ANNOUNCEMENT January Update - Patch Notes

Void Opal mining is not quite the same now, I spent hours trying to find a decent price, only to find there no longer is due to the update.
On PS4 it is stuttering now on entering a system, this is on PS4 pro with enhanced graphics mode.
Its much worse on my 1st gen ps4. I get full on screen seizures while being interdicted. They are currently unescapable because of this.
 
this update was brought to you by;

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Too bad it wasnt 'nerf or nothing' and put to a vote lmao
 
Has the fighter lag actually been fixed? I'm asking because the last time I checked (after the Jan update but before the next bugfix patch the next day) the fighter lag was definitely present. Maybe instead of the large amplitude rubberbanding there were smaller hiccups and jumps but it was just as annoying. (And it was not only the mothership and the SLF lagging, but the NPC's as well.)

I did various tests and for most players the lag remains with small rubberbanding, unfortunately. There still needs work to be done and SLFs are banned fpr PvP events as it gives the user an unfair "evasion" advantage.
 
Damn you large ship whale miners really went at it and sure as hell beat me to the punch of boringly mining painite while it was hot. Now it's cold. Wim Hof ice cold. What the frick dag nabbit lol
I hope and pray the demand bounces back in at most a week.
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I'm sure the value of a dollar is much lower more than a thousand years in the future. just look at the trend in the past 60 years
Absolutely Mick, but look at the price of fish/cereal/clothing now and in the ED future, and look at the price of a Suicidewinder, I said from day one that FDev should have spent out on an economic team for the Basic Economy, material costs, labour costs, expected profit margin and a tax system, and when introducing stuff like VO's look at effort and reward.
Who's gonna be the first pilot to post "trillionaire" and what are they gonna do with it?... FDev have their very own snake chasing it's very own tail.

a quick check on the interweb gives us
Cod £5000 ton
Wheat £6-700 ton
Textiles £1000 ton (tricky one to get an answer to but I used cotton)
 
The market just checks what you got in your cargo hold.
If you got more than the demand is, the price will be rock bottom.
You will not be allowed to sell the amount to meet the demand, and get the top dollar there.
If you have 50 in cargo, and the demand is 30, you will be offered the same amount as if there is no demand here.
If the demand is 30, you should only rock up with 15 to get the top dollar.

So the so called "balance" or "fix" for supply and demand when trading its just a nerf to stop people making credits for fleet carriers that no one knows if they will ever come or not.

So by now, the January patch nerfed mining, added stuttering (still not fixed for everyone on PC, consoles users need to find another game to play until next week) and bugged Combat Zones. Did i missed anything?
 
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Literally picked the game up again after loosing interest in 2017, Kit out my Python, do two mining runs and uninstall the game. What a crap time to rejoin!!
Perhaps ill come back when we can land on atmospheric planets :(
Sorry Simo but I think that the game 'drifted' in the wrong direction for you, and to be honest I think that atmo planets ain't gonna make a great deal of difference to the game for you either, a good few have dropped the game but the direction for the casual player has sold a big bunch of games.
 
If i have a consumption rate of 100 per day and a stock of 80 then my demand is 20. Perhaps this is "high" so My price per ton is say, 1000 cr.

Now if someone sells me 10. My demand is now 10. This could be "medium" . Now my price per ton is say 600cr.

So the cost of products will fall as my demand falls. That's fine. If you want a fixed cost for your entire load, you get a contract for delivery (missions).

There's still a bug in that sense because the game doesn't pay you that way.

The other idea is that the game could be creating a demand/price that is not real demand but always a guessed demand (a speculative market) based on current supply and future supply. In which case, the current behavior can make sense. Just like fuel prices aren't reflective of actual supply and demand.

If we imagine the commodity markets as speculative based, then showing up with more than what the market demands will drop the price significantly, since that previous price was based on an assumption that the supply would be low for the given consumption rate of the market. So playing to their predictions will net you the highest price per ton.
Showing up with far beyond their needs results in a re-basing of their predictions and less of a value on the item. It's not like they owe you what you thought you were going to get paid.

I could see such a system being ideal if it's paired with missions in the form of delivery contracts for a fixed quantity of items within a given time frame to a specific location.

This leaves missions in the hands of larger ships mostly. The commodity board is then the realm of small traders .... which may end up with a much more balanced way to manage trading in the game.
 
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Sorry Simo but I think that the game 'drifted' in the wrong direction for you, and to be honest I think that atmo planets ain't gonna make a great deal of difference to the game for you either, a good few have dropped the game but the direction for the casual player has sold a big bunch of games.
In many areas, we buy things that we use ephemerally and that we abandon.

Reminds me of the kids at Christmas who forget their presents after few days after receiving them.

:)
 
Did they do anything with the visual system while equipping weapons/utilities on large ships like T10? How do I know what hardpoint is it, front, rear, top or down? Playing this minigame is really tiresome.
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Btw. I like the exploration changes, look good.
 
No, they did not ruined mining. They fixed it.
Now it's time to fix drag munitions. Make them work as intended - that is to prevent boost while active.
No, it is not “fixed”.
Real fix would require using actual demand for price calculation AND ability to sell certain amount of commodity. Along with much faster recalculation of demand amount.
Naturally, it will cost both development time and increased server load.
Therefore, instead of real fix FD made an imitation of it. Breaking functionality of 3 rd-party tools in the process. There is no point to gather market prices if those prices are different for every CMDR.
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Showing up with far beyond their needs results in a re-basing of their predictions and less of a value on the item. It's not like they owe you what you thought you were going to get paid.
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In theory, it may become a good solution. IF (and only if) that price would be calculated on amount you “shown to buyer”, not your entire cargo hold.
For example you have mission to “mine 75 tons of palladium”. You have 150t in your cargo, and planning to sell excess. Then why price is calculated from your entire cargo hold?
 
No, it is not “fixed”.
Real fix would require using actual demand for price calculation AND ability to sell certain amount of commodity. Along with much faster recalculation of demand amount.
Naturally, it will cost both development time and increased server load.
Therefore, instead of real fix FD made an imitation of it. Breaking functionality of 3 rd-party tools in the process. There is no point to gather market prices if those prices are different for every CMDR.

In theory, it may become a good solution. IF (and only if) that price would be calculated on amount you “shown to buyer”, not your entire cargo hold.
For example you have mission to “mine 75 tons of palladium”. You have 150t in your cargo, and planning to sell excess. Then why price is calculated from your entire cargo hold?

Then you shouldn't receive any "price" for what you can sell for until after you give them a number of what you are looking to sell.
 
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