Elite: Dangerous - News

Elite: Dangerous game-play, hints and tips (with a special members only trading route list)
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KABLE
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Elite: Dangerous - News

Post by KABLE » Thu Jan 08, 2015 8:11 am

Hello Commanders,

I’m back again, but with a smaller update tonight – let’s get straight to it!

Bug Status

The usual assortment of server side fixes have been deployed today – nothing too specific to call out here. We’re still making progress with 1.04 for this week which does also include further server side updates – including some fixes for exploration! We’ll let you know when this rolls out. Otherwise, things seem stable and happy in “server land”.

The “Billionaires”

Firstly, I just want to clarify who I mean by the “Billionaires”. These are the very few commanders who received large amounts of credits due to a bug in our credit refund process following our brief database hiccup. These credits were not given by a bug in our server – more in the tools and processes we use to rectify commanders and their saves if something goes awry. This was of course fixed, should we need to use the tools again.

Secondly... we hear you! After initially deciding we would offer the choice to these affected commanders about whether to keep their credits or reset themselves to their pre-credit-refund state; commanders in the community questioned whether this would affect the integrity of the game and the wider galaxy. In light of this (and after much deliberation) we have decided to remove all credits, assets and gains from these commanders to balance the playing field. We shall be contacting the affected commanders directly to reflect this change in our decision. Which leads us nicely into...

The “Exploiters”

We are aware of the few exploits which existed for commanders to get credit advantages over other players. We have since patched these exploits to avoid further abuse. Over the next few days we shall be removing all credits and assets gained from these exploits. We have also updated our code of conduct to be completely clear on our stance on cheating, abusing exploits and hacking. This can be read here: https://store.elitedangerous.com/code-of-conduct.


I'll be back tomorrow, as ever, with more updates, including progress on the much asked for server status page.

Fly safe commanders,

Andrew Barlow
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Re: Elite: Dangerous - News

Post by KABLE » Mon Jan 12, 2015 10:37 am

Wings addon to be released soon to BETA backers. then once tested will be released to all Elite owners down the track.

another great reason to be a BETA owner :)
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Development Update - 15th Jan

Post by XMadMarkX » Fri Jan 16, 2015 2:58 am

Development Update - 15th Jan

Your going to love this: Good Stuff
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Re: Elite: Dangerous - News

Post by KABLE » Sat Jan 17, 2015 11:22 am

New Paint schemes have been released for purchase. ranging from £3 to £10 for a pack of skins.

not sure how much £ is in $.

here are some examples:

some of the pirate range: Pirate Range

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Some of the packs: Main Paint Page

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Some of the Special Editions: Chrome Cobra & Gold Viper Main Paint Page

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Re: Elite: Dangerous - News

Post by KABLE » Tue Jan 20, 2015 11:04 pm

News about Interdiction from one of the lead programmers
Hello Commanders!

A few points to hopefully let you guys know what our feelings are currently on a few of the issues raised in this thread:

* Ghost interdiction: interdiction ending with no other vessels present - this sounds very much like a bug, so please ticket. In general, if an interdiction completes (either because of submission or the interdictor winning) then both ships should be pushed into the same space. I can't really think of any circumstance where this should not be the case.

* Submission escape: we are looking into two potential solutions to the ability for ships to submit then charge their frame shift five seconds later.

First though, a rationale as to why we have submission: we want authority ships to be able to drop players out of super cruise, in order that they can scan them. If authority ships can't do this, then smuggling loses some of its excitement. On the other hand, we don't want authority interdictions to damage the ships involved if the Commander is willing to submit to scanning. We also don't want to leave players with a significant cooldown afterwards.

Solution one is to allow the interdictor device to have some sort of FSD delaying attack in normal space, that is temporarily disabled when the device is used for a successful interdiction. So submitting Commanders would be at risk of this attack, whilst Commanders that fought the interdiction would not (but instead would have to contend with their frame shift cool down).

An added benefit would be that the interdictor could be used outside of interdiction.

Solution two would be to remove submission and instead update the AI to be able to demand Commanders to drop of their own accord so that the authority ships could drop out onto them and scan.

Both solutions are non-trivial, both have pros and cons. No ETA, but we are working towards fixing this exploit.

There's also one other interesting point to note. If you submit to interdiction simply to escape back to super cruise there is nothing preventing your assailant from repeatedly dragging you back down. If you fight and successfully evade interdiction, your aggressor is dropped into normal space with a forty second frame shift cool down...

* Chaff is too powerful: Chaff launcher capacity is being reduced (and the munitions is being made more expensive). Like a few other modules that use resources, our initial numbers managed to get out of line with other module balancing passes.

* Murder is not serious enough: This is an interesting one that has a couple of different strands to unpick. Firstly, we are looking to add in a future update a change that will cause any bounty claimed to become a special, non-expiring fine for the perpetrator. The idea is that when you commit a crime you are expected to pay at some point. Currently some game play flow options remove the bounty completing when you are killed, which is not what we want.

It's also worth noting that a bounty is not simply a fine to pay (otherwise it would be called a fine). It is also a green light for you to be attacked. In fact, this is undoubtedly the more serious part of the punishment. I think we still have some way to go to tweak background events to pick up on Commander bounties more (as in, when you fly around with a bounty the game takes it into account when deciding what to generate in the game world near you).

We already have a system that keeps bounties alive when you are killed but they are not claimed (dormant bounties). I just think it would be too punishing to have bounties that kept on being active after respawning. Sure this would not be an issue for the tiny minority of super wealthy Commanders, but our data suggests that losing a ship is a non-trivial event for the majority of pilots - and having a more or less permanent target on your back would likely just stop people committing crimes. That's my current take, anyway.

We are considering bounty adjustments based on some difference metric between Commanders (for example, Elite Commanders getting slapped with a bigger bounty when attacking lower rated pilots, or perhaps based on ship strength).

* Combat Logging: unfortunately there isn't a panacea we can apply to make it go away. We're investigating various options to mitigate the issue. I can't really add anything more at this point in time, other than to say that we're aware of the issue and we're looking at what we can do to both "escapee" and "victor" to improve the situation.

* Moar player interaction for players that aren't fans of PVP: We want to see more stuff that has players working together in some meaningful fashion, with meaningful game world responses, as much as the next Commander. Various options are in the "big list of cool stuff". We have to take things one step at a time though, making sure what we have works to the best of its ability and has the foundations to support additional game play.

So, I hope this helps clarify things a little for you folk! I'll finish with the note that just because we don't get into every thread on the forums doesn't mean we aren't aware or dismissive of issues raised. Forum interaction is actually relatively costly for us, so we have to pick our moments for maximum effect And remember, feedback (as long as it's polite) is always appreciated!
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Re: Elite: Dangerous - News

Post by KABLE » Thu Feb 05, 2015 1:05 pm

[PSA] Found a solution to the extremely slow updating; now updates in minutes instead of hours (self.EliteDangerous)
submitted 12 hours ago * by TidalSky

Was reading the Facebook page of E:G and found someone asking about the connection problems and slow downloads, and buried in the comments was this as an answer.
Open up Internet Explorer, regardless of what browser you use normally
Go to IE settings by clicking the cog wheel in the top right corner
Go to internet options and select "Connections" -tab
Select LAN settings, and make sure that "Automatically detect settings" is unticked
Literally downloaded the update for me while I wrote this post (so 3-5 minutes)
Enjoy playing and fly safe!
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Re: Elite: Dangerous - News

Post by KABLE » Fri Feb 06, 2015 8:54 am

Dev Update - 05.02.2015

Hi everyone,

This week saw the release of the beta test for update 1.1 and we’re receiving some excellent feedback that we’re currently acting on. Thanks to everyone who is playing the beta build and providing feedback and sending in tickets – your assistance is much appreciated! These smaller betas are a more focused effort than the broader scale test phase in the run up to the game’s initial release. To support that we’re providing guidance on what we’d like tested, you can find these in the thread here:

LINK

Work on the upcoming Mac release is progressing well and we’re still on track for entering beta by the end of March. This beta period will be significantly longer than that for the updates and we anticipate a period of around six weeks for testing. We still have a whole bunch of optimisation work so we’re not ready to provide a minimum spec yet. It will be available as a 64 bit build only.

As well as a big focus on getting the 1.1 update ready for public release next week some of the team have already been working on the next major update for the game – 1.2 which is due to enter beta in the first week of March. There’s a strong multiplayer focus to this release with the headline feature of Wings. Once the dust settles from the 1.1 release you can expect more details on this and the other features as we progress.

Supplementing the Wings feature we’re also expanding and improving the game such as adding support for assist enabling greater co-operative gameplay. The player comms system will also be undergoing an overhaul to make it more user friendly.

It’s not all about multiplayer though and 1.2 continues our strategy of layering on top of the framework that we have to keep making things better. A simple example of this is adding navigation to the system map, so nav targets can be selected and included in the route planning.

Thanks!

Michael
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Re: Elite: Dangerous - News

Post by KABLE » Fri Feb 13, 2015 8:35 am

Hi everyone,

This week saw the public release for 1.1. There were a few more issues than we'd expect with a release - having reviewed what happened we are confident that its a one off and that we will resume 'normal service' going forward. The issues were promptly addressed in minor updates, and we thank those affected for their patience and understanding. The test server and beta forum will be closed until we start the next beta phase for 1.2.

The focus for a large proportion of the team is now for the 1.2 update. There will be an in depth feature on the Wings functionality in the next couple of weeks and I’ll post the link to that when it’s available. In the meantime we’re also adding other new features and content. The galaxy map will be seeing an update beyond what I mentioned in last week’s post with more visible indications for player’s ships, mission markers, wing markers and friends locations displayed in the map. These changes will also be applied the system map.

Update 1.2 will also contain two new playable ships – there will be more information on these in coming newsletters. These are two of our originally planned ships so aren’t part of the five additional ships mentioned in a previous newsletter.

Progress on the Mac build continues and it will require OS X Yosemite (version 10.10).

If you want to provide input on the API requirements discussion then this weekend is your last opportunity to do so. There’s already been some excellent contributions that we’re looking forward to reviewing in more detail. You can contribute to the thread here:

HERE

Thanks!

Michael
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Re: Elite: Dangerous - News

Post by KABLE » Fri Feb 27, 2015 9:02 pm

Hi everyone,

The beta release for update 1.2 is rapidly approaching and I have some more details to share in this week’s update.

First let’s look at some more details on the Wings functionality – Wing Beacons. Player wings exist to enable cooperative game play. One of the neat features wings use to support this notion is the wing beacon. This nifty little device allows you to send a signal from normal space into the system’s super cruise environment.
Your wing will be able to see the signal - regardless of distance - as long as they are in super cruise in the system; they can use it just like a wake and drop down to your location.

The wing beacon also leaves the door open for future updates to trigger game events from it, such as distress calls to nearby Commanders and AI ships for example. But right now it makes all the difference when you drop into your wing’s system; with a simple flick of a switch, your team members will be able to instantly lead you to their position.

Wings also brings an overhaul for comms. The most obvious change is the ability to transmit open broadcasts. Such text messages will now be received by all ships nearby. Of course, you can toggle your ship’s ability to receive such broadcasts at will.

We’ve also popped in some text line syntax, allowing you to /T talk directly to the ship you’ve targeted, /R respond to the ship that last talked directly to you, as a well as /W talk to your wing. When you join a wing, you will by default send communications to them, but you can quickly toggle this option when you type your message.

Another change related to comms is that commanders docked in starports will now remain on your contact list so you can chat with them while docked.

Another aspect we’ve looked into is the operating costs on ships, so in 1.2 we’ve performed a balance pass on repair costs. This change should really help Commanders make profit from combat roles: as long as they don’t die, their repair costs should not eat away all of the profit they might be making from bounties and the like.

Balancing the various economies and risks in the game is an ongoing affair, so this probably won’t be the last change we make, but we believe lowering repair costs is on the safer side, so it’s a good candidate to test out and bed in first.

We’ve also added a cool new feature for people with damaged modules. We’re activating diagnostics repair-reboot functionality on all ships. Whilst still not a match for an automatic field-maintenance module, this function allows a ship to reboot and jury-rig completely broken modules, getting them back up and running at a couple of percent health. Of course, there’s a cost: for every percent of health repaired, another, healthier module will be stripped of double this amount as components are cannibalised.

For people wanting to take screenshots or look at their own ships we’re also unlocking a debug camera. This allows you take limited control of the camera outside of your ship. This isn’t a gameplay camera and is purely a debug function to allow players to see their ship.

Looking beyond the 1.2 release we have the Mac beta, still scheduled for the end of March. Beyond that we have the 1.3 update and we’ll share more information on that update ‘soon’.

Thanks

Michael
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Re: Elite: Dangerous - News

Post by XMadMarkX » Thu Mar 12, 2015 2:36 am

For those who don't know the "FOUNDERS WORLD PERMIT = Shinrarta Dezra system"
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Re: Elite: Dangerous - News

Post by XMadMarkX » Sun Jan 31, 2016 10:15 pm

Link to "The GalNet News"
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