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Elite: Dangerous |OT| Every Man's Sky

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Faith

Member
Note to self, need to do this in solo mode. Some a-hole just blew me up while I was waiting for the trader to pick up my stuff. No warning or anything, just a one-hit instant kill, how is that even possible?
Maybe 6-8 railguns? Everything smaller than an ASP is dead with 1 shot.
 

SJRB

Gold Member
Jeez this game is so amazing. I've been flying around in the Chimba system for a bit, going back and forth between stations to get some cargo.

Arriving at Harris Station for the first time is rather overwhelming, that space station is HUGE. And everything looks so freaking cool. It's so awesome to dock, look around you and see all those [NPC?] ships flying around.


Unfortunately I got ganked once too. Some space anomaly threw me out of supercruise where some scrub was somehow waiting for me. My poor Sidewinder didn't stand a chance. Seeing the canopy shatter and eventually break is pretty frighting haha, I knew this was the end while I was floating through space waiting for the finishing blow.
 

DrBo42

Member
Uh oh. "Seeking Luxuries" has disappeared from the Tenche system. Is it dead?

Edit: Yeah, boom is over. Good night, sweet prince.

If anyone finds a new one, please PM me.
 

kvk1

Member
I lost my thrusters inside of a USS after a rough outing with an Anaconda the other day.

It was the most helpless I've felt in a game in a long time. It took me a while to realize what was going on. I kept frantically moving the throttle back and forth with this dumbfounded look on my face.

What? Go, ship! Move! J. PRESS J. FSD ready! Yes! Huh? Throttle up to engage? IT'S UP. NOTHING IS HAPPENING. WHY IS IT SO SILENT ALL OF A SUDDEN?!

Then I somberly opened the right panel, saw that thrusters were at 0%, and even though my brain took a second to catch-up, my heart knew.

Click over a few tabs to the right, scroll...self-destruct.

;_;7
 

Danj

Member
Uh oh. "Seeking Luxuries" has disappeared from the Tenche system. Is it dead?

Edit: Yeah, boom is over. Good night, sweet prince.

If anyone finds a new one, please PM me.

Crap, I hardly got a chance to use it, I only just managed to get back to the level I was before I got blown up :/

Any other suggestions on making money? I only have like 20k credits and 18T cargo space at the moment so I can't do anything that requires big initial investments.
 

DrBo42

Member
Crap, I hardly got a chance to use it, I only just managed to get back to the level I was before I got blown up :/

Any other suggestions on making money? I only have like 20k credits and 18T cargo space at the moment so I can't do anything that requires big initial investments.

Eh. Think the game's economy and methods for making money are pretty abysmal to be honest. The luxuries thing is soul crushing but at least decently profitable. Everything else trading wise is worse IMO. Bounty hunting is pretty fun and profitable if you manage to get some 100k+ assassination missions. Other than that I'm not sure how people farm cash.

EDIT:

New location: HILL PA HSI system

Buy PE from Curie Gateway, SL is in orbit.

Edit 2: Only about 700+ profit per ton(ne). Not worth it.
 

GeoGonzo

Member
Eh. Think the game's economy and methods for making money are pretty abysmal to be honest. The luxuries thing is soul crushing but at least decently profitable. Everything else trading wise is worse IMO. Bounty hunting is pretty fun and profitable if you manage to get some 100k+ assassination missions. Other than that I'm not sure how people farm cash.
Yup, that's how things work right now.

In fact... (At least till patch 1.1) trading is more profitable than selling exploration data. Notice I didn't say "exploring", I'm specifically talking about an explorer having as much of a headstart as they want and then, after returning from their trip, they reach a station and start selling their exploration data. If a large trading ship starts trading at that point, they're still making more money per second.
 

Mengy

wishes it were bannable to say mean things about Marvel
Eh. Think the game's economy and methods for making money are pretty abysmal to be honest. The luxuries thing is soul crushing but at least decently profitable. Everything else trading wise is worse IMO. Bounty hunting is pretty fun and profitable if you manage to get some 100k+ assassination missions. Other than that I'm not sure how people farm cash.

I solved that riddle quite easily: I'm not farming cash!

At the start I trade heavily and worked my up from Sidewinder -> Eagle -> Adder -> Cobra -> Type 6 -> Asp. Trading is without a doubt the best way to earn credits. Once I had my Asp and fitted it out decently I went out exploring and haven't traded at all since. I don't even have cargo racks installed anymore. I have 1.5 million credits in the bank, and I pay for hull repairs using the exploration data money, and I just bank whatever is left.

At some point I will probably reinstall racks and trade like fiend to further upgrade my Asp, or I might buy a Vyper and fit it out to go on a bounty hunting spree just for fun, but for now I'm just out hopping from system to system exploring.

But if credits is your goal then trading is your best way to do it, bar none. Luxuries > rares > monotonous space trucking > everything else.
 

DrBo42

Member
I solved that riddle quite easily: I'm not farming cash!

At the start I trade heavily and worked my up from Sidewinder -> Eagle -> Adder -> Cobra -> Type 6 -> Asp. Trading is without a doubt the best way to earn credits. Once I had my Asp and fitted it out decently I went out exploring and haven't traded at all since. I don't even have cargo racks installed anymore. I have 1.5 million credits in the bank, and I pay for hull repairs using the exploration data money, and I just bank whatever is left.

At some point I will probably reinstall racks and trade like fiend to further upgrade my Asp, or I might buy a Vyper and fit it out to go on a bounty hunting spree just for fun, but for now I'm just out hopping from system to system exploring.

But if credits is your goal then trading is your best way to do it, bar none. Luxuries > rares > monotonous space trucking > everything else.

Completely understand. Played the game for fun all through beta but I'd like to be able to fly an Anaconda one day so I'm really trying to get some money. But they're not making it easy... or even tolerable by normal standards. :(
 

Mengy

wishes it were bannable to say mean things about Marvel
Wait, there's a bank function? How do I access that?

Well, no, by bank I just meant your personal credit balance. I assume it's a galactic bank of some kind, LOL.


Completely understand. Played the game for fun all through beta but I'd like to be able to fly an Anaconda one day so I'm really trying to get some money. But they're not making it easy... or even tolerable by normal standards. :(

Yeah, I will most likely never fly anything larger than my Asp. The trade grind to get her was enough for me, some of the larger ships are so incredibly expensive and utterly crushing to maintain that I would find that more work than fun. I don't want to be THAT afraid of dying and paying the insurance / repair costs. If it wasn't for the cockpit view on the Asp I would never have bought her, I'd be exploring the galaxy in a Cobra instead.
 
Came across a wanted Federal Security Service ship this morning at an extraction site. It was getting attacked by two other Fed SS ships. I shot at it and still got a fine and wanted status.

Anyways I traded my Viper for a Cobra and am going to start rare trading out of Altair. It's about time I figure this trading stuff out to make some cash. Then buy a cheap Eagle for some light combat when I get bored of trading.
 

Faith

Member
Hi everyone,

the first beta build for update 1.1 will be live at 6.30pm GMT, to download the client you need to grab the latest launcher (version: 0.4.2023.0
) and then you download the beta client. It contains the following changes:

NEW FEATURES/CONTENT


- Community Goals added
- Route planning extended to 1,000 ly
- Russian language translations added
- Add 'Discovered by' tag to system map - needs to be surfaced scanned
- Fancy new gas giant shader
- City lights on imhabited planets
- Pilots Federation rank decals
- Parallax shader for cloud layer on terrestrial planets
- Add explored system details on the right hand side of the cartographics shop
- Top benefactors support added to system map


STABILITY FIXES


- Prevent shadow manager trying to unregister view nodes that it never registered
- Fix a crash caused by systems with stations only orbiting non-habitable planets
- In the safety checking of the start location, make sure the body we are trying to load at exists, if it doesn't start around the largest star instead
- Prevent crash when generating star textures on low end hardware
- Prevent crash in the targetting system
- Fix possible crash entering capital ship scenarios
- Fix file load hardlock
- Fix potential crash in tutorials
- Fix a crash where limpet's parent exists but not fully created
- Don't crash when the AI looks up a ship state
- Fix crash selecting decal in livery
- Prevent softlock when a mission is progressing as a location transfer occurs


TWEAKS & FIXES


- French and German translations updated
- Fixed incorrect masses for C3 beam weapons
- Added in LOD levels for the holographic guide markers on the landing pads. This should fix the issues with the guides vanishing randomly since
there should always now be some mesh to render regardless of what LOD the parent hanger is set at
- Fix AI issues at high frame rates
- Ensure that bounty checks for correct faction
- Some optimisations for performance is busy network conditions
- Correctly scale companion stars with large in system map if they are children of a common centre of gravity
- Optimise route planner
- Skybox stars now know if they're in/behind a nebula and fade out accordingly
- When an NPC kills the player, report any claimed bounties to the webserver so they can be cleared; clear relevant bounties on client
- Fixes for some issues with docking computer:
- Slow down when on final part of descent to pad, to avoid damage; if station is rotating the chosen speed has to be greater than the rotational
velocity at the pad
- Fix some issues on outposts with the chosen point above the pad being inside or too close to the bounding volume of the outpost
- Allow NPCs to travel faster in the first stage of moving to an outpost
- Ensure NPCs ignore outposts as obstacles when in final descent
- Fixes to stop awkward ships like the Python from hovering over the pad while docking, because they aren't trying to get close enough
- Improvements to getting NPCs to leave a crowded station when player is denied docking permission
- Fix issues where 3D anaconda and Orca ship schematics clip parts of the UI
- Prevent GUI colour rotation from affecting the galaxy map
- Expanded news-item text can now scroll
- Rebalanced shield strengths at different pip levels to make those levels useful
- Fixed a random number 9 floating near Natural Fabrics commodity at Dobrovolski Station CM
- Remove sparkles on asteroids when rendering to Oculus Rift, as they have been found uncomfortable for Rift users
- Fix for movies not being rendered with the appropriate size when side-by-side rendering is enabled
- Added a chevron to the landing pad schematics to help indicate the direction that a player's ship should be facing when docking
- Rebalanced shield cells to take more power, have less ammo and cost more per unit than before
- Lowered the ammo count and increased the cost per unit for Chaff Launcher
- Added chevrons to pad schematics to indicate direction player should face when landing
- Increased Federal capital ship heat relay health
- As neutron stars have their radii saved in km, not Suns, use the black hole size method for them in the galaxy map
- Added missing mass lock components to ships that needed it - such as the Imperial Clipper
- Remove term 'medium' from Type 7 description to prevent players thinking it will land on a medium pad
- Fixing some areas of the Coriolis' collision mesh including those which were causing some aiming issues with the station's defences
- Correct consumed by string for Marine Equipment
- Put exoplanets Kepler 438 b and 442 b into the correct star systems
- Art and collision fixes for criminal outposts
- Fix for the asteroids on the radar spinning too quickly
- Tweaks to Prism system economy and faction
- Fix for the mass-lock sphere visualisation not fading off when outside of the radar bounds
- Art and collision fixes for commercial outposts
- AI ships seem to sometimes be orienting incorrectly fixed
- Tweaked flight model for Orca
- Fix for number of steps in the orbit lines
- NPCs shouldn't be able to use FSD with hardpoints deployed
- Art and collision fixes for science outposts
- Fixes for Galaxy Map searches:
- Fixed it only accepting a lowercase character for 1 part of the search.
- Also fixed it setting the final number in a name to 0
- Fix the case of missing black hole effects when three are in a system and forces background stars to render when the visible distortion is very high
- Fix the texture values on the mining laser heatsinks so that they don't colour pop when deploying
- Fix the rare background brightness curve popping between low luminosity stars.
- Add a 'planning route' graphic to cover the loading of the plot
- Make sure that an AI follows a player into their session after an interdiction
- Removed stray particle effect from beam laser muzzle - was never supposed to be there!
- Realigned lens flares that were not in the right places on weapon muzzles
- Weapon impacts improved
- Weapon impacts on player improved- Explosion glitches fixed
- Allowed supplemental devices to be used. They count as PCPads (for example independent throttles, custom control panels)
- Fixes to Ammunition (cannon trails and empire laser bolt light inner range)
- Toggle focus mode never reaches right panel fixed
- Fixed incorrect size limits on the sensors of the Imperial Clipper
- Lowered speed, manoeuvrability and shield strength on Python
- When rendering planets set a shader parameter for the planet's radius. This allows shaders to produce consistent results when rendering in miniature
form in the system map
- Fix Terrestrial_Volcanic planets not showing their schematic
- Atmosphere shader optimisations
- Removed stray muzzle particle effects from pulse lasers
- Changes for various backer names stations
- Added Supersampling menu options
- Removed collisions from station doors to fix an issue of some ships crashing while docking
- Drive lens flares should now stay within sane brightness values
- Fix for the galaxy map not responding to changing options
- Add the Repairable component to several modules that otherwise couldn't be repaired by AFM modules. Discovery scanners, Detail scanners and
Thrusters are all now repairable in the field
- Fix some missing system descriptions
- Collision damage update:
- Damage is now calculated at both ends and each apply half, it should no longer be possible for one party to miraculously escape undamaged from
a collision
- Changed the mass/velocity to damage calculation, it should now be more consistent and harder to damage large ships with small ones, even at
high speed
- Store whether the system map was entered from galaxy map or cockpit, and invoke appropriate transition out back to the previous state
- Notice when route finder fails to find a route and replace the progress spinner with unavailable route text
- When generating scenarios that lie outside the containment area of their body, update the address to be relative to the correct parent (the same one ships will use if they drop into those scenarios). Most noticable when unable to stay in nav beacon scenarios near a close binary pair of stars
- Implement sort by Mass, Power Draw and Name for outfitting items
- Star temperature used for driving colours clamped to sensible range based on Harvard and Yerkes classification
- Interdiction can be a Crime
- Extended the hitcheck out to included the Fed Fighter's engines
- Extended the hitcheck out to include the Federal capital ship's main engines
- Shadow fixes for various ships
- Headlights balanced. Now slightly more useful in an asteroid field. Larger ships with larger lights have stronger beams
- NPC chatter line added when police interdict a player
- Don't just consider combat rank when determining AI rank
- Stop AI miners from mining empty space
- Fix 'nearby bounty' so it include local minor factions
- Dumbfire missiles can now be shot down by PD weapons
- Allow axis input to control scanner zoom level
- Have different combat bond values for each ship type
- Performance improvement for galaxy map after route has been generated
- Put Cygni X-1 Black hole in the right location
- Improved light behaviour on station exterior
- Eagle art fixes
- Automated turret fire shouldn’t aggro non-hostile ships
- Make AI use turrets correctly, and ignore the default
- Fix the barrels on guns spanning back to the identity position when they stop spinning
- When the player accidentally hits an AI ship damage is accumulated. If a threshold is exceeded (by multiple hits or a powerful weapon like a rail-run), the ship turns hostile. The AI ship will "forget" the damage before it turns hostile:
1) if the AI ship recharges its shield to 100%.
2) if a (currently 30 sec) timer runs out.
- Make the system apply to stations as well.
- Large lateral thrusters now have settings consistent with small and medium thrusters. Balanced lighting and fade in/out durations
- Federal Fighter art fixes
- If a ship is scanned by the police and they discover that it has a bounty, don't turn the station hostile, just get the police to attack
- It's possible that players could get docking offences stuck on even when they were no longer causing offence now fixed
- When AI ships are starting docked don't do the hyperspace-in effect
- Fixed the incorrect engine stats so they give the appropriate benefit
- When a large planet is converted into a star, clamp the spin speed so that it cant spin too fast as planets and stars follow different rules
- Fix generated system name mismatch that was causing missions to fail
- Use localised faction names in the galaxy map
- Station menu now shows the local major faction rather than the system major faction
- Fix for star lens flares appearing through planets
- Fix floating station names and text on station surfaces
- Sort the commodity screen trade data drop-down menu alphabetically
- Decreased damage modifier from for missile weapons against shields
- Lowered hardness piercing stat on explosive missiles to make them less effective against larger ships
- Prevent cargo duplication
- Allowing gravitational distortion effects around white dwarves and neutron stars
- Fixed light range on the class2_B retro drives so that it doesn't light up the Adder cockpit, also moved the lens flare offset so it's actually visible
- Tweak Python collision to make cargo scooping a bit easier
- Decal colouration fix for the Viper's Mercenary paintjob
- Fix some artifacts when close to the surface as the position of the vertices changes with different levels of tessellation
- Heat generated from weapons fire is now increased based on how empty the weapon cooling system is
- Shield cells generate heat while charging
- Abort the docking process if the station becomes hostile during it
- Clear boost state when docked
- Don't scan if the advanced scanner module is disabled
- Landing pad numbers now consistently numbered front-to-back then clockwise in stations (in other words, bones 0 and 12 swapped over, so that pads 1 and 13 are now in their correct places). Also checked Outposts and fixed pad numbers there too, so that the medium pad is always the highest pad number
- Balancing pass on Plasma Point Defence
- Balancing pass on dumbfire weapons
- Rebalanced heat gain in certain weapons (Beam laser, Missile Rack, ECM, Chaff, Plasma Accelerator, Pulse Laser)
- Supercruise lens flares now smaller when close to them
- More detail and softer/more subtle sun rays in star lens flare
- Fix the landing gear disappearing when retracted on the Eagle, which leaves a hole in the ship
- Rebalanced boost heat amounts as they were all set to 10 when that was only appropriate for the sidewinder
- Add starport to BU 741
- Increased ammo for the top range shield cell banks slightly
- New improved torpedo explosion effect
- "Seeking Luxuries" Rarer in boom states
- Improve AI behaviour if they get trapped in station structures
- Turreted weapons Set to Target Only will no longer fail to fire if you aim at a subsystem
- Point defense turrets can no longer cause aggro or commit crimes on your behalf
- Turrets will now check if their line of sight is blocked before firing, should drastically reduce accidentaly hits
- Turret weapons set to Target Only will now obey the correct range limit and not waste ammo when out of range
- Added in interdiction chatter lines
- Federal Dropship art fixes
- Turn on the aim-blocked checking for all weapons set in a Fire at Will or Target only mode
- Up the rate of damage the python receives from overheating
- Increase the timer before dishing out a bounty for trepassing in a station to 90 seconds from 30. People in big heavy ships should be able to avoid being killed for that mistake
- Refraction particles now only visible when FX quality setting is set to high
- Spark and most debris particles now disabled in low FX quality setting.
- Added star class filter to the galaxy map
- Prevent infinite stream of pirates in extraction zones
- Set up Distance Based Lodding for explosions
- Added a new "ultra" shadow quality, a replacement "medium" with one extra cascade, and replaced the existing "low" with the old "medium"
- "California Sector IR-W D1-26" no longer requires non-existent permits to visit
- Increase player arrival distance in capital ship scenarios
- Fix when you had confirmation window that your group had been created where was no focus on it
- Fix when you attempted to disband your group but chosen "cancel" in confirmation window for this action you'd have disband button still greyed out
- Attacking ships wanted by the local jurisdiction doesn't necessarily incur the rep hit
- Fix where the message log would say you've claimed a ship's local bounty when you didn't because you haven't basic-scanned it
- Ice planets optimised and improved visually
- Tweaks for hanger cameras for various ships
- Pending states in the system status panel dissapear after viewing and then viewing a faction that does not have a pending state fixed
- Players cannot press "B" on an xbox pad to exit the commodities market while the "galactic average" tab is highlighted fixed
- Exiting game during combat has an infinite spinning 0 timer icon at the end of the countdown fixed
- Tweaks to reduce stuttering around planets caused by surface texture generation
- Optimisations for particle effect management
- Reduced the glow scale on the medium thrusters so they don't clip through the ships
- Added some extra logging to track down voice comms issues
- When you target a sub-target of a ship, the sub-target GUI displays incorrectly
- Show stored ships in the correct locations
- Rename the duplicate 12 Aquarii system to Bentonio
- Adjusted shadow max frustum distances up a little so that high/ultra settings manage to encompass station during drop from supercruise
- All ships now rebalanced to work with new gui lighting set up. Emergency lights and chair lighting have been standardised across ships
- The UI focus mode toggle button closes the chat pane if you wait a few seconds when it is selected fixed
- Make low influence minor factions able to generate missions at a comparable rate to influential minor factions
- Atmosphere colour and intensity tweaked for gas giants and reduced saturation of neon atmospheres
- Fix a mistake in the English version of the description for type II gas giants, it had been replaced by the description for type III gas giants
- Fixed searching for stations, it now correctly cycles between all systems that contain a station with that name
- Also fixed searching using generated system names so that it only matches systems that have that name, rather than also matching to authored systems
- Reputation in the mission summary screen now includes the contribution from the major faction
- Restored missing Founders World permits from some Commanders who have reached the rank of Elite in Combat, Trading or Exploration
- Fix a bug stopping newly created Commanders' names from appearing in the Comms Panel during the first few minutes of their career

AUDIO


New
- Under construction station has dedicated ambience and spot sound effects.
- Renamed dynamic range modes and further tweaked the volume curves, please keep providing us with feedback as we’re still working on improving these.
- Added a new BOOST dynamic range mode that is intended to offer a good compromise between industry standard reference volume (normal) and louder mixed games.
- Centre channel is now used for some positional audio such as other ships, cockpit blowout, GUI etc.
- Improved audio on Docking Bay Lifts and panels.
- New music added to Exploration.
- “Power Plant Capacity exceeded” - voice and sfx warnings added.
- Support for muting "Engage" ship voice alert.
- New audio for the “First to Discover” notification.
- Landing gear audio re-implemented: now matches each ships’ deploy and stow animation.


Tweaks
- Additional audio for when entering Supercruise/Hyperspace.
- Supercruise engines and music now interact much nicer.
- Improved feedback of engine/masslock in supercruise.
- Brought back the hyperspace tunnel flybys and detail sounds, with new implementation. Previously removed to fix render issues.
- Balanced boost stress noises.
- Cockpit blowout sequence remixed to fix clipping.
- Mixpass on docking sequence audio.
- Remixed force field audio for when using larger ships or flying at lower speed, to fix clipping issues.
- Mixpass on hardpoint stow and deploy animations.
- Increased volume of cargo bay door opening, when launching drones.
- Added more debris and shockwave content to Explosions.
- Reduced fire-rate of the small multicannon to differentiate it from the medium one.
- BeamLaser/PulseLaser on others will change according to energy capacity. Helps in identifying an opponent’s remaining power on weapons.
- Unified volumes and fixed issues on Asp, Cobra, Orca, Empire Clipper, Python, Anaconda, Type6, Type 7 and Type 9.
- Arrival music should be more audible now.
- Mixpass on gui for consistent behaviour across various game areas.
- Mixpass on the Station Menu ambiences.
- Sounds for adding a Sensor or FSD Interdictor in outfitting.
- Sell sound added to outfitting.
- Station menu is positional now to follow head tracking movement.
- Mixpass on Galaxy/System Map for consistent volume and effects.
- Collision and Navigational warnings now better respond to distance and speed and will be more audible in dangerous situations.
- Mixpass on cargo scoop gui.
- More variation added when selling items in Stellar Cartography.
- Galaxymap crossing of the grid is slightly more audible.
- Galaxy and system map musical elements in ambiences are now controlled by music slider and sfx elements by sfx slider.


Bugs
- Fixed many performance and mixing issues.
- Fixed bug that would cut off Exploration music prematurely.
- Fixed clicks in Python assets.
- Fixed an issue with reverbs in the stations.
- Fixed a bug that would spam physics audio on friction, causing drop outs.
- Fixed clicking in the multicannon.
- Fixed clicking in the beam laser.
- Fixed bug in system map on out-of-focus state always playing Jovian Gasgiant ambience.
- Fixed in game music playing during the menus instead of menu music in some situations.
- Fixed medium turreted beam lasers from not stopping correctly.
- Fixed a bug that would double fade the stellar ambiences.
- Fixed several ship voice related bugs.
- Fixed missing Jovian Planet Ambiences in system map.
- Fixed hard-panning of Python engines when wearing headphones.

Thanks

Michael

https://forums.frontier.co.uk/showthread.php?t=108887
Holy shit! :O
 

kvk1

Member
Interdiction can be a Crime

HDoFELw.gif
 

GeoGonzo

Member
Holy shit! :O

Yup, that's an Elite patch alright.

Personal favourites mostly because I wasn't expecting them:

- NPCs shouldn't be able to use FSD with hardpoints deployed
Damn right they shouldn't
- Implement sort by Mass, Power Draw and Name for outfitting items
Ah, finally. Finding shields can be such a pain!
- Headlights balanced. Now slightly more useful in an asteroid field. Larger ships with larger lights have stronger beams
Heh, "Balanced". Good change.
- Have different combat bond values for each ship type
Nice! Maybe fighting anything other than Eagles is worth our time now?

And I love how they have an audio section among the patch notes. This shit is important!
 

Wreav

Banned
The whole "download a new launcher and redownload the entire client" thing doesn't really jive for me. I can wait a week.

Plus, you know, I'll be farming luxuries like crazy.
 

Danj

Member
The whole "download a new launcher and redownload the entire client" thing doesn't really jive for me. I can wait a week.

Plus, you know, I'll be farming luxuries like crazy.

Do let us know if you find another good place for it. The one at Tenche got shut down already.
 

thelatestmodel

Junior, please.
The whole "download a new launcher and redownload the entire client" thing doesn't really jive for me. I can wait a week.

Plus, you know, I'll be farming luxuries like crazy.

This is actually pretty annoying. Why can't the launcher just update itself, instead of me having to go to my Frontier account page, sign in, go to the "My Products" page, and download it there?
 

thelatestmodel

Junior, please.
So apparently the 1.1 patch puts you into a "test" universe, for beta testing, and anything you do will not transfer to your main save.

I suppose some people will be OK with this, but I'm not. I don't have that kind of time to waste. I guess I'll be hitting 1.1 same time as everyone else...
 

bj00rn_

Banned
This is actually pretty annoying. Why can't the launcher just update itself, instead of me having to go to my Frontier account page, sign in, go to the "My Products" page, and download it there?

I don't understand why you had to do that. I just logged into the launcher like usual and updated it..

So apparently the 1.1 patch puts you into a "test" universe, for beta testing, and anything you do will not transfer to your main save.

I suppose some people will be OK with this, but I'm not. I don't have that kind of time to waste. I guess I'll be hitting 1.1 same time as everyone else...

Heh, I didn't know that, I just downloaded the entire thing.. Oh well, I'll just delete it and play the normal thing. It doesn't do anything for me unless it's connected to the main save.
 

AJLma

Member
Reading that patch list makes me realize how far this game really is from being done, and at the same time how impressively fast they're moving with development.

So apparently the 1.1 patch puts you into a "test" universe, for beta testing, and anything you do will not transfer to your main save.

I suppose some people will be OK with this, but I'm not. I don't have that kind of time to waste. I guess I'll be hitting 1.1 same time as everyone else...

Only a week wait I believe.
 

thelatestmodel

Junior, please.
I don't understand why you had to do that. I just logged into the launcher like usual and updated it..

I know, it's weird. I haven't had to do it since the Beta / Gamma days, but it definitely told me to download a new Launcher version. Maybe I missed a button or something.
 

bj00rn_

Banned
Do let us know if you find another good place for it. The one at Tenche got shut down already.

ffs.. I arrived there last night, was planning to do some hauling tonight after the kid went to bed... I'm always too late :(

Any alternatives?
 
ffs.. I arrived there last night, was planning to do some hauling tonight after the kid went to bed... I'm always too late :(

Any alternatives?

Supposedly they are going through and manually changing them. Supplies are staying at zero (or very little - like Wapiya(sp) was at 37 to sell) but demand is staying high.

I think the "luxury trades" will be very short lived, also reports of basic trading routes dropping very quickly but that could just be speculation. Basically their original plan was to have a very non-static trade environment, having to move around a lot, etc ... sounds good on paper but when the T9 has an extremely short jump range and high fuel costs, as well all ships above the T7 having very high fuel costs (so you either lose cargo profit by paying or having a fuel scoop and losing time) it makes trading less profitable. I just think they went about this all wrong. Either the ships aren't priced correctly or their trading system is terrible. It shouldn't cost a T7 profit margin to just 'search' for a profitable trade route in a better ship.

Python nerf is staying as-is (pissed as hell about that) but I can't even test it because you can't afford the ship in the beta! Wonderful plan there, FD.

Great changes on other aspects and improvements though.
 

Shifty76

Member
Yeah, but I have a warrant scanner, and my tactic was interdict > warrant scan > fuck off if no bounty
You'd interdict targets that show as clean? You can tell if they're wanted in the current system without having to KWS them, so unless you're in an anarchy system that seems an unnecessary amount of hull dmg (from interdicting) just on the off chance that your target has a bounty.

Once I got an asp, and now a clipper I don't interdict for anything less than an 80k guaranteed bounty as the repair cost is just too high.
 

RK9039

Member
ffs.. I arrived there last night, was planning to do some hauling tonight after the kid went to bed... I'm always too late :(

Any alternatives?

Seems like they have fixed the supplies for the Seeking Luxuries trade at these stations, before the supply would stay the same. It's going to be hard finding new ones now.
 
Wings is not part of the 1.1 patch

Ah ok, must have got mixed up. To be honest I find it hard to follow what they're doing since the info is just dropped randomly into certain threads etc and not always thrown into a news post. Had a weird battle finding the info about the beta launch today since it was hidden in a part of the forums only kickstarter backers had access to until M.Brookes posted it in reply to someone on the main forum section.
 

Hylian7

Member
>Chasing expert guy with empire agents flying around helping me
>One of them flies in my fucking crossfire like a dumbass
>833 CR fine and wanted
Okay, that's fine, I'll pay it.

>37k bounty from wanted guy!
YES!

>Have to sneak back into empire station to claim the bounty.
>They scan me before I can turn on silent running and blow me up over a fucking 833 CR bounty

OH COME THE FUCK ON.
 

Buggy Loop

Member
ug8L2U5.jpg


WOW

They did an amazing job for the shaders, the atmosphere and sense of scale is really some of the best i've seen for planets. Imagine in the future landing planets will be like? If they have a rigorous city generation/npc/wildlife/quest etc, you would basically have a planet wide GTA anytime you landed on one of these 0_0
 
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