Griefer at Altair, Solo Orbiter station, INSIDE the station griefing...

I'm not sure about that - I've had limpets launched at me but point-defence did nothing about them at all. They were powered on, and have reacted to missiles as normal. Perhaps a bug?

Seriously? I'm sure I saw it happen. Was some time ago, before Christmas. Might have been Gamma and it got changed. Still, limpets can still put a dampener on a traders day just as they are docking. If they run the risk of no shields.
 
That's a designed game mechanic that is working as intended. This is a flawed game mechanic that is NOT working as intended.

Again, why do we even need internal hardpoints if they are always deployed and active? Its called "internal consistency", something the utility points do not have. They should work in an identical fashion to weapon hard points and require a player to deploy them before they activate. Or there is no internal consistancy in the game mechanics and it makes the requirement of internal hardpoints completely pointless.

Making them only usable when they are deployed comes with its own can of worms, like not being able to use them in areas which don´t allow you to deploy your hardpoints, not being able to use them when your fsd is charging up, etc

Besides that having point defense guns doing damage to different stuff on a miss is an intended game mechanic and having stations react to the damage used to be an intended game mechanic too. This changed a while ago, when Point Defense was changed into not being able to commit crimes, which seems to be buggy, which again could not come with to much surprise as everything in this game is buggy, except those features which are not (yet) implemented at all :p
 
Agreed!


When hardpoints are stowed, the PDT's should be stowed/offline too, it's really very simple and doesn't make sense any other way.

Weapons are weapons.

Again, why do we have to wait for the weapons to deploy BEFORE the defenses save you from missiles.
 
Again, why do we have to wait for the weapons to deploy BEFORE the defenses save you from missiles.

Even more important, why we have a missile defense to cover our retreat when it is not working when we charge our FSD? Should we make chaffs, heat-sinks and counter-measures as well only usable when weapons are deployed?
 
Here's how it works:
1. Request docking
2. Fire a missile at the target
3. Target's point defense shoots the missiles, hitting your ship in the process
4. Now the target has a bounty on its head
5. Dock before station can kill you, now target gets blown up by the station.

I think this exploit is brilliant. Demonstrates lack of testing by FD very well.


Wow..thats some serious .

FDev must fix this immediately as in hotfix tomorrow.

I will personally be calling there offices tomorrow to discuss this issue. Yes, I can do that and yes, I know how to do that.

Accountability is pretty key and someone should let them know in a non-anonymous, non-ignorable way.
 
That's a designed game mechanic that is working as intended. This is a flawed game mechanic that is NOT working as intended.

Again, why do we even need internal hardpoints if they are always deployed and active? Its called "internal consistency", something the utility points do not have. They should work in an identical fashion to weapon hard points and require a player to deploy them before they activate. Or there is no internal consistancy in the game mechanics and it makes the requirement of internal hardpoints completely pointless.
I agree with this. , you need to deploy your hardpoints to kw/cargo scan, why couldnt it apply to chaff and PDT?

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Even more important, why we have a missile defense to cover our retreat when it is not working when we charge our FSD? Should we make chaffs, heat-sinks and counter-measures as well only usable when weapons are deployed?
Yes, we should. Or perhamps revamp the hardpoint/internal module system.
 
Wow..thats some serious .

FDev must fix this immediately as in hotfix tomorrow.

I will personally be calling there offices tomorrow to discuss this issue. Yes, I can do that and yes, I know how to do that.

Accountability is pretty key and someone should let them know in a non-anonymous, non-ignorable way.

You might want to read the whole thread. They already know of this since beta, they might think they have fixed this already, because there was a patch that was supposed to made point defense weapon fire never do any crimes, but it seems they just write it into their patch notes, even when they never checked if it working. Yes, you guessed right, their fix for it was buggy.
 
You might want to read the whole thread. They already know of this since beta, they might think they have fixed this already, because there was a patch that was supposed to made point defense weapon fire never do any crimes, but it seems they just write it into their patch notes, even when they never checked if it working. Yes, you guessed right, their fix for it was buggy.

The fix was put in because people were complaining about being tagged with a bounty when their PDT clipped a police ship in a nav point or RES. I don't think the code was extended to tagging a station because you don't find many (none) of them there.
 
I agree with this. , you need to deploy your hardpoints to kw/cargo scan, why couldnt it apply to chaff and PDT?

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Yes, we should. Or perhamps revamp the hardpoint/internal module system.

The idea with deploying hardpoints is that you first show a sign of aggression with making your weapons ready. If you do not have your hardpoints deployed your OFFENSIVE power is zero. It should not interfere with your defensive abilities. Same reasoning behind your need to retract your hardpoints when you want to charge your FSD. You have to give up your offensive tools to make running away a possibility, this gives your attacker the ability to ignore his own defensive tools and go into full offensive with max pips to weapons, etc

Including your defensive kit into this would ruin all the intended balance to the system. You are supposed to be teethless when running away, not defenseless.
 
You might want to read the whole thread. They already know of this since beta, they might think they have fixed this already, because there was a patch that was supposed to made point defense weapon fire never do any crimes, but it seems they just write it into their patch notes, even when they never checked if it working. Yes, you guessed right, their fix for it was buggy.



Shameful...absolutely shameful.
 
Shameful...absolutely shameful.

Not really, just happning if you have source code that is not top notch tidy.

The fix was put in because people were complaining about being tagged with a bounty when their PDT clipped a police ship in a nav point or RES. I don't think the code was extended to tagging a station because you don't find many (none) of them there.

If they tried to fix this and than had not the whole crime related stuff in one place than it only naturally that they overlooked the stations. A fix should be incoming for this soon either way, should be not a big problem to write one and than all is fine. Well except for those players who still get blown up by the missiles themselves, but that is I guess working as intended. You shields and shield cells you greedy traders! :p
 
Not really, just happning if you have source code that is not top notch tidy.


Hell, even with perfect, standardized, commented to out the wazoo code, you STILL get things like this cropping up! Implement a fix that lives across two different code modules. Module A gets updated, accidently disables the fix. Everyone looks at module B going "Huh, why are aggression mechanics broken there's nothing wrong in the code!"....while forgetting that one tiny subroutine call in the docking module, that accidently got commented out during the autodock computer fix. (note, that was all hypothetical).

Lets not forget the "good coder bad at everything else" problem. I had a (now former) co-worker who would literally comment her subroutines with "This subroutine is important don't touch it". She got fired for using My Little Pony character names as variables, instead of using the company standards. Claimed that going by the book "cramped creative style". Cramped her right out of a job, it did.....
 
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Hell, even with perfect, standardized, commented to out the wazoo code, you STILL get things like this cropping up! Implement a fix that lives across two different code modules. Module A gets updated, accidently disables the fix. Everyone looks at module B going "Huh, why are aggression mechanics broken there's nothing wrong in the code!"....while forgetting that one tiny subroutine call in the docking module, that accidently got commented out during the autodock computer fix. (note, that was all hypothetical).

To be fair, in an ideal world you would not overwrite functions from one module in your own module in such a way and more important you never should write a fix only local to your module when calling functions that are above your own module. But yeah, ideal worlds don´t survive reality checks :D

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Obviously you didn't ticket it...

Most of the known bugs out of beta and game have been ticketed countless of times. The ticket system is no guarantee that developers will hear of the issue, and hearing of an issue and fixing it are as well two different things. I am quite sure that FD has a priority list of bugs and this one here is not on the top of the list for now.
 
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The fix was put in because people were complaining about being tagged with a bounty when their PDT clipped a police ship in a nav point or RES. I don't think the code was extended to tagging a station because you don't find many (none) of them there.
I dont think the code would've even separated it like that. Must be a lot easier to just code "PDT bullets dont do crimes". Guess it wasnt.
 
I dont think the code would've even separated it like that. Must be a lot easier to just code "PDT bullets dont do crimes". Guess it wasnt.

Code:
if (this.hits(other.ship) && this.hits(other.station)) {
    remove this.owner.crime;
}
 
Why so defensive? Just say you like mindless action sometimes. It is nothing you need to be ashamed of, it is your free time.

It is the snide "carebear" comments that pi*** me of.
i work as paramedic and some days i am just not in the mood for body parts flying.
Yes i know it is pathetic but that is the way it is
 
Yes, not very efficient code either since most of the time is spent away from a station. ;)

Seems the intended behaviour is for point defence not to fire when either inside a no-fire-zone or the station itself. Chances are the code would be in the point defence logic itself, and a flag to indicate whether it should fire or not, before it lets rip.

Anyways, I'd be tempted to say people should get a hefty fine for messing around like that in a station. Problem is that there's default behaviour in "Fire button deploys hardpoints" so by default it's very easy for a newb to the game to accidentally do that and get into negative equity. That's how I got my 1st death/suicide (laptop touchpad to blame)
 
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