News Server update

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!

+1 Well said

- - - Updated - - -

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.

Well as long as it makes sense and people dont spend time digging in to it with the main goal being to find a 'player workaround' then its should be just fine.
 
+1 Well said

- - - Updated - - -



Well as long as it makes sense and people dont spend time digging in to it with the main goal being to find a 'player workaround' then its should be just fine.

I totally agree, hopefully no more workarounds eventuate. I just hope that one transaction of say 100 canisters is worth more influence than one transaction of 10 canisters, or simply make it profit based; otherwise it wouldn’t make sense or be fair. Unfortunately I suspect FDEV has made 1 transaction from one Commander equal 1 transaction from another Commander no matter the amount or profit…
 
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.

Lol you guys deserved it, how does it feel to be on the receiving end, we did it in open so it was easily countered. How many bags of Salt did you have to send to frontier? No matter we will just have to hit you a little harder.

Burn Neto 2017
 
Actually We didn't contact Frontier in any form so I am not sure why you're making assumptions. Again, as per our CONSTANT requests and those of the mods on here, we politely request that you actually manage to leave things IN GAME rather than the constant harassment on social media and forums. It's boring, it's childish, it helps nobody, and most of the community is bored of it.
 
Wow. Out of all the other things to fix, you fix this?

given it is an obvious exploit that some were using, i am happy its been closed.

now if only the mission board exploit could be closed as well as the 1 kill counting for all missions problem and i would be delighted.

Still a fix is a fix, thanks FD.
 
Last edited:
Thank you for the good news, Zac and for the work of the whole team on this crucial BGS issue. For all those who don't play the background simulation and therefore aren't necessarily aware about the significance of these issues there are many players, small and large groups who are focused on the BGS as part of their "endgame", an area (among others) where a great sandbox like Elite Dangerous might truly excel. That, in turn, affects many aspects of the gameplay like trading markets, security or availability of engineering materials in High Grade Emmissions spots, so it also affects the larger community. Where large communities are involved (like in BGS) motivation is key. If mechanics feel like exploits and players affected by them are ultimately face the decision to use them as well or to lag behind others who do can be demotivating to many and might spell disaster after a while. These fixes significantly improve the gameplay experience and make the Elite Dangerous universe a more lively place.
 
Last edited:
given it is an obvious exploit that some were using, i am happy its been closed.

now if only the mission board exploit could be closed as well as the 1 kill counting for all missions and i would be delighted.

Still a fix is a fix, thanks FD.

Wait, how's it a exploit if you take on multiple missions and 1 kill counts for all of them? They've reduced the spawning of the Massacre missions so it's not as if this can be considered equal to the 1-ton method.
 
I totally agree, hopefully no more workarounds eventuate. I just hope that one transaction of say 100 canisters is worth more influence than one transaction of 10 canisters, or simply make it profit based; otherwise it wouldn’t make sense or be fair. Unfortunately I suspect FDEV has made 1 transaction from one Commander equal 1 transaction from another Commander no matter the amount or profit…

I'm hoping it is essentially option 2 from here: https://forums.frontier.co.uk/showt...ation-Large-Faction-Influence-Swing-Mechanics
i.e.

Option 2 - Breakdown All Transactions To Units

A player’s activities would all need be broken down to individual unit transactions regardless of how they are submitted, effectively making all influence changes happen as they do using the mechanisms described above. Once all methods of committing transactions are working the same way the effect of these could be balanced to work as intended with influence swing.

Time to do some testing commanders ;)
 
Last edited:
First quick test - classic 1t selling appears not to have significant effect.

Sounds good. We haven't noticed anything on our side as well.

I believe some people will be mighty salty by now. So sad I wasn't there when the realisation struck, would've made for some lovely pictures :)
 
Back
Top Bottom