anyone seen what it takes to get FD to upgrade a system AT ALL?

For instance, system ive been in, so far I ALONE, have traded easily almost 100mil in trade goods back and forth to it, so have dozens of other traders ive seen, the ruling faction has been through a couple booms, surrounding systems used for trade have also been having similar stats/etc

and since release, the pop, station composition, even local markets, for all of these, hasnt changed a smidge, pop has been static, stations have been static (1 system has a station and 2 outposts, every other system nearby has just 1 outpost).

once a system ahs been randomly generated, is it just locked forever with those stats? it would seem after a system has gone througha couple booms people would move there and markets would increase supply/demand accordingly, or SOMETHING.

or is this just another case of the background "simulation" not really mattering unless FD personally take enough interest to shove a "community goal" at the system and then change its stats however they think it should?

if thats the case im getting kinda tired of how not-a-sandboxthis game is despite all the "vets" claiming it is, its like the only one allowed to touch the sandcastles in FD and everyone else just gets to sit and look at them
 
Yes, the background sim still needs quite some work.

A living, breathing galaxy needs changes in population, expansion and shrinking of space stations, rising and shrinking production levels et. al.

But currently I'd be happy if the influence mechanics worked flawlessly, which they do not.
 
There is no background simulation. It's randomly generate or manually inject, nothing beyond or between.

I would've thought that implementing it would take priority over pointless 'nerfs' catering only to PvP, but, well, here's to hoping.
 
I'm all in favor of FD fine-tuning the simulation, before hitting the "full auto" button.

Seen from my chair, I'd love a dev post outlining the intent.
 
There is no background simulation. It's randomly generate or manually inject, nothing beyond or between.

I would've thought that implementing it would take priority over pointless 'nerfs' catering only to PvP, but, well, here's to hoping.
Nerfs generally require a few simple stat adjustments with some testing (if implemented correctly of course).
Writing code that will cater for the entire galaxy, all the stations, activities within, trading, population adjustments, player interaction through trading and so on to make a living universe is a whole other ballgame. They said it'll happen, just have to wait and see when.
 
It's clear background simulation is operating for anyone who took part in the seeking luxuries systems. When thousands of players visited.

FD made it pretty clear big changes don't happen without big numbers. 100m from one player doesn't mean much.

How busy is the system?
 
to the OP come up to pand and join us, there is a small group of us attempting to influecne things as much as we can on a fringe system, at the moment though thinks arent very useful but we are bending the sim as much as within our power, we just have to keep asking the devs for this , be persistant and try to be a bit louder than the pvp crowd
 
You need thousands of players to make any such difference and this is what the community side once fine tuned should be for.. Hopefully they will start chewing numbers and find the right balance but I hope it never gets to the point that one man trading can make a difference - thats just stupid.
 
You need thousands of players to make any such difference and this is what the community side once fine tuned should be for.. Hopefully they will start chewing numbers and find the right balance but I hope it never gets to the point that one man trading can make a difference - thats just stupid.

devs need to make it possible for a very small group to affect small changes on a system and have a scaling up to tens of players, dozens hundreds and then thousands required for massive changes, ie upgrading a system from 50000 to 60000 population a week long goal to say deliver consumer goods, food and an assortment of things, even colonists. But at the same time make it possible for poor systems to see a exodus of population to better job opportunities. Have a way to scale things both ways, and even npc numbers moving up and down based on random things that might pop up outside of player activities.

Guess the devs are slowly working on it
 
when i tried it with 2 friends, 2 or 3 weeks ago, we could get our faction from 28% to well over 70% within ONE week
we did a few missions (around 50 maybe) and hauled with T7 and T9

so anybody who thinks you can't have much of an impact on a big system, apparently never tried it.
 
You need thousands of players to make any such difference and this is what the community side once fine tuned should be for.. Hopefully they will start chewing numbers and find the right balance but I hope it never gets to the point that one man trading can make a difference - thats just stupid.

Doing a 100m in a month and a half isn't peanuts, and thinking it is -that's just stupid.
 
Doing a 100m in a month and a half isn't peanuts, and thinking it is -that's just stupid.

Doesnt matter if your doing 200m - the algorithm at the moment may let you see 98% but it knows your just 1 man. Like others have said you can see the changes but its not htat simple.

Is it borked - possibly, though I suspect FD would argue its borked to stop things changing on the right side until they can look at the numbers.
 
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Are you expecting a single starship to be able to have a large effect on a planetary economy?

I'd expect the effects to be exagerated for gameplay reasons.

However, how can anyone be sure that other players or npcs aren't pulling in the opposite directions to your own?

In systems I have been working in, I have seen trade and reputations change over time (not always in my favour).
 
when i tried it with 2 friends, 2 or 3 weeks ago, we could get our faction from 28% to well over 70% within ONE week
we did a few missions (around 50 maybe) and hauled with T7 and T9

so anybody who thinks you can't have much of an impact on a big system, apparently never tried it.

And what was the result of you and your friends spending a week doing that? Did the system flip? Is your faction in control. Or did some numbers change, and nothing else?
 
the pand and mikunn experiments show impact. But the more players u get the more complex it gets, yembo showed this week that u get 10000 players doing a lot of thing influence moves very quickly and economic changes are very noticeable
 
I'd expect the effects to be exagerated for gameplay reasons.

However, how can anyone be sure that other players or npcs aren't pulling in the opposite directions to your own?

.

In some of the starter systems you can see that happening -
 
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