ANNOUNCEMENT Fleet Carriers Update - Patch 3

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40 drones in a hot spot to find a single asteroid with 7% diamonds.
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Why are you spending "drones" (prospector limpets?) looking for asteroids with laserable content? A much more efficient process is to knock a chunk off an asteroid with your lasers and read its content by selecting it. In some if not most cases it'll even report a percentage the chunk has of the minerals it contains. If there's nothing in it that interests you, move on. If it reads 7% LTD and you don't want to waste your time, just move on, no limpets used. Rinse and repeat on the next rock. If that one yields a chunk that reads LTD 20% then hit the asteroid with a prospector limpet to boost the overall yield and zap it until it squeals, "Please no more I'm depleted!" ;). It's up to you to decide whether acting on an unspecified % (which happens occasionally) is worth the risk, but some diamonds is usually better than no diamonds.

This may reduce the total number of chunks produced by a small amount but in my experience that's negligible, whereas limpets are in finite supply and cost credits.
 
Yes, they are now called Void Opal Hot Spots.
I thought I'd have a look what's in my fav VO hot spot system. Needless to say, it was empty of FCs, which was a big welcome.
I drop into one of the VO hot spots, shortly thereafter, I find:
Countless surface and subsurface Tritum deposits.
3 LTD cores
1 VO core
And due to the Abrasion blaster but, I got to leave a big load of LTDs behind... in a VO Hot Spot!
I made it back to my carrier with 100t of Trit though after an hour of mining.

But on the bright side, the Arx store is now enriched with more paint jobs, where someone got to play with the color slider.
You must be unlucky. I went to a VO hotspot post patch and found VO cores in abundance. I think I had 1 LTD core and 1 Bromelite in the whole run, but that is normal.
 
Pertaining to HGE's. Prior to the FSS addition to the game. It got bad enough that you could only find one if you were lucky once an hour. The problem here being that if you are designing a game that is so tedious and boring that to accomplish a task you need to pull up Netflix to be entertained. The design of the game is bad. Games are by their nature supposed to be entertaining and fun. Not boring, tedium.

Whether you see it as a grind or not is not relevant. Because what you enjoy as a task, may not be fun for someone else. If you don't think it is a grind. That is perfectly good for you. But that does not mean your point of reference is shared or even equal to someone else's point of reference. It isn't a bad thing. That is what makes life interesting.

Break it down into a different way of thinking instead. If it takes 10 hours of continuous play time to work through a goal. Whether you decide to break that up across months so as not to notice it. Or choose to work on it at a targeted approach. That does not shorten the length of time spent to achieve goal X. It is still a grind because in both outcomes either way the same amount of work and time and effort had to go in. But on one side you were not invested to get to the other side of the goal efficiently. Where as the other focused on the goal to get it accomplished as soon as possible. The approach just does not change the work needed. The very fact you felt the need to bury something with in other tasks so as to notice it less. Is also a sign that it wasn't a fun, enjoyable, and entertaining thing to do. You avoided it to do other content that was fun. Thus, it was a grind.

The one thing many of us can agree on. Frontier with Elite Dangerous there is room for potential. The problem is their leadership is not listening to their customers. Their developers do not actually "Play the Game" the way their customers "Play the Game". Frontier's Leadership share in the same failure. Not one of them has the balls to sit down and do a live stream to prove they can, and have played, and enjoys their tedious game play. Not one of them right now would go mining for LTD's with their "Supposed" fix that broke mining. Not one of them has the heart to actually admit they are not allowed to spend the time they would need to in order to test the game the same way their player base plays the game. Because they have designed the game to take hours to accomplish something. They just won't get a sign off to be payed to actually "Play the game" they have designed. They certainly don't go home on the weekend to spend their free time in a game they are required to work on. Work does not beget entertainment. I sure wouldn't want to stick my head into Elite after working on its code for features that are not in the game yet, or trying to identify a bug in that same code.

As it is, with their current patch and their bugs. I have zero interest to play Elite myself. It isn't worth my time. It is just bad programming, bad bugs, and unrewarding game play.
We are going to have to agree to disagree on what constitutes grind. All games have game play that you have to engage in to progress in the game. If you find the bulk of the game play to do that boring then it is not the game for you probably. I also disagree on the length of time doing something is irrelevant to whether it is a grind or not. I enjoy walking, but I wouldn’t want to spend 10 hours straight walking. Breaking that up into 5 2 hour walks would be enjoyable. 1 10 hour walk would be a grind! Same applies to ED. I need to fill all my bins with engineering materials is a grind. I need enough to engineer a ship is not, at least for me, regardless of how many times I do it and I have engineered quite a few ships now, so have probably spent quite a few hours gathering materials.
As for what I find fun it is quite true someone else might not. But I doubt you would find any complex MMO has gameplay that everyone enjoyed all the time. What I don’t understand are comments like “They nerfed mining, it is the only bit of the game I enjoy!” Eh?! If that is all you enjoy about ED wouldn’t a space mining simulator be a better game to play?
 
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I'm realy sorry but I think this is all my fault.
I created a ticket complaining about ED's bad performance when there are to many FCs around.
I think as a solution to my complaint they're trying to thin out the number of FCs this way.

Sorry guys.....realy.
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Because prospector limpets are quicker and as good as free?
Learn the art of drive-by laser assays, it really is faster. Limpets don't cost much individually, true, but no one uses just one limpet :D. If you use them unnecessarily for prospecting, that's limpets you won't have for collecting, which could reduce your potential take in a mining session if you run out prematurely. But, to each their own.
 
Learn the art of drive-by laser assays, it really is faster. Limpets don't cost much individually, true, but no one uses just one limpet :D. If you use them unnecessarily for prospecting, that's limpets you won't have for collecting, which could reduce your potential take in a mining session if you run out prematurely. But, to each their own.
Down to Earth Astronomy used to recommend using a Mining Lance (not a laser) for chipping off a fragment at range and checking it, but I haven't seen him do it recently.

Laser assaying might or might not be faster than using two prospector limpets - the generally recommended technique - but remember that if you're mining something like LTDs, or were before Botch 3, each laser-mined fragment - fragment, not unit - would be worth several Cutterloads of limpets. So wasting fragments, as you are if you don't have a prospector on the rock before you start shooting, to save limpets is a seriously false economy.

If you're running out of limpets before your ship is pretty much full, you haven't brought enough limpets. I do occasionally have a dry prospecting spell at the end of a run when I get low on limpets and have to synthesise a few. But as @SciTrekker says, that's not exactly expensive.

And when I'm out of cargo space, and am down to my refinery bins and my surviving collector limpets, I do sometimes laser assay to finish filling my bins; but that's a completionist thing and im not sure it's a sensible use of my time! :)
 
If you're running out of limpets before your ship is pretty much full, you haven't brought enough limpets. I do occasionally have a dry prospecting spell at the end of a run when I get low on limpets and have to synthesise a few. But as @SciTrekker says, that's not exactly expensive.

Agreed. Granted, I don't mine a whole lot, but when I do, I don't leave dock without at least 2/3 of my hold full of limpets.

On my last run with my Cutter, I left dock with over 300 limpets (hold was 512), and for about the last 120 tons I was chucking limpets overboard in blocks of 20 at a time, just to keep up. I finished out and topped off the refinery while still having 5 collectors active.

Limpets are cheap, whether purchased or synthesized. If you intend to need them, pack extra and discard any excess as required.
 
Agreed. Granted, I don't mine a whole lot, but when I do, I don't leave dock without at least 2/3 of my hold full of limpets.

On my last run with my Cutter, I left dock with over 300 limpets (hold was 512), and for about the last 120 tons I was chucking limpets overboard in blocks of 20 at a time, just to keep up. I finished out and topped off the refinery while still having 5 collectors active.

Limpets are cheap, whether purchased or synthesized. If you intend to need them, pack extra and discard any excess as required.
I do it a little differently. For a ship with 512 cargo, I usually bring about 450 limpets.

Once I get to the point that my cargo hold and refinery are full, I wait until my burdened limpets are snuggled in tight to the belly of my ship. Then I tap my ECM to commit droneicide and deploy fresh limpets to free up 9 bins in my refinery.

That way, I haven't "wasted" any limpets, (the all get used for a bit,) and I don't have containers of limpets cluttering up my contacts panel until they go away.
 
Good to see that FDev are (still) trying to fix things.

As I keep saying, it would be good for us loyal players to know WHY this happened? After two betas and literally years of development, the only word to describe the Fleet Carrier update is disastrous. Why did it happen? I asked this question on FDev's Twitch livestream last week, and the reply was a vague 'oh, good question, well things sometimes go wrong, we're learning from what happened.'

Given we are being asked to support Odyssey, this is nowhere near good enough. I imagine Odyssey to be much more complex than the FC update; after the past few weeks, I have zero faith that FDev can continue to deliver.

Please, FDev, prove me wrong.
 
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Mining
  • 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

Yay, mining has been nerfed / buffed / nuked / frakked*.

(*delete as applicable)
 
Here's another idea for a mechanic to deal with the obviously overwhelming surplus of carriers. To maintain their condition they have a maintenance cost, and if you don't pay it, the condition of the ship deteriorates. Now imagine that this deterioration continues even after the carrier is decommissioned. The longer it's decommissioned, the worse its condition gets. And it becomes available for purchase but the cost of repairs plus the cost of purchase is always equal to or greater than that of a new carrier. So they degrade. They get worse and worse. The carriers are classified by condition, from "Operational" to "Inactive", to "degraded" to "Salvageable" to "Scrap" and when they reach the scrap condition, they are hauled off to a scrapyard where they're parked to be scrapped. This would be a place to go to buy used modules of all kinds at a discount price. You would be able to go to the system and salvage parts off carriers yourself, risking a modest penalty if you're caught by scrapyard patrols. So this adds an interesting new game mechanic: Scrapyard pirate! You can sell what you get on the black market.
 
Using laser assay I sample well over 350 rocks per normal-length session (for me) of 3 to 4 hours. Lately I've been getting an approx. 8: or 9:1 ratio of samples to hits on laserable tritium, and my hits generally run around 50 to 60. My hold is 384T. I can't carry enough limpets to use prospectors on every rock I encounter and still have what's needed to collect and fill the hold. When doing principally cores and tritium SSDs before the latest "adjustments" to mining, I could fill my hold with as few as 130 limpets, and had to dump some pretty regularly. Now I'm using nearly double that and may still run out, because laser has become the most common method and the lodes are significantly less rich compared to SSD and even cores.
 
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