Bugs, bugs, bugs, bugs so what does FDev fix? USS farming.

Broken game is broken, even with no AB exploit. Fixing a bug is not a nerf, it's a bug-fix... And abusing the multiple fragement bug is not an "exploit," it's an exploit.

The problem is the priority. The navlock, for one, has been bugged for ages. I wonder if they finally fixed that after all these years (I doubt it) or it still drops you 1000's of kms from your wingmate occasionally, above the far side of a nearby planet.

With ages old bugs like that still present, we could keep living with the abrasion blaster thing for a while I think, especially since it wasn't an annoying one (on the contrary).
 
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Considering they were quite rare before, and the patch has only just been released, there is no way on earth your squadron members can have the data to make such claims at all.

Ian: I actually didn't find them too difficult to find. But prior to your claim, I jumped into FIFTEEN systems and used Nav Beacon (and FSS) in search of HGEs. All these systems had properties that, in the past, made finding HGEs there very likely.

I found FOUR.
3 of them were either so far out from the main star, or had such a short timer it was impossible to fly there in time (despite my discovering the HGE within a couple minutes of system entry -- literally as fast as can be done).
1 of the HGE's had a timer expiration that allowed flying there 45 seconds before expiration. So in fifteen systems, one HGE that could be used.

You're going to draw the conclusions you want. For most reasonable people, this indicates a change from the pre-patch situation and, at least as of this morning, finding HGEs has become harder than it was yesterday.
 
The problem is priority. The navlock, for one, has been bugged for ages. I wonder if they finally fixed that after all these years (I doubt it) or it still drops you 1000's of kms from your wingmate occasionally, above the far side of a nearby planet.

With ages old bugs like that still present, we could keep living with the abrasion blaster thing for a while I think, especially since it wasn't an annoying one (on the contrary).

Exactly so. Who has never tried to land . . . and found another ship on their assigned landing pad? Who has never had the game hang when they enter GLIDE mode? Who has never seen human players marked as NPCs in their HUD? Who has never had a NPC pirate ask for cargo the player does not even have, then start shooting? Who has never seen the words "Adjudication Server Cannot Be Reached" when starting the game? Etc, etc, etc, ad nauseum. Who was being hurt by players actually earning lots of credits and actually enjoying the process?

For the record, I already have billions of credits and ALL the ships I want. But, it does not bother me and I do not care if OTHERS want to spend less than 2 years getting as many ships or earning as many credits as I have.
 
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Btw, I love how this topic is basically "FD shoukd fix all those bugs. Well, not that one. Or this one. I like these bugs. Stop fixing these bugs FD and start fixing these bugs!".
 
As per the situation of the game today, and since 3.3, would be it be completely irrational to ask FD to halt any (delivery, not making of) content until the insane amounts of bugs and bad/broken/missing features are fixed once and for all? I think they should. Postpone any new releases and just dig themselves in, cause it's bad now, really bad...
 
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Ian: I actually didn't find them too difficult to find. But prior to your claim, I jumped into FIFTEEN systems and used Nav Beacon (and FSS) in search of HGEs. All these systems had properties that, in the past, made finding HGEs there very likely.

I found FOUR.
3 of them were either so far out from the main star, or had such a short timer it was impossible to fly there in time (despite my discovering the HGE within a couple minutes of system entry -- literally as fast as can be done).
1 of the HGE's had a timer expiration that allowed flying there 45 seconds before expiration. So in fifteen systems, one HGE that could be used.

You're going to draw the conclusions you want. For most reasonable people, this indicates a change from the pre-patch situation and, at least as of this morning, finding HGEs has become harder than it was yesterday.

Thanks for the post. What I really would like to see (and I am way out of the bubble currently) is to check 'both ways'. So something that used to work now works less. Which systems/alignment/state/pop/etc'? Then check things that used to work less.

I am not saying nothibg changed, I am saying that any claims of a general nerf needto be backed up by some more structured data. FWIW: if there is a general nerf of HGEs I would disaprove of that. And if that is intentuonal, I hope FD reconsiders. But lets first find out what exactly happened.
 
No I expect he means because it has not been mentioned in the patch notes, that makes it a stealth nerf in my book too. The fact that we were expecting it to be fixed at some point is neither here nor there imo.

Plus: it's not just the abrasion blaster that has been fixed, the initial motherlode has also been reduced by about 40%.you now get 12 to 15t per roid, which if you ask me is fine, but again has been mentioned nowhere.

Fair comment.
 
Btw, I love how this topic is basically "FD shoukd fix all those bugs. Well, not that one. Or this one. I like these bugs. Stop fixing these bugs FD and start fixing these bugs!".

As the OP, I will say the topic was never "FDev should fix those bugs". The topic is a complaint to FDev regarding nerfing aspects of gameplay that many players are finally enjoying. But, since you brought it up, if FDev is going to "fix" anything, they should probably concentrate on bugs that actually cause problems for the players. Again, how does a gold rush negatively affect anyone who chooses not to participate in it?
 
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If someone wants a fleet of Anacondas, why not? If that is how they want to play, what's the problem? Why do you care if someone has 40 Anacondas? They can still only fly one at a time.

If "just give everyone whatever they want" is what you consider game design, we just differ fundamentally.
 
Alright, I'm still curious what that 'something' might be though. :) Could be a host of things, from BGS changes, changed spawn parameters or something in the servers. It could be intended, unintended, a temporary side-effect etc. Especially when people like OP jump in with their traditional ranting hyperbole (FD clearly does fix bugs, both client and server side, and his 'they are secretly nerfing things to keep people mining for a day longer' conspiracy is ludicrous to the extreme) my spider senses are activated and I tend to hit the brakes.

Looking forward to more extensive posts on this particular topic. :)

Agree. And we will be recording results.

Even before the (latest) patch it was so random that it was difficult to draw conclusions from the data. Most high tech systems were good for HGEs, but not all. Some Industrial systems were good, but not all. Some high pop systems (especially if high tech as well) were also reliable, other high pop systems with other economies, not so much.

The only conclusion I was able to draw from that, is that these various circumstances seem to mainly affect the basic number of USSes in a system, rather than the number of HGEs and from that point, I made the assumption that the percentage that would be HGEs was completely random or in a very small range.

This is my current conclusion (for prior to latest patch), that all USSes that spawn have a percentage chance to be an HGE, and that chance has got to be in the region of 30 to 1. All this only IF, the states and economies are no longer playing a role, as I strongly suspect. I'm not at all confident about any of that though, except that last statement , that whatever 'rules' there were in the past, are no longer functioning the same way.

Like I say, we;ll carry on trying to gather data and sharing it.
 
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I can confirm that this is mostly true, but there's a Dr. Ashen and a Mr. Fox. One of them is how you describe it, but at some times the other one takes over. And he's very impulsive and easy to anger. :D

On the thread itself: considering the FD already stated USS farming to be a bug and problem, i am mostly surprised that they waited this long to fix it. It was to be expected, no matter if they put it in the patch notes or forgot to do so.

A less frequent spawn rate of HGEs on the other hand indeed can be annoying. The question to ask there is: was it intentional? I mean, we recently reported a number of bugs and also logical problems with USSes, faction states, etc. I would expect that some more bugfixes (also not necessarily in the patch notes) were done there.

So the real question at the moment would be: if HGEs now spawn more rarely, is that intentional? Or perhaps a new bug? And what other bugfixes were done there or should be expected soon?

Sorry Sylow, I missed this bit, where did FD acknowledge that something is wrong with HGE spawns?
 
Agree. And we will be recording results.

Even before the (latest) patch it was so random that it was difficult to draw conclusions from the data. Most high tech systems were good for HGEs, but not all. Some Industrial systems were good, but not all. Some high pop systems (especially if high tech as well) were also reliable, other high pop systems with other economies, not so much.

The only conclusion I was able to draw from that, is that these various circumstances seem to mainly affect the basic number of USSes in a system, rather than the number of HGEs and from that point, I made the assumption that the percentage that would be HGEs was completely random or in a very small range.

This is my current conclusion (for prior to latest patch), that all USSes that spawn have a percentage chance to be an HGE, and that chance has got to be in the region of 30 to 1. All this only IF, the states and economies are no longer playing a role, as I strongly suspect. I'm not at all confident about any of that though, except that last statement , that whatever 'rules' there were in the past, are no longer functioning the same way.

Like I say, we;ll carry on trying to gather data and sharing it.

What I am 'concerned' about is the possibility of interaction effects. What if the rules have an added 'unless one the local factions is/is not in state X]. The possible permutations would be near infinite. As a result, 'targeted attempts' woukld work less than expected, but you coukd also find more when you dobt expect them. I could run some analyses if you want, but the more variables included with as many systems as possible with as much time spend in each as possible the better. It would be a massive undertaking...

Alternatively, FD could just tell us what is supposed to happen and we'll check if it works...
 
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For the record, I already have billions of credits and ALL the ships I want. But, it does not bother me and I do not care if OTHERS want to spend less than 2 years getting as many ships or earning as many credits as I have.
So fixing it wasn't a problem then.

It's possible - likely? - that fixing the spawning of double deposits from a newly implemented feature was incredibly easy for the devs. Fixing longstanding and dare I say complicated issues around instancing and AI and networking ... may not have been so easy?
 
Thanks for the post. What I really would like to see (and I am way out of the bubble currently) is to check 'both ways'. So something that used to work now works less. Which systems/alignment/state/pop/etc'? Then check things that used to work less.

I am not saying nothibg changed, I am saying that any claims of a general nerf needto be backed up by some more structured data. FWIW: if there is a general nerf of HGEs I would disaprove of that. And if that is intentuonal, I hope FD reconsiders. But lets first find out what exactly happened.

Checked a lot of systems last night all of which historically have been solid HGE candidates (especially big pop hi sec boom). Nothing.
 
Agree. And we will be recording results.
Even before the (latest) patch it was so random that it was difficult to draw conclusions from the data. Most high tech systems were good for HGEs, but not all. Some Industrial systems were good, but not all. Some high pop systems (especially if high tech as well) were also reliable, other high pop systems with other economies, not so much.
The only conclusion I was able to draw from that, is that these various circumstances seem to mainly affect the basic number of USSes in a system, rather than the number of HGEs and from that point, I made the assumption that the percentage that would be HGEs was completely random or in a very small range.
This is my current conclusion (for prior to latest patch), that all USSes that spawn have a percentage chance to be an HGE, and that chance has got to be in the region of 30 to 1. All this only IF, the states and economies are no longer playing a role, as I strongly suspect. I'm not at all confident about any of that though, except that last statement , that whatever 'rules' there were in the past, are no longer functioning the same way.
Like I say, we;ll carry on trying to gather data and sharing it.

My experience pre-update was that, if I knew which systems in which states spawned the materials I wanted at HGE-USS I could go to that system and the HGE-USSs would be there. I knew where to look, I knew how to find them, they were consistently there and I could find them at a consistent rate (6-12/hr). Today, if no HGE-USS are instantly found by the FSS I can fly in circles for an hour and maybe, if I am lucky, I might find one.
 
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If "just give everyone whatever they want" is what you consider game design, we just differ fundamentally.

Once again, I never said "Give everyone what they want". YOU said that. And why do you avoid answering the question? How does another player having 40 Anacondas negatively affect you?
 
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