You are in a maze of twisty little patch notes, all alike.Can you close / hide old path notes topics? I'm bit lost in all those 1-2-3 already ...just keep opened latest.
Exits are North, South, East, West, Up, Down
You are in a maze of twisty little patch notes, all alike.Can you close / hide old path notes topics? I'm bit lost in all those 1-2-3 already ...just keep opened latest.
The joys of spaceYou are in a maze of twisty little patch notes, all alike.
Exits are North, South, East, West, Up, Down
It is pitch black. You are likely to be eaten by a grue.You are in a maze of twisty little patch notes, all alike.
Exits are North, South, East, West, Up, Down
You are perfectly welcome to have your own opinion. But, if you don't bother to read all of it. Then you are also as much a part of the systemic problem of ignorance. "Don't listen to this guy"??? Do you really think any of Frontier are bothering with this thread at all? I don't. But I'm not ignorant of the fact that the developers and the leadership at Frontier do not care about any of their customers.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.
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!
//Does David Braben's even know what is happening right now with ED?
This patch just keeps on giving... I can't log in to my own private group. Every one else can.
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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![]()
I hate to hear it, fellow CMDR.This patch just keeps on giving... I can't log in to my own private group. Every one else can.
You missed my point. I was not suggesting that ED becomes a subscription model or micro transaction game. I was pointing out those games have an advantage when it comes to resources for game development from the regular funding those models provide. Currently FDev‘s revenue from ED is from new sales, which I would suggest is largely driven by providing new content, and Arx, which I am willing to bet, provides a fraction of the regular income that a micro transaction generates on a regular basis. Nor would it be possible to convert the funding model at this stage. However it does provide a problem for the likes of you and me, who would like to see a fundamental overhaul of the game. Where does the funding come from? ED is having to compete with Fdev’s other games. I wouldn’t be surprised if the reason Galnet, Community Goals and Interstellar initiatives went is the people doing those things were pulled to work on other games. Sad thing is they could still have them at little cost if they allowed the players tools to create such content. It is possible that ED’s funding model is unsustainable. Apart from No Man’s Sky I can’t think of a single MMO that has one upfront cost and provides ongoing new content, and I don’t know how No Man’s Sky team have done it. As for Eve I did play it for a short while, so I am aware of how it works.Personally and I mean this extremely strongly. It is unethical, inappropriate, and unworthy to compare any game to a "Pay to win" game. Elite Dangerous is a "Live Service" game with expansions and cosmetics with an ingame currency for cosmetics that can be earned. Pay to win games, pay for currency.
Elite Dangerous would fail if it attempted to go to a subscription model. They have far too many bugs and the game is far too easily broken by their own patches. If they began demanding cash to play a game like that. They would lose more than half of their current user base.
Eve Online is a very bad comparison. It was designed from the start to be a subscription game. It is still based in that design even though they have a free to play business model now with subscription services still available. The main reason being they were losing numbers and having to compete. Their game is purely online and purely open pvp. The game fully supports anyone who has been playing from day 1 to have a potential that a new character will never be able to catch up to. Their skills in that game take real life time equalling weeks if not months in the end to finish learning. People have literally lost hundreds of thousands of dollars of real life hard earned cash because of their way of putting "Game time" into the game as a physical game item that you have to carry. Which means if your ship gets targeted by that first day player. They can decimate your ship with artillery weapons and then steal your item paid for with real cash. Etc etc etc.... This is no better, than loot boxes paid for with real cash. Which again, is not something that should ever be comparable to Elite Dangerous. No company should ever be respected for such a vile mechanic.
Going back to your point on ship balance. I don't think you really can "Balance ships" in Elite. Their designs, their goals, their capabilities and what makes them different are as diverse as snakes and birds in real life. Look at the Hauler for instance. How do you balance any other ship against it? It is supposed to be space faring "White corporate Van". I forget exactly what the white van get referred to in Britain. They are not looked on well. Anyways, I am getting side tracked. Diversity and price points are things that should exist. It would be more interesting to see "Corporate sales" and the like. Corporations would compete to make something similar versus another company and attempt to market it. If you wanted to actually broaden the depth of the game. I think it would be more practical to make all of the companies compete ship designs against the other companies of the same sort of ship and price design. Lakon has the shipping monopoly. But what if Zorgon Peterson was to decide to build a ship to push into the same price point and capacity of the T9? How would they make it different and still be appealing? What would their characteristic impact to the galaxy look like? Their style, their feel, their designs. This would then have to follow suit to bring about more ships with the same build and ideas. Then, you would actually be able to have comparable ships. What should one of them have to be better than the other and vice versa? This is what you need for balancing first. Otherwise, we are trying to balance ships that have no make or design that shares a common point. Why would we balance a Python and an FDL? Why would we balance an Anaconda and a T10? The Corvette and the Cutter already have a balance point between the two with distinct design differences.
Take the FDL for instance. The closest ship to it in price that I am last aware of is the Python. Of which is not a fighter but a multiclass ship. It is capable of doing things the FDL could only dream of. Same as the Python wishing it could be as fast and nimble as the FDL. No one that I am aware of goes into PVP using a Python to take on FDL's piloted by players as the preferred weapon of choice to take on FDL's. (Feel free to correct me if I am wrong) I know there are a lot of really skilled players out there. (I personally detest pvp as a game choice so color me ignorant in most of that regard. That is a world of info I do not absorb myself of.)
Lastly I totally agree with you F4fred. I think it would be better if these events lasted longer were they to occur in Elite Dangerous. I am in my 40's and I play Elite Dangerous with my Dad. We had wanted to go out during his vacation last year to partake in the Thargoid Scouts invasion event to work on our combat rank and to do something we have not done yet. But then the event dried up just days before his vacation. Not everyone can play Elite every single day for multiple hours. Instead we ended up watching the Norseman on Netflix. Which their new season comes out this Wednesday. That was a riot! Looking forward to the new season of it!
Probably. Does he care? Probably not. David is playing a new game now:Does David Braben's even know what is happening right now with ED?
I was first put off when I found out that Dual Universe would be a subscription model, but the more I thought about it (especially considering the low price), the more I'm actually attracted to this idea, ASSUMING this means that DU will be extra double-plus good with lots and lots of new content all the time.You missed my point. I was not suggesting that ED becomes a subscription model or micro transaction game. I was pointing out those games have an advantage when it comes to resources for game development from the regular funding those models provide.
Don't know about Dual Universe, but would IMO be pretty problematic in ED. For example, I for one certainly wouldn't want to pay 70€ in subscription fees for a ten month exploration trip as I doubt they could actually add a significant amount of new content to deep space exploration. DU probably won't have this problem as it seems more like a Star Citizenesque small sandbox.I was first put off when I found out that Dual Universe would be a subscription model, but the more I thought about it (especially considering the low price), the more I'm actually attracted to this idea, ASSUMING this means that DU will be extra double-plus good with lots and lots of new content all the time.
On the other hand, if ED had a subscription fee from the get go, we might have had landable earth-like worlds by now..Don't know about Dual Universe, but would IMO be pretty problematic in ED. For example, I for one certainly wouldn't want to pay 70€ in subscription fees for a ten month exploration trip as I doubt they could actually add a significant amount of new content to deep space exploration.
Possibly. The subscription could have been even dropped already, as is a rather common practice. It's a good question whether I would even be here if there was a subscription.On the other hand, if ED had a subscription fee from the get go, we might have had landable earth-like worlds by now..
Yeah, TBH it's unlikely that I will touch it anytime soon as I am as default suspicious of indie game projects with really lofty plans.I'm still on the fence myself with it comes to Dual Universe. It's not uncommon to pay $60 for a AAA game, so if DU can deliver AAA content every year, then it might be worth it. That's a big IF, however.
I am moving my carrier back from the black and into the bubble then i will sell it, i have no faith in FD fixing this correctly so i will sell my carrier and that is that. Then i am looking at buying the Space engineers game. I am sick to the back teeth of crappy game updates that make a mess of this game and all because FD cannot fix long standing faults but can nurf stuff within days.And in 2015 engineering didn't exist, guardian stuff didn't exist.
I came back to this game for FC and to try it out with my new Index HMD. I wouldn't have stayed with 2015 level earnings and the engineering/guardian grind.
To be honest I haven't been blind to the fact that when I play im usually telling myself ill just grind XX a bit longer and then I'll do something "fun". My plan was to explore 200 hours ago but then I fell into their skinner box.
One thing thats been around since the very beginning that still bugs me is that exploring essentially bans you from playing with your friends. You can't leave a combat ship in the bubble and switch back and forth. Need 2 copies for that. Im sure someone will excuse why its "needed" but the reality is its just poor design. Its a game, it shouldn't work against you.
It would be great if NO-ONE that currently runs horizons on PC/PS4/XBOX buys the new update next year. If FDEV is not willing to fix problems properly, Instead of launching half azzed Patches that break the game further. The games got a place in our hearts and it's being crushed due to severe lack of FDEV GIVES A gently caress!!! Why feed them more money that goes into new projects/games. I doubt most of frontier has the skills to fix anything, Judging ONLY by there actions thus far in managing issues/bugs.... Most Bug reports have been ignored, Mines included regarding Thargoid probes jamming in cargo bays. not that hard to rectify/fix. 07 Commanders![]()
View 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.
Trading
- An issue which prevented featured items in the store from being selected was fixed.
- 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.
UPDATED
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