Patch Notes Fleet Carriers Update - Patch 4 Patch Notes

Mining
  • Fixed an issue whereby surface deposits created after cracking a motherlode would flag themselves as depleted
  • Fixed issues related to diminishing returns for commodities in overlapping hotspots
This is so vague, I don't think it could actually be any more vague. Will single hotspots, thousands of light years away from the bubble contain resources now? I've taken my carrier out TWICE on 30k round trips to go on a mining/exploration expedition to find absolutely no notable resources in single hotspots.

Please, Frontier, you cannot fail on getting all mining back and working, not just Tritium or Low Temp Diamonds, ALL mining. @Bruce Garrido Can we get some more detailed clarification on mining fixes?
 
There's a lot of bitter people playing this game at the moment.

There's a patch coming tomorrow, let's wait & see what that patch brings........it may work, it may not.

If player's are so riled by a game, played for entertainment, they'd be better not playing at all.
 
There's a lot of bitter miners mining in this mining simulator at the moment.

There's a mining change coming tomorrow, let's wait & see what that mining change brings........it may mine, it may not.

If miners are so riled by a mining simulator, mined for mining, they'd be better not mining at all.
FTFY. :p

So much salt over a long anticipated nerf to the most boring activity in the game, you'd think we were playing Elite Onerous.
How about more CGs and a return of GalNet, so we can have our immersive universe back, instead of this endless fiddling with mining?
 
Any fix for super cruse targeting yet (when you enter super cruse while targeting a carrier, it locks you to another body/POI)

That will be a keeper I guess.
Like the missing target orientation indicator triangle bug.
Or the navlock that sometimes drops you 897 kms from your wingmates.

Maybe they will rename it a feature, like the ships that disappear in SC whenever your speed is low.
 
There's a lot of bitter people playing this game at the moment.
(...)

Yep.
ED was released over

5 YEARS ago.

According to steam statistics we had all-time average/max players peak

THIS year.

So, it's doing pretty well for so old game.

There was a faulty patch

20 DAYS ago

That made mining of ONE credits-farming commodity (LTD) near to impossible, and other, used to refuel a lately added game asset (FC - Tritium) harder- because it required to change mining tool from lasers to SSD launchers.
And introduced some other minor problems, most of which have workarounds/alternatives.


So, now that we have some background and distance, all this lamenting is seriously worrying me.
Because it shows that mental state of gaming community is somehow... not in the best shape.
 
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The issue is that they gave people 4k/ton prices in the first place.

It's a common problem with how the devs implement things in this game. If it's common to find 4k prices and 85k prices to sell (which is what happened right after carriers were released), and then the devs take it away, people cry nerf. People don't like things taken away, even if they were just given to them a day ago.

If the minimum buy was something like 35k, and the maximum sell was 55k, right at the beginning, and never changed, you wouldn't have this problem.

It's similar with LTDs. 1.6 million sell stations were left in the game for so long, that when the devs "rebalanced" it to 800k, people got very upset. But if they started at 800k, and remained that way, people wouldn't have anything to complain about.

The "balancing" in this game swings to each possible extreme every time.

Things are either buffed to ridiculous extremes (the "egg," LTD sub-surface mining yielding 40-80 tons per rock and selling for 1.6 million per ton), or nerfed completely to the point of uselessness. Why not find a middle ground? Put some thought into proper balance, and make it so.

But as it stands, it seems like every time FDev makes some minor change, it apparently has some ridiculous side effect. I wouldn't be surprised if this patch accidentally makes Benitoite sell for 3 million a pop...and makes mining lasers cause damage to nearby pirate ships instead of asteroids.

With Fleet Carriers, FDEV put a goal in front of people with a known up-front cost, and known ongoing costs (upkeep + fuel). A lot of people worked toward that goal thinking ongoing costs were manageable based on long available activities within the game that had a set amount of effort for a set amount of return. Once people bought into that, FDEV suddenly moved the goal post by taking away the method that people relied on being available after they achieved that particular goal; that's a hallmark of BAD game design. You can't hold out a reward and then make that reward untenable AFTER people achieve it. They should WANT people to take carriers out into deep space -- that solves the problem of carriers clogging up systems, but people aren't going to do that if it's multiple billions just to get any significant distance.
 
There was a faulty patch

20 DAYS ago

That made mining of ONE credits-farming commodity (LTD) near to impossible, and other, used to refuel a lately added game asset (FC - Tritium) harder- because it required to change mining tool from lasers to SSD launchers.
And introduced some other minor problems, most of which have workarounds/alternatives.

So, now that we have some background and distance, all this lamenting is seriously worrying me.
Because it shows that mental state of gaming community is somehow... not in the best shape.

It wasn't just LTD and tritium. Yields for EVERYTHING are broken; try finding void opals in a void opal hotspot. I have two sites that have always been VERY productive and it took 4 hours to pull about 38 tons of VO, 26 tons of LTD and 83 tons of tritium out of that spot, and I burned through 192 limpets; all I found in abundance were water and bromolite. In the past, without respawning deposits, abrasion blaster bugs, etc., I was able to fill a Python with 200T in about 2 hours. This, in spite of the fact that single hotspots were supposed to get IMPROVED yields. They didn't just break a couple of commodities, they broke one entire form of gameplay: MINING.
 
it's multiple billions just to get any significant distance.

Seriously ? multiple billions?
25.000 tritium x 40.000cr/t = 1.000.000.000 b
So, we need at most ONE billion to refuel a barebone FC, that has so next to none modules.

And how would "REWARD" been taken away?
You can still make 250 x 980.000 = 245.000.000 per hour of Painite mining.

So, refilling an empty, barebone FC takes 4 hours of mining + 30-45 minutes of selling in batches to avoid price drop penalty for bulk sale.

I see no problem there. I would even say, mining is still much too lucrative when compared to other activities.
I would like to see them buffed though, instead of mining nerfed. But it's another subject.
 
It wasn't just LTD and tritium. Yields for EVERYTHING are broken; try finding void opals in a void opal hotspot. I have two sites that have always been VERY productive and it took 4 hours to pull about 38 tons of VO, 26 tons of LTD and 83 tons of tritium out of that spot, and I burned through 192 limpets; all I found in abundance were water and bromolite. In the past, without respawning deposits, abrasion blaster bugs, etc., I was able to fill a Python with 200T in about 2 hours. This, in spite of the fact that single hotspots were supposed to get IMPROVED yields. They didn't just break a couple of commodities, they broke one entire form of gameplay: MINING.

I tried a double Painite hotspot yesterday. It wasn't super bad.
 
God this has been mentioned a billion times during the betas and it would have been so much better. Sadly it fell on deaf ears.

Sorry - I had no idea as I didn't take part in the beta for FC and I've not really active on the forums until this last patch screwed with my preferred game-play. It just seemed like a solution that would address the problem of FCs being stranded in a situation like we have now - in the worst case you get 1000T every 10 hours and it wouldn't cause a gold rush on tritium because the yield is relatively low and it can't be moved out of the fuel depot anyway, while still giving players an incentive to mine to fuel the ship if they wanted to jump further, faster.
 
(...) Yields for EVERYTHING are broken; (...)

LTD - broken
Tritium - laser mining broken, SSD : still 200+ t/h. Just avoid Tri overlaps.
Painite - a bit nerfed, still 250+t/h by casual laser mining.
VO - you say it's broken, I haven't been mining VO much since patch, but reports are inconsistent.

So, how is it "EVERYTHING"? We haven't even began to analyze mining yields for other resources.
 
i think, at least, with this : Fixed issues related to diminishing returns for commodities in overlapping hotspots , I could manage to mine good amount of tritium since I have found few double hotspot tritium but the yield was too low to bother. I hope this will increase the yield high enough to be worth it. Thank you. On the other side, if increase also double hotspot yield for LtD and painite, that would give enough credit to buy tritium at 40k and still has some profit :p well, somehow I can see the light at the end of the tunnel now
 
LTD - broken
Tritium - laser mining broken, SSD : still 200+ t/h. Just avoid Tri overlaps.
Painite - a bit nerfed, still 250+t/h by casual laser mining.
VO - you say it's broken, I haven't been mining VO much since patch, but reports are inconsistent.

So, how is it "EVERYTHING"? We haven't even began to analyze mining yields for other resources.

There are many, many, many more reports of mining for various commodities being broken than there are cases of people having no issues. /r/EliteMiners have very clear evidence that hotspots (both single and overlaps) are producing SEVERELY reduced yields. Your experience seems to be a rarity.
 
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Painite - a bit nerfed, still 250+t/h by casual laser mining.
That is not casual, that is highly optimized build. Casual produces 100-120t/hr.
To make 250t u must have optimized power, engine, lasers amount, limpets amount.
My all-round Krait miner with each tool on board can do 100t/hr because not enough limpets I think.
 
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3 carriers per SYSTEM should be MAX.

I see a couple of problems with this:

1. There is somewhere on the order of 12,000 fleet carriers in the game so your limit would require they be spread over 4,000 systems.
2. Space is very, very, very big. You could place 1,000 fleet carriers in orbit around the earth and you still wouldn't be able to see one from another.
 
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That is not casual, that is highly optimized build. Casual produces 100-120t/hr.
To make 250t u must have optimized power, engine, lasers amount, limpets amount.
My all-round Krait miner with each tool on board can do 100t/hr because not enough limpets I think.

It's a matter or perception.
What is "casual and lazy" for one player can be "highly optimized" for other.
I was referring more to the art of laser mining (no rush, doing some other things in the meantime etc).

And I really do not understand how are results of mining in a faultily build mining ship in any way relevant here.
 
It's a matter or perception.
What is "casual and lazy" for one player can be "highly optimized" for other.
I was referring more to the art of laser mining (no rush, doing some other things in the meantime etc).

And I really do not understand how are results of mining in a faultily build mining ship in any way relevant here.
I will rephrase. Long ago before path my all rounder could do 250t/hr. Now it do half. So it is nerfed.
 
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