High res logging?

From the majority of res farmers responding though, that's not how it is currently working. You have elite pilots with big ships sitting around getting nothing but bad rng luck to spawn small, low rank ships. so they relog to see if the next rng instance is better...and so on.

Which is exactly what random means. Their version of 'bad luck' is just the random pick.

And using your example - if you are a new player in a sidewinder, and if a new mechanic was made so that you could totally control which res site you went to - high res for big and elite ships, low res for smaller and lower ranked - why would you choose a random mechanic vs one that as you just said, would not want to find yourself as a new sidewinder up against elite big ships?

Enabling a player to control the exact circumstance he will encounter in an apparently dynamic, ever-changing universe makes no sense whatsoever.
 
Which is exactly what random means. Their version of 'bad luck' is just the random pick.



Enabling a player to control the exact circumstance he will encounter in an apparently dynamic, ever-changing universe makes no sense whatsoever.

But that is exactly what you and the rest of the people are doing nevertheless, but instead of it being a in-game feature, people play login bingo until they get the exact circunstances they desire.

Players are still controlling the circunstances, only doing it in a more annoying, tiresome and immersion disruptive manner. If people will still always get what they want using tricks, might as well give people a way to get what they want in-game. Rahter pick a RES spot in game than to spend 10 minutes relogging and waiting to see what ships the lottery brings.
 
Players are still controlling the circunstances, only doing it in a more annoying, tiresome and immersion disruptive manner.

Annoying, tiresome and immersion disruptive to who exactly?

You?

Please explain to me how it affects you so greatly. If not you then why exactly are you so worried about it?
 
I'm gonna go ahead and rant about Path of Exile's cool ass thoughts on logging and instance manipulation.

They don't care. In fact, I think they ramp the difficulty knowing that players can combat log if needed. Granted it's single player, and in pvp situations logging basically equals forfeiture (although pvp carries no penalty.) They also actually have instance reset built into the game, such that you can choose which instance you enter when entering a map, including starting a new one.

I carry this philosophy, that in the situations where it only affects single player you can push the game to its limits at the cost of immersion if you wish (although I don't even combat log in solo.) Obviously this doesn't reflect FD's views, but it's funny to see whole thread about this.
 
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Which is exactly what random means. Their version of 'bad luck' is just the random pick.

Enabling a player to control the exact circumstance he will encounter in an apparently dynamic, ever-changing universe makes no sense whatsoever.

Their version of bad luck? Are you refuting then that high res instance spawning with current meta is working fine and it's only a few who somehow can't understand their 'bad luck' is just bad luck?

dynamic does not mean not predictable - our society today on earth is dynamic, that doesn't mean I don't find what I expect to find when I go to a placed labeled 'shopping mall'
And these combat locations are clearly labelled - what use is high res vs low res if current meta implemented for RNG means the high res 'shopping mall' will have zero of what I want?

And if non-predictability is your torch bearer for dynamic - the trade system is a far cry from that. There is a huge degree of predictability in this 'dynamic' FD universe. You want commodity X? Go to known system Y - price may go up and down slightly - but you'll find it on those known worlds.

According to your logic then, when we go to a world labeled as 'extraction' then we should not count on the predictable nature of knowing that label = extraction goods, and it is just our RNG 'bad luck' that I get high tech stuff instead.

Or I go to a 'Refinery / Industry' labeled world and all I find are agriculture and tourism.

If your complaint is that "enabling a player to control the exact circumstance he will encounter" is the reason you are against matching res labels to what players can expect to get, then that ship has already sailed and you must be clamoring for a change to the trade system as well, no?

Trade systems are highly predictable. Mining systems are highly predictable - when that rock says 50% palladium - hey, guess what - I get a lot of palladium. I control what I mine by the EXACT and predictable information my prospector tells me.

Jump routes are predictable - they are the same, the distance is always the same, the labels match what you expect to get. Can you see the ship receding far, far in the distance?

You need a better reason than giving players high res = high res is bad because then players can control the exact circumstance unless you are already against the entire game - in which case why are you even still here?
 
Annoying, tiresome and immersion disruptive to who exactly?

You?

Please explain to me how it affects you so greatly. If not you then why exactly are you so worried about it?

This affects me (and apparently lots of other people) because i'd rather there was an in-game way to at least predict the RES spawn types, instead os wasting minutes playing login bingo.

So you don't find long sequencial repetitions of "logout, login, loading screen, wait, check what the lottery brought" an annoying, tiresome and immersion disruptive way of getting the RES spawn one wants, please tell me how is this better that to just have some kind of in-game indication of what kind of spawn to expect.

Just don't tell me that RES spawns should be totally random because people should not be able to control the cirscunstances, because controlling the circunstances is exactly what res-loggers are doing. And if they are doing it nevertheless, might as well be a game feature and save everyone lots of waiting time.
 
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This affects me (and apparently lots of other people) because i'd rather there was an in-game way to at least predict the RES spawn types, instead os wasting minutes playing login bingo.

So you don't find long sequencial repetitions of "logout, login, loading screen, wait, check what the lottery brought" an annoying, tiresome and immersion disruptive way of getting the RES spawn one wants, please tell me how is this better that to just have some kind of in-game indication of what kind of spawn to expect.

Just don't tell me that RES spawns should be totally random because people should not be able to control the cirscunstances, because controlling the circunstances is exactly what res-loggers are doing. And if they are doing it nevertheless, might as well be a game feature and save everyone lots of waiting time.

he won't acknowledge that for combat players, res sites are labeled - such as high res, normal, low res - yet can't find many times, what they clearly expect to find in that clearly inaccurate label

but trade players (and I''m primarily a trader), will go to a world labelled as Extraction - and lo and behold - very predictably and 100% consistently - find extraction stuff.

If trade worked like res combat today - I would go to an Extraction world labeled as such - load the commodities screen and go - oh crap, it's all high tech - /log, /relog - oh damn, it's all refinery now - /log, /relog - damn again, it's tourism and service......
 
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Comparing trading to combat?

Seriously?

I'll concede defeat. There is clearly no way I can argue/debate against that comparison. I'd honestly not even know where to start.

Trade vs Combat?
 
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he won't acknowledge that for combat players, res sites are labeled - such as high res, normal, low res - yet can't find many times, what they clearly expect to find in that clearly inaccurate label

but trade players (and I''m primarily a trader), will go to a world labelled as Extraction - and lo and behold - very predictably and 100% consistently - find extraction stuff.

If trade worked like res combat today - I would go to an Extraction world labeled as such - load the commodities screen and go - oh crap, it's all high tech - /log, /relog - oh damn, it's all refinery now - /log, /relog - damn again, it's tourism and service......

Exacly. Evrything else is consistent, trading, even war zones as consistent, mining, etc, only the RES bounty-hunting ins't, and that's why people have to resort to login lottery. Might as well make RES consistent like the rest of the game and save tedious long minutes of consecutive loading screens to res-loggers.
 
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Combat logging is a non-issue for me as I do not play open, trade and site logging do not affect me in the slightest. Some claim on here it is an exploit to avoid pvp outside stations, how is it different to taking off in solo play, supercruising to a safe distance and relogging to open play?
 
Exacly. Evrything else is consistent, trading, even war zones as consistent, mining, etc, only the RES bounty-hunting ins't, and that's why people have to resort to login lottery. Might as well make RES consistent like the rest of the game and save tedious long minutes of consecutive loading screens to res-loggers.

Don't suppose you have ever heard of the 'Fog of War' principle then if it's consistency you're after. I'd rather have unpredictability/inconsistency in a battle situation that have everything running off a predetermined template.
 
Comparing trading to combat?

Seriously?

I'll concede defeat. There is clearly no way I can argue/debate against that comparison. I'd honestly not even know where to start.

Trade vs Combat?

You clearly don't understand the concept of {If....Then...} statements

You made a rather foolish statement that was contradicted by my trade comparison -
"Enabling a player to control the exact circumstance he will encounter in an apparently dynamic, ever-changing universe makes no sense whatsoever."

Caught with no logical way out to support a weak position, you resort to incredulity - the classic ploy of the caught red handed. Thanks for conceding defeat. Please make a donation on your way out. Bye now.
 
You clearly don't understand the concept of {If....Then...} statements

You made a rather foolish statement that was contradicted by my trade comparison -
"Enabling a player to control the exact circumstance he will encounter in an apparently dynamic, ever-changing universe makes no sense whatsoever."

Caught with no logical way out to support a weak position, you resort to incredulity - the classic ploy of the caught red handed. Thanks for conceding defeat. Please make a donation on your way out. Bye now.

I was referring exclusively to combat when referring to a dynamic, ever-changing universe. Don't confuse yourself by dragging trading into the equation.

Suitably clear now?
 
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Don't suppose you have ever heard of the 'Fog of War' principle then if it's consistency you're after. I'd rather have unpredictability/inconsistency in a battle situation that have everything running off a predetermined template.

I don't think RES population should be a fixed template, but be at least tied to things like system security, system economy and population, or other tangible factors, and not change completely at random while I logout and login.

But if you truly appreciate complete unpredictabilty then why are you res-logging until you get the exact spawn you are looking for? Because after all, you want the exact thing as I do, find a RES spawn more according to your rank / ship / experience. Only you prefer to get it continuosly exitting the game and reloading until you get bingo, and I would prefer not to play space slot-machines and have something more integrated in the game, like pirates spawning according to tangible in-game factors.
 
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I was referring exclusively to combat when referring to a dynamic, ever-changing universe. Don't confuse yourself by dragging trading into the equation.

Suitably clear now?

It's eminently clear that you are back pedaling. So yes, quite clear. No where in your original statement which I quoted in full, did you qualify it as combat only nor exclusive.

If you think "dynamic, ever-changing universe" means combat only or even implies exclusivity to combat, then sadly you have an extremely narrow idea of what universe means.

Even if applied exclusively to combat though, you're still on the losing end of a poorly positioned argument that high-res labeled locations not giving you what that implies is perfectly fine and just the 'bad luck' of rng. Why bother even labelling them as high or low res if the label is meaningless?
 
Don't want to hammer out the moral aspects of logging (in general) but whenever players start to do awkward things like that a huge bell should ring for the dev team. The game is not in a sane shape here.

While I don't see the issue with instance logging, having to do it dozens of times to get something close to what's labeled is pretty bummer.
 
While I don't see the issue with instance logging,

The only issue with instance logging is:

having to do it dozens of times to get something close to what's labeled is pretty bummer.


this. :)

If everybody is doing this, then there is something basically wrong with the way res spawns work and maybe is worth a look into by the devs when they have the time.
 
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It's eminently clear that you are back pedaling. So yes, quite clear. No where in your original statement which I quoted in full, did you qualify it as combat only nor exclusive.

If you think "dynamic, ever-changing universe" means combat only or even implies exclusivity to combat, then sadly you have an extremely narrow idea of what universe means.

Even if applied exclusively to combat though, you're still on the losing end of a poorly positioned argument that high-res labeled locations not giving you what that implies is perfectly fine and just the 'bad luck' of rng. Why bother even labelling them as high or low res if the label is meaningless?

It's the enemy rank: Hi means high rank and ow means low rank.

Get it now?
 
The only issue with instance logging is:




this. :)

If everybody is doing this, then there is something basically wrong with the way res spawns work and maybe is worth a look into by the devs when they have the time.

Some RNG is fine. I don't think it should be as easy as "come here and find everything you ever wanted." The economy marker in trade isn't flawless, but it's enough to rely on. If this were the case with hi RES, I'd still expect maybe a log or two.
 
It's the enemy rank: Hi means high rank and ow means low rank.

Get it now?

Do you get that due to the extreme RNG nature of current meta, perhaps intended - perhaps bugged - that is NOT what is happening in high res? That you can end up with a bunch of low ranked, small ship opponents?

Do YOU get it now?
 
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