Patch Notes Update Server Update - 22nd Dec 2014

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Michael Brookes

Game Director
Hi,

here are the latest server changes:

Hot-fixes from over the weekend:

- When a distributed transaction fails in a certain way, make sure the servers roll back such that Commanders' credit balances should be added to, even if we might have failed to remove the item they were selling
- Significantly reduce the number '499' timeout errors triggered when Commanders travel to certain types of star systems.
- Improve the 'stuck cargo' cleaning check when a Commander first logs in
- Fix a bug preventing some people logging into the Companion app

Today's changes:

- Fixed a bug that was sometimes causing a market to flip from being a net consumer to a net producer when the AI traders supplied significantly more into that market than the market demands. This will mean that many commodities currently listed at a low level of 'demand' will revert back to the 'not interested' price, as they should have been.

- Fixed a small set of bugs that were working together to cause the AI traders to significantly over supply an import market in a specific set of circumstances.

This bug fix will increase the demand numbers being offered to Commanders for consumed commodities where there isn't a large exporting market nearby supplying that demand.
Where large exporting markets are nearby, the AI traders will now respect their import caps and leave some demand for Commanders.
In that situation, the exporting markets should see a slightly increased level of supply available for Commanders to purchase.

These bug fixes together should also sort out some of the 'backwards' trade route data over the next day or so when the data next update.

For the trading the changes in demand should propagate quickly but for the trade routes may take a day or so. This has uncovered an issue with split markets stacking rather than being netter out, although this effect is minor compared to the previous issue. We'll then record the stats over Christmas to identify what further tweaks are needed.

Thanks!

Michael
 
Excited to see the bug for for the companion app, but I've just tried it again and submitting my details just goes straight back to the log in dialog. I'll try a re-install and see if that helps...
 
I just wonder:

If you speak about NPC traders, is there a way to check how many NPC traders are around doing trade runs for a specific station ?
And do they really fly the routes ? I mean, if there is a lucrative route between System A and System B, lets say GOLD trading and players start to pirate the gold receiving system, is there ever any impact ?
Or does those NPC Traders just respawn the moment they are destroyed and rerun the route ?
 
- Significantly reduce the number '499' timeout errors triggered when Commanders travel to certain types of star systems.

Michael will this fix the issue of being stuck on the spinning ship screen? I had a string of these errors before finally hyperspapcing to a system at the galactic core, the game disconnected me I have not been able to log him back in. This was on December 19th. (Ticket 9050).
 
Just tried a re-install. Logged in using email address and the password I've been using for months to log into the launcher. Sends me an activation code. I type that in and it response with "Log-in attempt failed". After that every time I fill in my details it comes back with the same failure message :-(
 
So AI traders wont compete with player traders anymore? No internally consistent independent simulated economy that the player can interact with but a completely illusory economy that has "import caps" to protect players.
 

Michael Brookes

Game Director
Michael will this fix the issue of being stuck on the spinning ship screen? I had a string of these errors before finally hyperspapcing to a system at the galactic core, the game disconnected me I have not been able to log him back in. This was on December 19th. (Ticket 9050).

I don't know the specifics, but it sounds like it might.

Michael
 

Michael Brookes

Game Director
I just wonder:

If you speak about NPC traders, is there a way to check how many NPC traders are around doing trade runs for a specific station ?
And do they really fly the routes ? I mean, if there is a lucrative route between System A and System B, lets say GOLD trading and players start to pirate the gold receiving system, is there ever any impact ?
Or does those NPC Traders just respawn the moment they are destroyed and rerun the route ?

The trade route data in the galaxy map represents what the AI traders do.

Michael
 

Michael Brookes

Game Director
So AI traders wont compete with player traders anymore? No internally consistent independent simulated economy that the player can interact with but a completely illusory economy that has "import caps" to protect players.

Most trading is done by the AI - you would need billions players to do it otherwise. We're just making sure that the players get a space to play with and prevent the AI from flooding the markets when it shouldn't.

Michael
 

Antigonos

Banned
why not just make the AI smart enough to not sell goods significantly under the price they bought it? so they wouldnt sell it to a saturated market, but rather fly on and find another destination with better prices?
 
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