Update 16 Deployment + Release Notes

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That's because apparently those AXCZ are not supposed to be there in the first place. Seems to be a bug. AXCZs are supposed to spawn around attacked starports in invasion systems, not repairing ones.

As we don't get invasions anymore, there are currently no un-bugged star- or planetary ports to fight Thargoids at.
understood.. i think.. thanks for the reply
 
I checked the last alert system, Col 285 Sector UD-G b12-2, and there I could get some missions at the board still. Since the system only has ground port, I also checked a ground port in HIP 20485. No missions to be found. I would guess that comes with the policy to cancel everything in a system that has been finished.
 
If only anyone had told us that 15 minutes spool up and 5 minutes cooldown was pushing the technical limits... oh wait :unsure:.
If they insist on these long wait times (I mean the normal limits under normal load), then it would be far better to reverse them, as in 5 mins spool up and 15 minutes :rolleyes: cooldown). That way we can do a quick jump if we need to, do our thing during the cooldown, then quickly hop back. I only needed to do one jump to buy Tritium. The cooldown could have been happening whilst I was loading up. It makes actual sense!
 
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Guess I've been lurking here for long enough since that Reddit APIcalypse, might as well add a thought of mine🙃

The update for me went smoothly and I'm glad that new things are coming, even if not as a massive torrent of content some people would like. I had a real blast—literally—visiting the Dedicant. The logs are harrowing but a great insight to the cult and what sorts of people found their home there. I genuinely feel sorry for that bunch of misfits and outcasts. A big "thank you" for the dev team and writers, it's very well done!

Also had my first real run-in with a Glaive, and it immediately became my favourite thargoid ship to fight (mind you, not a real AX pilot here, rather someone who'd prefer to have more peaceful interactions with aliens). I liked the new Azimuth AX multi-cannons from the very day they became available, but in this fight I really started to grok them. They absolutely shred and the apparent negative of high thermal load became the most valuable asset for getting rid of corrosive gunk.

Overall, a happy and positively minded commander here, o7
 
If they insist on these long wait times (I mean the normal limits under normal load), then it would be far better to reverse them, as in 5 mins spool up and 15 minutes :rolleyes: cooldown). That way we can do a quick jump if we need to, do our thing during the cooldown, then quickly hop back. I only needed to do one jump to buy Tritium. The cooldown could have been happening whilst I was loading up. It makes sense!
obviously you have no clue how database propagation works. It's he spool up time that is crucial for the jump to work properly. It's been said before, and I'll say it again: 15 minutes spool up is currently the lowest technical limit.
 
obviously you have no clue how database propagation works. It's he spool up time that is crucial for the jump to work properly. It's been said before, and I'll say it again: 15 minutes spool up is currently the lowest technical limit.
I do indeed have no clue about database propagation. But I do know good gameplay when I see it, and hitting go and waiting 15 minutes for something to happen is not it.

Anyway I'm not arguing. I've logged out of ED now. Time is precious.
 
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I do indeed have no clue about database propagation. But I do know good gameplay when I see it, and hitting go and waiting 15 minutes for something to happen is not it.
But you do know what "technical limit" means, right? You can watch that technical limit at work on every update or large event - jump times skyrocket because everyone wants to jump their carrier at once.

Also: How about scheduling your carrier jumps ahead of time and doing something else instead of waiting? Or scheduling the jump and then... jump ahead and watch the carrier arrive? There is a multitude of things you can do other than sit on your carrier and wait out the timer.
 
Best part of this patch is right here:
  • Raised maximum prices of Fleet Carrier items.
    • Further reading: Instead of the maximum price the Fleet Carrier owner can set being 10x the galactic mean price (i.e. the slider goes up to 1000%), they can now set it to 100x the galactic mean price (i.e. 10,000%). This will now apply to all three markets on the Carrier.
      The decision was made to do this in consideration that some things are rare but have a relatively low price; this means that Commanders will now be able to sell them at a price that is worthwhile for the effort they went to, to acquire them.
  • Collector limpets will now be much less prone to collisions when collecting objects near asteroid surfaces.
  • Fixed potential crash when exiting mission completion screen.
Now, finally, MAYBE, Carrier markets will become viable and more people will begin using them.

Mining will be much better as well. Seriously, I tend to avoid any spinning asteroid (which is a LOT of them) because the stupid limpets constantly get booted out of orbit by them.
 
But you do know what "technical limit" means, right? You can watch that technical limit at work on every update or large event - jump times skyrocket because everyone wants to jump their carrier at once.

Also: How about scheduling your carrier jumps ahead of time and doing something else instead of waiting? Or scheduling the jump and then... jump ahead and watch the carrier arrive? There is a multitude of things you can do other than sit on your carrier and wait out the timer.
Sorry but now you are patronising me. I made a perfectly valid suggestion. I'm not trying to have an argument or rub people up the wrong way (that's what she said). And no there is not multitude of things to do within the 15 minute timeframe within Elite. There just isn't. What you are suggesting is doing stuff for the sake of doing something whilst waiting for something to happen. That is not good gameplay. And that's all I was trying to say.

Have a lovely day.
 
Best part of this patch is right here:
  • Raised maximum prices of Fleet Carrier items.
    • Further reading: Instead of the maximum price the Fleet Carrier owner can set being 10x the galactic mean price (i.e. the slider goes up to 1000%), they can now set it to 100x the galactic mean price (i.e. 10,000%). This will now apply to all three markets on the Carrier.
      The decision was made to do this in consideration that some things are rare but have a relatively low price; this means that Commanders will now be able to sell them at a price that is worthwhile for the effort they went to, to acquire them.
  • Collector limpets will now be much less prone to collisions when collecting objects near asteroid surfaces.
  • Fixed potential crash when exiting mission completion screen.
Now, finally, MAYBE, Carrier markets will become viable and more people will begin using them.
Yeas. that is good. What would also be good is to be able to buy ships packs at a discount, much like a dealership, then we'd be able to compete when selling ships in a working shipyard. I mean have you ever come across a Carrier selling ships?
 
Sorry but now you are patronising me.
Sorry, you kind of asked for it. Arguing against a technical limitation with "but bad gameplay!!!" is... questionable. Let me do both a bad car analogy and a good amount of hyperbole: "I want my car to average 1 liter per 100 km while going 200 km average!" - "That is not possible with the current technology." - "Well I don't know about technology, but I know bad car design, that's bad car design right there!"

But you do you.
 
You already can by ships at a discount. I don't know what you mean by "packs".
Ah sorry. You can buy ship packs and then sell the ships on your carrier just like any shipyard in star ports etc. Except to make a any profit you have to sell them for more than you can buy them in star ports. Which is why nobody sells them and probably why you didn't know.
That said, I've not played in ages so things might have changed.
 
Ah sorry. You can buy ship packs and then sell the ships on your carrier just like any shipyard in star ports etc. Except to make a any profit you have to sell them for more than you can buy them in star ports. Which is why nobody sells them and probably why you didn't know.
That said, I've not played in ages so things might have changed.
Not that I know of. The ship selling part of the shipyard is still probably the single most useless part of the carriers.
 
You can buy ship packs and then sell the ships on your carrier just like any shipyard in star ports etc. Except to make a any profit you have to sell them for more than you can buy them in star ports. Which is why nobody sells them and probably why you didn't know.
Again, there is no such thing as a "ship pack".

You can already buy ships at a discount and sell them to make a profit if you aren't completely lazy and do some basic math. The money to be made is in the smaller ships especially. You can buy them at a 10% discount at Jamison Memorial then go back to a place like Deciat and sell them below market value there and make an 8 to 9% profit all day long because the people buying them won't have access yet to Jamison Memorial and you'll be a couple percent cheaper than anybody else.

It's not hard to do. At all.
 
Again, there is no such thing as a "ship pack".

You can already buy ships at a discount and sell them to make a profit if you aren't completely lazy and do some basic math. The money to be made is in the smaller ships especially. You can buy them at a 10% discount at Jamison Memorial then go back to a place like Deciat and sell them below market value there and make an 8 to 9% profit all day long because the people buying them won't have access yet to Jamison Memorial and you'll be a couple percent cheaper than anybody else.

It's not hard to do. At all.
Ship packs are what you buy in order to start selling selections of ships from your carrier shipyard.
 
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