Some feedback regarding Update 11

o7

First of all, I am quite satisfied with Update 11. Sure, there are some bugs - but overall I think it's pretty good.
Here is a small feedback list from all the little things and issues I gathered:
  • The new modular environment on the carriers looks pretty neat, but it is gated behind high upkeep which grinds my gears a bit.
  • The bar as well as the shipyard should be accessible to everyone - without buying an additional module, or at least be reduced to 250k active upkeep.
  • The bartender should have a higher cap for materials, 100 is too low for substantial trading.
  • Vista Genomics should be included into the Universal Cartographics module and not be charged separately. Carrier upkeep is high enough as it is.
  • I would really love if the crew members on the carrier would greet us, or react upon seeing us (as we are basically their commander). Just a simple salute emote when passing by would suffice.
  • The interface that swings out on the commander chair should be interactable like those on the walls. It would be great to manage your carrier from this position. Also, please add the functionality for fuel transfer from the carrier cargohold into the fueltank - this would make managing this behemoth a little easier.

  • I love the art direction of the carrier concourses.
  • I also love the sound design of the jump and its animation, kudos to all the devs involved ;-)

  • Performance got a bit better for me in this Update, but it still tanks around settlements and in station concourses. When in an instance with a station, or a settlement present my frames begin to drop and there is a lot of stuttering.
  • There is still need for a new anti-aliasing implementation as edges are still absolutely jagged and it makes the scene unpleasant to look at sometimes.
  • Stars still emit white light after a certain distance, which makes every system look uniform. This issue was reported a while back and should still be on the issue tracker list. Any progress on that end?
I might update this list as I move on with my play sessions, until then thanks for the read. :)

Fly dangerous o/
 
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I agree with everything on this list , tag a CM in this (sorry dont know how?) these are all good ideas , I also love the update framerates are pretty good for me solid 20 fps all around , used to be 15 so we getting somewhere concourse still needs optimizing, other than that , its awesome !
edit ninja'd by zac !
 
Legit, the only thing I really agree with on this list is the captain chair console on the command bridge. Needs to be a carrier management screen.

while not interested in salutes from my crew, it would be nice if the person sitting in the navigation position of the bridge wasn’t just sitting there. Dude can be messing with nobs and stuff or looking at a pad like the other person.

I understand there wasn’t going to be shag carpet and hippie coloring on the bridge and interior spaces but the default coloring is terrible and takes away from the ever so friggen cool design.

the carrier upkeep price is more than acceptable to my mind but I ado agree with combining some of the services. Outfitting should combine with ship yard. But I can see how that might mess things up for mega ships and stations.
Some of these modules should have a default version, like bar and shuttle services…. And a paid for version.

tapioca pudding in the ready room dispenser??? Why? Faygo slushy cola only please.
 
I would really love if the crew members on the carrier would greet us, or react upon seeing us (as we are basically their commander). Just a simple salute emote when passing by would suffice.
I'd like to see the same for the radio chatter when you drop in on your own Carrier.

If you're hostile to the local system a warning that the local security forces around your Carrier will attack would add to the realism too. Got caught out on that once.
 
The lack of response to the commander has always confused me, even when you approach your carrier, they treat you like a normal commander.

I have to agree with all the above, I looked at the prices and just thought - No. If you want us to play more, give us game play, not grind. I find that the idea of having to play just to keep services going puts me off. The two most useful services are also not available.

It's not a bad start, but for the amount of time spent implementing it, it's a little disappointing. Hopefully there will be more ways to personalise it, and to make the office your own. A cabin of your own would be a nice addition (I own a fleet carrier, I have an office there, but I have to sleep on my ship).
 
I agree with all of this also. Sounds perfectly reasonable.
Regarding vista genomics and cartographer data. I’m really hoping cartography will have its own shop to visit instead of just the current menu option.

Running costs remain too high for explorers I fear. And in general on Fleet carriers

Flimley
 
  • The bar as well as the shipyard should be accessible to everyone - without buying an additional module, or at least be reduced to 250k active upkeep.
  • The bartender should have a higher cap for materials, 100 is too low for substantial trading.
  • Vista Genomics should be included into the Universal Cartographics module and not be charged separately. Carrier upkeep is high enough as it is.
Basically agree with all of this. The upkeep of these features is way higher than the potential value that can be liquidated from them.
UC can pay for itself scanning a single system if you hit some terraformables. Vista genomics? Plants ain't worth that much so unless you're really dedicated, as in the only thing you do is exploring, you're looking at some serious time sunk into just paying the upkeep, never mind paying for the modules.

(incidentally, if you do reduce the costs, a refund of the difference would be nice :p )
 
Then we will spend millions of credits in wage of people that we never see working... :(... Consider my suggestion for bridge! This will have impact to other things...
 
o7

First of all, I am quite satisfied with Update 11. Sure, there are some bugs - but overall I think it's pretty good.
Here is a small feedback list from all the little things and issues I gathered:
  • The new modular environment on the carriers looks pretty neat, but it is gated behind high upkeep which grinds my gears a bit.
  • The bar as well as the shipyard should be accessible to everyone - without buying an additional module, or at least be reduced to 250k active upkeep.
  • The bartender should have a higher cap for materials, 100 is too low for substantial trading.
  • Vista Genomics should be included into the Universal Cartographics module and not be charged separately. Carrier upkeep is high enough as it is.
  • I would really love if the crew members on the carrier would greet us, or react upon seeing us (as we are basically their commander). Just a simple salute emote when passing by would suffice.
  • The interface that swings out on the commander chair should be interactable like those on the walls. It would be great to manage your carrier from this position. Also, please add the functionality for fuel transfer from the carrier cargohold into the fueltank - this would make managing this behemoth a little easier.

  • I love the art direction of the carrier concourses.
  • I also love the sound design of the jump and its animation, kudos to all the devs involved ;-)

  • Performance got a bit better for me in this Update, but it still tanks around settlements and in station concourses. When in an instance with a station, or a settlement present my frames begin to drop and there is a lot of stuttering.
  • There is still need for a new anti-aliasing implementation as edges are still absolutely jagged and it makes the scene unpleasant to look at sometimes.
  • Stars still emit white light after a certain distance, which makes every system look uniform. This issue was reported a while back and should still be on the issue tracker list. Any progress on that end?
I might update this list as I move on with my play sessions, until then thanks for the read. :)

Fly dangerous o/
The bar as well as the shipyard should be accessible to everyone - without buying an additional module, or at least be reduced to 250k active upkeep. For console too ?
 
For me the biggest issue is that you can set to buy OR sell individual items, not both - we should be able to set margins for both to buy low and sell high, like every other scumbag in the universe. Both for the bartender and regular carrier trading.
 
This is a great start -- there's lots of potential here!. I agree with many of the points of the OP and have a few suggestions of my own. Although, I had a bit of a rough start with this update.

It seems I can't disembark on any carrier whilst sitting in the hanger on my ship because the button is disabled/greyed out. I have to go UP to the surface. Then, and only then, can hit "Disembark" at which point it sends me back down below again and kicks me out of the ship. It took me 3 hours (including several relogs/client restarts, a reboot, some jumps in my ship to SC or another system, and a carrier jump while not on the carrier) to actually be able to disembark on my own carrier. That was a frustrating/rough first experience. On the up-side, jump timers were only 15 minutes by the time I actually got around to plotting a jump.

Like the OP (and no doubt, others), I'm disappointed that the bar and the trader character are tied together. It would make far more sense to have the bar always present and the material trading capability of the bartender added as an optional module.

I think I've seen it mentioned elsewhere but, while it's unfortunate that the crew is reset, I think the current variety of crew options is quite limited.

The commander's chair is approximately useless. Currently, I need to get up, go to ready-room to plot a route, and am forced back to the viewing area for the jump (could we not stay in the ready-room?). Furthermore, I need to go to a ship in the hangar to transfer tritium (what exactly do I pay that up-keep fee for anyway, when I have to do all teh work!?). Bear in mind we pilots are coming from a ship cockpit seat with literally everything at our fingertips, including carrier control. Now that we are on the carrier bridge we have... 1 tiny non-interactive screen?!? I'd love to see that screen have (at least) basic carrier flight operational functionality and real-time data:
  1. Outside of jump countdown/jump: Route plotter + jump cooldown timer if we just jumped
    During jump countdown/jump: Cancel jump button + countdown timer/jump status + destination
  2. Tritium depot fuel level + UI to transfer Tritium from the cargo area.
  3. An FSS scanner (which also outputs the appropriate entries to the journal) + System map
  4. Chat (including a way to direct a message only to players on-board).
In the longer term: I'd love to see the ability to chain several jumps together without leaving lockdown protocol (so ships can't leave the carrier, etc.) in order to reduce the countdown time/interaction requirement for multiple jumps. Even if the number of jumps is limited to the number that the tritium depot has fuel for (so at most ~8-15), that'd be a real improvement. So during the transaction to the server to complete the carrier jump, the game also immediately registers the next jump AND locks it in (no opportunity here to cancel, as happens at the ~10:00 minute countdown mark currently) and starts a new clock. I realize this would still be subject to the load-management timer to a degree, so it wouldn't necessarily be exactly 10 minutes. Since the next jump is immediately plotted and locked in after the previous jump completes, cancellation will only prevent a jump AFTER the current pending jump from being plotted/locked in. I also realize this could also be abused, perhaps any escape pod launching would abort the route entirely and stop the carrier dead in its tracks for a full jump cycle.

It'd be great if the NPCs acknowledged you and waved back, saluted, said "Sir!"/"Ma'am!" and/or snap to attention, or nod at you, or SOMETHING when you walk by.

I noticed that ESC doesn't work while seated (it seems to be bound to "stand up") -- and thus it doesn't do anything during jump (maybe by design to avoid exiting the game mid-jump??).

During the jump animation, I noticed that my character's gaze drifted unexpectedly. It seems that the game ignores the deadzone of my joystick (used to point my gaze) during the actual jump.

I'm also concerned about the journals surrounding carrier jumps:
  • As of Update 9 (early Dec. 2021), CarrierJump events stopped being written to the journal. (I filed a bug to no avail: https://issues.frontierstore.net/issue-detail/46996)
  • As of Update 11, Location events no longer contain StationType/StationName properties.
As a result, journal reading tools have very little information for tracking carrier movements. Can these please be fixed?

Apologies if something is repeated elsewhere.

Cheers,
-- Cmdr Coddiwompler
 
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