Patch Notes Update Powerplay Beta 7 changelog

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- Fix for Smuggle and Delivery missions awarding 0 credits for missions within the same system

Any news on normal smuggling rewards - tried them in beta 6 and I could make 1100cr per ton on tobacco bought high supply and sold at high demand.
High supply source and smuggled in - 330 cr per ton on the black market.

Cheers
 
I can't see the patch being out until middle of next week simply because it's the biggest update that FD have done so far and the other Patches were smaller therefore less testing was needed. Most of the former Patches were a week long due to this. The only one that wasn't was the MAC version of the game and that was due to a technical issues that put it back slightly.
 
I like it. Different versions of ships is good. Yesterday I saw a wing of DBs in an anarchy system. Very cool.
 
Hi everyone,
New content
- New ship: Diamondback Explorer (read more about this, and see an image by clicking here)

Wow, if you can add new ship like that base on an existing one, it will be really cool to make different variant of the other ships, with some modification like speed, mass, size, hardpoints it will add a bit of complexity and make the choose for a ship much less boring, especially for combat ship, because so far it's like the best and only choice is viper... kinda boring.
 
Wow, if you can add new ship like that base on an existing one, it will be really cool to make different variant of the other ships, with some modification like speed, mass, size, hardpoints it will add a bit of complexity and make the choose for a ship much less boring, especially for combat ship, because so far it's like the best and only choice is vulture... kinda boring.

Fixed that for you. Jokes aside though the addition of the Explorer version of the ship is extremely exciting to me. The fact that I can fully pimp one out and still get 27ly of jump range is kinda nice. However, having explored in my Python I prefer the extra internals so I can literally be ready for nearly anything, despite the fact that I'll only have barely over 14ly of jump range if I find some cargo to bring back.

While I'm not exactly disappointed, I was really hoping the Diamondback Explorer was going to be a heavier weight class in the same tonnage range as the FDL & Python with poor maneuverability, decent weapons mounts for defensive loadouts (turrets), an over-sized FSD mount to enable it to compete with the Asp/Conda on jump range and enough internals to be able to compete with the Python on slots, possibly exceed. The downside of a ship like this would be that it would use a relatively small powerplant to fit all the other stuff on board, requiring the pilot to use power management significantly more.

Basically I want my perfect exploration ship. Something that's not too great at combat, but can defend itself adequately without the ability to chase down anything that is fleeing from combat, while also having enough internals that I could retract my weapons after downing a Thargoids shields, launch a cargo hatch drone and see what goodies they hold... then launch my collector drone to clean up the mess... Then go back to prospecting and mining an extremely rare resource that's only found in places deep in space far away from that blue marble we call earth... With enough cargo hold to haul it all back to our own civilization... Oh, and still having an AFM or two to repair accidental damage.

I can dream, right?

Though I really, really am looking forward to Powerplay. The only thing that really bugged me is getting postponed until it can get refined and I have very high hopes for Powerplay itself. The revamp of how missions function has me even more excited because I can see a lot of potential in terms of additional content and mechanics that can be attached to the mission system to add a lot of depth to the bulletin board game, which I already enjoyed.
 
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I hope it will be today fingers x :D

If they go live today, I hope they fix the potential exploit I found in Beta 7. Otherwise, beta 7 feels quite fleshed out to me. Some bugs still there, but players should be able to find workarounds and live with them.
As there are some PP mechanics changes in Beta 7, some are not yet tested, as no PP cycle happened in Beta 7. Hence, there could be some hidden major bugs.

About ship "variants": I would appreciate more of them, but only, if slightly different ships do not count against the target ship number of 30 ships.
For the DB Explorer I can say, that it is different ship sharing some design features with the DB scout. Hence, I can accept it counting vs. the target ship number. Just a small detail difference: I dislike the open cabling in the DB scout cockpit and could not stand staring at it in long journeys. In the DB explorer, the cabling is tamed/hidden much better.
 
In all honesty I expected the Diamondback Explorer to be the size of a Type-6 to outclass the ever popular Vulture in range and still have the grit to sustain heavy battle. Disappointed that it will be the same as Diamondback Scout with extra stats.
 
To be totally correct, if you pledged £85 or above on the original kickstarter you got access to the Founder's world immediately, and you also get the chance to start your game in the Founder's world.

If you pledged £150 or above you were a "founding member of the Elite" which then had additional benefits.

So it depends what you mean by founder, but either way, you didn't get access to the Founder's world just by being in beta.

This. Premium backer here and Access to Shinrarta Dezra from day one.
 
Basically I want my perfect exploration ship. Something that's not too great at combat, but can defend itself adequately without the ability to chase down anything that is fleeing from combat, while also having enough internals that I could retract my weapons after downing a Thargoids shields, launch a cargo hatch drone and see what goodies they hold... then launch my collector drone to clean up the mess... Then go back to prospecting and mining an extremely rare resource that's only found in places deep in space far away from that blue marble we call earth... With enough cargo hold to haul it all back to our own civilization... Oh, and still having an AFM or two to repair accidental damage.

I can dream, right?
That's why we need more ship's variants, like that everybody can fin his hapiness!

Though I really, really am looking forward to Powerplay. The only thing that really bugged me is getting postponed until it can get refined and I have very high hopes for Powerplay itself. The revamp of how missions function has me even more excited because I can see a lot of potential in terms of additional content and mechanics that can be attached to the mission system to add a lot of depth to the bulletin board game, which I already enjoyed.
Well me too, but i don't know so far the feedbacks about powerplay is that the power system is broken, and you can't really modify the galaxy balance.
I am as excited as you are about this I swear, but I don't know I think they could do a much more simpler system for the powers, what I have seen so far is a bit complicated, but anyway that's why it is in BETA I guess, so they could improve it!
 
That's why we need more ship's variants, like that everybody can fin his hapiness!


Well me too, but i don't know so far the feedback about Powerplay is that the power system is broken, and you can't really modify the galaxy balance.
I am as excited as you are about this I swear, but I don't know I think they could do a much more simpler system for the powers, what I have seen so far is a bit complicated, but anyway that's why it is in BETA I guess, so they could improve it!

I need to research more footage on in-game activity with Powerplay itself before I can really comment on this.

However I can share what I pictured Powerplay as in the beginning, and that is a game mechanism meant to focus player activity. What I mean by that is to give players a reason to play in an area and also to give those players a citizenship or camaraderie with with those doing the same. My hope was that this would spawn somewhat of a mindset and change the reputation of Open play from a "omg its all pew pew pew" to a place where you could see living, breathing player populations going about their day to day lives which would naturally support the power whose sphere of influence they choose to reside in. Pirates and invaders quality of gameplay would go up, while the immersion of their presence would be naturally balanced out by the increased population, reducing the impact of the "griefer complex" (read as: They shot me! They're griefing!).

I've even thought up a player group that I want to build that follows that vision for Powerplay, and I've even theory crafted a tool I could build with AutoHotkey that would allow the group to network data with each other with in-flight AI-like voice notifications, distress signals and the like to both encourage group play, while also highly encouraging independent gameplay. Something that would foster an actual feeling of community within the game. Unfortunately though I have other things I need to do first and can't dedicate the time to build the tool and manage a community in such a way.

Also.. I really don't think that any one player should be able to have a significant amount of sway over the powers. No matter how you dress up solo & group modes, you are still playing an MMO with a player driven narrative, that shares a single shard (regardless of the fact that instancing is heavy). We are members of the Pilots Federation, not the Federation of Politicians. Like any good subordinate we will have sway with our leaders, but not total control. Now if you want to have true impact on the powers... Lead a community, that leadership will in turn translate into a higher level of power within your faction.

If the Elite community as a whole didn't have such a large quantity of players focused on the single player experience they would see the potential of Powerplay in terms of community. Honestly the thing that scares me the most is if a group like Mobius were to decide to get into PP and throw the entire weight of their membership behind one power from the safety of the groups mechanic. If anything, that is a balancing issue that should concern people the most about Powerplay because that in and of itself would be exactly like EVE Online's Alliance blocs, except without the ability to combat them in any way other than to build a large group capable of out grinding them.

Wow that turned into a bit of a post... Needless to say, I have high hopes for where Powerplay can take us.
 
Certain beta backers having founders permits is actually a bug from Gamma release. If any of them reset they will lose access

... Whistles non suspiciously, and slowly backs from the room.....
(then sound of spaceship firing up on landing pad is heard in the distance, and a loud cackle type laugh...)


I better not reset my game then :)
 
I need to research more footage on in-game activity with Powerplay itself before I can really comment on this.

However I can share what I pictured Powerplay as in the beginning, and that is a game mechanism meant to focus player activity. What I mean by that is to give players a reason to play in an area and also to give those players a citizenship or camaraderie with with those doing the same. My hope was that this would spawn somewhat of a mindset and change the reputation of Open play from a "omg its all pew pew pew" to a place where you could see living, breathing player populations going about their day to day lives which would naturally support the power whose sphere of influence they choose to reside in. Pirates and invaders quality of gameplay would go up, while the immersion of their presence would be naturally balanced out by the increased population, reducing the impact of the "griefer complex" (read as: They shot me! They're griefing!).

I've even thought up a player group that I want to build that follows that vision for Powerplay, and I've even theory crafted a tool I could build with AutoHotkey that would allow the group to network data with each other with in-flight AI-like voice notifications, distress signals and the like to both encourage group play, while also highly encouraging independent gameplay. Something that would foster an actual feeling of community within the game. Unfortunately though I have other things I need to do first and can't dedicate the time to build the tool and manage a community in such a way.

Also.. I really don't think that any one player should be able to have a significant amount of sway over the powers. No matter how you dress up solo & group modes, you are still playing an MMO with a player driven narrative, that shares a single shard (regardless of the fact that instancing is heavy). We are members of the Pilots Federation, not the Federation of Politicians. Like any good subordinate we will have sway with our leaders, but not total control. Now if you want to have true impact on the powers... Lead a community, that leadership will in turn translate into a higher level of power within your faction.

If the Elite community as a whole didn't have such a large quantity of players focused on the single player experience they would see the potential of Powerplay in terms of community. Honestly the thing that scares me the most is if a group like Mobius were to decide to get into PP and throw the entire weight of their membership behind one power from the safety of the groups mechanic. If anything, that is a balancing issue that should concern people the most about Powerplay because that in and of itself would be exactly like EVE Online's Alliance blocs, except without the ability to combat them in any way other than to build a large group capable of out grinding them.

Wow that turned into a bit of a post... Needless to say, I have high hopes for where Powerplay can take us.

Yeah but that's a great post, on powerplay i tried to make my opinion on the most info on this, like streams and such, or even this guide given by Fdev, here is the thread if you didn't see it https://forums.frontier.co.uk/showthread.php?t=147543
And on paper, yeah that seems good, but does it really work?

And man, it's good to see someone who think that this game can be so much more, communally speaking.
I am one of those that see the great potential of open play and hopes for additions and improvements on it, that will make the others coming out of their solo mode.
But at the current state i totally get why people stay on solo mode, multiplayer interractions is actually broken, however I think by forcing multiplayer interraction with simple thing like jobs for example, hiring player to escort during a trip or attack traders, or to come refuel and repair your ship. Things like that should add some real deepness to the open play.

Yeah I heard about EVE issue with the big corp, but man I wish ED had the economic structure of EVE.
 
Fixes/tweaks
- Fix for collector limpets expiring prematurely

Still no fix for mining with more than 1 collector drone. Still the same problems: Drones try to pick up each others fragments, drones get killed by that and you have to get lucky with every drone you fire after that, that it wont bug out as well....

Still not usable, and still disappointing...
 
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