Update 18.08 has ruined my my gameplay !

I took it upon my self to do many on foot missions to collect Materials & Data to sell on my Carrier to needy commanders.

About once a week I would fill up my Carrier with all kinds of tasty goodies and post on Inara and within 30 minutes 90% would be gone, netting me around 300 to 500 million.

over the last few months I have made close to 10 billion proving this valuable service to commanders, this has all been ruined with update 10.08.
My biggest credit earner was Power Regulators at 5 mil a pop, now not used in any recipes and mission rewards going form 1-5 to 15 is killing any need for my service.

What will ever will I do with all this stuff if have worked so hard to gather that isn't worth doggy poo now ?
Seriously what is Fdev trying to do to this game, first giving us super fast travel in systems between bodies shaving off many minutes endlessly sitting doing nothing, now this
DOOM I tell you



Seriously Fdev this are great changes to Elite Dangerous and I applaud you for all the changes and work done to improve the game along with new Ships.
I am so looking forward to what you have instore for us

Thank you Frontier & Fdev
Keep hording stocks of Building schematics though ;)
 
insert 'First Time?' meme here

I'm sure most longtime players who did anything involving flying their ships or interacting with the setting could make their own list with at least a half dozen cases where major aspects of their choice activities essentially vanished overnight.

For me Beta 2 (the most severe FA Off nerf), Beta 3 (harder velocity caps, which had severe and unintended side-effects on the game's flight model), 1.1 (removal of sensor targeting and the addition of major travel QoL features), 1.3 (introduction of long range smuggling missions depreciating just about everything else; the beginning of the end for rares trading, piracy, and counter piracy), 1.5 (the FDL buff destroyed a good combat ship by making it the only combat ship that mattered), 2.0 (new heat mechanisms significantly degraded stealth, making shield-first builds the only viable play), 2.1 (Engineers broke everything and the introduction of the thermal shock meta depreciated all prior loadouts and tactics), 2.2 (final nerfs to the heat meta resulted in mountains of useless gear that had to be replaced), 3.0 ('fixed' Engineering via heavy inflation further skewing balance and closing off as many options as it enabled), 3.4 (introduced an as-of-yet not completely resolved SLF bug that could break whole instances), 3.7 (introduction of Fleet Carriers upended BGS influence and exploration), and 4.0 (Odyssey and the legacy split) all ruined my gameplay.

In some cases the gameplay that developed after major upheavals was an improvement to what I was enjoying before, but usually not. Subjectively speaking, I feel the game peaked in 1.4, but even that version was seriously degraded, in many ways, from what came before.
 
For me Beta 2 (the most severe FA Off nerf),

hi sorry to "hijack" the thread a bit here but i'm relatively new to EliteD and sorta fascinated by it's history & various incarnations, etc. , so if possible could you please elaborate on that ^ a bit more?

As in , what does "FA Off" nerf mean? Flight Assist nerf i'm guessing?
Beta 3 (harder velocity caps, which had severe and unintended side-effects on the game's flight model),
And could you also please elaborate on that ^ as well?

As in, what were the "unintended side-effects" exactly?
1.1 (removal of sensor targeting
Wait so before , we'd have to get/wait for a SENSOR lock to complete before being able to target/fire upon enemy ships?
1.3 (introduction of long range smuggling missions depreciating just about everything else; the beginning of the end for rares trading, piracy, and counter piracy),
How so? Elaborate please if you can thanks.
2.0 (new heat mechanisms significantly degraded stealth, making shield-first builds the only viable play),
hmm, i've been told that removing a shield completely equates to lower heat % , no? Is this not correct anymore? or not good advice at all?
, 2.2 (final nerfs to the heat meta resulted in mountains of useless gear that had to be replaced),
Like what "useless gear" do you mean? Again, i'm just really curious about the game & such.
3.4 (introduced an as-of-yet not completely resolved SLF bug that could break whole instances),
What's the "SLF" bug again? Sorry i'm not up yet on all the lingo :cool:
 
I wouldn't worry OP - many commandos will do anything to avoid actually playing so you'll be able to collect more easily yourself and sell them as usual (y)
I put my entire foot data/commodity inventory up for sale on tuesday night at max markup, and when I logged in on wednesday a couple of hours after the update there were two CMDRs docked there in open, who knows how many had passed by in solo/PG, and my inventory had been almost completely cleared out.

Including things that weren't and have never been used in any recipes whatsoever. The only things left were Lazarus and Push and a few fossils which pretty much exist only for selling to bartenders.
 
As in , what does "FA Off" nerf mean? Flight Assist nerf i'm guessing?

Originally, FA Off had less input instability/jitter and also didn't have any directional velocity caps at all, or even any boost bleed. It was overpowered and caused quite a few problems, but the steps taken to improve balance here went too far and made little sense. The current FA Off limitations are overtly gamist and largely inexplicable from any in-setting perspective.

And could you also please elaborate on that ^ as well?

As in, what were the "unintended side-effects" exactly?

Prior to beta 3 the velocity caps were much softer...the ship could not apply more thrust than it's thrusters could normally produce to limit speed. An unintended consequence of this was that there was no hard speed cap and the right maneuvers could force a ship well beyond advertised limits. For example, I could fly in a large loop and bring a Viper Mk II to several kilometers per second.

Frontier's fix for this was to allow the thrusters to apply some absurd multiplier of their normal thrust, but only for the purposes of more closely adhering to arbitrary velocity caps. This makes all ships operate much differently near their peak rated velocities than before. As you approach the speed cap, you hit a wall and it feels as if the hand of god has come down to force you back onto the rails...it's weird to anyone who experienced the prior system, or any truly Newtonian physics simulation, even ten years after the fact.

Wait so before , we'd have to get/wait for a SENSOR lock to complete before being able to target/fire upon enemy ships?

No, sensors used to be targetable internal module and destroying someone's sensors was often the quickest way to a soft-kill.

They removed the ability to directly target sensors (though if someone remembers where the module was located, it's still possible to deliberately target it without relying on the overlay/microgimbal...python sensors, for example, are about half way between the ship's nose and cockpit) because in the days before reboot/repair, losing sensors meant losing the ship as one couldn't target a station to request docking permission. This kludge was unnecessary once they added reboot/repair, but they never restored the ability to target sensor modules, which stripped a fair bit of depth from combat and removed potential outfitting considerations down the line.

How so? Elaborate please if you can thanks.

Long range smuggling was so lucrative when it was introduced that it removed most of the incentive to do much of anything else. It's profits were also largely disconnected from the value of cargo and the destinations were not easily predictable. It depreciated rare trading and rare trading (high value cargo passing through known chokepoints) was one of the main avenues for contextual piracy.

hmm, i've been told that removing a shield completely equates to lower heat % , no? Is this not correct anymore? or not good advice at all?

Reducing the power output of a ship still reduces it's heat signature, but it's generally not possible to maintain a minimal heat signature while maneuvering and firing any weapons, unless one is using silent running. Heat build up during silent running, especially from weapon use, was originally much lower, and one could silent run for protracted periods of time. This made it viable to build combat ships that didn't have shield generators at all and compete on near even terms with fully shielded vessels by using different tactics. That has not been the case since 2.0.

Like what "useless gear" do you mean? Again, i'm just really curious about the game & such.

Pretty much every thermal shock and thermal cascade weapon, plus the equipement countermeasures to those effects.

2.1 incentivized certain loadouts to the point they were nearly mandatory, at least if anyone expected to engage in any PvP combat, and then rapidly depreciated them. I had multiple fully Engineered G5 vessels where I essentially had strip and sell all the modules, multiple times, because they were rendered useless by rapidly changing game mechanisms.

What's the "SLF" bug again? Sorry i'm not up yet on all the lingo :cool:

Somewhere around 3.3 or 3.4 a bug was introduced were SLFs would eventually cause instance-wide performance problems that included things like stalls and rubberbanding. This was never completely fixed and some of the attempted fixes caused new problems without addressing the underlying issue. Indeed, bad fixes with unintended negative consequences are a long running pattern for this game, but that topic could take up a whole thread on it's own.

From 2.2 through 3.3 I made heavy use of SLFs, even training up three Elite NPC crew members so I'd never have downtime (this back when a rebuy meant the permanent death of NPC crew, with no ability to retain them). Once this bug and it source became apparent, I stopped stopped using NPC controlled SLFs almost entirely, due to the potential negative impacts it can have on any and all connected peers.
 
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1.5 (the FDL buff destroyed a good combat ship by making it the only combat ship that mattered)
I do believe that's the first instance of the imaginary voices they receive feedback from being heard. No-one said the FDL needed a buff. Those voices seem to have gotten louder since. 😛
 
No, sensors used to be targetable internal module and destroying someone's sensors was often the quickest way to a soft-kill.

Are you sure they removed sensor targetting that early (1.1)?

I'm asking because I remember that during the PvP League Season 4 (end of 2018) and after the tournament had ended (first half of 2019) I did dozens of duels vs a friend of mine who was using a railspamming PA+rail Chieftain. My goal was to beat that ship using a 2-booster biweave no-bank 3PA+2rail FDL (weaker hull, weaker shield with inferior regeneration).

The first couple of times I kept losing my sensors he deliberately subtargetted and killed with railspam (which meant an instant defeat because of the loss of the reticle), but later he stopped using that tactics because the sensors were no longer targettable after an update.
 
Are you sure they removed sensor targetting that early (1.1)?

I'm asking because I remember that during the PvP League Season 4 (end of 2018) and after the tournament had ended (first half of 2019) I did dozens of duels vs a friend of mine who was using a railspamming PA+rail Chieftain. My goal was to beat that ship using a 2-booster biweave no-bank 3PA+2rail FDL (weaker hull, weaker shield with inferior regeneration).

The first couple of times I kept losing my sensors he deliberately subtargetted and killed with railspam (which meant an instant defeat because of the loss of the reticle), but later he stopped using that tactics because the sensors were no longer targettable after an update.

I'm sure they removed it before we could even form wings, which must have been before 1.2 in early 2015.

However, the hit boxes were never removed and I would not be at all surprised if they forgot to hide the sensors in the list of targetable modules in some ships introduced later, or accidentally re-exposed them.

There are also a few ships with sensors so close to other modules that targeting that module will almost guarantee hits to sensors, at least from some angles.
 
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