Not unreasonable to suggest that was the test system for whatever was going on. Suppose it all depends whether they can look back that far.I hope that gets sorted as well, unless something else happened (but I doubt that, at this point).
Not unreasonable to suggest that was the test system for whatever was going on. Suppose it all depends whether they can look back that far.I hope that gets sorted as well, unless something else happened (but I doubt that, at this point).
Please don't leave it disabled.Greetings commanders,
We have been closely monitoring the Powerplay situation in Sol and a number of other affected systems. We are aware of a recent increase in undermining scores impacting the powerplay status of those systems, and have taken action to address the situation.
To prevent further impact, we have temporarily disabled system score and merit gain from the on foot transfer power data activity until a permanent fix is in place. On the next Thursday maintenance (19th June), we will return the systems to their appropriate state. Please note that the galaxy map panel for the affected systems will also return to normal at this time.
After a sufficiently effective solution has been developed and tested that will prevent this happening again.Please don't leave it disabled.
It will happen again as long they are not moving all powerplay interaction to be server side.After a sufficiently effective solution has been developed and tested that will prevent this happening again.
Until then disable anything required to mitigate the issue.
Pretty much every exploit or imbalance that's had to be barred so far in Powerplay has had nothing to do with client-side control over the interaction:It will happen again as long they are not moving all powerplay interaction to be server side.
So far as I know the fix in the original is still perfectly intact and still working - people would have been rather louder (and rather more certain of the problem!) if that wasn't the case.Again, this is the second time that such massive exploit with settlement data is happening, supposedly fixed the first time
The same argument could be used to permanently disable bounty hunting as a merit source for reinforcement/acquisition. That might be rather unpopular with the majority of players who are doing it non-exploitatively too.After a sufficiently effective solution has been developed and tested that will prevent this happening again.
Until then disable anything required to mitigate the issue.
FC currently wash the goods and even if they waren't (which I hope they will fix soon because even for regular PP trading, not having a FC for long range trading is a pain), I don't see the issue.Pretty much every exploit or imbalance that's had to be barred so far in Powerplay has had nothing to do with client-side control over the interaction:
- you can store up exploration/exobio indefinitely: that's already stored server side
- you can stockpile rares on your carrier: carrier inventory is likewise already stored server side
- you can scan the same wake over and over (did they ever fix that, by the way, or is that not important because it's only exploitable to reinforce?): client side bug, arguably, but it's not triggered by people hacking their client or otherwise cheating, it's just a bug
- the original data download bug: again, a bug, but not triggered by modifying or hacking the client data, it was just a bug (and they could have implemented the same bug server side by not putting a duplicate check there)
- you can kill tourist ships to get escape pods much faster than intended: just bad big-picture design, the ships are supposed to be there and they're supposed to drop escape pods
- you can hatchbreak your own stronghold carrier to get escape pods much faster than intended: likewise, just bad big-picture design, but all the individual components worked as intended
- you can shoot down SLFs forever around an enemy stronghold carrier: again, no client-side hacking involved, they just paid out a lot of merits for how easy they were to kill.
- you can park an AFK bounty build in a RES and rack up merits indefinitely: oops, that one still works, but again you can't undermine with bounties so it's apparently not a problem. Also not a client/server divide causing the issue.
I forgot about that one. Yes - another reinforcement-only exploit which already has all the key data stored server-side...but given you have other legal method which are just way better (cough 1t trading cough)
The point isn't the merits/hour rate as compared to a player who is bounty hunting hands-on, though. The point is that AFK builds can run 167 hours a week, so even if they're a tenth of the per-hour efficiency of doing it properly, they still come out ahead of all but the most dedicated players (and someone with multiple alts and multiple computers can run them all simultaneously)AFK bounty build not viable either, bounty payout of target in RES is far much lower than compared to megaship / space installation defense, and an AFK build cannot use KWS, so the merit payout is really poor (again compared to other method) by default.
Problem "solved" by taking a chunk out of the legitimate and intended gameplay too, yes. A few more "solutions" like that and there won't be a Powerplay left.Escape pod disabled, problem solved.
I don't dispute that. My point was that none of the other previous or current exploits actually involved a client hack. Some of them were fixed, some of them have been allowed to continue because they're reinforcement-only and no-one really cares if a system gets reinforced "too much", but none of them were because of insufficient server-side validation and there's no reason to believe this one was either.Beside, the fact that FDev are disabling settlement data and even (for the very first time) doing a rollback is a clear sign that something was really wrong with those undermining.
Oh trust me I would really like that they remove the sofcap in powerplay trading, as a trade based power, being forced to sell everything one by one to be efficient is alienating.I forgot about that one. Yes - another reinforcement-only exploit which already has all the key data stored server-side...
Would have been easy to find an alt solution for this one.Problem "solved" by taking a chunk out of the legitimate and intended gameplay too, yes. A few more "solutions" like that and there won't be a Powerplay left.
Remember the guy which turbo builded T3 port in several colony during the early days of Trailblazer? Teleport cheat by using CEI don't dispute that. My point was that none of the other previous or current exploits actually involved a client hack. Some of them were fixed, some of them have been allowed to continue because they're reinforcement-only and no-one really cares if a system gets reinforced "too much", but none of them were because of insufficient server-side validation and there's no reason to believe this one was either.
Yes, it's certainly possible to do that. There's no evidence that this is what was happening this time, though.Remember the guy which turbo builded T3 port in several colony during the early days of Trailblazer? Teleport cheat by using CE
Sure, but most if not all of the Powerplay-specific exploits so far haven't been about doing things which are impossible. They've been about doing things which are perfectly possible, and often already server-validated, just unintended in how effective they are. Extra server-side validation of Beluga hunting or 1t trading or SLF kills would have made no difference whatsoever because all the individual steps were perfectly legitimate.What I mean is that if more interaction of the game were server side, you would remove from the root a massive chunk of the hack possibility, since as long the game remain mostly client side, the only thing that FDev can do (and are already doing) is to implement a flag system to flag account doing things impossible and put them under manual review, the problem with this is that you can only take action after that the hack was made, much less to prevent it happening in the first place (and the sanction of just 1 week ban if cheat are detected is clearly not dissuasive enough)..
Tag them with the originating Power and that solves the "hatchbreak your own Stronghold Carrier" problem too while still allowing it for the intended route.Would have been easy to find an alt solution for this one.
Creat a new type of escap pod, like I dunno "powerplay agent escap pod" and make only those one usuable for powerplay, make them spawn exclusively from powerplay ship and powerplay related signal source, that should have largely solved the exploit issue about them.
It would have been easy enough to avoid if people wanted to - and presumably in this case they didWouldn't excessive merit gains show up on the ALD powerplay leader board?
For an old dog like me, there aren't many meaningful things left to do in this game because....well.....I've done them all many times over.For old dogs like me, Powerplay and BGS are very confusing. I understand lots of people like this style of play, but when things get this level of attention, one wonders what other parts of the game get neglected.
Additionally, the drama is a bit much.![]()
Pretty much every exploit or imbalance that's had to be barred so far in Powerplay has had nothing to do with client-side control over the interaction:
- you can store up exploration/exobio indefinitely: that's already stored server side
- you can stockpile rares on your carrier: carrier inventory is likewise already stored server side
- you can scan the same wake over and over (did they ever fix that, by the way, or is that not important because it's only exploitable to reinforce?): client side bug, arguably, but it's not triggered by people hacking their client or otherwise cheating, it's just a bug
- the original data download bug: again, a bug, but not triggered by modifying or hacking the client data, it was just a bug (and they could have implemented the same bug server side by not putting a duplicate check there)
- you can kill tourist ships to get escape pods much faster than intended: just bad big-picture design, the ships are supposed to be there and they're supposed to drop escape pods
- you can hatchbreak your own stronghold carrier to get escape pods much faster than intended: likewise, just bad big-picture design, but all the individual components worked as intended
- you can shoot down SLFs forever around an enemy stronghold carrier: again, no client-side hacking involved, they just paid out a lot of merits for how easy they were to kill.
- you can park an AFK bounty build in a RES and rack up merits indefinitely: oops, that one still works, but again you can't undermine with bounties so it's apparently not a problem. Also not a client/server divide causing the issue.
There's been no evidence presented this time either that the excessive rate was due to people hacking the client data as opposed to just making use of a bug.
Bugs and balance issues and weird interactions between different components can be implemented on a server too, is the point.
So far as I know the fix in the original is still perfectly intact and still working - people would have been rather louder (and rather more certain of the problem!) if that wasn't the case.
If there's a second exploit discovered with Odyssey data downloads ... that's probably because that's the only undermining method left that's vaguely competitive with reinforcement in its non-exploitative form, so figuring out a way to do it twice as fast / ten times as fast / etc. gives you something powerful, whereas figuring out how to do megaship scanning ten times as fast still doesn't let you get anywhere.
The same argument could be used to permanently disable bounty hunting as a merit source for reinforcement/acquisition. That might be rather unpopular with the majority of players who are doing it non-exploitatively too.
(We all know Frontier are never going to fix it being AFKable)
If that soft cap were to be removed, trading high value goods would become the default method of reinforcement, considering how much it rewards for a full haul.Oh trust me I would really like that they remove the sofcap in powerplay trading, as a trade based power, being forced to sell everything one by one to be efficient is alienating.
They could remove the soft cap and either reduce the general merit award it gives, or (probably better) make the merit award even less dependent on the precise amount of profit (bringing down the high end but keeping the low end where it is or even raising it somewhat)If that soft cap were to be removed, trading high value goods would become the default method of reinforcement, considering how much it rewards for a full haul.
Having the soft cap in there is what makes other reinforcement methods comparable to it, due to its artificial time-sink.
If that soft cap were to be removed, trading high value goods would become the default method of reinforcement, considering how much it rewards for a full haul.
Having the soft cap in there is what makes other reinforcement methods comparable to it, due to its artificial time-sink.
Sol-ution ?