Patch Notes Update Update 2.1.03 Incoming

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Guys. Quick question from a guy that has a limited data plan and wants really bad to update.
Does anyone know the size of the patch on PC? Because i have like 2 GB left and wanted to know if it's more than that.

Thank you
 
Guys. Quick question from a guy that has a limited data plan and wants really bad to update.
Does anyone know the size of the patch on PC? Because i have like 2 GB left and wanted to know if it's more than that.

Thank you
I don't know the exact size but I estimate it's something about 1 GB.
 
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Really hope the storage facility works out. Its hard when you start with a small ship, perform an upgrade then later when you have more credits you update that part and find you have wasted your time as the upgrade does not transfer. will now stop upgrading until I get the ship I want to use most of the time. Dev please help the new guys who don't have big ships to hold lots of cargo. Thanks
 
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I need to say that I had allot fun with last update during my play evening ... starting with Elite npc fas chasing my ship in 'travel' config (had some cargo for engineer) and following me to station where local security made quick work on him, then good quick visit on planet for minerals with nice views, continue later in combat zones where it was quite intense fighting + nice income from 2 massacre missions, and ending when was almost sleeping fleeing from fight and had final fight with elite viper mk4 which followed me 30k from cz centre. It was pleasant time spent in space with good income, fun and progress on my ship (FDL) build. I want also mention that I much welcomed that newly there were not any harmless npc trying to interfere and this also in Uss '0' where come nice ambush and where local feds arrived too and helped nicely.

Kudos to FDev team and I hope they will continue making this game better.

p.s.: I'm not blind to some bugs or things which can be done 'better', better described or explained, but overally is for me 2.1 big step forward.
 
- Fix for Large AI ships ramming large player ships

This is NOT fixed, my Cutter gets constantly rammed by NPC Anacondas, NPC FdLs are ramming my Python and NPC Gunships rammed my own FdL multiple times. This happened very often the last days, they even adapt to my evasive maneuver to provoke a collision. No boost was used on my part. Luckily I didnt loose a ship this way because of my heavily modded shields but it is annoying as hell.

So either this bug is still present or I may have misunderstand what that line in the changelog is really meaning.
 
This is NOT fixed, my Cutter gets constantly rammed by NPC Anacondas, NPC FdLs are ramming my Python and NPC Gunships rammed my own FdL multiple times. This happened very often the last days, they even adapt to my evasive maneuver to provoke a collision. No boost was used on my part. Luckily I didnt loose a ship this way because of my heavily modded shields but it is annoying as hell.

So either this bug is still present or I may have misunderstand what that line in the changelog is really meaning.

Use lateral thrusters to avoid the ramming technique, that's all that simple.
 
I know all that. My point is that the changelog has a line that is obviously not true. If ramming is intended by Frontier then they should say so and discard that line. I will then accept this and evade.
But the changelog show me that ramming is not intended so I don't know why I should adjust myself to this bug without telling that a fix dont work.

Ramming is viable combat technique, why then complain about this? It can be avoided with some practice and makes fight more interesting.

As I said, I complain because Frontier tells in the changelog that ramming is not intended. Simple as that. If they may tell me its a feature after all, then I will start to look at it your way.
 
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Hello dear Frontier Team,

I have been playing ED and ED:H since the first hours - i generally enjoyed the game and spend lots of hours in playing.
But NOW there is absoloutley NO reason to start this game again.
You totally        up the gameplay of the whole game! Running on an normal ship, you re dogmeat to all AI ships - you get no chance to survive even the easiest combat
Here is a bunch of issues I had:

Entering combat zone in a fully A-Class Viper 4 (great ship before AI made god-like) surviveability lies below 2 minutes ! Why ? Because just seconds after choosing fraction getting hit with a dozen of gauss-rifles shells, missiles and so on...in a rate of enemy fire witch is absoloutley ridiculous! (some kind of "light" vessel shot 21 (!!!) missilies on my ship - ammo cheat for AI?!) - (Waves of gauss rifle-shells from another vessel (I think it was also a Viper 4) ignoring any heat-builup or energy-issuies)
Needless to say that it is even more ridiculous that a Phyton in grade "expert" generally manages to outmaneuver a fully upgraded Viper 4 - even a Vulture, one of the maneuverablest vesseles available in game is outmaneuvered by "wall units" like phytons, anacondas, T7 etc. And belive me - my flying skills are not the reason for shure !

The game is unplayable at all now.
I understand that you wanted the game to get more thrilling for experienced players - but you enormous missed the target!
Kill missions have a percentage below 5 % to get done - 95 % to get destroyed by AI - needless to say that this inacceptable!

I gratefully hope, you will recognize all this and find solutions to bring back the AI to a normal level and remove issiues posted
here.I dont need to burn away my hardly earned credits by getting       by AI !
 
''survived only 2 minutes in CZ'' ... let me think about it ... seems to me as possible issue ... ok, text was going sarcastic and was removed :)


- move little away from CZ center and after this chose side
- pick target which busy on battle zone side (don't go into combat centre)
- use cleverly allied forces for your advantage, help allies to kill small targets first
- don't be shy to flee if needed (optional is set flee course through 'green' (alies) area)
- etc. etc.

... actual AI is quite fun if player adapt on it and use situation strong sides instead tie to old ways (brute force) which is not working anymore.
 
Overall I appreciate the hard work that went into this patch, and thanks for that.

But I do not think it goes nearly far enough, from the sounds of it. I will of course play this and see how it goes, but please hear me out on this.

Since the launch of 2.1, the "experimental effects" just sound ridiculous and unscientific. These are not the kinds of things that I feel belong in a simulation like Elite Dangerous.
• weapons where how hot your ship is makes the weapon deal more damage?
• if you hit your target it reduces your own heat, but not if you miss? huh?
• a laser that causes random module faults just by hitting the hull? how does that make sense?
• weapons that cause rag doll effects on your ship very much out of proportion with reality
• laser that heals someone...
• lasers and missiles that both have the same side effect (amplifying signature of target).. makes no sense
• mass lock torpedoes? so now you can have mass without having mass?

Guys... a laser is a laser is a laser is a laser. Photons are photons. Explosions are explosions.

There's no rhyme or reason behind these powers. They are not consistent with the feel of the rest of the game. Like, where is the landing gear mod that reduces your ship's mass so that you can land without a shield and convert damage of the impact into heat? You don't have that because it would be equally ridiculous. These seem like things you did because you could but not because you should. They are things you did to appease people who were complaining about not being able to kill other ships fast enough. So you created ways for attackers to prevent people from running, prevent people from hiding, and kill them faster. I get it that you had a lot of people complaining that combat took too long, and it was too easy for people to escape from combat. But these powers are just space magic. Please remove this stuff... It's ruining the game not just by making weapons overly powerful, but also, by making them ridiculous in principle.

Maybe it should be easy to escape from a fight in outer space. After all, it's outer space. You're not cornered. You can run in any direction. Just because the physics engine of the game lets you throw certain kinds of numbers into it, doesn't mean you should. I thought this was supposed to be like a simulation.

Regarding NPCs, what you are saying here is that you will still be giving Deadly and Elite rating NPCs these ludicrous god-mode weapons. But they will only spawn as a punishment for your most dedicated players who have achieved a high combat rating through lots of gameplay. Just because a player's combat rating is good does not mean that they are currently flying in a ship that prepared to fight against insane griefer weapons. Will the NPCs still psychically know whether or not someone has cargo? Will they still telepathically come and find you and assassinate you, to punish you for daring to have a high ratings and cargo while exploring in uninhabited (and therefore, anarchy) systems? Or did you fix the fact that NPCs are telepathic and range outside the bubble, too?

I can not agree more!
Especially Regarding NPCs!

Dear FDEVs! PLEASE! I BEG You!
Give me the right of choice to play this game the way I want it! I sincerely love this game so much since the time elite blew my mind in '89 (I was 8 yo :) ) and now such a MAGIC comeback!

Exactly this:
If I'm not PP or wanted or on mission and having a simple trading routine from A to B I don't want to evade interdictions such frequent and fight in my outfitted for trading cutter even if I'm combat dangerous and trader tycoon (Combat rank was just the matter of time for me - NOT my combat skills)! It costs a lot of money for insurance and A LOT of precious real time - the time I want to enjoy flying docking and trading and exploring! If I wanted some "pew pew" I would outfit my combat ship and go to Hi res or Haz res or war zones or took some dangerous missions!
Is it something wrong I'm asking for? As it was before Engineers!

Sorry my language it's not my native.
 
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.

Well thats a crying shame really. I like stuff thats fun. If I want turmoil, I turn the computer off and walk outside.

Was there any real justification for this change? I mean, was there some sort of public outcry that things were too fun and it needs to be changed?
 
Can we please get patch notes for the last set of server side changes? I'd really like to know what you did to dumb down the AI for carebears.
 
Can we please get patch notes for the last set of server side changes? I'd really like to know what you did to dumb down the AI for carebears.

weh weh weh. If it wern't for all the solo 'carebears' as you call em (pathetic term btw, grow the      up)... fdev wouldn't get as much moola to keep developing. We are outnumbered by the masses, just a handful of elitist       like us won't support them.
 
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