Update 14.02 Now Live!

I just wanted to say that tonight I took part in a planetary port defence and it all ran well with multiple commanders. The progress bars moved and the hydras spawned and we won and everyone went home very happy, all smiles. The only one issue was an invisible interceptor at one point but on getting closer to it, it "popped" into existence and we could enjoy blowing it up with merriment.
So thanks to the team. Much better than 14.0. Thanks!
 
Would also be good to get an update on the mission board issue. I know folks basically haven't been able to play any missions now since beginning of December.. :(
I was afflicted with this, but they must have quietly fixed it a few weeks ago. Occasionally now the mission board will time out, but in that case it always pops open immediately on the second attempt. In my experience at least.
 
I was afflicted with this, but they must have quietly fixed it a few weeks ago. Occasionally now the mission board will time out, but in that case it always pops open immediately on the second attempt. In my experience at least.
Nah - still glitching. I got missions at this station last night but now - times out and goes back to the station services screen.
Restarted the pc but still no good. Interestingly, it took a long time to start the game up. You know the hints under the rotating ship? Usually I get to see 2 and occasionally 3 of those but this time - 8. Then "Failed to connect to the adjudication server. Error code Taupe Cobra". The game did start but again, mission board failure - even after a re-entry. Will try once more.

OK - this time the game startup took the usual time, 3 hints and then in. Mission board loaded fine. So it looks to me that the problem is a failure to connect to the adjudication server (for whatever reason) and the code isn't handling that circumstance very tidily. Usually in a situation like that the code should either cause a forced exit with appropriate messages for diagnostics, or, if it manages to reconnect to the server it should carry on seamlessly.
 
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Hey, at least she responded kindly after losing patience with the repeat questions. I said I loved the game a while back and it was taken as sarcasm and hammered in every way possible, so I've sincerely seen worse reactions. Just give them time.
Yeah. I just worry that if the problem is no-one's managing reports and dupes, it leads to issues with 20 confirmations split between 12 reports and stuff that genuinely needs fixing is just not even making it onto dev or QA radar even at secv 4. (IDK how many severities FDev use obviously but 4 is a widespread practice, so I'm going with that assumption)
Absolutely not aimed at the two FDev staff I have seen posting here either - this is sympathy for them for working without the right tools and info coming in!
 
Yeah. I just worry that if the problem is no-one's managing reports and dupes, it leads to issues with 20 confirmations split between 12 reports and stuff that genuinely needs fixing is just not even making it onto dev or QA radar
Thing is, in any bug tracker designed to efficiently obtain reports, this wouldn't be an issue in the first place. This is a problem that Frontier have specifically introduced, and specifically set the confirmation threshold to 10 for: the purpose is specifically to suppress reports of important but not critical bugs.
 
Thing is, in any bug tracker designed to efficiently obtain reports, this wouldn't be an issue in the first place. This is a problem that Frontier have specifically introduced, and specifically set the confirmation threshold to 10 for: the purpose is specifically to suppress reports of important but not critical bugs.
That may be true but that's a different point to the one I was trying to make. My point was that when you have 20 confirmations but spread over 12 reports of the same problem, that looks like you have 20 issues with an average of less than one confirmation per issue.

For an example see the Hero Ferrari unlock issue. The fix for that is likely to be one small change to one business rule about missions, but before that can happen you gotta get it in front of the right developer. QA have now spotted one of the dupes and made this one the "one issue to rule all the duplicates," but there's still literally dozens of other reports of it.

Of course it would help if people actually searched for "Ferrari" before re-reporting this issue, but y'know, humans, what you gonna do?

https://issues.frontierstore.net/issue-detail/57570

I do have some sympathy with setting it to ten because there is a LOT of noise in public reporting, but if you set it to ten and you get no issues reported that should be a clue you need to lower it a bit...
 
Does a Duplicate issue have a link to the 'real' one so we can apply votes?
Yep, there's a facility for doing that. Even when one of us lot marks a duplicate it adds a link to the comments.
Once FDev move it into "Acknowledged" the duplicates get a big orange warning at the top of them telling you to go to the Acknowledged issue and ignore the dupe.
 
That may be true but that's a different point to the one I was trying to make. My point was that when you have 20 confirmations but spread over 12 reports of the same problem, that looks like you have 20 issues with an average of less than one confirmation per issue.
Sure - "10 confirmations" can actually work out as somewhere between 15 and 100 confirmations in practice depending on how spread out the reports are, assuming there's no serious coordination attempt to subvert the process and get it confirmed quickly at exactly 10.

But again, it has to be presumed to be working as intended.

QA have now spotted one of the dupes and made this one the "one issue to rule all the duplicates,"
They could also have marked that merged issue as Confirmed in its own right, because there are enough confirmations across the duplicates even by their own rules as to how many people might be mistaken about a bug, but they didn't.

I do have some sympathy with setting it to ten because there is a LOT of noise in public reporting, but if you set it to ten and you get no issues reported that should be a clue you need to lower it a bit...
Sure. But issues do still get to Confirmed at 10. The Hero Ferrari issue just isn't important enough to be one of them.

10 isn't about removing "noise", it's about removing important-but-not-critical bugs.
 
Salvaging and then safely recovering Black Boxes and Escape Pods, obtaining and delivering Tissue Samples now all contribute towards the progress bar and resist the invasion in the location they were collected, when handed in to a rescue megaship.
Why does this only apply to populated systems (as per in-game UI descriptions)?

The signal sources in alert systems consist of almost entirely of wreckages with search and rescue cargo and there's low odds of getting combat encounters so in unpopulated systems where there's no other activities you're left with flying 10-20kLs to fight 2-3 scouts per instance. Are we supposed to fail alerts?
 
Really good update.
Some might think it's only ''thargoid stuff''

But the team took care to give a reward that mitigates some current on-foot problems, as materials gathering and ground activities in the thargoid war.
Changes make sence in the lore, and adresses a lot of smaller issues with quality of life since the last update.
While still fixed loads of important bugs, like the chat issues and instancing crashes. All of this came very fast.

The Team did a great job! Congrats
 
I'm out in the galaxy exploring and ('cos of the Live/ legacy split) I now have to live with this god-awful supercruise disappearing planets bug. I just wish someone there at FDEV would stop focussing quite so much on someone's wet-dream the Thargoid war stuff and sort these flipping planets out.
 
I'm out in the galaxy exploring and ('cos of the Live/ legacy split) I now have to live with this god-awful supercruise disappearing planets bug. I just wish someone there at FDEV would stop focussing quite so much on someone's wet-dream the Thargoid war stuff and sort these flipping planets out.
We will have to wait till April, when we get meaningful improvements of the game, sadly.
 
Has anyone but me noticed they nuked the value of water world scans as well?

Found 4 so far today and the most valuable was 1.4 million. They used to be worth no less than 2.5 million.
No they didn't. Just scanned & sold one at fleet carrier for 3.45 million.
Were yours terraformable? Were you 1st to map them? Did you get efficiency bonus?
 
Water world's and terraformable world's are completely different. Terraformable world's usually average 3.5 to 5 million. Water world's used to average 2.5 to 3 million.

As of now. I've turned in 11 Water world's and the most valuable was 1.6 million.

I always get the efficiency bonus.
 
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