Patch Notes Fleet Carriers Update - Patch 4 Patch Notes

I should also confess that I have mixed feelings about everyone owning a fleet carrier. Call me selfish, but part of me doesn't mind the idea of people now hating (and subsequently decommissioning) their fleet carrier, as there are way too many of these things clogging up system maps and navigation panels ATM.
 
I should also confess that I have mixed feelings about everyone owning a fleet carrier. Call me selfish, but part of me doesn't mind the idea of people now hating (and subsequently decommissioning) their fleet carrier, as there are way too many of these things clogging up system maps and navigation panels ATM.

That's quite a curious feeling from someone who got a fleet carrier out of other people's generosity.
 
Maybe Fdev should explain in a lot more detail what any patch is required to address and why.

I'm sure this clarity would benefit both the developers and the end-users, since the player could say that we don't need A or B, developers would not have to waste time on those.

If you want game longevity you need players in-game, listen to them, and try to give them what they want.
I know you can't please everyone but at least you will get a better idea of what direction the game should be heading.

I know this is just a pipe dream, but it has got to be better than opening the door to the room full of monkeys with typewriters, grabbing whats on the floor and running with that.
 
I should also confess that I have mixed feelings about everyone owning a fleet carrier. Call me selfish, but part of me doesn't mind the idea of people now hating (and subsequently decommissioning) their fleet carrier, as there are way too many of these things clogging up system maps and navigation panels ATM.

As mentioned zillion times already:
FCs "clogging up" systems would be so much less of annoyance, if filtering out FCs on nav tab would not hide your own FC.

In case of FDev employees lurking the forum and having no idae what's the problem, I will explain the obvious:

We can set SuperCruise assistant only from nav tab.
So to set it on our FC, we have to turn filtering off, and then scroll trough zillion FCs to find ours.

Yes, it's in yellow font, what a great idea, it makes the whole process totally easy and fast.
(yes, I was sarcastic)
 
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I'm not sure how all this going to pan out. On one hand, fleet carriers are going to take much longer to buy now the nerf bat has battered mining into a sloppy pile of mushed guts.

On the other hand, it makes them MUCH more end game so Newbie001 can't get one after a five second visit to an LTD3 spot.

On the other hand (it is a sci-fi game after all) if tritium is still adversley affected, I won't be bothering with one myself.
 
Maybe Fdev should explain in a lot more detail what any patch is required to address and why.

I'm sure this clarity would benefit both the developers and the end-users, since the player could say that we don't need A or B, developers would not have to waste time on those.

If you want game longevity you need players in-game, listen to them, and try to give them what they want.
I know you can't please everyone but at least you will get a better idea of what direction the game should be heading.

I know this is just a pipe dream, but it has got to be better than opening the door to the room full of monkeys with typewriters, grabbing whats on the floor and running with that.
The problem is that the playerbase is telling them since YEARS what is wrong but as the devs don't want to listen, we came to this point....
 
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Update - 28.07.20

Due to an issue found during testing, the date of this patch has been moved to Monday 3 August. It can still be expected at 11:00 UTC with an estimated 15 minutes downtime. Thanks for your understanding!

Greetings, Commanders!

We're pleased to confirm that the patch described in our Known Issues post from earlier this week is expected this Wednesday 29 July at 11:00 UTC with an estimated 15 minutes of downtime. Please find the Patch Notes and Known Issues below:

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

Crashes and Stability
  • Fixed an issue where loading into an instance in a system with a large amount of Fleet Carriers would cause very long load times (potentially long enough to cause a disconnect)

Fleet Carriers
  • Fixed an issue which stopped Fighters being restocked from a Fleet Carrier
  • Fixed a number of issues related to Fleet Carrier positioning:
    • Better enforcement of the 16 carrier limit per body
    • Preventing departing Fleet Carriers from taking up one of the 16 slots from the body they've just left
    • Further work to ensure Carriers are positioned away from other nearby body sites, such as other Fleet Carriers

Known Issues

Fleet Carriers
  • When opening the Fleet Carrier naming pop up in the Livery, an additional unwanted character will be added to the start and end of the name. These characters will need to be manually deleted to prevent them being included.

Please note that the above notes are liable to change as adjustments are made and changes are added or removed. Tweaks may be made up until the time of launch.

Thanks as always for your continued feedback!

o7

Dear FDev, why not have we the average tritium rate at 30%-60% in an asteroid? If you want us, FC owners, to mine ours fuel ONLY, because we will never can buy it in another place except the bubble (Colonia is empty, did you know? & there is NO other place to buy it in the Galaxy because of choosing the Refinery vs Extraction), than give us please a REAL opportunity not to be “living in game” players.

The existing rate is too low, I feel that I refueling my carrier by other rare minerals like bromellite and etc
 
"In mind" is not something I see when it comes to updates like this
Yes, I know what you mean.

At one point I was convinced FDEV was on top of things.

There was a couple weeks when mining was well-balanced, so that all three types of mining were producing well, and it was fun to take all the tools with you and work your way through the various types of asteroids. And you got paid well.

And then there was the Tritium market that grew up around carriers. I've never seen that kind of excitement and player cooperation, across modes and across platforms, before.

I thought, "Wow, they got it right!"

But now I realize it was just accidental.

And now we're back to "normal" where FDEV hasn't a clue, nerfs the wrong things in the wrong way, and introduces new bugs.

At least it's familiar.
 
Dear FDev, why not have we the average tritium rate at 30%-60% in an asteroid? If you want us, FC owners, to mine ours fuel ONLY, because we will never can buy it in another place except the bubble (Colonia is empty, did you know? & there is NO other place to buy it in the Galaxy because of choosing the Refinery vs Extraction), than give us please a REAL opportunity not to be “living in game” players.

The existing rate is too low, I feel that I refueling my carrier by other rare minerals like bromellite and etc
Or they could just implement an idea we told them since the first beat of FC: Make tritium scoopable!!!
Create a new module for ships with special racks or make FC refuel slowly around some type of bodies (stars, GG, WW).
IF they had listened to us, ALL THSES FC STRANDED IN THE VOID wocould still be travelling.
But they prefer to say "f*** the physics, tritium will be mined" instead of making it like in real life, where it is supposed to be found...
 
There was a couple weeks when mining was well-balanced, so that all three types of mining were producing well, and it was fun to take all the tools with you and work your way through the various types of asteroids. And you got paid well.

This, absolutely this.
For me it was not about getting insanely rich in a week. But for the first time, you could use all three types of mining in a single session, instead of either just holding down the fire button (laser mining) or just roam endlessly through the fields looking for a valuable core.
I was just hopping from yellow 'roid to yellow 'roid, and each rock had something for me. Sometimes I would only laser him, sometimes I would blow him up, sometimes I used all three mining tools on him. And that was diverse and fun. And I thought "Wow, after all these years they finally got it!"
 
I should also confess that I have mixed feelings about everyone owning a fleet carrier. Call me selfish, but part of me doesn't mind the idea of people now hating (and subsequently decommissioning) their fleet carrier, as there are way too many of these things clogging up system maps and navigation panels ATM.
That's not a problem with Fleet Carriers so much as it's a problem with Frontier thinking they could just take an asset they'd had on the shelf since 2018 and dump it in the game to satisfy the demand for new content with minimum effort on their part.

The cure isn't for players to decommission carriers, it's for Frontier to add new filters to the nav panel and redesign the system map to represent the presence of carriers in a sane and efficient manner.

I'm sure they're working on it as we speak.🙄
 
This, absolutely this.
(...) But for the first time, you could use all three types of mining in a single session (...)

My after patch testing mining runs are just like this :
  • laser mining + SSD launchers for Tritium
  • seismic launcher of some occasional core of another resource (you can even find a LTD Core in Tri hotspot)

What's even more interesting, laser mining Tritium seems to give just a bit lower hourly yield then SSD only mining.
It may be an accident, but also can suggest that this time FD got mining exactly like they planned.

Of course this mining revolution should precede introducing of FCs, for the reasons that were already mentioned several times.
 
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This is pure rubbish. Are you pulling it out of thin air or did you really some mining in a Tritium hotspot after patch 4 has been released?
Here, if you are not afraid to learn something new:


I have in my cutter, it took me around 7-8 hours (two runs) to get 1044 tons in a Tri2 spot. And the majority of that was done by SSD mining because there were barely any rocks over 20% for laser mining.

In contrast the same place before patch 3 I was running into 30% rocks all the time.
 
(...) Cutter (...) majority of that was done by SSD mining. (...)


Natural conclusion would be switching Cutter to a more agile ship to make SSD mining more efficient and reduce effort needed to circle around rotating rock with nose glued to SSD.

It should allow you to exceed 200t/h rate, if you are not too clumsy as pilot.
 
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I'm talking single spots only, because that's all what matters if you want to mine and fuel on the run. And then you only need something around 150 - 200t at most for your next full jump. Double and Triple hotspots were meant to be nerfed which also has been announced at some point.

I had similar yields in single, double and triple hotspot.
I assumed that it looks like intentional balancing and abandoned this subject.

There is enough commanders dedicated to mining, we will have some reliable statistics and analysis as soon as enough test will be made.
 
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