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Elite: Dangerous |OT| Every Man's Sky

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Shifty76

Member
Man this last 10m grind to get in a python is killing me. I can afford it now, but no point until I can also afford upgrades, insurance + 4m worth of cargo.

I have a sweet 2900 cr/t round trip ready to go but I can't do it in my clipper as it requires med landing pads.

When did they introduce the assassinate General xxx missions? Not the rank progression ones but the ones like the pirate lords? 150k payout for killing a fed dropship? Easy money!
 
Man this last 10m grind to get in a python is killing me. I can afford it now, but no point until I can also afford upgrades, insurance + 4m worth of cargo.

I have a sweet 2900 cr/t round trip ready to go but I can't do it in my clipper as it requires med landing pads.

When did they introduce the assassinate General xxx missions? Not the rank progression ones but the ones like the pirate lords? 150k payout for killing a fed dropship? Easy money!

They've been there since release, or maybe before that (I didn't play the beta). I don't recommend doing too many of them because the RNG will drive you insane. Sometimes you get lucky and find the Pirate Lord in less than 5 minutes, other times it will take you upwards of 30 minutes.

My trick was when there was no good or high value bounties, just log off and log back in and it will start repopulating the area with different ships.

You can do that in any RES, though. I tried it last night in a random system. Re-logged 10 times: 4 Sidewinder instances, 3 Cobra instances, and 3 Cobra + Anacondas.

In any case, seems like 1.2 fixes this. Pirate wings are going to be scary.
 

DrBo42

Member
The one closest to Io/Columbus Station is where I usually head, and there are generally a decent amount of 17k+ Bounties. Last week I killed (with the help of security forces) 8 Anacondas that each had 25-75k bounties. Decent amount of Asps with 20-22k bounties, and the occasional dropship or Type-7 with a significant bounty as well. Add into that the scooping of cargo (generally gold or palladium) dropped by these targets and you can make a lot of money quickly. I made 2 million in a little over an hour and a half last week.

My trick was when there was no good or high value bounties, just log off and log back in and it will start repopulating the area with different ships.

I must just be having terrible luck, not a single conda or asp to be seen. Actually I take that back, I have seen condas but they're clean and mining.

Edit: Didn't notice the bolded, will have to try that.
 

Tawpgun

Member
Looking to pick this up when it comes to Xbone but I had a few questions I couldn't find in the OP.


How does coming across other players work. Is it server or matchmaking instances?

Like if I'm in orbit around Planet X and my friend is also will I see him?

How many players can be in one area at a time?
 

Portman

Member
For balanced players there's a HUGE gap between the ships. The way it is now the game is in some ways forcing you to grind, which isn't always good thing.. They could solve that by having a lot more ships. Perhaps instead of just a couple of ships in a shipyard there should be 40-50.. Not just different types of ships, but also in different colors and configurations..

I do have to remind myself that most of the people in this thread have been playing since launch so they have more time invested which equals more credits in game. What keeps driving me crazy is that I seem to be making close to a million an hour if I'm lucky but even at that rate it will take me a few weeks to get a Type-7. Then probably that much time or longer for a Type-9 or other ship. I don't know if part of the "problem" is that I can't find a good trade route but I don't know if I should be worrying about that in a Type-6 or waiting to hunt a good route in a larger ship.

I will be curious to see how Wings impacts the game too since there will be shared income for the group. That could lead to some interesting new gameplay and will help bring in credits too. Hopefully there will be a way to find local people since my friends have already bailed out and I don't know if they will stick around or want to guard my Type-6.

I have been experimenting in the conflict zone with different load outs but that gets expensive after a while. Plus if I understand how they work the conflict zone will go away whenever the civil war ends. I guess I should go back to trading and experiment with combat once I have more funding available?
 

Portman

Member
Looking to pick this up when it comes to Xbone but I had a few questions I couldn't find in the OP.


How does coming across other players work. Is it server or matchmaking instances?

Like if I'm in orbit around Planet X and my friend is also will I see him?

How many players can be in one area at a time?

It seems to be server instances based on the few times I've played with friends. It wouldn't always put us in the same area but after a few minutes we would show up on each other's scanner. I believe the Wings update which is a squadron/group focused update is going to make it to where the groups will be persistent.

I don't know an exact count on the players and I haven't seen any of the popular areas yet but I've read of people having to wait to land and some of the stations have 42 landing pads (or at least the number goes that high). Granted all of those won't be players but I would think a majority 20-30 would be since in Solo mode most of the pads were empty when I looked at them.
 

Shifty76

Member
It seems to be server instances based on the few times I've played with friends. It wouldn't always put us in the same area but after a few minutes we would show up on each other's scanner. I believe the Wings update which is a squadron/group focused update is going to make it to where the groups will be persistent.

I don't know an exact count on the players and I haven't seen any of the popular areas yet but I've read of people having to wait to land and some of the stations have 42 landing pads (or at least the number goes that high). Granted all of those won't be players but I would think a majority 20-30 would be since in Solo mode most of the pads were empty when I looked at them.

32 player max per instance I believe.

For question regarding trading I still recommend www.elitetradingtool.co.uk for finding good trade routes. If there are none giving at least 2400 cr/t round trip profit (max 2 jumps per leg) I'll look to move to a different system.
 

Portman

Member
For question regarding trading I still recommend www.elitetradingtool.co.uk for finding good trade routes. If there are none giving at least 2400 cr/t round trip profit (max 2 jumps per leg) I'll look to move to a different system.

Thanks! I will take a look at what it gives me on output to see if that helps out. I think I was using it incorrectly the times I had searched for trades and didn't see the max distance between systems box. If I understand it correctly lowering that to around 20 ly should bring it down to 1-2 jumps instead of the lots of jumps I was always getting.

I will give it a test tonight and see what I come up with. If that helps I'll just have to find a way to adjust my playtime to make a bit and not get burned out.
 
I love the look of the Cobra. I almost feel like keeping a nicely upgraded one around but I don't have much use for one since I have an Asp and a Viper. It's tough to tie up millions for something I don't need at this point since I'm hoping to be able to afford a completely upgraded Vulture when 1.2 is released to replace the Viper.
 

GeoGonzo

Member
Do we know when 1.2 hits live branch?
Almost certainly tomorrow evening, and very likely around 18:00 GMT, as they often do.

The biggest issue found during beta was marked cargo and they decided to push back the feature instead of a hasty fix or delaying 1.2
 

espher

Member
So the more I expose myself to media around this game the more inclined I am to bite the bullet on the exchange rate and buy it.

But, I also need some hardware to go with it, so... stick recommendations?
 

Shifty76

Member
So the more I expose myself to media around this game the more inclined I am to bite the bullet on the exchange rate and buy it.

But, I also need some hardware to go with it, so... stick recommendations?
Thrustmaster TFlight HOTAS is a great budget option ($US45ish) if you can find it.

I'm using a T16000m, also by TM which is more readily available and is slightly cheaper.
 

Portman

Member
Okay, I found some spots using the website that I think will bring in decent money. I did find one that was apparently already exhausted which made sense after I arrived due to the listing being over a day old. I think I see the pro/con of sites like that and why people have mentioned finding their own trade route. I've tried that before and couldn't figure it out and every time I've looked online I just see people reference tools (or data loggers that you run with the game).

I may have to see if anyone can give me an overview on finding a private trade route at some point if the excitement over Wings doesn't take over. I'm thinking DrBo42 (or someone in here) had asked a similar question a few pages back.
 

Shifty76

Member
Okay, I found some spots using the website that I think will bring in decent money. I did find one that was apparently already exhausted which made sense after I arrived due to the listing being over a day old. I think I see the pro/con of sites like that and why people have mentioned finding their own trade route. I've tried that before and couldn't figure it out and every time I've looked online I just see people reference tools (or data loggers that you run with the game).

I may have to see if anyone can give me an overview on finding a private trade route at some point if the excitement over Wings doesn't take over. I'm thinking DrBo42 (or someone in here) had asked a similar question a few pages back.

Some of them are no brainers. Extraction & high tech systems near eachother for example. Buy gold at the extraction, sell to high tech. Buy Resonating Separators / superconductors / performance enhancers from high tech, sell to extraction. Imperial slaves to extraction is also often profitable.

Looking through the profitable trade routes on Thrudds should give you a good idea of which commodities sell well in which system type. The trick is finding a pair of high population systems that match your findings :)
 

StonedRider

Member
Returned from trip to Barnard's Loop nebula. Great views, this nebula is huge! Looks like this is quite popular travel destination, almost every good system around it is already explored by somebody.
 

Mengy

wishes it were bannable to say mean things about Marvel
Almost certainly tomorrow evening, and very likely around 18:00 GMT, as they often do.

The biggest issue found during beta was marked cargo and they decided to push back the feature instead of a hasty fix or delaying 1.2

On one hand I'm excited for patch today. On the other hand Cities Skylines comes out today too so I won't be playing any Elite for a few days at least. Guess my Asp is in a holding pattern for a bit, lol.
 

StonedRider

Member
What keeps driving me crazy is that I seem to be making close to a million an hour if I'm lucky but even at that rate it will take me a few weeks to get a Type-7. Then probably that much time or longer for a Type-9 or other ship. I don't know if part of the "problem" is that I can't find a good trade route but I don't know if I should be worrying about that in a Type-6 or waiting to hunt a good route in a larger ship.

Yeaah, I was in the same situation with my Type 6. I decided to find a good stable trading route first with at least 2500 credits per ton per 10 minutes round trip. I removed shields to maximize profits, and was making 1.5 millions per hour, but it took me two weeks (and two crashes with 112 tons of gold and performance enhancers while being stoned) to buy Type 7. This type of trading is boring, much more boring than trading rares, its like a job. Reading GAF helps a lot!

Now I have my Type 7 stored while I do some exploration in my beloved Asp.
I plan to travel to Galaxy center which could take a month or two and then I will try to grind to Type 9. I do not need an Anaconda, but with Type 9 I will never think about money again.
 
How dangerous is this game really? I'm comparing it to EVE where I felt like I had to be glued to it watching for some jackass at all times who would try to gank me unless I stayed in newb zone
 

StonedRider

Member
How dangerous is this game really? I'm comparing it to EVE where I felt like I had to be glued to it watching for some jackass at all times who would try to gank me unless I stayed in newb zone

Start your game in Solo mode. Then, after you will learn basics and upgrade you ship, you can switch to Open if you want. Btw, there is dedicated PvE group, Mobius, this group members are not allowed to shoot each other except in combat zones.
I always grind my trade routes in Solo mode to remove unneeded risk.
 
I am slowly getting ramped up on the game. The possibilities are incredible. I know there have been some starter guides written. Has any Gaffer written a guide about how to make some money at the start of the game?
 

Portman

Member
Yeaah, I was in the same situation with my Type 6. I decided to find a good stable trading route first with at least 2500 credits per ton per 10 minutes round trip. I removed shields to maximize profits, and was making 1.5 millions per hour, but it took me two weeks (and two crashes with 112 tons of gold and performance enhancers while being stoned) to buy Type 7. This type of trading is boring, much more boring than trading rares, its like a job. Reading GAF helps a lot!

Now I have my Type 7 stored while I do some exploration in my beloved Asp.
I plan to travel to Galaxy center which could take a month or two and then I will try to grind to Type 9. I do not need an Anaconda, but with Type 9 I will never think about money again.

Hmm I would be tempted to remove the shields for the extra cargo space but I'm already paranoid if I get stopped by a random NPC and after the Wings update I would be super paranoid if I was by myself. I guess I will have to see how Wings changes the way NPCs work before I decide what to do. I just paranoid that it will make it unplayable if groups of NPCs start pulling us out instead of a single one that we can run from.

I'll have to look into multitasking better too. I've tried to read and play but it seems like I have to keep focusing on the game so much that I just gave up. This seems like a good game to leave a podcast going on since I'm to paranoid that I'll wreck my ship if I am looking away to read.
 
Start your game in Solo mode. Then, after you will learn basics and upgrade you ship, you can switch to Open if you want. Btw, there is dedicated PvE group, Mobius, this group members are not allowed to shoot each other except in combat zones.
I always grind my trade routes in Solo mode to remove unneeded risk.

What is the main difference between solo and multiplayer modes?
 

eznark

Banned
Anyone else have trouble buying the game? For whatever reason it won't accept payment. Just keeps saying card rejected. And no, it's not the card.
 

DrBo42

Member
What is the main difference between solo and multiplayer modes?

Solo maintains the same persistent universe but you're essentially in a private instance that no other player can enter.

Private maintains the same persistent universe but you're in a private instance with group members.

Open maintains the same persistent universe but every player is now potentially in the same instance (the instances have player caps).

Same save is shared across all three with no penalty to switching back and forth. Which is a massive mistake IMO.
 

maximrace

Member
So what's this update today doing and what other updates are on the horizon, really looking forward to play this when it drops on the X1
 

Wreav

Banned
So what's this update today doing and what other updates are on the horizon, really looking forward to play this when it drops on the X1

There will be patch notes when it goes live.

No one knows what the final free update will bring. DLC bringing walking around your ships, crewing other people's ships, EVAs, repairing your ship in first person mode, planetary landings.
 

maximrace

Member
There will be patch notes when it goes live.

No one knows what the final free update will bring. DLC bringing walking around your ships, crewing other people's ships, EVAs, repairing your ship in first person mode, planetary landings.

K, thanks so there will be another free update and after that some not free DLC packs with thing like landings and such?
 

Hylian7

Member
How dangerous is this game really? I'm comparing it to EVE where I felt like I had to be glued to it watching for some jackass at all times who would try to gank me unless I stayed in newb zone

It's not just dangerous, it is Elite Dangerous.
cheeky.gif


Seriously though, if you don't want to worry about other players you can play Solo. I can say I play Open Play all the time and I have NEVER been interdicted or attacked by a player, ever. Hell I haven't even seen a player in quite a long time, guess I'm just not in a popular part of the galaxy. The only times I have died were once from my own noobishness in a station by getting a loitering violation, and another time by trying to take on AI tougher than I thought with my crappy laser pointers.
 
Hi everyone,

The Wings content update (Elite: Dangerous 1.2) will be available for download shortly. The Galaxy servers will be down from 3PM GMT for approximately 2 hours to let us apply the update. Thanks again to everyone who took part in the beta test.

Here's the change log in full... Some good reading for the two hours where the servers are down:

New Content/Features:

- Wings functionality added
- Added playable ship:Fer-de-Lance
- Added playable ship: Vulture
- Comms interface overhaul
- Added AI Groups
- Added ability to reboot destroyed sub systems (modules)
- Flyable debug camera with limited range added (CTRL+ALT+SPACE)


Stability Fixes:

- Fix issue in low level animation code
- Prevent crash trying to get kinematic outputs from non live ships when spawning limpet debris
- Prevent crash when shadow lights are being shut down
- Fix crash in beam weapons
- Fix a crash when trying to create asteroids in transition locations
- Prevent crash on Anaconda creation with damage regions not correctly initialised
- Fix for asteroid ring soft-lock
- Fix for unreleased dynamic material set on shutdown
- Crash dereferencing an invalid interface on shutdown fixed
- Fix for crash on entering WOLFPACK TACTICS and SUPPLY STRIKE tutorials
- Prevent crash when there is a null surface for a planet
- Fix for game crashing whenever we mouse-over an AFM in outfitting

Tweaks & Fixes:

- Don't create ambient AIs unless there's a player in range to see them
- Added some depth and detail to the engine throats on the station engine module
- Asteroid CPU improvements. Removed unused aabb and its update
- Fix schematic for High Metal Content No Atmosphere planets
- Adjusted the draw distance slightly on the text for station external names so that they don't switch on/off as abruptly
- Make sure that the local polity is updated if a player slow boats between jurisdictions
- Increase distance the system map camera can be zoomed out
- Two new headlook controls added: a sensitivity slider and a "don't centre when I turn headlook off" option
- Brought back fuel usage gauge
- When a large ship tries to dock at a station with no large enough pads, tell the player why they're refused
- Fixed fuel scoop and gauges panel heat level to be in sync
- Fixed: Letters cut off on the right hand side panel under statistics
- Optimise cargo replication
- Better checks for limpets against shield states
- Fix for looping ammo bar if it's initialised to 50%
- Fix decals on Python
- Show docked players on sensors
- When players try to move their ship and the engines are off (/broken/etc) give a warning message
- Fix for AI not scooping up mined chunks if they'd previously been in combat and their combat target was still set
- Interdiction can no longer spam fines if the thing you're interdicting isn't in a state to be interdicted (hyperspacing out for example)
- Galactic map jump data cargo mass slider - uses fractional cargo tonnage fixed
- If you have no cargo racks, you are able to cause your galaxy map jump range to become -1.0 fooling the route planner fixed
- Remove a spurious "Is Critical" flag from docking computer modules, you can no longer kill a ship by tickling one with a laser
- Fix decals from popping when in outfitting menu
- Added new light cone renderer
- Fix paintjobs to apply to cockpit model making them visible from inside the player ship
- Fix for distant rocks being missing from some metallic rings
- The Hull indicators for the French language cockpit is out of alignment compared to other languages fixed
- The characters used for localised 'units' in Russian were missing in our numeral font fixed
- Updated icons for station to be used in SuperCruise
- Self destruct now has a timer, during which your ship will overheat violently and have no power
- Fix FSDInterictor being a critical module
- FrameShiftDrive no longer a critical module as rebooting can repair it
- Turning a powering module off now correctly causes it to produce no power
- Fix non-localised strings in the cartographics window
- Fix the Python HitLayout for modules
- New community Goals Reward tier GUI bar is displaying incorrectly fixed
- Fix the issue of chatter not being called during the abandon branch of collect illegal slave missions
- Add a special text string for stars which are less than 1 million years old, rather than displaying '0 million years'
- Repeating SFX when long distance route planner failed fixed
- Scrolling a in community goal in the transactions tab generates excessive GUI sounds fixed
- Lowered the military interdiction a tiny amount to be the same as the police archetype
- Hide credits balance on galaxy map until we know what the value is
- Fix for the 'hazy' lighting bug in the adder cockpit
- Fix issue with ending interdiction (when immediately being re-interdicted) without enemy
- Reduce amount of system requests for the Cartography store
- Report when a player has not found any bodies in a discovery ping
- Added comms chat lines for transport and VIP scenarios
- Make sure AI pilots maintain their skill levels when their authority is transferred
- Fixed vouchers being styled as community missions in the transactions panel (they were white, when they should have been orange)
- Balance pass on extraction sites, better variety and increased respawn delay
- Tweaks to the nav and target highlights to makes them less pronounced then the nav and target selections
- Balance pass on repair costs
- Tweaked the overheating HUD animations to look less naffy
- HUD Ring weapon indicators will now use an ellipsis character to indicate that a label is being truncated
- Check if player has bought a paintjob while in outfitting and refresh list if needed
- Add mass to point defense turrets
- Changed location schematics to grey/white. Updated the supercruise sensor object target colour to match
- If the player is not wanted, but is carrying illegal cargo we should show the player in the local legal status area of the cockpit GUI
- Fix for planet ring sorting in system map
- Avoid mapping rocky ice worlds as water worlds
- If the collecting the cargo that we have targeted is illegal, say so in the target panel in the cockpit
- Strip out the odd blue colouring of the minor proximity colour on supercruise radar. Colours are now Orange by default, red for danger-close, blue for targeted
- Update to the repair discount based on faction reputation: Now only kicks in at 80% (allied) reputation, Reduced from 40%(ish) to 10%
- Let the player get much closer to the event horizon of a black hole
- Modify the strength multiplier of the black hole effects
- Various text fixes
- Removed the trailing particles from the chaff launcher and optimised FX
- Add system state modifiers to AI ambient traffic generation
- AI capital ships: don't spawn all fighters in response to first threat
- Make sure the cockpit spark effects trigger from module heat damage even when at 100% hull
- Fix the data in the alpha centauri system
- Added some warnings for consequences when changing modules (For example jump range has been massively reduced)
- Increased visibility of lines rendered in Galaxy map - in particular the orange plotted route
- Fixed some missing polys on the undersides of cranes
- Fixed offset mining laser beam
- Show the player a warning if they are changing power distributor and that power distributor does not have an engines capacitor large enough to facilitate boosting
- Fixed 'Activate cargo scanner' message remaining after you've successfully cargo scanned a ship
- Fixed supersampling issues with schematics
- Fixed hardpoint doors on the Python - these now open independently for Outfitting
- Fix incorrect allocation of influence from assasination mission
- Fix some odd NPC behaviour in stations
- Sidewinder seen grinding sideways into an outpost docking pad fixed
- AI should use lasers and projectiles based on target status, not range
- Don't lose the next system in a planned route when not arriving from hyperspace and the jump distance is over 20Ly. Next route destination wiull be reselected on each cruise transition unless the player already has a startup target
- Add a keybinding to select the next route destination
- Fix metal rich and high metal content planet descriptions
- Rename some backer stars and stations
- Added missing string for oxygen atmosphere type
- Fix i'm-inside-a-station schematic not updating colour
- The target name text on the cockpit target panel was getting cut-off in a couple of instances. The textfield now has a second line available
- Typo in the Cemiess system in the galaxy map fixed
- Update to AI ambient traffic, to increase wing chances and make Anarchies more dangerous
- Change WCM Transfer Orbital to Leonard Nimoy Station
- Fix Pantaa prayer sticks description
- Fix formatting in Silver description
- Changed minor faction name to Movement for V1688 Aquilae Independence
- Adjust station orbit for Stone's Legacy so you don't have to chase it to dock
- Fixed a flickering icon can be seen over your target when locking destinations
- Better catching of broken low level network messages
- Flat rate for fines now that cargo marking is in
- Balanced Type 7 schematic texture to make it not so bright
- Reworded text channel options header to be clearer
- Python now has comms panel focus for chat
- Fixed the heatsink material on the large pulse laser to glow, as they were using the incorrect shader type before
- Ensured the empire capital ship's weapons are unaffected by chaff
- Fix ship repair reporting mismatches
- Balance pass on ship repair values
- Fix that stops the small gimballed beam laser from tracking extremely lazily
- Add 'arrival point' line to station pop-up on system map, giving distance (in light-seconds) from the largest star in the system
- Fix slavery missions to have correct text and function correctly
- Fix broken federal assassination mission
- Added icons for 'point defence turret' and 'mining laser'
- Fix influence rewards on some collect missions
- Fix issue where kills against orcas in assassination missions were not counting
- Fix problem of being unable to sell some stolen goods on the black market
- Stop gimbals and other weapons paying any attention to turret mode settings, it causes bad things
- Add friend/wing location markers to System/Galaxy map
- Added friend, wing, mission and stored ship icons to the galaxy map
- Remove limit on number of factions shown on mission summary panel
- Add missing backer station
- Fixed flickering icon can be seen over your target when locking destinations
- Fixed large weapon gimbals being orientated backwards, causing guns to fire offset to their orientation
- Adjusted tri-mesh hitcheck to give more clearance so that the small RailGun can now fire when fitted to a Type6
- Fix NPCs created by following wakes/interdictions not replicating their bounties
- Adding valuable salvage convoys to three permitted systems: LFT 509, Isinor, Witch's Reach
- Fix system schematic showing briefly after collecting cargo
- Fix for incorrect text string on slave missions

Audio Change Log

New

- Fer De Lance Audio.
- Vulture Audio
- Sounds for "masslock", "safe to disengage" and "slowdown" GUI alerts.
- Audio added for "FSD Cool-down" GUI animation.
- Audio for reboot-sequence.
- New heat indicator audio warnings.
- Specific new impact sounds for Cannons, Railguns and PlasmaAccelerator impacts.
- New Ship voice lines for enabling/disabling thrusters, self destruct and ship reboot.
- Upgraded audio engine (Wwise) to the latest version.

Fixes and changes:

- We have spend a lot of our time on performance related fixes and updates for this patch. Thank you commanders for helping us find them and we're still hunting so please keep the feedback coming!
- Added a missing sound to scanners.
- Fixed some missing audio in the station gui.
- Fixed a positional bug that reduced the volume on the docking clamp.
- Rebuilt the station force-field audio from the ground up to minimise the wild inconsistencies caused by speed and ship differences. This also helps with clipping on some set ups.
- Finished transitioning the Docking Bay lifts to the new animation system, which should bring back some of the missing low end layers experienced in 1.1.
- Update to station voice attenuation and reverb which fixes station voice being inaudible at some docking bays. Rebalanced the dry announcer voice and distant echoes so the station feels larger.
- Addressed rogue low frequency drones from the station reverb that was causing clipping sub-bass tones when lots of activity is present.
- Adjusted the reverb/volume balance of super-cruise engines and music, to reduce the sense that music or engines drop out entirely in favour of the other. Some emphasis remains to keep the mix clean.
- D-scanner no longer mutes all audio when used. Instead it dips the volume of other sounds gently and un-dips quicker after use.
- Switching lights on or off sounds less mechanical.
- Supercruise from hyperspace music take lead over fuel scooping ambiences & engine sound.
- Fuel scoop mix improvements.
- Removed high end noise and some (not all) low end tube like distortion from menu's.
- Addressed low end noises in the system map.
- Made voice-comms more intelligible. Lessening of the distortion, and the way the players voice ducks incoming voices.
- Voice-comms volume slider in audio options uses a different curve to be more responsive at lower settings.
- Multi-cannon reloads are more audible.

Performance/Optimisations

- Numerous optimisations to audio systems, to reduce numbers of audio emitters and voice count, especially in busy scenes. Should improve audio engine performance without diminishing quality.
- Optimisations pass for all types of space station modules, Capital Ships, Outpost modules, landing pads, debris, fuel scoop, supercruise, alarms, heat, weapons, ships and frost.

Beta 2 Change Log:

- Fix crash when getting missions for multiple systems
- Fix crash in AI while in supercruise
- Don't crash when pressing CTRL+ALT+0
- Orca can now correct have decals applied to it
- Fixed the decal issues on the Fer-de-Lance and the hanger cameras
- Wing trade vouchers are now awarded to wing members docked at the same station.
- Fuel scooping heat bar now correctly matches primary heat bar
- Station import and export data in the system view should now be more accurate
- Fix a disconnection issue when reconnecting to the same server
- Fix missing cockpit geometry for the Federation Dropship
- Added the basic discovery scanner to the default loadout of the Fer-de-Lance
- Fixed some weapons not firing on Fer-de-Lance large hardpoint
- Stop unwanted behaviour where beacon wakes automatically and get targeted when they spawn
- Fix Fer-de-Lance chair lighting
- Fix system schematic showing briefly after collecting cargo
- Fix issue with some module types not being listed in the internal panel
- Delay Vulture landing gear animation
- Audio: Optimizing virtualisation distances for audio emitters on 'other' ships
- Fixed 3 cases where incorrect icons were being used on missions
- Reduced the interdiction chance for pirates/Bounty Hunters when in uninhabited systems
- Add an upper limit of 100 missions to prevent slow loading of mission panel
- Increase Fer-de-Lance mass lock effect
- Debug camera now works on OR
- Can now see what docking pad you're supposed to go to in Russian
- Added a new option (to the control scheme) which determines whether or not the text input field is autofocused
- Show the "In Wing (n/m)" GUI for AI wings as well as player wings
- Only count live AI ships in wings count for GUI
- Stop ships bouncing when near each other
- Fix physics issue with submunitions
- Added a delay to the exploration data sell UI so that it only fetches the details for a given starsystem after the user has expressed interest in seeing it

Beta 3 Change Log:

- Prevent crash if an inviter of a wing leaves as the invite is accepted
- Fix scaleform crash
- Fix crash in audio system on talk channel
- Set the Vulture and Fer-de-Lance cockpit damage capacity to something more suitable for each ship
- More sensible values for wear and tear costs
- Latest batch of translations added (French, German and Russian)
- Fixed having a detailed surface scanner stopping you being able to scan and drop out at asteroid clusters
- Players dropping and returning from wing sessions no longer kicks them from a wing
- Fix date wasn't always shown on the commodities page
- Made Landing Gear Doors close a bit faster on Vulture
- Vulture cockpit cutoff at high resolution fixed
- Fix light cones shifting position when in stereoscopic modes
- Remove invites from players that leave wings and clear the invite list of a player that leaves a wing
- Prevent debug camera so it's precluded from getting to close to other ships as well as the players
- Stop shield impact gui elements showing up through ship when in debug camera
- Updated pirate lord loadout to make it less turret-y, this should allow more aggro consistency
- Add "wing man ship destroyed" icon
- Fix a control scheme confusion - "Target next system in Route" keybinding is now available in supercruise as intended
- Fix broken backer NPC name
- Added pirate chat tables to strong scenarios to give player warning of impending death
- Removed crime customisation from pirate group member files so that wing men give correct bounties
- Increased bounties for strong signal source targets that were too low
- Fix hanger camera placement for large hard point on Fer-de-Lance
- Debug camera is now available when docked
- Using the debug camera when the docking computer active no longer results in a softlock (though the camera is still not flyable for technical reasons)
- Debug camera toggle is now a bindable control, default is Ctrl Alt Space though people with custom bindings will need to set it. Check under Controls -> Miscellaneous -> Debug Camera Toggle
- Integrate the interdiction status icon for wingmen
- Show which wingman I have targeted
- Updates to contacts panel to bring wing colours/feedback inline with comms
- Fixed the target module health update on wings GUI
- made the in-line text commands (/r, /t, etc.) a little more forgiving, so now you can switch channels by hitting enter to complete the input (in addition to pressing space and continuing to type)
- Audio: updated dynamic range volume offsets to fix audio clipping in night time mode on cap ship jumps, explosions, landing pads
- Audio: updated microphone gate settings on voice comms to improve drop outs
- If when we enter outfitting, we see a player with a ship that does not match what the webserver says they should have, kick them back to the main menu, absolutely do not allow them to continue playing
- While in a wing if you use end a direct voice chat with someone it does not put you back in to wing chat fixed
- We should not be able to eject all cargo if the cargo hatch is off
- Shrunk the galaxy map icons and consolidated the friend and wing ones if they happen to be the same. Also, filled the info panel with the relevant key data (and fixed the text truncation)
- AUDIO - fix for silent huge hardpoint lifts
- flipped cameras to look at correct decal for Fer-de-Lance hanger camera
- Extend debug camera max distance by 5m
- Fix headlook not working with CentreOnHeadlookInactive and the headlook control set to Hold
- Make it obvious that players should fiddle with "MouseHeadlookSensitivity" instead of "HeadlookSensitivity", because they're independent of each other
- Audio: Don't play the main menu music when we're not in the main menu
- Set the mass of the point defense turret
- Fix the shield regeneration effect


SOON™
 
Beta 4 Change Log:


- Avoid a crash if we start the Photo camera in a state where there's no ship available
- Fix crash in cartographics store
- Take the local players matchmaking state into account when deciding if another player is reachable and can be invited to a wing. This should cover the error case when the local player was in a private group and the remote player was open
- Don't show any wing invite GUI if there is a pending invite, but the player is no longer reachable
- Halved the drop out time that nav-locked wingmen will drop out of super cruise at - fix the extreme distances that can be covered by the system currently
- Make sure destroyable capital ship modules trigger hostility if they're shot
- Fix for player being attacked for no reason by NPC when the NPC is scanning the player and is shot by another ship
- Missing Heart Nebula in skybox when viewed from "IC 1848 Sector TD-C B28-1" fixed
- Disable cargo marking until the player has some way of un-marking it
- Add additional information to the Outfitting Item Info panels for ECMs and defence modifier modules
- CrimeScanner system was forgetting things on authority transfers, leading to missing bounties
- Arjung System, Fallows Ring outpost (anarchy) - orbiting wrong planet fixed
- Discovery scanners must be on (Powered and not broken) to be able to scan anything
- Fix a bug making the Type9's left engine invulnerable
- Mineral/Metal percentages missing from fragments fixed
- Heat Sink Launcher can have weapon type symbol attached to it fixed
- Leaving a Wing now clears your received invites. This is to stop you receiving an invite, quitting to menu then starting a solo game where your invite might still be there
- Capital ship guns should no longer think they're shooting themselves when they're not
- Fix shield flares not showing properly when player ships are shot
- A number of ships that land on Medium sized landing pads have an issue with the Comms panel aligning directly with the floodlights of the landing pad, making it hard to read. Have raised the flood lights for each medium pad upwards which fixes the issue
- Slight reduction in ambient AI numbers in super cruise, to take into account escorts now appearing
- Added the beacon option to the comms wing options
- TAB to cycle through the text chat targets doesn't always work fixed
- The comms panel voice indicator now also indicates your current mute state
- Comms text input auto-focusing is confusing for keyboard+mouse players - Can now use the normal "select" ui input to focus the text entry field (previously this would not register the first time, you had to use the quick comms input)
- Fix missing cockpit in Vulture LOD
- Extract name of bodies discovered from sell web requests as they have access to the data, to avoid requesting system keys from the server for each body you discover
- Add an 'official' binding to centre the mouse widget, which players were using MouseHeadlook for
- Wing nav lock auto beacon drop and target wing member now auto targets a beacon where possible
- If using an accumulating throttle, reset the throttle value on activating/deactivating the debug camera to avoid the throttle changes spilling over into gameplay afterwards
- Unable to have a third person in voice comms - logging and speculative fix added
- Make sure if another ship dies, falls out or does something weird in supercruise that we do not reset out current location to normal flight! This is a possible fix for engine sounds completely stopping when people have been playing with wings
- Economy type colours now align with commodity colours, and the faction colours align with the branding we use for them in the galaxy map
- Bring back mouse headlook resetting the mouse flight widget
- Interdiction sounds persisted after evading interdiction fixed
- Add 'arrival point' line to station pop-up on system map, giving distance (in light-seconds) from the largest star in the system
- Pandamonium system in empire spelled wrong fixed
- Change backer station name
- Fix missing string assignments in outfitting for French, German and Russian


Update 1.2.00 Change Log:

- Fix a crash in the protoplanetary disk creation
- Fix error with capital ship when jumping into Sol
- Fixed issue where users could not use keyboard or gamepad to navigate to the drone purchase row
- Fix to not only spawn pirates in ambient traffic in anarchy systems
- Fix timings of the heat warning messages and alerts
- Rebalance of all the empire capital ship modules health values
- Crimson Eagle Paint Job had no visual icon added
- Fix for shiny material behind cargo-scoop panel in Fer-de-Lance
- Add missing string for dumping dangerous cargo
- Made the Vultures shield smaller to fit the ship better
- Add some missing mission strings
- Stop a secondary issue for players dropping out inside stellar bodies
- Renamed duplicated star name 'Lauma' to 'Deive'
- Mouse headlook in station isn't working properly fixed
- Fix audio on Asp engines
- Stop AI spamming mines
- Add power draw, range information to the outfitting item infos for the detailed surface scanner and discovery scanner respectively
- New binding: Wingman Nav-Lock
- Reduced affect of reputation on the interdiction percentage chances, it hadn't been balanced after the changed to the base interdiction amounts
- Fixed hardpoint doors on the Adder so that they open and close independently of each other
- Fixed the hardpoint doors on the Fer-De-Lance so that they can open independently of each other
- Changed how the bespoke colour mappings work so that both the scaleform GUI and the star field render receive the same colours in the same order
- Removed redundant data about power consumption from modules that don't need it to prevent outfitting getting the wrong idea about power requirements
- Fix for spamming error message when slave jump fails
- Fix errors in Coffee and Painite descriptions

Server Changes:

- Added some benefits to stations in systems that need a permit to travel
- Fix the laws being applied when NPCs scan ships
- Changed fines issued for being caught carrying stolen and / or illegal commodities to be a proportion of the cargo's worth
- Increased prices offered for selling stolen commodities at a black market
- Rare goods now remember how far they've travelled from home when scooped from space (this one's an exploit fix, so we might not want to advertise it)
- Reputation can now change when NPC ships are destroyed in Anarchies
- Trade dividend vouchers are now awarded to Wing members in the same starsystem, but not necessarily docked at the same station as the Commander selling commodities
- Allow stolen Limpets to be sold
- Redeeming combat bonds now affects the influence of the faction awarding the bond
- Improved import/export data shown on System Map
- Minor performance improvements on selling exploration data
- Minor factions with < 5% influence can no longer start conflicts
- Minor factions with >= 70% influence but do not control the system, automatically trigger a conflict with the controlling minor faction
- Friends list updates improvements
- Various improvements and fixes when showing and selling pages of exploration data
- Various improvements and fixes to Community Goal progression
- Fixed some incorrect data on some space stations' import/export lists
- Fixed the Top 5 Bounties list
- Added a small amount of demand for all illegal goods in black markets. The best prices are still available at markets with strong demand, but anything illegal in modest quantities should now be worth smuggling
- Fix a crash when selling a exploration data for a single starsystem
- Improve distribution of influence from certain mission types so that that influence is applied in the system where the mission was given

Was over the character limit on that last post :p
 
I've been working so hard to ramp up to the Asp (got it Sunday night) that I didn't get a chance to try the Wings Beta.

For those who tried the Beta, what's your impressions on the Fer de Lance compared to the Asp? I'm trying to work my way to an Imperial Clipper and I'm wondering if I should keep the Asp until I get the Clipper, or if I should consider the FDL first.

Even though I found a reasonable trade route, it's kinda mind numbing doing it just so we can get better ships faster. I was making good money with a Type 6 but as soon as I could I switched to an Asp just to have the chance to do something different, even if I can't make as much money.
 
Solo maintains the same persistent universe but you're essentially in a private instance that no other player can enter.

Private maintains the same persistent universe but you're in a private instance with group members.

Open maintains the same persistent universe but every player is now potentially in the same instance (the instances have player caps).

Same save is shared across all three with no penalty to switching back and forth. Which is a massive mistake IMO.

That's my concern, if there is no difference or penalty, it seems like a huge way to discourage players from doing alot in Multiplayer mode, why bother taking on risks? This seems like it will push lot of players to play solo instead of multiplayer
 
That's my concern, if there is no difference or penalty, it seems like a huge way to discourage players from doing alot in Multiplayer mode, why bother taking on risks? This seems like it will push lot of players to play solo instead of multiplayer

Well, you're not penalized, one way or another--it really just depends on the experience YOU want to have. Lots of players enjoy the PvP experience--some don't.

Despite the inconvenience of not being able to play offline, I do appreciate that my actions in Solo mode affect the game world, as a whole.

Plus, some players have bounties in the millions (I think some have in the billions, but that could be a bug). Bounty hunting takes on a completely different feeling when you're fighting other living players.

Someone on reddit linked this open-source project for ray-traced black holes.

I really like the black holes in ED but hope we get some more advanced models vs the one that is used for all black holes now.
 

Mengy

wishes it were bannable to say mean things about Marvel
Well, that's a big update. I'm going to play some tonight.

I'd like to play some tonight, but with Cities Skylines out today I doubt I'll take the time, lol.


Ah who am I kidding, I'll update and log in to scan a few new systems and poke around with the debug camera!
 

RK9039

Member
I'd like to play some tonight, but with Cities Skylines out today I doubt I'll take the time, lol.


Ah who am I kidding, I'll update and log in to scan a few new systems and poke around with the debug camera!

Lol, I just bought it too from GMG, got the deluxe edition. Now I really don't know what to play.
 
Well, you're not penalized, one way or another--it really just depends on the experience YOU want to have. Lots of players enjoy the PvP experience--some don't.

Despite the inconvenience of not being able to play offline, I do appreciate that my actions in Solo mode affect the game world, as a whole.

Plus, some players have bounties in the millions (I think some have in the billions, but that could be a bug). Bounty hunting takes on a completely different feeling when you're fighting other living players.

Someone on reddit linked this open-source project for ray-traced black holes.

I really like the black holes in ED but hope we get some more advanced models vs the one that is used for all black holes now.

So there is no death penalty?
 

espher

Member
Thrustmaster TFlight HOTAS is a great budget option ($US45ish) if you can find it.

I'm using a T16000m, also by TM which is more readily available and is slightly cheaper.

US$45 is well within acceptable parameters... I've been eyeballing TrackIR as well, and that gave me a bit of sticker shock haha.
 
So there is no death penalty?

Well, death itself is a penalty, as you must have insurance money (10% of the total ship cost, I think) to buy your ship back. If not, you have to start over completely.

For the person who killed you, if you were Wanted, they actually receive a bounty payout. If you weren't Wanted, then your killer is assigned a bounty and Wanted in that system (unless you're in an Anarchy system).
 
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