UFFICIALE PC Elite: Dangerous

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Fleet Carriers rimandate al Q2 2020 :omegalul:

Greetings Commanders,

Following the launch of the September Update last month, we’d like to provide you all with an update on our plans for Elite Dangerous.

Firstly, thank you for all of your feedback on the September Update, which you've shared with us on the forums, across social media, on livestreams and through the Issue Tracker. There is no doubt that, in addition to the new features, the September Update introduced a number of issues and bugs which caused a lot of frustration. We are really sorry for these issues. We realise that some of the issues had an impact on your ability to enjoy Elite Dangerous. The team have been working hard to address the most critical issues and have already released a series of patches and updates to bring those fixes in as quickly as possible.

However, we know there's more to be done. You've asked for more focus on existing bug/fixes and issues, and for the community to be better integrated into the development process and testing for these upcoming updates.

In order to improve your overall experience, we have decided to refocus our efforts on addressing key issues and bugs. Since the launch of the September Update, we've been taking a deeper look at our internal development roadmap, the way in which we utilise public betas, and the content of our next updates.

Here is a summary of our plans:

  • From now and into next year (2020), the updates will focus almost exclusively on addressing recent and longstanding issues, including those reported in the Issue Tracker, ultimately making the game better.
  • We are expecting to have a series of these updates, which will be rolled out (approximately) every three to four months.
  • Each update will also include a public beta that will run prior to the update's release, with a dedicated time to address major issues that appear.
  • The first of these updates will have its public beta in December, with an expectation that the launch will be early in 2020.
As a result of our updated plans, we have made the difficult decision to defer the release of Fleet Carriers. We are now planning for Fleet Carriers to be released in an update in the second quarter of 2020, rather than in December 2019 as previously stated. This will grant us additional time to refine the feature as well as focusing time on addressing existing reported issues. It will also ensure the state of the game is in a better position to introduce Fleet Carriers, that will provide Commanders even more opportunities to interact with the Milky Way. We understand that this delay will be disappointing for some players, but do know that this decision is one that we do not take lightly, and is made with the best interests of the community and game at heart.

Ultimately, we are confident that this will improve the Elite Dangerous experience for all our players.

The team have been hard at work on the next major milestone, which you may remember we mentioned back in March as our next major paid addition to the game. They’re making fantastic progress and on schedule for release by the end of next year. We are very excited to show you what we’ve been working on. However, we can only announce the content when it’s at the right stage of development, we estimate this will be ready to talk about at some time in summer 2020, after the Fleet Carriers update. We appreciate there is a bit of a wait, but we want to make sure it is ready to be shown before making our full official announcement to the world.

We would like to take this opportunity to thank you for your ongoing and continued support and for helping give us the feedback, steer and insight to make decisions that will benefit the entire community and for your continued passion and dedication.

https://forums.frontier.co.uk/threads/community-update-22-10.527123/

@Gambit ma te hai Star Citizen?

 
Ultima modifica da un moderatore:
Nope. 

Duro colpo al cuore anche perché è second quarter. 

Comunque tutto sto macello per colpa di quei cazzo di Ark... 

 
Nope. 

Duro colpo al cuore anche perché è second quarter. 

Comunque tutto sto macello per colpa di quei cazzo di Ark... 
Fuck Arx e speriamo facciamo QA altrimenti continueranno a buttare fuori patch che inseriscono nuovi bug. :rickds:

 
Ultima modifica da un moderatore:
Che sarebbe sto Arx?

 
Ultima modifica da un moderatore:
Greetings Commanders,

Please find the Patch Notes for the January Update which launches on the 14 January. The Elite Dangerous servers will be offline for all platforms on 14 January at 09:30 AM (UTC) for approximately 3 hours as we apply the January Update. This time may run over, so we would appreciate your patience as we are implementing these changes.

We wanted to thank you all once again for your feedback during the January Update Beta, as well as your ongoing support for Elite Dangerous. We will continue to use this process for the the future updates throughout this year, and if you would like a recap from our previous post about this year's plans, you can read it here.

As always, we'll keep you updated across all of our channels.

Please find the Patch Notes below:

ARX

  • Balance improvements for the generation of ARX, particularly for exploration-related gameplay.
Audio

  • Fixed audio issues with the Generation Ship, 'The Golconda'.
  • Audio logs obtained from the Golconda can now be played in the Codex.
  • Fixed missing audio and text for female crew members.
  • Fixed a bug where none of the Guardian articles in the Knowledge Base would play their associated audio.
  • Fixed a bug which meant that an audio effect on firing Pulse Lasers would loop indefinitely.
  • Fixed a looping audio issue with the Shutdown Field Neutraliser.
Crashes/Stability

  • Fixed a crash that could occur when attempting to enter the 'Network Options' screen.
  • Fixed a crash that could occur when mining in Ice Rings.
  • Updated the way we check a player's entitlements to fix an issue where the Horizons update is not being recognised as installed.
  • Fixed a crash which could occur when an Imperial Fighter is destroyed.
  • Fixed a softlock when entering Supercruise with "The Lucent Embrace" Megaship targeted, after launching from Forester's Choice.
Background Simulation

  • Fixed the issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
  • Added new Faction States:

    Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic downturn. This can be countered by importing water and other emergency supplies.
  • Infrastructure Failure disrupts a faction's operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
  • Terrorism. Terrorists can target prosperous factions, resulting in a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown state.
  • Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system's infrastructure, increasing the chance of drought or infrastructure failure for other factions in that system.
  • Public Holidays increase a Faction's influence and standard of living for their duration, however that comes at small economic and security cost.

[*]Fixed the icon for the Blight state.

[*]Added newer Faction States to the Galaxy Map's list of State filters: Blight, Natural Disaster, Infrastructure Failure, Drought, Terrorist Attack, and Public Holiday.

[*]Fixed an issue where the factions selected for 'Installation Scenarios' were the installation's owner instead of the system controller.

[*]Added names for a selection of systems in the Witch Head Sector.

Conflict Zones

  • Implemented a number of improvements to Conflict Zones which should improve stability.

    Fixed a bug when entering a Conflict Zone, it appeared as empty.
  • Fixed issues caused when Capital Ships arrived.

[*]Fixed an issue that caused allied Capital Ships to open fire at friendly ships.

Exploration

  • Implemented an alternative solution to help mitigate the long delay when scanning planets with geological sites.:

    As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible), which can take tens of seconds.
  • As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we're able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data, and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
  • It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet's worth a visit.
  • If the commander wants to have a definitive answer without travelling to the body they can still wait for the scan to complete in FSS. This data is also now shown in the body details on the system map.
  • Thargoid, Guardian or Human sites will show up instantaneously. These results have moved to the stellar body details shown on the right in the zoomed in FSS view.

[*]Fixed an issue that prevented the search function on the Galaxy Map from working correctly.

[*]Fixed an issue with the Navigation Panel that incorrectly displayed if a planet had been mapped or not.

[*]Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.

[*]Fixed an issue where is was not sometimes possible to select asteroid ring hot-spots from the cockpit.

General

  • Added a 'Help' section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
  • Moved 'EULA' to the new Help section.
  • Expanded the faction alignment page in Squadron menu to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
  • Fixed an issue that meant players couldn't search for commander names that included an underscore character.
  • Fixed an issue that meant the 'Data Point' reset timer didn't appear on the player's screen that initiated the scan, but did appear on others' who were in the same wing.
  • Updated the livery icon for 'The Scourge' decal to correctly match the decal that's actually applied to the ship.
  • Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.
  • Fixed an issue where some Navigation Panel entries could be blank.
  • Dropping out of Supercruise on a wingmate using nav-lock will no longer drop the player a significant distance away.
Localisation/Text

  • Fixed incorrect system description for 'Alioth'.
  • Fixed a small typo in the description of "HR 7221 Wheat".
  • Fixed various typos in the Pilot's Handbook.
  • Fixed various typos in some of the Challenge Scenarios.
  • Fixed a pluralisation issue when discovering clusters.
  • Updated text descriptions for high-end minerals to show correct economies with a demand.
Material Trader

  • Introduced a speculative fix for a softlock that could occur when completing trades at a Material Trader.
Mining

  • Fixed the issue that could lead to the detonation graph not appearing if deep core mining with a wing.
  • Fixed a disconnection ("Magenta Krait") that could occur whilst mining.
  • Fixed a deep core mining issue in multicrew where different crew members would see different detonation levels in the HUD.
  • Fixed Subsurface Displacement Missiles in multicrew.
  • Fix for a bug which made Seismic Charges instantly detonate in multicrew/wings.
Missions

  • Updated misleading retreat mission text - it was suggesting that the mission was helping the withdrawal of the faction, when in fact it should aid the faction in staying within the system.
  • Fixed a softlock that could occur when browsing lists of missions.
  • Fixed an issue which caused cargo canisters to continually respawn in Planetary Salvage Missions.
  • Fixed an issue which meant that the mission target could be missing from Eliminate Enemy Captain missions.
  • Fixed a bug which meant that a 'Disable the Megaship turrets' mission would not show a time limit in the mission board.
New Player Experience

  • Fixed an issue that meant the player could get 'stuck' waiting for zero throttle (when the throttle input is just above zero) in the New Player Experience Tutorial.
Networking

  • Fixed issues with ship rubber banding.
  • Integrated Oodle network compression library to reduce network bandwidth.
Player Journal

  • Fixed missing/blank entries in journal when selling exploration data.
Powerplay

  • Fixed an issue where the mouse input didn't work on the Power Contact screen.
  • Control systems' ethos calculations now limit their search for controlling minor factions to star systems within 15 LY, that are exploited by the same power as the control system. Previously, the calculations considered all nearby star systems.
  • Fixed reallocating Exploit systems, and recalculating the income for a Control system when a revolt system within 15 LY loses control.
  • Recalculated many Exploit systems value that did not match their current population.
  • Recalculated many Control systems income that was not the sum of their Exploit systems, plus their own value.
  • Removed obsolete Confirm button from Power Contact screen (it was superseded by the consolidation mechanic a long time ago).
  • Fixed an issue which meant that some systems were not being locked when a system moved from 'Preparing to Taking Control'.
Rendering

  • Fixed an issue that was causing visual artifacts when capturing high-res screenshots.
  • Fixed a visual issue rendering neutron star jet cones.
Ships

  • Increased the Dolphin's heat dissipation rate and maximum heat capacity before it begins to take damage. Also increased the rate that it takes damage, to account for the ship now being harder to heat up.
  • Implemented a speculative fix for Collector Limpets damaging ships when retrieving mining fragments.
  • Added the ability to rescue any crew, that were on board the player's ship when it was destroyed, from the insurance screen.

    Rebuy cost in the right hand cockpit panel now includes cost to rescue crew.
  • Crew rebuy costs rebalanced based on Beta feedback.

[*]Fixed directional decals being reversed.

[*]Fixed the Holo-Me view being obstructed.

SRV

  • Fixed control input being lost after interacting with an inbox message.
Thargoid

  • Implemented speculative fixes that should reduce instance splitting when fighting Thargoid Interceptors.
  • Updated the Thargoid combat state to ensure it's correctly replicated over the network to reduce the occurrence of the heart cycles resetting.
  • Fixed an issue that caused Thargoid Combat bonds to not be correctly given out to all applicable players in a wing.
  • Fixed an issue with Thargoid Hearts becoming immune to damage when in a wing.
Trading

  • Fixed the issue that meant players couldn't sell anything to a market if the buy list was empty.
  • Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as the demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:

    Alexandrite
  • Benitoite
  • Grandidierite
  • Low Temperature Diamond
  • Monazite
  • Musgravite
  • Painite
  • Rhodplumsite
  • Serendibite
  • Void Opal



https://forums.frontier.co.uk/threads/january-update-patch-notes.535051/



 
Frontier's Interim Results

For Elite Dangerous, a major paid-for series of expansions called Horizons was launched in 2015. Four years later, the overall Horizons attach rate to lifetime unit sales of the base game is around 50%, demonstrating the strong ongoing engagement by the Elite Dangerous community to additional content. Frontier is developing a major new paid-for release for the iconic space simulation which will dramatically expand gameplay and mark the beginning of a new era for Elite Dangerous. Targeted for launch at the end of 2020, this major new release on multiple platforms will fall into financial year 2021 (the 12 months ending 31 May 2021). In addition to major expansion packs, Elite Dangerous has a strong back catalogue and future roadmap of in-game personalisation items. This rich customisation model has been further enhanced by the launch of an in-game virtual currency called ARX in September 2019, which has smoothed the purchasing process for players whilst also rewarding regular engagement with the game. ARX can be purchased in packs ranging from £2.99 to £44.99 and then spent in-game on a wide range of items.

 
Ma poi hanno più detto come verrà gestita la nuova espansione a livello di vendita? Se non erro volevano abbandonare il modello del SP

 
Fleet Carrier nun te temo. :pogchamp:



 
quale goldmine stai exploitando? :asd:

 
quale goldmine stai exploitando? :asd:
Nessuna, laser mining di LTD  a ~300 milioni per run con una T9 da 256 T più 10 bin della refinery. I cambiamenti alla BGS dell'update di gennaio hanno  reso il rapporto domanda offerta più realistico e i prezzi sono crollati: non si vendono più Painite, LTD e Void Opal a 1.6 mln. Painite attualmente si vende a 300k massimo 500k, LTD a 900k massimo 1.1 mln e Void Opal a 500k massimo 700k a seconda della domanda della stazione.

 
Ultima modifica da un moderatore:
Greetings Commanders,

We're thrilled to announce that the first look at the upcoming Fleet Carrier update will be coming to your screens on Thursday, 2 April! Lead Server Developer, Dav Stott, and Game Designer, Luke Betterton, will join us on a special video to talk us through what these vast vessels are and how they'll be shaking up the galaxy!

Since the initial reveal of Fleet Carriers, we've examined the concept of predefined load-outs and decided to invest additional time to ensure that fleet carriers offer the same level of flexibility and customization as other ships within Elite Dangerous. We've done this by adding more loadout options to make your carrier unique, and allow for player-to-player interaction like you've never seen before in Elite Dangerous!

Squirming in your cockpit chair wanting to know more details? Here is some key information on Fleet Carriers - but for the entire content reveal, tune in to our Pre-Recorded Stream on YouTube, on 2 April at 18:00 (UTC). Although we won't be live, our team will be there in the chat to answer any questions that you may have.
 

  • One of your most frequent questions about Fleet Carriers was: How much do they cost? Fleet Carriers will be a lucrative investment, costing 5,000,000,000cr at launch.
     
  • Fleet Carriers are individually owned and feature 16 landing pads (of varying sizes) for other players to dock at.
     
  • Fleet Carriers use a new fuel, Tritium, to jump from system to system.
     
  • Fleet Carriers have a max jump range of 500LY at one time, with the ability to jump whenever the owner wants, however, they will have a build up and cool down period between jumps.
     
  • You can manage your carrier's finances by setting tariffs and adjusting the buying and selling prices for commodities traded in it's market.
As it currently stands, we're aiming to launch the Fleet Carriers update in June and will be calling all commanders to experience Fleet Carriers (as both visitors and owners) in two upcoming public betas before the update is live! The first beta will begin on 7 April for PC only, and the second beta which will be launched on PC, Xbox and PlayStation, will take place in May. Please note that there is a chance that these time frames may change slightly in the coming weeks, but we'll keep you up to date on the specific times, dates and instructions.


See you there, Commanders.

https://store.steampowered.com/newshub/app/359320/view/2104810792998789514

 
Ultima modifica da un moderatore:
Sono una tassa. 

Spero che la shitstorm li faccia tornare sui propri passi perché sentirsi obbligati a giocare per non perdere quanto acquisito è una gran cazzata. 

Mi rompe le palle in maniera assurda perché ho preso pure un rift e volevo proprio godermi questo update. 

 
[No message]
 
Ma che cazzo hanno in testa 

 
Ma pure il ritorno una volta decommissionata.

Obsidian Ant ha speso oltre i 7 bilioni e il ritorno nel caso è di 4. E ci lamentiamo della svalutazione delle macchine nuove quando escono dalle concessionarie. Comunque hanno imboccato pessime strade, prima col nerf al mining con la cazzata dell'economia yatayatayata e ora con questo. Ho paura per la nuova espansione, sinceramente.

 
Ultima modifica da un moderatore:
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