Patch Notes Update Update 2.1.03 Incoming

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So I checked the full notes. Any news on extra servers being added across the globe, to better accommodate data copying?

*Fixed Grammar.
 
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So I checked the full notes. Any news on extra servers being added across the globe, to better accommodate data copying?
Or to stop supercruise drops from taking 5 seconds?

Or hyperspace jumps from taking 15?

Or loading the mission board/accepting missions taking 5-15?

Or loading the system map?

..etc.

Just needs more servers overall. Logging in just after restart and a hyperspace jump took 5 seconds. Dropped out of supercruise no more than a second.

Wish my normal play sessions were like that. Would actually let me play the game for an hour or two longer every day instead of sitting waiting and waiting and waiting and literally falling asleep.
 
I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?

I think the new setup they've advertised in the patch notes can work well; it creates a situation where people are reaching a combat rank they can handle and not much further. Yes, it shines a big ugly light on the fact that the earlier setup could be exploited (gamed), as pilots could achieve Elite combat status without really earning it (assuming that the act of grinding through easy opponents was going against the spirit of these ranks).

Perhaps the needed fix is to allow combat rank to degrade as encounters are lost - that would allow people who have artificially boosted their combat rank to eventually return to a level of difficulty they can handle. It would also help deal with the problem of being continually promoted to the point of failure. I think accounting for losses by allowing combat rank progress to slip backwards as well as move forwards would go a long way in keeping things reasonable and honest.
 
really? intended? Do you have a source?

Surely this is just piling salt on the whole RNG nature of the game and just makes the whole "nothing is real and is just spawned on arrival" feeling. I know nothing is real and it is all made on arrival and some people choose to reset instances to get better "whatever" be it stuff/ships etc, but actually forcing us to do it, by jumping out and back in to the same wreck to get different loot is just rubbing our faces in it imo.

surely it has to be better for the game to spawn what we need 1st time - even if we have to hunt around a bit for it - that we we do not get to see the jarring disconnect of the lack of persistance in the game.

I don't think it was intended behavior. I had a similar issue and they just updated the post saying it should be fixed now as of this patch.

https://forums.frontier.co.uk/showt...t-Liberate-4-Hostage-quot-mission-not-working
 
Perhaps the needed fix is to allow combat rank to degrade as encounters are lost .... I think accounting for losses by allowing combat rank progress to slip backwards as well as move forwards would go a long way in keeping things reasonable and honest.

Just as our reputation with Federation, Alliance, and Empire degrade over time. I am constantly having to do missions (and I want to, frankly) to keep it above 90% for allied. It gives us something to work for, achieve, and keep achieving. Good idea! +1 rep
 
I have a question about turreted weapon behavior that seems to have changed. I haven't been playing long, so I'm in Solo play until I get comfortable and quit dying.

Before the update, my turreted weapons would track any target, hostile or not. They wouldn't auto-fire until the target turned hostile. To make the wanted target hostile, I'd squeeze off a few rounds and we were on.

After the update, the tracking seems the same, but I can't initiate hostilities because my weapons won't fire at the target. I have to drop them into Forward mode, fire and hit the target, then drop back to "target only" mode before I'm cooked. This change is a real pain, but its bearable, I guess, when I have some time to plan a bit. But when I'm interdicted, I can't fire until the NPC fires (which usually means I'm hit) and that's just too much time. I know he's hostile - he interdicted me. So I stumble around and do the frantic mode changing dance accompanied by a fair amount of cursing.

I'd rather not leave a good chunk of my firepower in a remote firegroup just for initiating hostilities and if I set one to always be "forward", then I'm as likely as not to hit non-combatants or allies.

So after all that, my question is: Is this change intended, or accidental?
Since you spent your time reading this far, I'll reward you with a followup: If the change is intended, is there a mode switch that restores the previous behavior?

(I've read about the "Fire at will" bug that's being looked at. I don't think this is part of that.)

Thanks!

Robert
 
It sucks that you nerfed the power distributor.
My ships felt so fresh and full of spirit, after the 2.1 update.
After Wednesday, that good feeling went away.

Yet another knife in the heart of joy.
 
I have a question about turreted weapon behavior that seems to have changed. I haven't been playing long, so I'm in Solo play until I get comfortable and quit dying.

Before the update, my turreted weapons would track any target, hostile or not. They wouldn't auto-fire until the target turned hostile. To make the wanted target hostile, I'd squeeze off a few rounds and we were on.

After the update, the tracking seems the same, but I can't initiate hostilities because my weapons won't fire at the target. I have to drop them into Forward mode, fire and hit the target, then drop back to "target only" mode before I'm cooked. This change is a real pain, but its bearable, I guess, when I have some time to plan a bit. But when I'm interdicted, I can't fire until the NPC fires (which usually means I'm hit) and that's just too much time. I know he's hostile - he interdicted me. So I stumble around and do the frantic mode changing dance accompanied by a fair amount of cursing.

I'd rather not leave a good chunk of my firepower in a remote firegroup just for initiating hostilities and if I set one to always be "forward", then I'm as likely as not to hit non-combatants or allies.

So after all that, my question is: Is this change intended, or accidental?
Since you spent your time reading this far, I'll reward you with a followup: If the change is intended, is there a mode switch that restores the previous behavior?

(I've read about the "Fire at will" bug that's being looked at. I don't think this is part of that.)

Thanks!

Robert

This may indeed be the Fire At Will bug. Someone noted that the turret mode "value" itself is the problem...

Hi, did a bit of checking on this and when you cycle thru the list the value in the custom.misc file cycles 0,2,3 skipping the 1.
However when you transition thru supercruise/hyper it gets changed to a 1. This I think is where the "funny behavior" comes from.
Logically there should be no "3" state as there are only 3 states it can be. 0,1,2.
I did try setting this manually to see if it would stick but no joy.

And yes almost got me killed as well :)
"Why won't the stupid beam lasers fire GRRR"

It may be that the incorrect value is causing confusion in the game client code... so it's not a proper, correct and full "Fire At Will" mode. Most of it works like FAW mode, but only because of good luck. ;)
 
first off with the last updates you made this me last 2 patches first you screwed up the game with over powered NPC which are still broke by the way you can not merit hunt now by your self which sucks balls
now you have broken the docking computer how long we got to wait for you British to fix this game
this game is pretty much unplayable unless you are trading . this game I thought was made with dozen of playable option

also are you guys that poor you can give us player 24/7 support good thinkg your not a US based company cause you suck have a good one

I assume by your post, your not happy, well Don't get too upset, It would be a REAL shame to see you go
 
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Wait... what?

Unfounded hearsay? Fact?

yep they nerfed sys/eng distributor pretty hard, it's a bad call i think, i'm not against a nerf but it felt so much better, at the very least they should increase it a little bit cause now some ships are slower than other when they should not (example: DBscout is slower than an ASP oO, because the DBS can't boost all the time anymore, not normal at all).
 
yep they nerfed sys/eng distributor pretty hard, it's a bad call i think, i'm not against a nerf but it felt so much better, at the very least they should increase it a little bit cause now some ships are slower than other when they should not (example: DBscout is slower than an ASP oO, because the DBS can't boost all the time anymore, not normal at all).

Oh, well    ... geez. Needless screwinround with things that didn't need screwinroung with. Sounds like some peon of an employee at FDev was trying to make his quota to justify him staying working there.

;)

FIRE THE GUY!
 
Originally Posted by GG7 Since 2.1 released I came across MANY planets that had no lighting on the dark side whatsoever! Couple that with the nearly complete lack of surface detail, and you had a pretty difficult landing ahead of you!


No lighting on the dark side... well what did you expect? It's the dark side of the planet!

You're going to leave the game over not being able to see on the dark side of a planet? Is this a joke?

Um; yes planets have a dark side.

But I also find that when you are cruising down to OC the planet surface lightens up (probably from incidental starlight or moonlight) and the surface detail jumps out at you. The gamma for the planet surface changes as you get into orbit.

That's probably as real as it gets for me until such time as we all have supercomputers sitting on our desktop.

See you out there!
 
Wait... what?

Unfounded hearsay? Fact?
It's in the OP-list under "weapons".

The power distributor became to fun for us, so they nerfed it.

Now that the engineers turned into being The Grinding Hell, the new power distributor became the only light in the darkness.
Now they have snuffed the light out.

Total darkness until August.
 
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