Increased volatility in the BGS -runaway leaders many retreats

Amidst it all, I saw a minor faction trigger a pending expansion state at 18.4% INF. That's a first... at least for me.
When they trigger in one of their systems, they show as in expansion everywhere. The system where they are on 18.4% isn't the one they are expanding from.

I suspect this is also the reason that the assertion that 6000 systems have expanding MFs isn't entirely accurate.

(Alternatively, I have no idea how expansion works...)
 
they're probably in expansion from another system they exist in - it's a global state, isn't it?

Yeah there's a faction in my home that's in both expansion & retreat ;)

Expansions take longer than retreats, so there may be fewer invasion wars (that can be contested or not fought/opposed). It may have the silver lining of reducing the number of systems with 8 or more factions though.
 

Jane Turner

Volunteer Moderator
Well it was fun playing the BGS while it lasted, what were Fdev thinking. This has been the worst update for BGS players so far, quite disappointing really. As I know a lot of BGS players are among the most passionate for the game.
I can think of at least two more problematic ones.
 
When they trigger in one of their systems, they show as in expansion everywhere. The system where they are on 18.4% isn't the one they are expanding from.

Ah, ok. I though this was the case only prior to 3.3, but you are right. The odd thing was that one of their systems did not reflect the pending expansion. A delayed tick data sync, perhaps.

1591994387005.png
 
Last edited:
This is what I think is going on - in the first graph is what happened in pre Carriers - if a controlling faction with 50% influence got 3 full swings, then the faction with the least influence got a full swing. The second graph is what I think is now happening. Basically all factions are "taxed" equally now, regardless of starting influence.

View attachment 177061
Yes, we see a lot of that but:
1. We also see a few instances of a big swing for 1 faction, a big loss for another, with the others very static. Not sure that is a possible outcome with that method
2. Even if it is not exactly what FD meant to happen, I don't see how it or anything like it achieves 'trend' as the patch notes say
3. WHY ? It's a huge backward step in just about every aspect, and I can't see any possible improvement to gameplay, balance, exploit avoidance or anything apart from at a very long stretch, the mythical dead pg removal (I see no evidence it's a thing that has even crossed FDs mind)

I don't know what it is, but I do know that we have been here before, it ended really badly, and it looks like we will now not have any more feedback from FD till Monday. Last time they messed the bed, we lost about 90% of our bgs players in disgust. Some to other activities, some left the game entirely, and it's been a long hard slog to replace them. Just as we get a team together again, they drop this. I am currently keeping things cool, but I don't know how long their interest will last.
 

Jane Turner

Volunteer Moderator
Yes, we see a lot of that but:
1. We also see a few instances of a big swing for 1 faction, a big loss for another, with the others very static. Not sure that is a possible outcome with that method
That is the effect if there is negative action for one faction too - I was only modeling positive actions for one faction.
 
So, I guess we have heard nothing from Frontier?

I can think of at least two more problematic ones.

I dunno, I think I know which two you are referring to but somehow this feels worse. I used to consider 3.3 the worst, but in that one we mostly only had factions losing control of systems, this one factions are getting retreated entirely and we both know once you are out, it's not easy getting back in again. The concequences of this one just seem far more dire.
 

Jane Turner

Volunteer Moderator
Which two would those have been?
There was the one around the insertion of the 1st pmfs, when a murder counted as -5 so 2 murders was a full negative cap - except there was no cap, for a short murder spree could take the controlling faction from 95 to 1 overnight.... and to compound it all Power Play murders counted as murders, so it was impossible to control a Power play centre. That was a rocky ride if there was a murder monkey about or you were hosting a power.

Then there was 3.3 itself, when FD changed from a transactional to value-based system of calculating inputs. The method chosen for the diminishing returns was log(base 2) [unit of input]/[adujstment factor] That was fine for missions where the unit was a +, but for all other activities it was possible for have less than a unit. Worst for exploration where the unit was set at 1,000,000 credits. If someone sold a single sun (800Cr) that is 0.0008 of a unit. and -10.3 as a log. Systems that received a lot of small data drop were trashed. Hosting an exploration CG was a death sentence. That was compounded by all factions going to war/election if they crossed influence, influence being locked and all conflicts lasting 7 days regardless if they were already won. The result was total gridlock.
 
Dubbuennel. 200+ mission completed for all other than the main faction (50% of them for ed's 38) + bounties
Result:
Gain for the leading faction
Drop for all other factions

Alpha Centuari now pushing over 80%
Wise 0855-0714 79%
(etc in Hutton space)
The rise continues unabated.
 
Back
Top Bottom