Mode switching for missions and Smeaton Orbital [200mill/hour]

Powderpanic

Banned
Despite the fact that I don't like it and avoid doing it, which part of 'the developers have specifically said mode switching is not an exploit' do you have difficulty understanding?

They only said that as they are unable to think of a way to make the game playable without it.
 
They only said that as they are unable to think of a way to make the game playable without it.

You may well be right. Ultimately I couldn't give two shiny ones about mode switching one way or the other, they could come out tomorrow and say it's an exploit and we'll ban people for it (lol) or say that not doing it is an exploit and we'll ban people for it. Won't affect my game significantly either way.

I'm sure I don't need to point out to you the irony of the thread though, which is what first drew my attention to it. Here we have loads of people screeching about something that FDev have said isn't an exploit and calling for it to be banned. Meanwhile in a thread about something FDev have declared to be an exploit... :D
 
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I'm sure I don't need to point out to you the irony of the thread though, which is what first drew my attention to it. Here we have loads of people screeching about something that FDev have said isn't an exploit and calling for it to be banned. Meanwhile in a thread about something FDev have declared to be an exploit... :D

This would seem to be another example of perception overriding reality.

Seems like most of the criticism in this thread focuses on the way a credit imbalance undermines various aspects of the game rather than being a demand for anything to be "banned".

Meanwhile, in a thread about (presumably) combat-logging.... what?
In those threads, most people are usually concerned that the possibility of false-positives, and the potential for deliberately manipulating P2P networking, are more harmful than the actual "crime" itself and so any solution to the problem would need to be fail-safe.

Seems like in both cases the criticism is intended to encourage improvements to the game which will yield a positive effect for ALL players.

What's wrong with that?
 
...
Not true, for reasons described previously. Claiming that CMDRs operate in a vacuum with regard to assets dismisses the concerns of those that notice and/or care about the more abstract elements of the game that the acquisition and use of such assets can modify. If someone wants to not notice these things, fine, but just because they ignore it doesn't mean it's not there.
Your reasoning seems rather a tad unreasonable!? There is no material loss at play here. It's not unlike people who write in and complain that they are offended on another (unnamed) person's behalf, except with less justification. A poor way to run a society or a game.

Real people aren't avatars of extradimensional entities that manipulate loopholes in the laws of nature for their inexplicable benefit. A CMDR trading slaves is one thing, the player behind that CMDR gaming a broken system is another.

What an odd rebuttal. Are you saying a situation in a computer game can never be compared to any non-computer situation?

People exploit broken systems all the time in real life. Yes - the tax system is not a game - but many treat it as a game, with loop-holes to exploit. There are many other examples I could give re design, planning, staff hire & pay - some companies have been caught. Not many. The game continues...
 

Deleted member 115407

D
I think most people can agree in one way or another that having one particular activity generating vast amounts of credits while other activities offer up measly credits isnt really beneficial to the game as a whole.

I think the biggest problem is being able to get into a small ship and do 40m credit missions carrying only 12-20 passengers... while big ships are basically penalized by the mission board in taking on short range, low volume missions.. Thats where the problem really is.. Not board flipping, not the passenger missions themselves.. But the entire mission delivery system..

When you access the mission board, it should look at what kind of ship you have, and offer missions that are compatible with your ship and loadout... I mean, you wouldnt have a courier parcel job offered up to a container ship now would you.. You wouldnt offer a data delivery mission to a semi trailer truck... It's silly...

The board should be able to look at your ship/loadout see if it is small/medium/large ship, and it's carrying mostly cargo racks, passenger modules, a mix of both, or a combat build, and offer missions that are tailored to your needs.

People wanting to rank up then can decide.. well, I will just bring a DBS or courier and get access to lots and lots of data delivery missions, and can load up more effectively.. Those wanting to do long range haul missions can show up in a cargo rack filled annie, corvette or cutter, the board then can offer missions carrying 300-500 tons of cargo 100-300ly away... so on and so forth...

Is this difficult to implement? I am sure it is.. I can only imagine it would be a herculean task to implement such an intensive system into the game.. Does that negate the fact it should be in the game?? No...We need to have something like this to really make the mission board much more effective for commanders to use.

Until then, there will always be board flipping, and those chasing after easier ways to make money...

And while in some small part I agree that it is far too easy to go from sidewinder to anaconda nowa days, I think this only negatively effects their gameplay, and in the end that is their choice..

Or, as others have suggested. just break the mission boards down into categories that players can search through, with each category offering a number of contracts available.
 
Why don’t we just ask for a refresh button in the next QoL suggestion thread?

Also make the botton be a toggle that keeps refreshing until the missions look like what we want.

Eh... actually just have a mission builder menu when you dock that you pick all the elements (location, passengers... and also the payout.)

Hmmm actually, just give everyone 10 billion when you dock....screw it, just make everything in the game worth 0 credits.
 
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This would seem to be another example of perception overriding reality.

ORLY?

Seems like most of the criticism in this thread focuses on the way a credit imbalance undermines various aspects of the game rather than being a demand for anything to be "banned".

Is it specifically the word 'banned' that you have an issue with there? I'm not invested in it in any way, so let's change it to removed, or indeed any other word of your choosing to represent a change to the current status quo, which is without doubt what is being requested.

It's difficult to see any way that the thread can be talking about a credit imbalance because that would suggest that we're discussing something that some players are able to do whilst others are not able to do; clearly that isn't the case. That leaves us with a discussion of people's choices (key word there) in how to approach the game.

Could the game present a better selection of options from which those choices could be made? Of course it could.

Is such altruistic concern for their fellow Commanders gameplay experience what is prompting all of the posts in this thread about mode switching? Nah, it really isn't is it? If that was the case the thread wouldn't be filled with repeated cries of 'this thing that FDev have said isn't an exploit is an exploit and it must be stopped!' There are certainly some posts making suggestions, none of which are new and none of which have been implemented in the three years the game has been live for, but there are just as many which are seeking to apply a label to other players for honestly, I don't even know what purpose, although there is a distinctly holier-than-thou flavour to some of them.


Meanwhile, in a thread about (presumably) combat-logging.... what?
In those threads, most people are usually concerned that the possibility of false-positives, and the potential for deliberately manipulating P2P networking, are more harmful than the actual "crime" itself and so any solution to the problem would need to be fail-safe.

I think you may need to read a few of those combat logging threads again mate. Right before anybody starts talking about false positives come the usual posts about 'why should anybody care', 'it's fine because I'm only logging on teh griefers' etc. I have seen plenty of those threads on the forum and every single one of them is the same. So yes, to make it abundantly clear, my remark was intended to highlight the fact that I find this thread's insistence (from the OP onwards) on treating players who make use of board-flipping as exploiters somewhere between embarrassing and nauseating when considered alongside the prevalent attitudes towards something that FDev have specifically identified as cheating.

Note, that does not state (or imply) that everybody in this thread is accusing people of being exploiters, or that everybody in the other threads mentioned is excusing cheating. Even taking account of the very high signal to noise ratio in both cases though, it's certainly not down to a false perception on my part. I've seen versions of this thread for over two years now and there's an underlying tone of 'blaze my trail not yours' served with a side order of petty jealousy in all of them. Frankly, I just wish people would shut the hell up about how other people choose to earn their credits.

Seems like in both cases the criticism is intended to encourage improvements to the game which will yield a positive effect for ALL players.

What's wrong with that?

The posts that are genuinely doing that? Nothing at all.

Anyway this is obviously distracting from the very discussion that you say we should be having, so I don't intend to expand on it further.
 
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Care to give me a hint? :rolleyes:

I have no issues with logic.

You can make billions without ever using an Anaconda for this.

Anaconda is just an example ship to get since it has no rank requirement and most new players aim for the Anaconda first as their initial 'big ship'.

Furthermore you can use an Anaconda to earn enough money for a second Anaconda, or a Cutter, or Corvette, or Type 10 or a multitude of other ships.

Not sure why you are getting hung up on "using anaconda to get anaconda" and deliberately sidestepping the entire discussion. Is it just to create a premise for insulting me?

And no, just because I prefer to use one of the most lucrative method to earn profits when my goal is to earn credits and thus value the methods that generate more than 10 times less profit per hour as pointless, it does not mean I need therapy.

Not sure why you would think I need therapy because of this. Do you think everyone who prefers to do things in the most efficient way needs therapy? If that is the case you have seriously odd way of viewing the world.

You missed my point. When you said the way this works makes any other activity in the game worthless is the main area where you lack logic. If you truly feel that something that pays better makes everything else that pays less "worthless" then, yes, I stand by my opinion that you need therapy. This is not a normal, healthy attitude for an adult.
 
You missed my point. When you said the way this works makes any other activity in the game worthless is the main area where you lack logic. If you truly feel that something that pays better makes everything else that pays less "worthless" then, yes, I stand by my opinion that you need therapy. This is not a normal, healthy attitude for an adult.

I think they might of got mixed up with my post, which was me having a go at the wording, not the topic itself. The poster still doesn't get it though. The logic is flawed becuase what is being said is you need an Anaconda first to get the Anaconda you want, which is an impossibility. It's like the double negative of "I didn't do nothing wrong". But no one can just accept they messed up, can they?
 
They only said that as they are unable to think of a way to make the game playable without it.

That's not actually true. There is no technical reason they can't modify the mission generation to be consistent between different modes.

They have also consistently described combat logging as an exploit despite having no way to address that due to the underlying P2P architecture. If being able to fix an issue was essential in order to call it an exploit they never would have described combat logging as an exploit as they have no way to prevent someone from disconnecting their router cable or task-killing the client process.

Whether or not FD can actually fix an issue doesn't actually determine what they will or won't consider to be an exploit.
 
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<in Kermit drinking a cup of tea mode>
Parked up at a station close to Smeaton, looking out of my cockpit at a Commander owned Harmless rated Cutter.

But that's none of my business.

:-D
 
Just cant fathom out why no one would not have visited and enjoyed a Combat Zone in the 2 days they've had the game :-D

To some of us, combat just isn't interesting. Out of all the engineers, the one who wants Dangerous combat rating is going to be the last I unlock. I'm already Elite in the other two categories. Apart from when I'm interdicted, I hardly ever deploy hardpoints.
 
Quite a while ago there was an exploit where asteroids would have infinite gold fragments.

FDEV shut that down and stripped the profits from anyone who had used that exploit.

The Smeaton passenger stacking is easily three times more lucrative than the asteroid exploit ever was.

Yet the passenger stacking and mode switching exploit is permitted to persist.

I fail to understand the logic of this.

One was a bug that was actually exploited (the actual definition of exploit when referring to programming software), one is as designed.
 
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