Patch Notes Update Update 2.1.03 Incoming

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- Changed the effects of the states for the piracy, planetary and mining missions to be a "positive" effect when the player successfully completes the mission - on these templates it was backwards

Does this mean influence was also negative? or just the state effect? Its gonna be hard to explain to 200 people that 1000+ mining missions they did since 2.1. was working against our minor faction and their "hard work" was self sabotage. Should I make a ticket to request our faction (MMU) influence and state values be manually changed?
 
They've said that's intended. You need to reset the instance.

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.
 
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Lots of awesome changes and fixes in this one. Favors, Turret improvements, and powerplay NPC adjustments just to name a few

- Permit Missions should now give a permit

Does this mean that the Sirius permit bug is now fixed?

 
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So if I am level 5 with say todd and I don't get a special I will be demoted to level 3 and will then need to craft 3 level 3's and 3 level 4's to get back to where I was?

What if I craft a level 1 upgrade, do I get demoted back to level 3 ?

Sorry to be a grumpy git, but with so many people protesting about the material acquisition and RNG mechanics if it is how I describe it hasn't that just thrown a whole load of petrol onto things?

You miss the point. The whole thing is ment to be hard with no guarantees. Thats why the "cheap upgrades/special effects" demand is not being listened to.
 
This looks like a really nice set of changes, big ones for me are:

Sirius permit fixed - Yay!
Thermal Shock Nerfed - Yay!

The NPC changes look good too, no change in difficulty for high level players but make it a bit easier on the newbies and non-combat players. Very sensible.
 
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Where is the storage for commodities and materials ???

Also, why is no engineer offering improvements for the discovery scanners ?!? They are all so ridiculously slow in scanning the systems/details... please we Explorer need that improvement urgently !!!

Thanks for the rest... :D
 
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- alter the changes in allowed interdiction ranks based on security, so that the biggest rank disparities are reserved for very low security and anarchy systems

Fantastic!

Now can you please add System Security Level to the Galaxy Map, so we can all see it, without needing to do the merry dance...

- Select System
- Select System Map
- Wait 5-10 seconds for it to load
- BACK
- Select System
- Select System Map
- Wait 5-10 seconds for it to load
- BACK
- Select System
- Select System Map
- Wait 5-10 seconds for it to load
- BACK
- Select System
- Select System Map
- Wait 5-10 seconds for it to load
- BACK

Actually, nobody does this, because it's unusable that way. ;)

So very few people are aware of Security Level topology as they travel about the galaxy.


It would be great if they could see it. Please!
 
Thanks for your hard work on these fixes, can't wait to see them in action :)
...my personal favorites...
-Fixed viewing the list of CG's, and the progress preview bar being wrong

-Permit Missions should now give a permit

-Added a contract element into the initial mission progression that checks the player's cargo hold - This prevents the player from taking missions if they don't have enough cargo in their hold when the reward has cargo in it

- Added Contract Element to all 'hand-in' panels to indicate when the player does not have enough cargo space for the cargo rewards and therefore cannot hand in the mission

-Allow missions & Community Goals to be completed at stations that have mission generation temporarily disabled

- Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none

especially....
- Fix for seed spikes not spawning meta-alloys
...logged out & waiting...there are Barnacles on planet below me ;)
 
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You miss the point. The whole thing is ment to be hard with no guarantees. Thats why the "cheap upgrades/special effects" demand is not being listened to.

People don't want cheap or quick. They want meaningful and related to player skill. The two things are very different.

If you do lose 2 reputation levels per mod that just sends people back around the RNG upon RNG upon RNG loop 6 more times to get back to where they were.

I'll say it again. It's not the time it takes that's the issue. It's the method used to get there
 
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