Board flipping=exploit, how stupid, read on...

So, many of you expect someone to take a mission going up a jump, then have to jump back down two jumps, then a jump to the left, and two jumps back to the right, then make 6 jumps, to a geyser, 3 jumps to a beacon, 4 jumps to a memorial, and then 20k+ jumps to Colonia and another 20k jumps back because that is what was available on the board?

I believe the correct way is:
It's just a jump to the left, then a step to the right. Put your hands on your hips. Wiggle your knees in time. Let's do the time warp AGAAAAAAIN!
;)
 
Why is the logout timer there?

To give an opportunity for your vessel to be destroyed if you decide to quit while in danger.

If the timer wasn't there, then quitting would be instant.

They can't categorically prevent people from cleanly exiting the game, and they can't keep your ship in game without your client being connected (P2P), so the timer is the less than desirable compromise. Problem is that the timer has remained the same, while the time for a ship to be destroyed has generally increased, significantly.

If this was a client-server based network, you can damn well bet that our ships would be vulnerable much, much, longer.
 
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I was honestly surprised by reading this post from Dominic.

Surprised in what way?

Surprised to see that it's considered an exploit or surprised that a dev' would say so?

Personally, I don't really mind whether his comments are classed as "personal opinion" or "official policy".
I just appreciate the fact that somebody is making the effort to voice an opinion rather than just keeping quiet and either ignoring the issue or "towing the line" until such time as there's a workable fix for it.
Good on 'im. [up]

And, just maybe, that'll be enough to convince some people not to do it.

Don't really mean this in any context of the current discussion.
Just nice to see the dev's expressing a forthright opinion.
 
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But that wasn't the surprising part to me. It's rather that it was (and still is) unintended and the fact they still haven't found a fix or at least some band-aiding around this issue. That is what I'd called bollox. That a lot of players obviously appreciate this design flaw is no surprise at all...

Ah, I get you now.

They have tried band-aids. Remember the stacking limit? That was one. They've also tinkered with the mission spawn rates and the missions themselves to try to make it less beneficial to mode switch/relog.
 
I was sincerely shocked about their helplessness to deal with issues they have introduced themselves.

They seem to have their hands tied when it comes to a lot of fixes, either due to legalistic nonsense, executive indecision, or resource budgeting limitations.

They can't ban anyone permanently. They can't introduce mode switching or relogging timers/delays. They can't even reliably synchronize mission boards between servers. All because reasons.
 
The obvious solution to flipping is to make the missions the same in every mode. I really don't see why that would be hard. Commodity prices, Galmap news, the galaxy map, the system map, shipyard and outfitting are the same in every mode as far as I know.
 
The obvious solution to flipping is to make the missions the same in every mode. I really don't see why that would be hard. Commodity prices, Galmap news, the galaxy map, the system map, shipyard and outfitting are the same in every mode as far as I know.

I think it comes down to having missions that favor elements of a multiplayer game in Open/PG and not having them in Solo, something to do with instancing players together as well.
 
I think it comes down to having missions that favor elements of a multiplayer game in Open/PG and not having them in Solo, something to do with instancing players together as well.

Why they cant generate a list for all modes, with the wing missions or any Multiplayer mission tags being placed in requirements not met for solo, is baffling !
 
Why they cant generate a list for all modes, with the wing missions or any Multiplayer mission tags being placed in requirements not met for solo, is baffling !

Yes, you would think, but they use different servers across the different modes, so it may be syncing, propagation, and/or resource allocation issues as well. This post linked to earlier in the thread helps explain it better. → https://forums.frontier.co.uk/showt...ing-exploits?p=6317295&viewfull=1#post6317295
 
An exploit is anything that gives you a unintended advantage.

Board flipping is clearly an exploit. The mission board generates a limited set of missions, some of them good some of them merely okay, the idea being that in ED you are supposed to make do with the hand you are given. Because of some tehnical limitation, you are able to bypass this by connecting to a different server to cherry-pick only the good missions. If you take advantage of it, you are clearly exploiting, also known as cheating.

That Frontier are unable to do anything about it doesn't change much to what you're doing. Combat logging is also an exploit they are apparently unable to do anything about, doesn't make it any more legit.



The guardians were added by design. Board flipping is not by design. It is enabled by the current implementation, but that is far from being the same by design.



If you are going to call board flipping an exploit then you first have to deal with the fact that we are allowed, at will, to change game mode. And we are not limited from what we can do in either game mode and that includes but not limited to view mission.


Then I can agree that way FDEV have implemented where and how missions are generated are sub-optimal design, that make mode switching work with alot quirks....

Because if think this is an exploit, then what about all those missions/tasks ingame that reset when you switch modes? Not limited to these,

Killing skimmers? They do not respawn, so the fastest way to complete all the skimmer is to "mode switch",
Doing the Guardian ruins puzzles to get blueprints, once completed, there is no reset to the puzzle, so fastest way to reset these are to "mode switch"
Doing surface scans missions, same here, there is not reset, so once again fastest way to reset is to "mode switch"


Are any of these cheating? Exploiting? Or just the result of a bad game design? Many of these have been well known things to do and yet, FDEV still implements more of these kind of game design, among the latest is the Guardian "puzzle" you need to do over and over to get Guardian blueprints.



There are other ways to reset above scenarios, but they are way slower than just a simple "mode switch".... and even these does not make it any more "immersive" than what the "mode switching" is doing....



So here you have it, you call the added Guardian as DESIGN, so then I guess you approve that the design of Guardian puzzles for getting blueprints. Please enlighten me and other on how do these without relying on anything that with your logic, can be considered an exploit. And please consider "we do not want to waste players time" ... Also, while you are at it, please enlighten us how this by design is good for player playing together, exploring, testing etc,. etc the puzzle, when only one in the group will get the prize, one blueprint. In essence, making it almost useless to complete these puzzles as a group.
 
If you are going to call board flipping an exploit then you first have to deal with the fact that we are allowed, at will, to change game mode. And we are not limited from what we can do in either game mode and that includes but not limited to view mission.


Then I can agree that way FDEV have implemented where and how missions are generated are sub-optimal design, that make mode switching work with alot quirks....

Because if think this is an exploit, then what about all those missions/tasks ingame that reset when you switch modes? Not limited to these,

Killing skimmers? They do not respawn, so the fastest way to complete all the skimmer is to "mode switch",
Doing the Guardian ruins puzzles to get blueprints, once completed, there is no reset to the puzzle, so fastest way to reset these are to "mode switch"
Doing surface scans missions, same here, there is not reset, so once again fastest way to reset is to "mode switch"


Are any of these cheating? Exploiting? Or just the result of a bad game design? Many of these have been well known things to do and yet, FDEV still implements more of these kind of game design, among the latest is the Guardian "puzzle" you need to do over and over to get Guardian blueprints.

All of those are exploiting yes. They are the unintended result of the game's lack of persistence because of the multiplayer implementation.

So here you have it, you call the added Guardian as DESIGN, so then I guess you approve that the design of Guardian puzzles for getting blueprints. Please enlighten me and other on how do these without relying on anything that with your logic, can be considered an exploit.

The guardian content was obviously added by design - that the way it was implemented opens up ways for the player to go against the spirit of the game (relogging etc to accelerate progress) doesn't mean those loopholes are intended. Even if Frontier knows (and knew at the time) about them or that the systems allowing them are working as designed. It's the whole instanced thing allowing Frontier to run the game for cheap and to have as many 'shards' as there are players. They are stuck with that system along with all its faults - doesn't mean those faults are wanted.

And please consider "we do not want to waste players time" ... Also, while you are at it, please enlighten us how this by design is good for player playing together, exploring, testing etc,. etc the puzzle, when only one in the group will get the prize, one blueprint. In essence, making it almost useless to complete these puzzles as a group.

I don't understand what you're asking of me here. I'm not responsible for Frontier's non-committal PR ("we do not want to waste players time" is a statement devoid of any substance), and I'm not responsible for any of those other things you want me, for some reason, to justify.
 
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The guardian content was obviously added by design - that the way it was implemented opens up ways for the player to go against the spirit of the game (relogging etc to accelerate progress) doesn't mean those loopholes are intended. Even if Frontier knows (and knew at the time) about them or that the systems allowing them are working as designed. It's the whole instanced thing allowing Frontier to run the game for cheap and to have as many 'shards' as there are players. They are stuck with that system along with all its faults - doesn't mean those faults are wanted.

A little OT but something just occurred to me, there...

Part of the problem is, obviously, that lots of things need doing over and over - and the easiest way to do that is re-logging.
If FDev set their minds to coming up with gameplay that required players to jump between instances (in return for bigger rewards to compensate players for the extra time/effort spent) it'd probably negate a lot of this stuff.

For example, instead of doing base-runs for a single MEF set it up so that, say, scanning the data-points on a surface installation unlocks a hatchway on an orbital platform, where you can fly inside and scan a data-point to get half-a-dozen MEF at once.

Equally, for the Guardian stuff, perhaps they could set it up so that doing the puzzle on one planet once gave you something you could take to another planet, do something else and at the end of it you'd have everything you need to unlock one module?

With a bit of thought, they could probably "hide" a lot of exploits even if they can't fix them.
 
A little OT but something just occurred to me, there...

Part of the problem is, obviously, that lots of things need doing over and over - and the easiest way to do that is re-logging.
If FDev set their minds to coming up with gameplay that required players to jump between instances (in return for bigger rewards to compensate players for the extra time/effort spent) it'd probably negate a lot of this stuff.

For example, instead of doing base-runs for a single MEF set it up so that, say, scanning the data-points on a surface installation unlocks a hatchway on an orbital platform, where you can fly inside and scan a data-point to get half-a-dozen MEF at once.

Equally, for the Guardian stuff, perhaps they could set it up so that doing the puzzle on one planet once gave you something you could take to another planet, do something else and at the end of it you'd have everything you need to unlock one module?

With a bit of thought, they could probably "hide" a lot of exploits even if they can't fix them.

Can't rep you again however that is a great idea
 
Why they cant generate a list for all modes, with the wing missions or any Multiplayer mission tags being placed in requirements not met for solo, is baffling !

The obvious solution to flipping is to make the missions the same in every mode. I really don't see why that would be hard. Commodity prices, Galmap news, the galaxy map, the system map, shipyard and outfitting are the same in every mode as far as I know.

I think it comes down to having missions that favor elements of a multiplayer game in Open/PG and not having them in Solo, something to do with instancing players together as well.

FDev's explanation makes it seem as though the issue is synchronizing the boards across different transaction servers. This would make sense as there are tens of thousands of semi-active mission boards and constantly updating them all in real time would be very load/bandwidth intensive.

The list isn't per mode, it's per transaction server, and switching in and out of solo forces a new transaction server.
 
Board flipping was always the consequence of a lackluster mission delivery system. No one does it because its fun. You do it in order to have a slight chance of getting the mission (s) you want.
 
A little OT but something just occurred to me, there...

Part of the problem is, obviously, that lots of things need doing over and over - and the easiest way to do that is re-logging.
If FDev set their minds to coming up with gameplay that required players to jump between instances (in return for bigger rewards to compensate players for the extra time/effort spent) it'd probably negate a lot of this stuff.

For example, instead of doing base-runs for a single MEF set it up so that, say, scanning the data-points on a surface installation unlocks a hatchway on an orbital platform, where you can fly inside and scan a data-point to get half-a-dozen MEF at once.

Equally, for the Guardian stuff, perhaps they could set it up so that doing the puzzle on one planet once gave you something you could take to another planet, do something else and at the end of it you'd have everything you need to unlock one module?

With a bit of thought, they could probably "hide" a lot of exploits even if they can't fix them.

Bingo!

And if it were reliable to do so I'd love to fly from one station after perusing the board and getting missions from one board to another, and another until full, etc...

But most of the time you are just spinning your wheels because they just aren't showing up until the second board, etc...
 
Board flipping was always the consequence of a lackluster mission delivery system. No one does it because its fun. You do it in order to have a slight chance of getting the mission (s) you want.

I'd rather just not do missions in general than switch modes to get new boards, but I can see why people would do it, of course.
 
FDev's explanation makes it seem as though the issue is synchronizing the boards across different transaction servers. This would make sense as there are tens of thousands of semi-active mission boards and constantly updating them all in real time would be very load/bandwidth intensive.

The list isn't per mode, it's per transaction server, and switching in and out of solo forces a new transaction server.

Yeah, I wonder if there'd be a way to do it so that a board is called to another server only when the board is called on the client side. Still not easy, but there wouldn't be much need of it, since players wouldn't be board flipping nearly as much then anyway, since it wouldn't provide an advantage by generating new missions.

Basically, temporally save the board to a player's stats until a different board at a different location is generated or the time stamp for it is exceeded.
 
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My ED play since the 6/28 update is spending time at the CNB in my Vette, and hooping in my FCutter and messing with Oculus Desktop for 10 minutes, that is it.

The update and resulting passenger longe is ruining ED for me.

Prior to the update I was soaring through the rank percentage at the CNB, and taking passengers on million plus Ls trips and loving ED.

The passenger lounge is trashed, and CNB's are great when you're in the mood for combat.

There is nothing else in ED I enjoy, period.

ED is dead for me other than working toward elite in combat, but that gets old quick.

I guess I can still SC in my passengers ships and carry one group in a single cabin for 1/8th of my regular wages for a 45 minute trip.
 
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