre, but that doesnt happen anywhere until after release and it's what we are dealing with now - problems that could not have been exposed at any smaller scale.
So, if you have any insights on how they could have managed a full-scale test with a complete galaxy and player population short of actually - you know - releasing the code I'm sure there are software development teams all over the world, not just at FDev, who would be glad to hear about it. Get a consultancy business off the ground applying that insight, you'll be seriously rich if it works...
... or not, if - as is more likely - it's all hot air about what "should" be done that bears no relation to what could be done. But hey, I could be wrong and you're the greatest innovator in software development methodology of our age. If you are I will happily apologise and apply for a position at your new company to learn about it.
Lol. No.It's not a bug. It's a feature.
"Post your bugs here because we care. Of course we only care if enough people encounter the exact same bug. Otherwise we'll just call it "unconfirmed" and pretend that we cared"
Which is really brilliant when you consider, given the size of the galaxy, how massively unlikely it is that enough people would run into the exact same missing feature to warrant a "confirmed" and some actual effort.
"Bug burial tool" covers it perfectly.
And yet, everyone will eventually own one, thanks to ridiculous income rates from mining, tritium trading and the various other hot credit hamster treadmills. The only people who won't are the ones who would rather play an interesting game, instead of headbutting themselves with these stupid grinds.you seem to be under the wrong impression. FC's were set to 5B because they were not intended to be owned by EVERYONE. honestly i feel like they should have been between 10-20B. the fact that they are only 5B and are a persistent object is a major issue for many. FC's literally clog up the bubble and within 200LY of bubble. Parking one at this time is a serious hassle.
FDEV said it themselves that they intend only for a small percentage of the player base to own a FC. and within a single day of the release a large percentage of players already owned one.
Not surprisingly, having spent years working on the feature, they wanted people to actually be able to use it.
Trading
- Fixed a problem with the Low Temperature Diamond commodity not decreasing its demand level as players sell commodity units to a market that demands it when the faction controlling that market has any state active in that starsystem.
Don't suppose you can fix the tracker site, can ya?Hey Commanders,
We have updated the OP with another fix! We will update you if there are any more changes.