well.....

Elite: Dangerous has so many bugs that I'd consider a patch that fixed the overwhelming majority of them to be a larger update than everything that's been released from launch until this April.

ED without bugs would be like ED without Open.
you never know when a bug ganks you.
 

Viajero

Volunteer Moderator
ED without bugs would be like ED without Open.
you never know when a bug ganks you.

I have been playing quite regularly in the last few months and to be honest I dont remember any significant bugs at all. Or at least not as doomsday-ish as indicated by some. The most annoying one I got was some text strings in missions not reading properly and my Oculus CV hanging up on ocassion when exiting the game. Other than that the game has been behaving quite reliably.

I mean I do not doubt there are bugs, most games have their share, but in my case there has not been anything at all game breaking or major in any way for a loooong while. Been doing all kinds of things too, the Guardian runs, engineering galore, missions, tons of deep core mining and some explo. And as of late some Powerplay to get a few prismatics. All in VR btw.

But, hey, maybe just me.
 
Last edited:
Tell me more about no man's sky updates. Imagine I haven't played since day 15 of the original release. Please.
 
That's the 'massive overhaul'? A new helmet, some flowers and minor gameplay fixes? .... hmmm, now your SC comments make more sense 🤔
 
That's the 'massive overhaul'? A new helmet, some flowers and minor gameplay fixes? .... hmmm, now your SC comments make more sense 🤔

A lot has changed in NMS since it came out, unfortunately not all for the better as they've added loads of base building which is the most boring game mechanic ever in a first person game.
 
But, hey, maybe just me.

Some bugs I encountered in my last play session, some of which have been around for years...

When the game is using WASAPI and "allow applications to take exclusive control" of the audio output/input devices in the Windows sound setup has not been manually disabled, the game will immediately crash to desktop if in-game voice comms are initiated and there are other WASAPI programs active.

NPCs attacking or hosted by another player who then logs off often freeze in their tracks and just sit there until destroyed.

Still no synchronization between USSes between CMDRs in the same SC instance.

SLF weapon group settings often require one to log out to the main menu while piloting the SLF to save them.
SLF module priorities do not save at all (an issue more often than one might think).
NPC crew piloting SLFs will disable utility modules when they run out of ammo, or weapons when ordered to cease fire, which often does save.
SLF module pane is often bugged to be empty, so modules that the NPC has disabled often cannot be turned back on without restarting the game and then going through a tedious process of launching the SLF, reenabling the module, then logging out to main menu to get the change to stick.
SLFs can still become stuck in a state where they refuse to follow orders, especially when the instance host changes.

SRVs that are destroyed cannot currently be restocked without selling the planetary vehicle hanger, buying it back, and rebuying the SRVs.

Surface assault missions where the target is an 'emplacement' generator are usually impossible to complete because there is no such thing as an emplacement generator.

A large number of persistent installation signal sources do not allow the CMDR's vessel to lock to their frame of reference when dropping out of supercruise, meaning they move rapidly away in normal space and are essentially impossible to interact with.

I Bootis has three nav beacons, one for each star in the system, and the two that shouldn't exist are inside a permanent USS that never gets identified and is one of those signal sources that runs away when you drop out of it.
 

Viajero

Volunteer Moderator
Interesting
Some bugs I encountered in my last play session, some of which have been around for years...

When the game is using WASAPI and "allow applications to take exclusive control" of the audio output/input devices in the Windows sound setup has not been manually disabled, the game will immediately crash to desktop if in-game voice comms are initiated and there are other WASAPI programs active.

NPCs attacking or hosted by another player who then logs off often freeze in their tracks and just sit there until destroyed.

Still no synchronization between USSes between CMDRs in the same SC instance.

SLF weapon group settings often require one to log out to the main menu while piloting the SLF to save them.
SLF module priorities do not save at all (an issue more often than one might think).
NPC crew piloting SLFs will disable utility modules when they run out of ammo, or weapons when ordered to cease fire, which often does save.
SLF module pane is often bugged to be empty, so modules that the NPC has disabled often cannot be turned back on without restarting the game and then going through a tedious process of launching the SLF, reenabling the module, then logging out to main menu to get the change to stick.
SLFs can still become stuck in a state where they refuse to follow orders, especially when the instance host changes.

SRVs that are destroyed cannot currently be restocked without selling the planetary vehicle hanger, buying it back, and rebuying the SRVs.

Surface assault missions where the target is an 'emplacement' generator are usually impossible to complete because there is no such thing as an emplacement generator.

A large number of persistent installation signal sources do not allow the CMDR's vessel to lock to their frame of reference when dropping out of supercruise, meaning they move rapidly away in normal space and are essentially impossible to interact with.

I Bootis has three nav beacons, one for each star in the system, and the two that shouldn't exist are inside a permanent USS that never gets identified and is one of those signal sources that runs away when you drop out of it.

And you found all that just in your last play session?

Boy, I must be the luckiest player in the world for not having encountered most of those yet, some not just in the last few months but actually ever :)

As mentioned, all games have their share of bugs, question is how critical or how often they occur. My experience so far in Elite is pretty robust (bugs occur to me quite seldomly and none so far has been critical), specially compared to other games out there.
 
Last edited:
And you found all that just in your last play session?

Well, I find most of them every play session, because most of them have been around for years and I like flying SLFs, but yeah.

Plenty of other, more intermittent, issues.

The game isn't unplayable, but there are a lot of frustrating bugs with the interface, instancing, persistence, etc that grate on me.
 
No Man's Sky is good in some ways, Elite in others, Star Citizen in yet others (from what I hear).
One of these games launched like trash, one of them has had lackluster maintenance post-release, and the other is yet to be actually fully released.
Anyone trying to claim some kind of superiority due to their preference in space-flying games is wasting a lot of time and energy that could be spent doing something else.

It's rough out there being a pretend spaceship flying space person.
 

Viajero

Volunteer Moderator
Well, I find most of them every play session, because most of them have been around for years and I like flying SLFs, but yeah.

Plenty of other, more intermittent, issues.

The game isn't unplayable, but there are a lot of frustrating bugs with the interface, instancing, persistence, etc that grate on me.

Well, I have the exact opposite experience and I fly in SLF a lot aswell etc. Overall I do not find nearly as many issues or as critical as you seem to I am afraid. There are bugs, to be sure, but Elite does not strike me at all as a particularly buggier or problematic game based on my experience and other games I play tbh.
 
Last edited:
No mans sky Beyond=massive overhaul
Okay ... still minecraft with pretendy spaceships. Wheeeeee!

Warframe=massive overhaul and new engine
Okay. No complaints.

Star citizen= 3.6 getting better (possible going to be on google stadia) tons of content added
HAHAHAHAHAHAHAHA .... breathe .... HAHAHAHAHAHAHAHAHA!

Elite Dangerous= bug fixes, new player system and a fleet carrier locked to squadron..................just saying :)
..... in 2019. Something happening in 2020? :sneaky:
 
Okay ... still minecraft with pretendy spaceships. Wheeeeee!


Okay. No complaints.


HAHAHAHAHAHAHAHA .... breathe .... HAHAHAHAHAHAHAHAHA!


..... in 2019. Something happening in 2020? :sneaky:
as i said above are you expecting anything more than bug fixes and new/copy paste ship an slight ui changes?
 
no they already are..... elite is falling behind (especially with meaningful story) and gameplay

To be fair Elite never really had a "story" per say. It was always "make up a story in your head and enhance it with cookie cutter encounters". Unless you count the rinky dink news blogs as "story"... Which only serve to direct you to cookie cutter missions and encounters in a specific location.

Now to EDs credit there is a very large variety of samey activities. Which they have continued to add to and tweak over the years. It is what it is.
 
Back
Top Bottom