Patch Notes Update Update 2.1.03 Incoming

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Thank you FD, should improve things a little with the NCPs and at least make the game a little more playable.

See it does work listening to the players with enough of them battering your ears and it shows you still have a passion for keeping this game alive so 5 stars keep it up.

As for NPC strengths and interdictions etc only time will tell when I get back to playing it tonight.

Just hope the Higher ranked NPC ships with modded weapons are not too dialed up giving people a chance to at least evade and not just loose their ships which is what a lot of people were complaining about to begin with.

Thanks for all the updates and alterations though it means a lot to most players with constant improvements and actually giving a monkeys what we say and want.
 
How big is the PC update, and can we get this on each patch note please?

The PC version uses a system that only downloads what you specifically need. If you've not played for a few patches, it's gonna be a bigger download. If you're just starting, it's gonna be massive.

Xbox? Much more predictable.
 
Anyone else having a problem with their auto docking computer now following this patch?

Both my Cutter and Corvette get close to the landing pad now then move off to the right hand side of pad, only docking after I take back manual control to move back to correct position. No problem with auto docking prior to this patch.

Yep!

There are several bug reports on this.

I believe this one was the first:

https://forums.frontier.co.uk/showthread.php/267778-Docking-computer-fails-to-land

NPCs are also being effected. THEY CAN'T DOCK! lol! If you check out any NPC ships at these stations when you are coming in, they are all hovering to the right of pad center with their thrusters pulsing helplessly! Eventually the station security will start blowing all of them up for loitering.

If you hang around too long, the docking bay will soon be so filled with ship debris that the game will crash your PC with the Blue Screen of Death!

What a mess!

Another MAJOR BUG that several of us have just uncovered is with the TURRET WEAPON MODE in the FUNCTIONS PANE. It keeps getting flipped to "FIRE AT WILL" regardless of user setting. If you change it to your preferred setting, the minute you jump, it gets set back to FIRE AT WILL. If you fail to notice or change it to something else during combat, the turrets don't fire at all!

I'm afraid this update is starting to rise into the ranks of the most broken ED patch in recent memory! :(
 
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1.1 Gb, downloading it now :D

Knew I should have gone to bed instead of waiting.

The 'time remaining' on the patcher is useless, as it calculated on the download rate alone, which changes dramationce the compressed file has been downloaded and is being extracted to local storage.
 
These threads always end up going down various routes, off, away and beyond....
I just hope FD have taken on board some of the more obvious, sensible suggestions as laid out by Viking84, myself and others and consider simply making high security systems safe, all the way up anarchy systems being the most hostile and nasty places you could imagine.

We can then go about our daily 'business' and forget all this hoo-hah about NPC difficulty being too much here, and too little there.. because we will be able to make the decision of how we move around and interact with the galaxy ourselves, regardless of rank.

I'm happy with compromises sometimes, really, and sometimes compromises need to be made, but NPC behaviour working this way is not one of them. Just populate the low sec systems with nasty types and the high sec systems with less nasty types and be done with this.

Thank you.

* oh, and i, as always, appreciate the updates FD.. it's not all bad, nowhere near.. but please think about the above... make us think about where we fly in the galaxy...
 
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Lets hope this makes people happy. well done FD you certainly have been busy. maybe you should start emailing these update lists to people not everyone lives on these forum like the rest of us.

Top work
 
These threads always end up going down various routes, off, away and beyond....
I just hope FD have taken on board some of the more obvious, sensible suggestions as laid out by Viking84, myself and others and consider simply making high security systems safe, all the way up anarchy systems being the most hostile and nasty places you could imagine.

We can then go about our daily 'business' and forget all this hoo-hah about NPC difficulty being too much here, and too little there.. because we will be able to make the decision of how we move around and interact with the galaxy ourselves, regardless of rank.

I'm happy with compromises sometimes, really, and sometimes compromises need to be made, but NPC behaviour working this way is not one of them. Just populate the low sec systems with nasty types and the high sec systems with less nasty types and be done with this.

Thank you.

* oh, and i, as always, appreciate the updates FD.. it's not all bad, nowhere near.. but please think about the above... make us think about where we fly in the galaxy...


I gave you rep in the hope of drawing some more attention to this post as I think it very succinctly outlines a great solution to the ai difficulty model that really would please nearly if not absolutely everyone...
 
Also, seems like NPC pirates cheat. At least the elite anacondas do. Everytime I get interdicted by these things (which is every second instance or so,) they spam missiles, plasma accelerators, and all sorts of lasers (without regards to the power distributor limitations unless they have grade 5 weapon recharge mod...of which I WOULD PERSONALLY LOVE TO UPGRADE MINE TO THAT!!!! =D) In my corvette with grade 3 7A prismatic reinforced shields 4 grade 1 reinforced shield boosters and grade 2 armor, I get from full shields down to 20 percent hull within seconds, as well as it seems that several of my subsystems are being targeted at once, as many modules start going down at once. I don't mind that once an NPC pirate starts spawning in an instance that I can't get rid of them until I kill them (every time I jump out, or get interdicted by someone else the same pirate NPC will jump into every instance until I kill it) but at this rate the weapon spamming and subsystem targeting is really a buzz-kill. And I am having docking trouble as mentioned in before posts. Also, no sight of 4A Burst lasers yet.

Enough complants, at least NPCs are no longer mindless beings rolling over for you (literally) until you kill it like before engineers. Great job devs. Sort out the bugs and level the difficulty to a more realistic level (especially per player rank is a realistic approach) and I agree with a lot of other people here. This CAN be a perfect game!!!
 
I just hope FD have taken on board some of the more obvious, sensible suggestions as laid out by Viking84, myself and others and consider simply making high security systems safe, all the way up anarchy systems being the most hostile and nasty places you could imagine.

I think this is an excellent idea. High security areas should be safe but occasionally pirates and killers could get in and security response could vary based on distance. If you are the kind of CMDR that really wants to have a challenge then maybe territory controlled by Archon Delain should be the hardest with the toughest most well equipped Elite NPC that SJA can devise. After all he is the Pirate King!
 
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

Oi, I'm a casual, & I loved the tougher AI, so be careful who you blame. Seems to me its the RES farmers/grinders who wanted a nerfed AI.
 
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Sounds good. So the mechanic actually looks like this:
- NPCs, in level and threat, are actually determined by the systems security level and similar factors.
- The decision of the NPCs, that they interdict the player is based on the players level?
- If you pick up a mission of elite difficulty, expect to be interdicted by elite enemies, no matter of your own rank.

No. That's sadly not what he said, and that's not what we see in the game.
There are two types of NPCs in supercruise, those spawned from the BGS, which are the same for everyone and those spawned specifically for you. What MB has said, is that the second type of NPC is based on your rank, with the security status affecting the possible rank deviation.
Those NPC will interdict you no matter what, that's their sole purpose, they are designed to be a nuisance in supercruise. They're not part of the background NPCs which do go about their business and usually don't bother you, and they're certainly silly gamey and rather immersion breaking. You can ignore Powerplay aka boardgame in space, you can ignore the wheel of fortune Engineers, but it's hard to not notice that half the population of the galaxy seems to be made up of Elite pilots, and that they all have a hard-on for you.
 
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