Patch Notes Update Powerplay Update 1.3.05 Incoming

Status
Thread Closed: Not open for further replies.
Depends on the ship, I think. I've not noticed a problem either but I've heard a lot of Anaconda owners screaming.

(A lesser person than me would make some comment about "serve the rich b*******s right". And that's a joke, before there's even more screaming.)

I have a T-9, FDL, Vulture, Scout and Explorer. I had an Anaconda. Repair costs are all more than fair IMO.
 
Haven't bothered to calculate it properly, but I think yesterday I had to fix 4% lost integrity for about 11,000 cr. But then, I'm not rich enough to own a Conda in the first place.

With 1.3.5 1% integrity repair of my Anaconda costs around 73.000 cr. 100% integrity repair is below the insurance cost, but close. I'm ok with that. Would be silly if destroying the ship would be a better choice than repairing it.
 
[start of rant]Just great, you would think that they would extend the timers... I got a nice paying mission "failed" because of the patch :( You would think that they would add an extension like"extend timer until the player logs back in and continue from there"...
Hopeful for the next update? THere were NO INGAME MESSAGES like the other day, at least you could prepare.[/end rant]

There must be some form of issues with the messages then, because i started getting warnings, at 30 minutes before shutdown, my friend started getting them at 25 minutes(he might have missed the 30 minute one) and i got kicked off the server at 10 minutes prior to shutdown for maintenance
 
Use a bigger font. They might hear us if we shout.

REPAIR COSTS ?

PP_go_home.jpg

with such a price for repair, I can not afford to intercept enemy agitators.

PP goodbye
 
When are you going to fix the stupid repair costs introduced in last patch? They are unrealistic & is just a gold sink, I don't play MMO's because of the grind & their stupid repair costs, if this don't get fixed (& I mean fixed) then I will troll the internet slagging the game off!
Also when are you going to fix the bug that has been around since beta where if you paid any repair or fuel costs & the server disconnects you, when you reconnect you have to pay them again? This is even more relevant now since you screwed the repair costs & hiked the fuel cost!

Interdiction costs are downright ridiculous whether you interdict or get interdicted, I usually submit to interdictions & the repair costs were stupid before the previous patch!

Any idiot who thinks repair costs are OK has too many credits!
 
Last edited:
Strong shields can take 10 minutes and more to recharge. The issue isn't just about stations, and I am kind of annoyed how this is more and more called out as "shields don't quickly replenish at stations", when the problem actually is "shields take ages to replenish everywhere".

I agree this can be considered a problem. In my Python I've often found myself keeping a low profile after my shields go down and working to get to a station as quickly as possible to wait out the recharge and repair.

Additionally, I'd also like to mention that the length of time of both shield regeneration in general while up, and re-engaging shields after they go down is a bit long. Thankfully I don't use any shield boosters so I'm not as disadvantaged as a lot of players in this department, but it still sucks. It's also negatively impacting my smuggling/bulletin board gameplay as every time I go silentto get into a station (which is very frequent for me) I am voluntarily downing my shields. I've spent a lot of time waiting for shields to recharge before relaunching just in case I get that odd, unlucky collision on the way out of the station... Especially sitting at a 12.5m rebuy. Better safe than sorry in my book.

I'd like to see some kind of accelerated recharge when your systems capacitor is fully recharged and you have full pips to systems. A combat balance could be enabled to ensure that any combat damage prevents the accelerated recharge from occurring for X amount of time after getting shot at while the shields computer systems recalibrate the energy flow to maintain the shields.

Also I don't know if it's me, but it seems that the shields are still ticking down their timer to re-enable after being downed, even without pips to system. It may just be me though.
 
As I understand it, it's something 1MJ per second, no matter the size/grade of your shield generator, power plant, maximum shield value or anything else. It's oddly ungraded.

In fact, thinking about it, I have a suggestion for this - make the charge rate accelerate, doubling every twenty seconds or so, and resetting the rate back to 1 if the shields are hit again. Essentially this means that shields would recharge faster if you were out of combat.
 
"Retain a discounted hull value when rebuying a ship after dying" - are FD saying that we do die and there is no escape capsule? This is important for the lore.
 
I thought they fixed the repair costs? After they introduced the integrity issue I was losing 1% integrity, minimum on every flight and paying 100K+ to repair it in my Python.

In the games current state I am only paying 25K/1% of integrity, which is 2,500,000 for 100%. Compare that to my rebuy of 12.5m and I have little to no complaints. Additionally, I've only noticed that I take integrity damage when I'm really pushing my ship. Most notably on flights where I have actual collisions or overheat my ship.

I don't really see a problem with the repairs right now.... Unless I'm just special. I've had my ship in space for about 6-10 hours of gameplay without docking, some of which I just left it flying towards a star with the camera facing it for background ambience while listening to Escape Velocity and doing chores/laundry. I docked and have 0% integrity damage, and I had to repair other damages from combat damage.

Based on my experience, I think integrity damage is based primarily off of collision damage. Shields up or not, the overall integrity of your ship would suffer from a collision when you really analyze the physics and shields being attached to their emitters, which are fastened into your hull. It could very well be a cost deterrent to using ramming as a tactic. At least that's my train of thought.

- - - Updated - - -

"Retain a discounted hull value when rebuying a ship after dying" - are FD saying that we do die and there is no escape capsule? This is important for the lore.

This is a patch note, not a lore document. Best not to construe it as such.
 
I thought they fixed the repair costs? After they introduced the integrity issue I was losing 1% integrity, minimum on every flight and paying 100K+ to repair it in my Python.

In the games current state I am only paying 25K/1% of integrity, which is 2,500,000 for 100%. Compare that to my rebuy of 12.5m and I have little to no complaints. Additionally, I've only noticed that I take integrity damage when I'm really pushing my ship. Most notably on flights where I have actual collisions or overheat my ship.

I don't really see a problem with the repairs right now.... Unless I'm just special. I've had my ship in space for about 6-10 hours of gameplay without docking, some of which I just left it flying towards a star with the camera facing it for background ambience while listening to Escape Velocity and doing chores/laundry. I docked and have 0% integrity damage, and I had to repair other damages from combat damage.

Based on my experience, I think integrity damage is based primarily off of collision damage. Shields up or not, the overall integrity of your ship would suffer from a collision when you really analyze the physics and shields being attached to their emitters, which are fastened into your hull. It could very well be a cost deterrent to using ramming as a tactic. At least that's my train of thought.

- - - Updated - - -



This is a patch note, not a lore document. Best not to construe it as such.

Yeah I've exactly the same position. If you get beat to hell in a conflict zone, it costs money and rightly so. Don't get your beat on.
 
Hi, I had a rebuy and my rebuy went up on the replacement ship. Will this go back down, or do I have to rebuy everything from Shinrarta again for the cheaper rebuy?
 
Great work fixing!

Please remember that the cargo limit in instance is still crippling Piracy as a profession, hope it will be fixed soon as it is a subject Michael himself said is being looked into.
 
FWIW last night, so on 1.3.04, my Asp that had been out exploring came back to ~333k Integrity Repair cost for it being at 0%. Given that was about 1/3rd my Rebuy Cost, it seemed reasonable.
 
*meh*

I'm missing the following :

Mission fixes:
  • Fixed clean Factions or w/ Allegiance handing out illegal or terrorist-type Missions, putting them back in line with Government/Faction ethos
  • Fixed Factions w/ Allegiance handing out Friendly-Fire Missions vs. Factions of same Allegiance
  • Fixed Imperial and Federal Navy handing out illegal or terrorist-type Rank Progression Missions
  • Fixed abnormally high Rank requirements for some lower-tier Missions
  • Removed nonsensical Explorer Rank requirement for next-door standard illegal USS salvage-recovery Missions


  • Fixed spawning with shields down after getting disconnected during hyper jump or safe exit with destination lock from SC.
  • Fixed resetting Jump data to "most economical routes" every single time you get logged out. Will now remember your preference like for the map.



Mission fixes so far resulting in a single mission available and 19 missions unobtainable at a station where I'm individually allied with 2 minor factions.
 
Sweet another fix! Is repair costs broken or what?

Edit : I feel bad for patreus they just finally got their faction bonus lol
 
Last edited:
Anyone suffering the expensive repair costs etc, don't worry about it, as long as you have 100M worth of credits or ships to sell you can make 12.5M per week for doing almost literally nothing, its called Powerplay and has been introduced to help the rich become richer for bypassing gameplay mechanics.
Just buy all the credits you need every week to stay at rating 5 and within 6 weeks you are actually turning a profit.
Now remember kids, don't exploit in any other way, please only use the systems that FD have provided you with.
PowerPloit FTW!
oh and FD, figure out how your own system for decay works and then state it as fact please, not once has your decay actually functioned like it is mentioned in the manuals (and there were even 2 possible interpretations - neither of which were right), Personally, I will be staying away from PP from now on, im not taking part in it properly only to have the mega rich do nothing in comparison for rating 5 every week. Just another half baked and untested idea, this whole 1.3 has been the worst roll out of any update I have ever seen, beyond amateur now guys.
 
Why would you want to use an Anaconda for combat, such an easy target and to follow and destroy. I have a fully A rated Anaconda worth around a billion credits and use it only for trading, rest of the time it's like having a Rolls Royce parked in your garage.

Don't always think PvP... A lot of people use Conda for combat in solo mode with good success. Well, until the repair costs exploded.

Not to mention that a fully A rated Anaconda isn't worth bothering to trade with, you loose the jump range advantage over the T9. If you don't use your 'Rolls Royce' that doesn't mean other people don't or shouldn't.
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom