*** The Official Elite: Dangerous Thread ***

ED has always made odd decisions when it comes to ship design and it seems they are doing it again wiht this new generation. It does look as if they are making the new ships so good that they want everyone to move to them and drop the old ones.
It's purely to drive sales, ships added pre-arx only sales had minor advantages at best.
Hey all , i am seeing a nice reduction on this in the steam sale. How is this game holding up ? Do you think its worth a purchase ? It is coming in well under a tenner ( cant remember price offhand ) for ED and Odyssey together.
Well worth the money, I've said it before and I'll say it again, you absolutely have to take negative comments with a large pinch of salt, they are very likely valid but often come from players such as myself (and I am very guilty of this) who have been playing since launch with thousands of hours played which will bias discussion to negatives and as such new players will simply not care about it at all, excepting the learning curve that is, that's a bitch :D
 
I've been playing less than 2 years and this game is great fun, tons to do, it looks great and there is a lot of freedom to play how you want to play. I just wish I had more time to play it :-D
The graphics engine and textures are 14 years old, on my dream list of improvements for ED are higher res textures for asteroids and asteroid bases. But yeah for a a game as old as ED it still looks fine
 
Operations is live:

Features of Note:

  • New Operations Feature (Networking & Balancing Beta):
    • The Operations framework introduces many new features, including:
      • A brand new lobby and matchmaking system for engaging Operations
      • 6 Initial Operations:
        • Tactical Takedown:
          • The client's megaship has been compromised by a rival faction, you will need to board the ship and fight your way through the command deck to obtain intel and trace the origin of the attack. Then you'll want to bring your firepower to bear on the general responsible for the attack at their home base.
        • Firestorm Rescue:
          • There are hostages trapped in a burning station, break the siege and evacuate those that remain. You will need to manage the station's heat to buy enough time to complete the rescue while dealing with the hostile forces trying to stop you.
        • Reclamation Point:
          • The megaship has been hijacked, your job is to eliminate all hostile forces in and around the megaship so the client can recover it. You'll need your best gear and ship to accomplish your goal.
        • Biohazard Takedown:
          • A group of researchers is developing a dangerous weapon, you need to assault the ship, obtain the location and IDs of the researchers and take them out.
        • Rapid Response:
          • A planetary port has come under attack and some personnel are still trapped inside who need rescuing. You cannot delay, as a huge hostile fleet is on the way. If the evacuation is not completed in time, there will be no hope for those still inside.
        • Terminal Prosecution:
          • A criminal element is causing trouble in the system, they've been raiding for weeks now, it's your job to clear them out.
      • Merc Coin that can be used to purchase the following MercGear:
        • Blueprints:
          • Thermal Plasma Conversion - Increased power draw to convert a portion of damage to plasma for beam/pulse/burst lasers.
          • Scoop Rate Enhanced - Increased power draw to improve fuel scoop rate for fuel scoops.
        • Pre-Engineered Hardpoints:
          • Enduring Feedback Rail Gun - Increased mass, power draw and reduced damage to improve reload time, heat generation, range and ammo capacity. Includes Feedback Cascade effect.
          • Far-Reaching Abrasion Blaster - Reduced power draw, distributor draw and thermal load with increased shot speed and maximum range at the cost of integrity.
          • Double Screaming Fragment Cannon - Increased ammo capacity, clip size, burst size and reduced reload time at the cost of reduced maximum range, rate of fire and increased mass and power draw.
          • Long Range Mining Laser - Increased range with reduced power draw, distributor draw and thermal load at the cost of reduced integrity and damage.
          • Rapid Phase Multi-Cannon - Increased shots per round, ammo capacity, clips size and rate of fire at the cost of reduced range and increased jitter.
          • Drag Seeker Missile Rack - Increased ammo capacity, clip size and rate of fire at the cost of increased mass, power draw and distributor draw.
          • Lightweight Thermal Seeker Missile Rack - Increased ammo capacity, clip size, rate of fire and reduced mass, power draw and distributor draw at the the cost of reduced integrity.
          • Lockdown Seeker Missile Rack - Increased ammo capacity, clip size, integrity and reduced thermal load at the cost of increased power draw and mass and reduced rate of fire and damage.
        • Pre-Engineered Core Modules:
          • Support Focused Power Distributor - Increased engine and systems capacity and charge rate at the cost of reduced weapons capacity charge rate.
          • Balanced Power Distributor - Moderate distributor rate and charge increase and reduced power draw by increasing mass and reducing integrity.
        • Pre-Engineered Internal Modules:
          • Extended Cargo Rack - Increased cargo capacity.
          • Long Range Detailed Surface Scanner - Increased mass and power draw is traded for better probe radius.
          • Heavy Duty Module Reinforcement Package - Increased module protection at the cost of increased mass.
  • As with any major change we make to Elite Dangerous, we have to balance a variety of connectivity and server considerations, such as measuring the load on Elite's servers in a live service environment. As we introduce Operations, we'll be doing this with a Networking & Balancing Beta stage, essentially allowing us to make tweaks and adjustments more regularly behind the scenes to ensure optimal performance.
  • Nomad added to outfitting:
    • Added Mk II Biological Scanner - A pulse scanner that detects biological signatures.
    • Added Pulse Lasers - A pulse laser weapon on a fixed mount.
    • Adjusted Mk I Vessel Bay which is available on the following ships:
      • Alliance Crusader (Class 5-6)
      • Anaconda (Class 5-7)
      • Beluga Liner (Class 5-6)
      • Caspian Explorer (Class 5-7)
      • Federal Corvette (Class 5-7)
      • Federal Gunship (Class 5-6)
      • Imperial Cutter (Class 5-7)
      • Keelback (Class 5)
      • Krait MkII (Class 5-6)
      • Panther Clipper Mk II (Class 5-7)
      • Type-9 Heavy (Class 5-7)
      • Type-10 Defender (Class 5-7)
      • Type-11 Prospector (Class 5-6)
    • Added Mk II Vessel Bay which is available on the following ships:
      • Caspian Explorer (Class 5-7)
      • Panther Clipper Mk II (Class 5-7)
      • Type-11 Prospector (Class 5-6)
  • Added Pre-built ships:
    • Nomad Standard Bundle (16,520 ARX)
      • Standard Ship
      • Mk II Biological Scanner
      • Owners Club Decal
    • Nomad Stellar Bundle (33,000 ARX)
      • Standard Ship
      • Mk II Biological Scanner
      • Cliffhanger Orange Paint Job
      • Strider Ship Kit
      • Owners Club Decal
    • Nomad Galactic Bundle (60,000 ARX)
      • Standard Ship
      • Mk II Biological Scanner
      • All Stellar Content
      • Signal Blue Holo-Kit Pack
      • Rambler Ship Kit Pack
      • Internal Science Kit Pack
      • Owners Club Decal
  • Made adjustments to Stellar Lighting (Issue ID: 45769)
  • Adjusted galactic background colouring. for better visuals
    • Using real world reference images we have rebalanced the Galactic background lighting.
  • Distant Worlds 3 Community Logo Decal added.
Issue Tracker Fixes:

  • Resolved an issue where on-foot Conflict Zones would fail, despite the player winning them and shuttles were not arriving to return players to stations. (Issue ID: 80753)
  • Resolved an issue where on-foot Conflict Zones would fail to be in the correct state when a player arrives via Dropship. (Issue ID: 78904)
  • Resolved an issue were Conflict Zones were not being resolved correctly, resulting in a large number persisting in some systems. (Issue ID: 78480)
  • Resolved an issue where non-squadron member could not use Services on an open Squadron Carrier. (Issue ID: 81727)


Bug Fixes:

  • Resolved an issue where Squadron Carrier cargo capacity could be exceeded.
  • Resolved a crash when entering a '$' sign followed by non-standard character for the Ship Name or ShipID.
  • Resolved instances of a softlock when purchasing a Squadron Carrier then defecting to another Squadron.
  • Resolved an issue where some station cosmetics were not applying correctly.
  • Resolved an issue where Squadron Carriers could not be managed by the Squadron leader, or anyone with sufficient permissions, in an Administration system.
  • Resolved an issue where the "Beyond Frontline" penalty was sometime displaying the incorrect level.
  • Resolved instances where constructions were not correctly converted to markets at the correct time.
  • Resolved instances of an issue where facility Demolitions were unable to be cancelled.
  • Resolved instances where the terrain stamp was not working correctly for some Planetary Ports.
  • Resolved instances of an issue where multiple Orbital Installations and Outposts were able to be constructed around Gas Giants despite it only have 1 construction slot.
  • Resolved instances of Scarlett Krait disconnects when remaining docked on a Colonisation Ship when it leaves the system.
  • Resolved instances where Construction Points were not being refunded correctly after a facility was demolished.
  • Resolved an issue where Frontline Solutions would not book a dropship upon enlisting for a conflict.
  • Resolved an issue where players were unable to purchase ships from a Squadron Carrier after shipyard stock was recently purchased for the Carrier.
  • Resolved an issue where Squadron Carriers were not being assigned over to the new leader when an existing leader of a Squadron leaves.
  • Minor adjustments made to the emissive lighting on the Guardian obelisks.
  • Resolved instances of incorrectly reporting available slots for System Colonisation, especially after demolishing facilities.
 
Operations delayed, server coming back up shortly apparently with Operations disabled, Nomad release still going ahead.

Greetings Commanders,

Thank you again for your continued patience.

The Operations update, as you know, is a significant undertaking, and we’ve spent the majority of today carrying out final testing ahead of launch. Unfortunately, we’ve encountered a couple of issues that we feel are important to resolve before you get your hands on it.

As a result, we’ll be reopening the servers and ending maintenance shortly, with Operations temporarily disabled. This will give us the time needed tomorrow to properly address these issues. While Operations will be disabled when we reopen the servers, the Nomad release is not being delayed further.

We understand this isn’t the news many of you were hoping to hear today, but we believe it’s important to be open and transparent, and to ensure you have the best possible experience with this exciting new feature.
 
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I've not even tried to log in, will also be waiting for the Nomad to be available for credits as usual but I will be spending some time fitting and engineering a Caspian for exploration ready for it I suspect, also need to pick up a Kestrel MKII as well lol, oh and finish my Dodec.
 
will also be waiting for the Nomad to be available for credits as usual but I will be spending some time fitting and engineering a Caspian for exploration ready for it I suspect, also need to pick up a Kestrel MKII as well lol, oh and finish my Dodec.
I have some Arx built up from play. I am tempted to top those up to buy a Nomad. I will also probably get a Caspian. I can't say it really appeals but it looks like being the best option to pair with the Nomad.
 
I have some Arx built up from play. I am tempted to top those up to buy a Nomad. I will also probably get a Caspian. I can't say it really appeals but it looks like being the best option to pair with the Nomad.
Mandy doesnt really need the Nomads abilities except hunting for fungi in mountain tops, though it can be done boy can it be tedious to find a landing spot
 
Also servers going down 2pm BST for 1 hour to bring operations online

Servers will be going offline today at 1pm UTC so that we can enable Operations, we estimate downtime to be around 1 hour.

Operations known issues:
Ending Sequence - UI will highlight the incorrect runner when ending an operation. Players should dock at the runner that jumps into the scene or the operation will restart from the previous checkpoint.

Counter attack - Power regulator may disappear if shot when inserting it into the plant regulator housing, blocking progress.
 
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Nomad is even better than the you tubers made it out to be quick nimble makes landings in mountains easy once you learn to use the landing radar to guide you. Havent done any ops myself decided to go into te black and wait for the hotfixes. Have watched friends in discord stream there attempts some are soloable some definitely arent :)
 
Operations my experience.
Two missions completed and zero rewards each time. The rewards box never populates with anything.
Either i am doing something wrong or its screwed atm.
 
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