News Server update

To be truly honest, it could be countered by doing the same, so more tolerable than having the BGS not handling massacre missions for player factions while in war/civil war... Which is something that people had reported happening recently and that FDev hasn't addressed yet...
you have no idea, we countered hard, but influence is capped at 15% gain but loss is uncapped to my understanding, difficult to counter 20-30% loss a day. Smashed us to 0 in 3 days, and we had more ships countering, or at very minimum even numbers. But yes massicre missions for player faction wars would be awesome too.
 
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Nope....

However it is still, despite the obligatory forum moaning about things they wish were done faster, great to see a developer who where necessary can pull out the stops and fix things on the fly.

Dav is possibly one of my top 3 Frontier people since the start. Followed by Mike Evans.... who is a comedy genius. The final one.... well. Not telling.
 
great to see a developer who where necessary can pull out the stops and fix things on the fly.

It's really a sign of good / sane architecture when you can deploy fixes to problems without issuing a new client. I've been amazed in my life at the times when a server-side problem needed a whole new client rolled out to address it. Hurray for Team Server!
 
Hey all,

Just a really quick message to let you know that a server side update has gone live today.

It contains a single change, an adjustment to the background sim calculations to avoid exaggerated changes to influence and state values through the splitting of a single consignment into multiple transactions.

Thanks!

Okay, I'm feeling kind of clueless...can someone spell out the full implications of this and what it fixed, in layman's terms for someone mostly unfamiliar with messing about with the BGS?

It sounds important, that's as far as I've gotten.
 
Okay, I'm feeling kind of clueless...can someone spell out the full implications of this and what it fixed, in layman's terms for someone mostly unfamiliar with messing about with the BGS?

It sounds important, that's as far as I've gotten.

Trading one commodity a ton at a time as opposed to full cargo bay to seriously affect the background sim.

Flimley
 
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Okay, I'm feeling kind of clueless...can someone spell out the full implications of this and what it fixed, in layman's terms for someone mostly unfamiliar with messing about with the BGS?

It sounds important, that's as far as I've gotten.

1-ton method:

Until this patch, you could situate yourself in a Station.

Buy the most expensive commodity available.

Then sell it back at a loss for yourself. However, the game treated it as if the Minor faction (MF) controlling the Station would also experience a loss (makes absolutely no sense but that's how it worked).

Meaning it experienced a negative payday, and thus would lose influence.

Each transaction counted towards that, so you'd want to do as many transactions as you could to inflict as much damage as possible.

Some people used macros, others did it manually. Either way it was morally questionable behavior and needed to be undone.

Which now happened.

There are plenty of ways - legal ones - how you can work a MF % up / down. But these require effort, personal time and good planning.

Not some easily exploitable bug that enabled kids throwing temper tantrums to mess with the honest work of others.

Thank you FD.
 
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Cant you just macro bulk sale of cheap stuff that nets a loss? I may be dense, but the problem seems mitigated, but not fixed. That would require sales at losses not to negatively impact influence... Good stuff anyway!
 
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This fix aside, what will give the greatest influence increase in a single transaction:
a) selling 10 canisters of gold for profit, or
b) selling 100 canisters of gold for 10 times the profit, or
c) the influence is the same for each transaction no matter the amount or profit.
 
I understand this fix but it would be nice if we were given information on how the BGS (Trade) actually is going to work now. Is it on the profit you make that counts now? or the quantity traded, or both? . The issue this has caused is the massive gap there is between destroying a faction so easily by killing security ships and there is no real way to combat that as it has such a massive effect. It is possible by killing security ships to take a controlling faction to 0% over night, the selling in chunks was the only kind of large scale trade effect that had a chance to work against this. The killing of security ships should also be looked into as the effect is to great imo.

Please Fdev tel us how trade actually works, We trade for profit so this would make sense but your rules rarely make sense.
 
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the problem seems mitigated, but not fixed.

The problem was that if you bought and sold each ton individually rather than in bulk, the total transaction would have a much higher impact than buying/selling the entire load in one go. Now loading and emptying a Cutter one ton at a time is tedious, so obviously players made macros to deal with that.

This problem has thus been fixed.
 
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