Patch Notes Update Powerplay Update 1.3.04 Incoming

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There's always been a cap to prevent griefing by dumping canisters to kill everyone's frame rate - it's been there since beta.

Michael

Hi Michael.

It was there, in Premium Beta, yes.

But by the time final release rolled around, that cap was gone.


Flat-capping cargo to 20 tonnes is a terribly blunt instrument, applied universally to something that was only a problem very occasionally, in specific locations, eg. in the region of a station.

It's particularly disheartening that this limit (re)appeared in the very update thay delivered the long-awaited bulk cargo collecting drones!


By all means, have "excess" cargo blow up if it is inside a station NFZ, or dumped at a conflict zone. Those situations are no place for bulk cargo. But everywhere else, please, don't apply a dreadful blanket limit.

If you want a sexy in-game bit of handwavium, have station mini-lasers shoot cargo if it is inside the NFZ-ish area.

If conflict zones are regarded as a lag-dump risk, have "navy NPC" PDTs shoot down cargo canisters. :) Or just have them explode if a limit is breached, as it is now. Nobody will care, honest.


But as it stands now, it's a bit of a shocker. Good luck with it!
 
Hi Michael.

It was there, in Premium Beta, yes.

But by the time final release rolled around, that cap was gone.


Flat-capping cargo to 20 tonnes is a terribly blunt instrument, applied universally to something that was only a problem very occasionally, in specific locations, eg. in the region of a station.

It's particularly disheartening that this limit (re)appeared in the very update thay delivered the long-awaited bulk cargo collecting drones!


By all means, have "excess" cargo blow up if it is inside a station NFZ, or dumped at a conflict zone. Those situations are no place for bulk cargo. But everywhere else, please, don't apply a dreadful blanket limit.

If you want a sexy in-game bit of handwavium, have station mini-lasers shoot cargo if it is inside the NFZ-ish area.

If conflict zones are regarded as a lag-dump risk, have "navy NPC" PDTs shoot down cargo canisters. :) Or just have them explode if a limit is breached, as it is now. Nobody will care, honest.


But as it stands now, it's a bit of a shocker. Good luck with it!

I wasn't pirating in premium beta so didn't notice the cap then. I notice it now because overnight it's killed my profession.

Drones were supposed to bring hope for piracy but instead it killed it. You really need to look in to this because it's just wrong, you shouldn't need users to point out that the limit is wrong anywhere outside of a station or cz. It's just not logical to kill a profession with a "fix" for an unrelated bug.
 

Michael Brookes

Game Director
Has it? I was at big harry's monkey hang out when they dumped multiple T9's filled with palladium for an entire day back in 1.1 and I didn't see any cap then. There was no cap in Lugh and at any of the CG's before 1.3.

We all know station dumping is bad and should be stopped. This new 20t cargo limit should only be in station instances and cz.

It wasn't in the patch notes for 1.3, it was brought up as a bug in the 1.3 beta.

If this is your final word on the subject then a lot of players are going to be disappointed.

It shows you don't play your own game if you think the cap has been in place since beta.

It has broken pvp piracy and it's not just pirates who think it's silly, there's a ton of forum and reddit feedback about this change from players off all professions.


We are looking to make a change so that the limit is higher when in deep space than when you're near a station or outpost.

Michael
 
I don't understand how this micro patch has effected repair costs, I have damaged 4 shield booster, and its going to cost me 1mill to fix them, but if I got to founders world I could buy them for about 800k.
If you are planning on keeping the repair costs @ a pre wings state, your going to scare the commanders away again... I just spent last month getting about a dozen lost commanders to come join in this Powerplay, one thing is for sure they will not stick around if these costs are like this. I don't understand what's going on, one moment you do this, next moment you go back in time with previous problems. Are you running the released game like a beta test arena?
 
We are looking to make a change so that the limit is higher when in deep space than when you're near a station or outpost.

Michael

That's a good start, thanks!


Please note that this issue was raised in PP Beta, June 4th and 5th, in both the issue reporting and Beta discussion threads. The one in issue-report format was knocked back by QA as working-as-intended, and moved to PP Beta discussion, where it languished... as did the more recent threads on the same issue (in general ED discussion).

Perhaps QA can have a procedure put in place for "quality of life" factors (related to changes) that, when raised as issue reports, are marked "FAO Designer" for a quick health check?

In this case, it would have nipped things in the bud, rather than have it cause issues in production for almost two weeks before bubbling up to high visibility levels.

Cheers!
 
We are looking to make a change so that the limit is higher when in deep space than when you're near a station or outpost.

Michael

Thank you.

Please bear in mind that some people pirate in wings of up to 4. If you're pulling over a T9 in a wing the most players would ask for would be 30-40t per win member.

In player made instances with 5-6 ships you don't get lagged from a full cargo being dropped.

Any eta? I don't want to push my luck but I've not played since 1.3 beta and wish to carry on playing my chosen profession asap.
 
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Michael,

Is 127k per 10% repair sound about right for python ?? i'm looking at a 743k repair bill at the moment.

unequipped python costs around 56M.
so your repair cost for 100% (when 10% = 127k) would be around 1.2M.
Rebuy cost of said python would be around 2.8M
doesnt sound wrong to me.
 
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Michael Brookes said:
We are looking to make a change so that the limit is higher when in deep space than when you're near a station or outpost.

Michael

Thanks a lot. We will be patiently awaiting your solution.

Distance said:
Thank you.

Please bear in mind that some people pirate in wings of up to 4. If you're pulling over a T9 in a wing the most players would ask for would be 30-40t per win member.

In player made instances with 5-6 ships you don't get lagged from a full cargo being dropped.

Any eta? I don't want to push my luck but I've not played since 1.3 beta and wish to carry on playing my chosen profession asap.

I second this.
 
There's always been a cap to prevent griefing by dumping canisters to kill everyone's frame rate - it's been there since beta.

Michael


What are you talking about? Michael, I'm a professional pirate and have been doing this for several months now or more. There has not been a cap. None. I've been able to ask players to drop 30, 60, even 80 tons of cargo and scoop it up. We can't have a profitable profession unless we can demand far larger sums of cargo be dropped from our prey than 20 tons. Especially if we pirate in wings. How can a wing of four players make money with 5 tons each considering they might get one or two drops an hour?

This needs to be re-thinked and addressed. I suggest you consider the following:

1. Make the 20 ton limit only apply to station or conflict zone instances.
2. Have stations shoot cargo canisters.
3. Raise the limit to 100 - 200 tons per instance.

Any one of the above would help the piracy profession tremendously. Please consider these. As it is right now, I have no profession. I can't make any money with the 20 ton limit. Where a trader made ten to twenty times what I pull in an hour BEFORE the 20 ton limit, now they make even more.

Ideally #1 or #2 would be the best. Having zero limit in deep space would be ideal and give piracy the freedom and flexibility it deserves.

There was no cargo drop limit before 1.3.
 
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And I just had the Auto docking computer screw up on me for the first time since I started using it in 1.3.. Was on approach just over the pad when for WHATEVER reason it goes into a slow reverse and doesn't stop. Went from pad 10 (at the back of the station) and slowly crept towards the front of the station without any indication of stopping.. So before I let the Auto dock crash my bloody ship i logged out.

Switch off DC module on right panel?
 
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