Patch Notes Update Server Update Incoming - 19.06.2015

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Hi everyone,

a server update is incoming at 3.30pm BST. They will be down fore up to 30 minutes.

There are two changes for this update. The first addresses the server stability issues encountered last night and the second tackles the repair cost issue.

The fix should bring repair costs into line according with a module’s cost and current integrity; at zero health the maximum repair cost should be one percent of a module’s base value.

The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.

We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up.

Thanks

Michael


Good job FD! One major problem of 1.3 patch fixed!
 
Hi everyone,

a server update is incoming at 3.30pm BST. They will be down fore up to 30 minutes.

There are two changes for this update. The first addresses the server stability issues encountered last night and the second tackles the repair cost issue.

The fix should bring repair costs into line according with a module’s cost and current integrity; at zero health the maximum repair cost should be one percent of a module’s base value.

The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.

We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up.

Thanks

Michael

Thanks Michael, this is exactly what we needed. An explanation of the metrics we should be expecting.
 
Thanks for letting us know the background on the repair-cost-calculation!
Such information is always welcome and useful!
 
...The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.

We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up...

Thank you. :) :)
 
Thanks for the update, again. I was just able to acquire 50 tons of rare "Diso Ma Corn". Waiting for the update and then make lots of money...

Thanks again Frontier...
 
Sorry to be the one to tell you this mate, but you are a beta tester.

It's been this way with all of FD's updates. (all three of them)

Testing isn't going to bring out all the potential issues or balancing problems.....

As long as they're fixed PDQ in an agile fashion / rapid development, that's acceptable - mainly because FD aren't a huge organisation with limitless resources to call upon (and time!).
 
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Any update on the unusual preparation CC values or at least some clarity as to how the values are calculated?

Hudson's preparation CC is the extreme example:
3958 CC income
3073 CC Upkeep
1702 CC available.

3958 - 3073 = 885 not 1702

A bug report was submitted here:
https://forums.frontier.co.uk/showthread.php?t=158534&p=2421525&viewfull=1#post2421525


Assuming the values are correct can we get an explanation how the available CC is calculated. Currently CC seems to be a lottery! :)
 
Just as I was about to roam in the black... ah well, time for a cup of tea then. Thanks for the notice, and thanks for your continued work on such an enjoyable game!
 
Thank you so much - just the kind of thing I was hoping for (addressing repair costs).

So many updates this week - awesome. Hell of a thing to manage during E3. Much appreciated.
 
Ah, I was suspecting something was wrong; I ranked up to "Master" and am allied with the Empire : I should have received the permit for Achenar unless I missed something?

Yeah, that was when I noticed something wasn't right when I got to Master. Subsequent missions for Knight were suspect too, often with multiple missions from the Navy appearing on the bulletin board, though I only took one at a time. Also, I had been demoted to Cadet with the Federation.
I filed tickets for these, and my account reviewed and amended, complete with permits. As it happened, I was supposed to be a Chief Petty Officer, not a Petty Officer, and I also got a Vega permit.

I just hope a solution can be found so that manual amendments don't have to be done all the time.
 
Is it possible to get my missions reset till after the update is done? I logged in and accepted a 20 minute naval ascension mission without getting a warning of the server update. I've done 6 of them to rank up to no avail already, can I catch a break on this one?
 
I'm feeling like a beta tester.

Can you please do these balancing changes and fixes in the beta stage?

Be thankful they are fixing the issues quick, some issues reported to Microsoft hasn't been fixed for years and they are writing the operating system most of us are playing the game on :)
 
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