Patch Notes Update Update 2.1.03 Incoming

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Isn`t it a little bit illogical to use rep for effects? Why not make people spend tons of money for the effects they want instead of rep?
I can`t see any logic behind using rep and grinding for it back again. Just because you wanted a burn effect for your guns as extra, suddenly an engineer starts disliking you more? I thought that is what money is for. To buy stuff...

With so many commanders with billions Frontier wants credits to be useless in the world of engineers. The new currency is materials.
 
You guys broke the Docking Computers!

They now try to land 10 feet to the right of the actual target. Tested several times now. Completely broken
 
OK, after a short test: I think the cost for adding special effects are too high. You should better raise the percentage a bit. Just an idea.
 
A lot of goodness and welcomed repairs.

A lot of bandaids too. Obvously with the time they have they can't rewrite the design of how things work. But the underlying MO persists. We need to see some tangible proof that the MO and the psychology behind things going forward will change to be more "fun" for people. Less grinding, less meta, more engagement.

I don't see it changing.. someone new needs to come in and bring a brand new "philosophy" to the game.
 
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Power Distribution to ENG nerfed, turrets buffed. So small ships are dead again?

And I've wasted my time on my DBS engineering?

And since you nerfed the NPCs spawns yet again, the engineer upgrades will be complete over kill.


Way to cave to the casuals... they're ruining the game. Again
 
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I am registered for the community goal of providing exploration data to Utopia. (XBOX ONE)

I had 14 systems reported before I departed and was in deep space some 600 LY from Utopia. After the update the system seemed to "report" my scans because my # reported jumped to 50. When I sold my Data at the station I received my cash rewards and bonuses as always. I forgot to check if the mission updated beyond the 50 giving me double credits.
 
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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?

The system security would have more of an impact I would think. An anarchy system would be ideal for pirates to hang around. If they are an elite wanted pirate in a high security place the patrolling police would find them in supercruise and hunt them down pretty quick.
 
I don't see FD forcing anyone to choose a particular play style at all. I play Horizons, I have 1 Engineer upgrade, a mediocre grade 5 extended range FSD, I don't feel forced to grind anything at all, over and above the usual cash grind which is the easiest part of the game by a long way.
If you don't like those missions (or they are broken which a lot still are) don't do them. Don't get all emotional about it, send a Ticket if you think something is wrong and do something else.

I do agree the Engineer grind is currently too much of one but, unlike so many, I have positive suggestions to make that could alleviate it

- Offer missions at Engineers which reward you with the materials you need to create mods at the specific Engineer from which you accept it.
- Offer overpriced Cargo items for those upgrades available from the Engineer you are currently at and no other commodities. Do not allow selling of commodities at the Engineer bases.
- Remove material rewards from all other missions not available from Engineers
- Offer mod tweaking at a price, the larger the tweak to a particular mod stat, the more expensive it should be (and these should be bloody expensive for large changes too)
- Offer weapon mods that add a specific effect to a component but which only otherwise have negative effects. No randomly added effects which potentially cause a weapon to become a trifecta god like joke. You can make the materials for these harder to get too

This patch shows that FD are on the ball with this as far as bugs and balancing things are concerned, as a software developer myself I know it is impossible to get all the things that need to be done immediately.

Perhaps they could use ideas and motivation rather than negativity.

I wrote plenty of ideas to create an overhaul better gameplay.
A data/materials market could create new reason to make credits and allow players to become data/materials seeker as a viable way of life.
Using credits instead of commodities will resolve the cargo problems.
Surface Data Scanners should show the type of materials you could find on the planets.
Allow ships to target and destroy ground enemies, otherwise in Solo it is almost impossibile to do base assault.
Remove the stupid limitation of 2km to see blue circle

In general, give players tools not constraints, FD should create the playground, players should create the (emergent) gameplay.
 

Brett C

Frontier
Hi all, we'll be deploying an update to the servers soon. You may end up being kicked/booted/ejected/insert-some-quirky-reason-here from the game while the maintenance is ongoing.

Give it about five to ten minutes if you do get booted out from the game world before logging in once more. :)
 
With so many commanders with billions Frontier wants credits to be useless in the world of engineers. The new currency is materials.

That's a bad design decision.
Just becasue in the past it was easy to make billions, now they forcing then bartering of commodities nobody has.

Again, they are forcing to play the way they want you to play: you have played hours and hours to make credits? Now they're useless, you need to play hours and hours to find materials.

I like Elite, I play it a lot, but these are design decision I'll never understand.
 
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"- 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"

Question in this. If I'm loading up my Cutter with missions, will it prevent me from maximizing my cargo space? I.e.: as i make deliveries, cargo space will become avaliable for materials. Will this system prevent me from taking missions with material rewards if that mission would take up my remaining cargo space?
 
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