Patch Notes Update Update 3.1.2

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Whats with the minor optimisations and fixes? If indeed minor, then why not them writing them down? How are we supposed to know what area of the game is touched?
 
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credits -> unlock thing's -> unlocking stuff is fun for people.
you know what....this is bang on the money, and is exactly why i feel FD are right to try to keep control of (what little) economy the game has.

Saving up credits to unlock stuff IS fun and is a large part of the reason why i have played up till now........ making those credits come to fast removes any sense of achievement (for me, i accept others differ).
 
Isn't anyone expecting anything good out of the patch? You're all so negative. It's almost as if there is a pattern to the updates with a long history or something.
This is the forums you get piled on for saying anything positive about anything.
 
you know what....this is bang on the money, and is exactly why i feel FD are right to try to keep control of (what little) economy the game has.

Saving up credits to unlock stuff IS fun and is a large part of the reason why i have played up till now........ making those credits come to fast removes any sense of achievement (for me, i accept others differ).
This game has no real sandbox economy not sure what you are on about, credits have no value outside of the numbers on your rebuy screen.
 
Credit are stupidly easy to get anyway. Anyone having issues getting credits even with the "nerfs" really needs to learn how the game works.

As to unlocks, all it does is unlock ships.
If credits are so easy to get, then why does FDev rush to fix any high payouts before they even touch game breaking bugs?
 
True but running out of things to unlock removes the fun, after 3 years I am still having fun and still have stuff to unlock.
Your problem is with the depth of content not unlocking the 35 ships in the game.

Nerfing credits does nothing but force players to find the next exploit, did you hear anyone complain about missions payouts in the last 2 months?
 
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True but running out of things to unlock removes the fun, after 3 years I am still having fun and still have stuff to unlock.

You've been playing the game for three years and haven't unlocked everything by now? You need to git gud!

PS> Only teasing you >.<
 
When will an update make "Cyclops finally able to be a little more solo friendly?" I hate that the only way to reasonably kill one is while in a wing. As it stands the routine is currently 1. Encounter Cyclops 2. Success, or failure 3. Jump out, hobble back and refit. It's kind of annoying. Would more love the scenario of, 1. Encounter Cyclops 2. Defeat Cyclops and 3. have a chance at still having enough integrity/ ammo left for another encounter. They are part of the Elite Dangerous story, not a component proprietary to co-op multiplay. If making them 15-20% easier means 20% less bounty, so be it...fair enough.

Would also love for Guardian modules (namely hull, module and shield reinforcements) to have a real effect against Thargoids. Currently, I can't tell a difference between standard 5D module, and Guardian 5D module.
 
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not sure what you are on about, credits have no value outside of the numbers on your rebuy screen.
what i said does not seem rocket science, what dont you understand.?

like you said... unlocking stuff IS fun....... To me unlocking stuff includes the saving up for it, getting a ship and being able to afford to go from E rated, to D to C rated yada yada yada.

making money too easy to come by removes the fun (for some of us) because within a few hrs you can afford what ever you want and can essentially sidestep unlocking any interim stuff and go right to A rated everything (aside from a few edge cases such as armour or 7/8A rated gear for the big ships)

as it stands now E rated gear may as well not exist........ D rated is lightweight but cheap as dirt.... there is a small use case for B rated i suppose (more hardwearing than A rated iirc) but for the most part...... D or A is all your really need now.
 
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