Thank you frontier for punishing the exploiting scum and finally making Open safe again!

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Cause they are both exploits that give unfair advantages, the former hurts bounty hunters and pirates, the latter hurts BGS, PP, and PvP as it removes all money restrictions that would otherwise limit BGS money spending tricks, PP fortification hauling, and rebuy factor.

And in both cases one has to go out of their way to initiate the exploit, or bypass the mission fix FDEV tried but failed, or ignore the warning FDEV gave about banning taskkillers.

You have a small vocal crowd of exploiters running around pretending they aren't cheats, FDEV did good hitting the engineer exploits, but they need to follow up on the rest now to make the game balanced.


What FD does or doesn't consider an exploit isn't up to us players. Quince and all those places like it, here and gone, are part of FD's mission system. Everything, including CG's are 'out of the way' for someone, somewhere. So, that can't be part of the issue.

As to PvP, some players I know love the availability of these enriching occurrences. They get the chance to gain the credits they need to expose themselves to re-buys, without sucking all of their game time into earning credits. I can argue that that 'exploits' you claim to hurt PvP, actually go a long way towards promoting it.

When FD closes or punishes for using the get rich quick options I'll accept them as exploits. Until then, your analysis lacking. FD have said there are difficulties in catching and punishing CL'ers. I see the mechanics involved and have to agree with them. There is also evidence that some actions have been taken against CL'ers. Give FD credit for that too.

There is also a vocal crowd going around attempting to speak for FD. Declaring what is, and what isn't an Exploit. I'll leave it to the Dev's to sort out, and take the crowds opinions for what they are. Personal and unsupported.
 
So if we punish people for quince, does that mean we punish the Sothis runs too ? How about the massacre missions ? How about the passenger missions ? How far back do you go ? If you want to be consistent and punish everyone, you are going to hit a good third of the player base.

I, for one, see money in the game as a means to experience the game (try exploring, trading, bounty hunting with different ships). Money in the game gives an advantage but not a big one like engineering does.
 
I can return back to mowing eravate sideys and asps explorers down with my premium heat cannons that I purchased from my skimmer and quince money, task killing when slightly challanged. Damn cheating scum was finally dealt with, thanks sandro for making open safe again! Comment if you also support frontier :O

/s

OP, you may as well have just started a thread with 'waaaah' my modules'.

You do know this game is peer2peer yes?
You do know that credits are guaranteed to arrive with or without Quince etc right?
You do know that such a result with god rolls was by no means a guarantee yes?
You do realise all exploits are not equal in severity yes?
You do realise that less cheats and cheaters from whatever category improves the game yes?

Good.
 
So if we punish people for quince, does that mean we punish the Sothis runs too ? How about the massacre missions ? How about the passenger missions ? How far back do you go ? If you want to be consistent and punish everyone, you are going to hit a good third of the player base.

I, for one, see money in the game as a means to experience the game (try exploring, trading, bounty hunting with different ships). Money in the game gives an advantage but not a big one like engineering does.

While those other money exploits were also bad, they didn't involve a workaround to a fix FDEV implemented and said was solved, which is happening with Quince right now.

Also only a rather vocal minority actually exploited, but they like to pretend everyone does it to avoid punishment, just like the engineer exploiters claiming all PvPers did it, which turned out to be false. Applying a similar fix to Quince would be a good start. Perhaps it will never happen, but those that used Quince are hypocrites if they object to engineer exploit. Those that don't exploit find such excuses for cheating rather telling and want fair punishment.
 
OP, you may as well have just started a thread with 'waaaah' my modules'.

You do know this game is peer2peer yes?
You do know that credits are guaranteed to arrive with or without Quince etc right?
You do know that such a result with god rolls was by no means a guarantee yes?
You do realise all exploits are not equal in severity yes?
You do realise that less cheats and cheaters from whatever category improves the game yes?

Good.

Swing & miss, try again



As above if you hate heat cannons then you should really hate a Cutter with dirty drives and 10000 MJ god shields. That's like heat cannons and clogging all rolled into one ship. They can hurt you with impunity, and leave whenever they feel like it. Is that really any different?

I honestly think they're the same. So much so that whenever I see a Cutter/Clipper I actually think "dirty cheater flying an IWIN button..."

Huge MJ stacked shields are annoying as hell but definitely not cheating or imbalanced, they're just wrong.
But they have a lot less effective health than regular builds with banks, so they're not that much worth mentioning IMO.
 
Again, there is a difference between exploiting an obvious bug in the client to do something that wouldn't otherwise be possible versus exploiting a game system that is working as intended but that has initially unforeseen, and later unaddressed, balancing issues. These are categorically different things, and I say this as someone who hasn't made use of the latter. If people want to go do the maximally efficient thing to make money, even if that is perceived as dishonourable, then that's up to them and their conscience and up to FD to rebalance appropriately (which they've now done, or made a start on). Subverting the game client to make it do something it shouldn't is very different.

I think it's more a case of this:

The exploit I used is totally okay.
The exploit YOU used is bad.
 
This I agree with, game was better without them.

I only partly agree with this. Having engineered modules is good. Having to work for them is also good. Having a wildly fluctuating RNG-fest when getting them is.... not so good.

If the engineers provide a tighter grouping of modifications and the RNG factor was less important I think that they would be on to a winner... As it is: the random factor gave sufficient incentive to the Sad Damned Cheaters (SDC) to exploit a bug in the game.

The more you play, the more and better items you get - the problem is that the progression is broken with the RNG-fest of the Engineers and unfortunately it spawned the problem we're all now celebrating, ending.

I'd personally chage the scope of the mods towards the higher end of each and 'restart' the engineer idea again - not remove the mods in place but possibly re-roll them?
 
I think it's more a case of this:

The exploit I used is totally okay.
The exploit YOU used is bad.

Pretty much, they are hypocrites

I only partly agree with this. Having engineered modules is good. Having to work for them is also good. Having a wildly fluctuating RNG-fest when getting them is.... not so good.

If the engineers provide a tighter grouping of modifications and the RNG factor was less important I think that they would be on to a winner... As it is: the random factor gave sufficient incentive to the Sad Damned Cheaters (SDC) to exploit a bug in the game.

The more you play, the more and better items you get - the problem is that the progression is broken with the RNG-fest of the Engineers and unfortunately it spawned the problem we're all now celebrating, ending.

I'd personally chage the scope of the mods towards the higher end of each and 'restart' the engineer idea again - not remove the mods in place but possibly re-roll them?


Let me clarify, I'd rather have fixed engineers over no engineers, but no engineers over RNG engineers.
 
Or that :) I was going for the middle ground but yeah... no RNG means no repeated rolling. You'd just have to do it for each ship you own.

In that it's a fixed mod with set results sure, I hope you don't mean random result that can't be removed though, that would be crazier than the current system.
 
I only partly agree with this. Having engineered modules is good. Having to work for them is also good. Having a wildly fluctuating RNG-fest when getting them is.... not so good.

If the engineers provide a tighter grouping of modifications and the RNG factor was less important I think that they would be on to a winner... As it is: the random factor gave sufficient incentive to the Sad Damned Cheaters (SDC) to exploit a bug in the game.

The more you play, the more and better items you get - the problem is that the progression is broken with the RNG-fest of the Engineers and unfortunately it spawned the problem we're all now celebrating, ending.

I'd personally change the scope of the mods towards the higher end of each and 'restart' the engineer idea again - not remove the mods in place but possibly re-roll them?

Nah. God mods or not, they've compromised the game balance. They should have just got rid of all but the cosmetic variety. :)
 
Earth makes a good point though; up until now I would have said that Fdev was incapable of policing their game, but obviously that was incorrect. They only care to police the game when a certain threshold of complaining is reached. Now that they have punished those that exploited the engineers let's start agitating for punishment for the filthy practice of clogging along with ridiculous money exploits such as Quince

Tell you what, Frontier, I was willing to buy some paint jobs, despite swearing off doing so due to the whole Telepresence debacle, because you FINALLY took action against a group of exploiters.

If you were to take action against another group of cheaters, either combat loggers, or credit exploiters, I've got more ships that require a paint pack or two. Take action against both groups of cheats? I'll get that second account I decided against as I watched this game veer wildly away from what was described during the Kickstarter.

I already have a lifetime pass, thanks to Alpha access, plus the Black Friday paint pack. I really have no reason to spend any more money on this game than I have already. Make Dangerous Elite again, and I will have reason once again.

(edited to fix some questionable autocorrects and spacing problems. Darn phone!)
 
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Using a justification for cheating to justify changing the game's mechanics is spurious at best. Look at what you are saying: This cheating happened because I didn't get what I wanted. To stop the cheating change things to how I want them. Ridiculousness in spades!

If there were no RNG in the system, the '5 for 1' cheat would still be a cheat. Even if you knew exactly what advantage you would get by cheating, how would that stop cheating? There could be an argument that it would worsen the issue. "One cheat, for the best up-grade? What am I waiting for?"

Suck it up. Work your way towards the hyper-ship you want, just like the rest of us. RNG is an essential element to this, and all games.
 
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In that it's a fixed mod with set results sure, I hope you don't mean random result that can't be removed though, that would be crazier than the current system.

No sorry -just to clarify: I was agreeing with your premise that having no RNG would mean that there is no requirement for repeated rolling. You get what you're given. You would only return to the engineer to get a better mod or one for another ship. I would say that you need to work your way through the mods and there should be a monetary cost as well.

I was just wondering what would be done with all the existing mods... Set to the new fixed level? That might cause some major heart-aches.
 

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Earth, I assume that despite alot of the rage among the hardcore PvP community, that there are plenty of affected players out there who are (or will be) quietly and determinedly rebuilding their fleets?
 
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No sorry -just to clarify: I was agreeing with your premise that having no RNG would mean that there is no requirement for repeated rolling. You get what you're given. You would only return to the engineer to get a better mod or one for another ship. I would say that you need to work your way through the mods and there should be a monetary cost as well.

I was just wondering what would be done with all the existing mods... Set to the new fixed level? That might cause some major heart-aches.

I don't see the problem with this, the current system is just an excuse to waste time, and prevents legitimate players from wanting to build new ships because of the mat gathering. I'm done with anything involving CIF, and the longer the RNG goes unimpeded the more I think the game is placeholding content with grindwalls.

That doesn't excuse the exploit, but removing RNG would prevent the next one, because there will be a next one, just look at how Quince fix was bypassed, or Premium ammo bug fix was also bypassed.
 
I don't see the problem with this, the current system is just an excuse to waste time, and prevents legitimate players from wanting to build new ships because of the mat gathering. I'm done with anything involving CIF, and the longer the RNG goes unimpeded the more I think the game is placeholding content with grindwalls.

That doesn't excuse the exploit, but removing RNG would prevent the next one, because there will be a next one, just look at how Quince fix was bypassed, or Premium ammo bug fix was also bypassed.

Y'know... I still don't know what these are! :)
 
Y'know... I still don't know what these are! :)

Quince bypass lets one circumvent the mission stacking fix FDEV implemented to try and stop Quince without killing BGS elsewhere, didn't work and shows they don't support it.

Premium ammo bug let someone keep premium nonstop, a workaround to the first fix was found, don't know if that got patched.
 
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