Patch Notes September Update - Downtime and Patch Notes

Deleted member 192138

D
Affecting power play and BGS is PvP already. The types of government and types of power in system changes availability of services, bounty payouts, commodity values, system security levels etc. It is activity between players to advantage their minor (often player) faction and/or power and/or attached squadron to the probably disadvantage of other players working their own activity in the area. I don't necessarily think PG and solo activity should be completely shut out, but those modes are much more susceptible to exploits such as botting in addition to the fact that players engaged in those activities are already having an effect on the gains and losses of other players.

That open play isn't heavily weighted to incentivise players to engage in activity that effects each other in a space where they can actually interact around it is absurd. Granting people the ability to abuse blocking for the same ends is equally absurd. Blocking should nix people from comms, sure - there are plenty of people I'm sure I'd rather not have spouting a stream of garbage where I can read it. But if people effect the gameplay of others they should be in the same game space. It's really that simple.
 
Seriously? Wasn't this year supposed to be all about quality of life? The bugs escalate, useless and irrelevant "newness" is introduced, and age-old bugs continue to breed like, well, bugs! And you've only managed to fix that small lot? Don't want to seem ungrateful and all, because I do love the game and I respect the workers and all that, but - really? That's all? I'm still getting keyboard locks from the comms panel that require ctl-alt-delete and a client kill which has been around for a year - and that's not considered critical? Disappointed. So-o disappointed. Not a thing in this update for me, but I guess that sounds entitled doesn't it. Bring on 2020 because fleet carriers mean nothing to me either!

If you move to the leftmost tab before leaving the Comms panel Everything works fine, If you leave any other tab highlighted you will lose your keyboard, it's a bug but so easily worked around, no need to ctl-alt-del
 
Very glad that SLF thing was discovered and is being addressed.

Had several occasions with 'spontaneous' network problems when my beloved opponent realized he doesn't have the upper hand anymore. I wondered if they were all so adept in using packet filters... stuff like spamming commands didn't come to my mind.

Thank you for fixing it. Hopefully, you'll go after future reports in the same way.
 
How about starting the update 8:00 PM (UTC), just to be considerate to players on the other side of the planet for a change – you know – be fair – share the love around 😘
 
All in all, underwhelming patch notes. And that's compared to what was promised even.

1. Better support for new players.

So we get yet another tutorial. Sure, it's now voice acted and one tutorial instead of several small ones. But still, it's just another tutorial, which all too many people will skip. Even during the presentation they said that people will not read things, etc... the same people who don't read also don't play tutorials. I was so much hoping that we'd get some context sensitive help here. Just like many other games do it since years. But i guess that's too much to ask for.

2. Bugfixes

Yes, they are there. Perhaps not exacly all i would've hoped to be fixed, but there is a list of bugfixes, that's fine.

3. Quality of live upgrades.

I am hard pressed to find those. I mean, we early this year got told that we veterans should not expect much new content. So i did not. But we also were told that while new content is not coming, some quality of live upgrades would be inside each patch we get. They were there in the first new player patch this year, but somehow they are now missing in the second.

It would be so nice to find out that they just were forgotten in the patch notes, but i don't really believe that. :(
 
How many ARX did I earn for reading this?
Hmm sure this comment was probably facetious, but given our FDev accounts are linked to the forums, it should be possible to earn Arx for contributing to the community.

As forum usage is the ultimate (PvP) end game, it could be an interesting experiment to earn Arx out of game, while supporting it: increasing ranks on Google search engines; helping newbies with their questions; creating/sharing content; social activites increasing game longevity and so on.
All the things paid community managers want to do, and we do for free.

So yeah +1 for earning Arx for suitable forum use.
 
All in all, underwhelming patch notes. And that's compared to what was promised even.

1. Better support for new players.

So we get yet another tutorial. Sure, it's now voice acted and one tutorial instead of several small ones. But still, it's just another tutorial, which all too many people will skip. Even during the presentation they said that people will not read things, etc... the same people who don't read also don't play tutorials. I was so much hoping that we'd get some context sensitive help here. Just like many other games do it since years. But i guess that's too much to ask for.
[...]

Two things: the "old" one was already voice acted, so no change there. But, I don't think you can skip the new one since it's now the start of a new game, not hidden in some extra menu.
 
the same people who don't read also don't play tutorials.

After helping out newbies since release, I am with you on that.

Dropouts occur due to

- People considering Elite being a full content MMO not a giant simulator with additional fun stuff

- People not doing any of the tutorials, then considering Elite being a dead game because they can't figure out how to make contact to others

- Certain players and player groups 'having paid' for ganking new players or force recruiting them at gunpoint then leaving them alone

All in all, it would be sufficient to create a "do the ' tutorials, dude" popup each and every 15-45 minutes while playing the first few hours. There are plenty of great websites and at least one "real" book for new cmdrs, if they're willing to learn.

You won't stop the "l33t fun crowd" from rage quitting, either way...
 

Deleted member 192138

D
3. Quality of live upgrades.

I am hard pressed to find those.
Don't forget the speed indicator is gaining directional chevrons with the added bonus of an ambiguous top of the bar where once it was just flat - as the indicator your actual speed relative to potential speed/blue zone. Because explaining to newbies how to read space dust would be too complicated.
 
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Don't forget the speed indicator is gaining directional chevrons with the added bonus of an ambiguous top of the bar where once it was just flat - as the indicator your actual speed relative to potential speed/blue zone. Because explaining to newbies how to read space dust would be too complicated.

I am glad these chevrons are added. The space dust thing is a real problem for most and no one tells them. Sidewinders are often found flying backwards erratically...
 
All in all, it would be sufficient to create a "do the ' tutorials, dude" popup each and every 15-45 minutes while playing the first few hours. There are plenty of great websites and at least one "real" book for new cmdrs, if they're willing to learn.

Unfortunately that would not do. Also note, putting people through a tutorial once is not helping too much. Remember, even motivated people generally only take along 20% to 30% of what was taught in a seminar. Those which are pushed into it and don't really want to, even less.

You can imagine the outcome when somebody is nagged or pushed into a tutorial against his own will. Context sensitive help would be the way to go. Even a mere station approach would require several steps of it, though. So just imagine:

1. Player arrives at a station.
1.1 Game checks how often the player already docked in the last 8 weeks.
1.1a It's more than 20 times, the player sure knows what he is doing. No need to display any help.
1.1b It's between 10 and 20 times. The player might know what he is doing, but if better to be sure. Start internal timer for 2 minutes.
1.1c It's over 0 but below 10. The player most likely needs help. Start internal timer for 1 minute.
1.1d The player did not dock once in the last 8 weeks. Might be new, might be that he was off and forgot things. Display help on how to get near the mailslot.
1.2 Help probably is to get the player select the station, then point out the direction markers on the station. Perhaps even display some new holo-pointers to help the players.

2. Player gets close enough to the mailslot but does not request docking permission.
2.1 Use the timer given above. When the criteria are met, show how to ask for docking permission.
2.1 Emergency measure: player flies into the mailslot without asking for permission. If player is flagged as inexperienced, delay station defenses. Block the whole "you are trespassing, you can't ask for docking permission" thing. Instead immediately point the player to how to get docking permission and grant it if he does it.

3. Player has docking permission and still is outside.
3.1 Use the criteria above, but shorter time intervals, till you display help on how to get into the mail slot.

4. Player is inside the station, but nowhere near his landing pad.
4.1 Use the criteria above, with adjusted timers, to determine when the player should get help.
4.2 Give info (e.g. highlight compas) to find the landing pad.

5. Player is close enough to the landing pad. Proceed like above for position, direction, landing gear. Guide him to set the ship down properly.

And yes, this is merely for docking. I won't also write everything here for launch/navigation/jump/supercruise/trading/combat/mining/etc. It indeed is a lot of work to do and way more complex than yet one more tutorial. But it also is many times move useful than yet another dozen of tutorials.
 
So in this new "Bugs By Popularity" reporting system, who of you voted for "The correct Elite rank will now show when targeting your own ship from your SRV" and "Fixed an issue where the word 'next' was partially cut off in the Navigation Tab of the External Panel" over things like "The FSS takes FOREVER to scan geological planets" and "Codex refuses to record my unique discovery", hmmmm?

I am glad to see "Fixed an issue where body data wouldn't show up first time when using the Full Spectrum Scanner (FSS)" and "Fixed an issue where the blue scan visual effect can appear on a nearby planet that you're not trying to scan" bugs fixed. At least that's something.

Oh, and where is "Fixed Elephant Butt Leather" ?!?!?!?? Oh wait, I don't care about that anymore :p
 
The netcode isn't the issue here.

The main issue is how most internet access providers, all around the world, are not neutral as they should, and decide to filter/bandwith-limit specific type of packets (p2p, youtube, twitch and so on) to maximise the number of people on their existing network, that way they don't have to invest as much to get more people in.
They even for some try to detect p2p specifically and block it, cause it's obviously illegal stuff. So Elite has to continuously try to reconnect players together when one player's ISP blocked the network port the p2p part of the Elite netcode was using.

Sometimes, it's just your router/modem that doesn't like uPnp (it's a piece of software that dynamically affect a network port to each app on your pcs, including Elite). In that case, setting a specific port redirection on your router to your PC's IP (5100 for Elite for example) and forcing that port (5100) in the network options of Elite can help get a way more stable connection.

Sure, a classic client/server model would have avoided those issues... but then the servers at Frontier would need to be way more powerful and they'd need way more of them to handle instances. Back when they were out of the kickstarter, they just didn't have the money for this. Also, don't think that model doesn't have issues, cause most MMOs do have issues from time to time with a client/server classic model.
I'd like to reinforce this by telling an experience when I was playing Lord of the Rings Online - which has your PC client connected to a central server.

For those who know the place, a group of us were fighting the dragon in Helegrod. We had voice comms. I was the "tank", annoying the dragon, getting in his face and absorbing his damage, while others were zapping him. I began to be affected by lag. My skills were taking several seconds to take effect at every button press, I couldn't move and my frame rate was dropping. I told the rest this, knowing that if I disconnected from the fight they could suddenly be in trouble. "No, everything is fine", they assured me. My game got slower and slower until suddenly I heard the rest rejoicing that the fight was won! They were congratulating me on a job well done while I was still fighting the dragon! They assured me that I was still alive at the end so I felt sure I wasn't going to die. Then I heard them dividing up the loot (which would soon despawn). It was fully ten minutes before the fight ended for me. My frame rate then recovered, but of course there was no loot for me. Most of my comrades had already exited too.

That was a central-server game. It's not the case that changing from P2P to server would fix all the world's internet problems.
 
Don't forget the speed indicator is gaining directional chevrons with the added bonus of an ambiguous top of the bar where once it was just flat - as the indicator your actual speed relative to potential speed/blue zone. Because explaining to newbies how to read space dust would be too complicated.
Especially given how much graphics settings and ambient lighting can affect the visibility of space dust.
 
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