Proposal Discussion Bugs & Issue Tracker

To illustrate the problems with bugs and how off-putting they are...

Yesterday my son persuaded me to take three on-foot missions, he loves to watch and sometimes play himself.

Bug no. 1: settlement massacre mission (legal kind, rogue faction), the counter stopped at 2 kills. When I finally noticed, I flew away, SC and got back. Second time it went well. Lost some 20 minutes.
Bug no. 2: a mission assassin (mission target) intercepted me, I start shooting and get a bounty. Like 200 credits for starters. Police inbound, I flew away.
Bug no. 3: I get back to home station (Wilson Survey in He Qiong)m feeling smart for choosing a station with IF. I'm reminded there is another bug, I need to go to a far-away (where there is no faction that gave the bounty) IF to pay it off. Lost another 20 minutes to get there, pay and get back. As the travel really is slow in Elite...

Anyway, for a half an hour gameplay I got some 40 minutes extra time for fighting the bugs of the game. This really puts me off the buggy gameplay. But in Elite, there is hardly any fleshed out part!
 
Bug no. 3: I get back to home station (Wilson Survey in He Qiong)m feeling smart for choosing a station with IF. I'm reminded there is another bug, I need to go to a far-away (where there is no faction that gave the bounty) IF to pay it off.
Is that a bug, or a feature? Makes sense that you can't use iffy criminal networks to clear your name when you're right under the nose of the authorities for that jurisdiction.
The shooting at an assassination target would attract a bounty, wouldn't it? Assassination being illegal and presumably the target has "Crimes On". Or am I missing something (as usual :))?
 
Is that a bug, or a feature? Makes sense that you can't use iffy criminal networks to clear your name when you're right under the nose of the authorities for that jurisdiction.
The shooting at an assassination target would attract a bounty, wouldn't it? Assassination being illegal and presumably the target has "Crimes On". Or am I missing something (as usual :))?
As far as I understood, this is a bug. IF is supposed to be an independent entity... And this definitely did not work like this before the last update. If this is a feature, we have a new off-putting feature to deal with.

EDIT: Oh, this wasn't my target. My target was a settlement - this was an assassin sent by the crime faction to stop me. I was interdicted by a criminal...
 
And this definitely did not work like this before the last update.
It's a change (intentional or bug? no idea) between 3.8 and 4.0. In 3.8 IFs work so long as the bounty issuer doesn't control the station; in 4.0 the bounty issuer also can't be present in the system at all.

A quick search for "interstellar factor" on the forum finds posts from several months ago mentioning/complaining about it, and there's bug reports going back to Odyssey Alpha about it - e.g. https://issues.frontierstore.net/issue-detail/28722
 
I... don't know what else to say, man. I got the bounty. On me. Even though I was interdicted by a criminal.
One (non-bug) way this can happen:
- the assassin is generated in one jurisdiction in the system (where they get a bounty as normal)
- the interdiction and fight takes place in another jurisdiction where they don't have a bounty (they'll get a fine for the interdiction but that doesn't help you)
- you don't notice this has happened before opening fire on a locally-Clean target

If you do notice, then you can either KWS them (if fitted) to get the warrant, or let them hit you first (if Clean and with crime reporting on) to get them a token "return fire" bounty in the current jurisdiction.
 
How did I miss this thread?:)

I totally agree, there are too many old bugs that are deprioritised, but also there are some bugs that are dixed in a cosmetic way only with the real troublesome bart of the bug unresolved. More about those in a moment.

About a year ago, FDev tuened focus from rapid post launch optimisation and bug fixing for Ody, over to Narrative. That rapid bug fixing was for game loops and QoL was pretty much ignored. Now the development work is going into Narrative and bug fixing is still the things that are breaking game loops (and evem those fixes are slow). It seems as if biugs that can be worked around are being ignored.



Two examples of ineffective fixes. Both extremely important to me as a fuel rat.
We use Navlock on nearly every case. There is a bug that stops Navlock working for all but one of the rats assigned to a case. where seconds count, that cuts all but one rat out of the rescue. Prior to Odyssey, navlock worked for all rats, and the corner braces around the wing icon told us if the client was in a situation where navlock could not work (in those cases the braces would not show).

From Ody launch we had a bug report up, eventually it got marked fixed. However the navlock drop mechanic still failed for all but one rat. The fix made the navlock braces appear at all times any rat had navlock turned on. It bore no relation to whether or not navlock would work, and they had not fixed the navlock drop mechic. end result we are worse of than before the 'fix' as now, still only one rat can get navlock, and that rat has no indication from the braces as to whether the client is in a position that navlock cannot work to.

The rats resubmitted that issue for further work, 14 months ago,. It's still unresolved regardless of being voted to tier 5.

Example 2 - Galmap settings getting lost:
Prior to U13? Fastest route/ecomomical route (along with other settings) were not retained in UI. This was fixed in U14 \o/ but actually it was not :( . Oh the setting is now retained in the UI right enough, but it's not set behind the scenes! so you log in, see fastest route set in UI, but the game does someting else. My observations (these might differ for different people) is that I get Fastest route With no filters, Jetcone boost always on, and jumprange as per zero cargo. The fix is to after logging in toggle fastest->Eco-> Back to fastest.

There are other Qol Bugs as well manuy off them, these are just two examples where even after something made it to the top of the pile, it the bug fix was of such poor qualty, that it made it worse.

Having to work around those bugs time after time day on day, is soul destroying. Seeing newer bugs that affect combat and missions getting fixed at a much faster rate adds insult to injury.
 
Having to work around those bugs time after time day on day, is soul destroying. Seeing newer bugs that affect combat and missions getting fixed at a much faster rate adds insult to injury.
I think the problem is the newer, younger devs see that there are weapons in the game and so to them it is a combat game. Not a trading space sim as it started out. I call it the "Call of Duty generation" effect. Guns go bang!
 
One (non-bug) way this can happen:
- the assassin is generated in one jurisdiction in the system (where they get a bounty as normal)
- the interdiction and fight takes place in another jurisdiction where they don't have a bounty (they'll get a fine for the interdiction but that doesn't help you)
- you don't notice this has happened before opening fire on a locally-Clean target

If you do notice, then you can either KWS them (if fitted) to get the warrant, or let them hit you first (if Clean and with crime reporting on) to get them a token "return fire" bounty in the current jurisdiction.
I'm pretty sure this is exactly what happened, I probably should have waited for the assassin to fire first and probably didn't. Can't be sure now but...
 
Ok, my son sadly wants to play more, so I needed to get on more on-foot missions. Also, I was able to test the mission target bug/feature again.

So, NO, I did NOT fire first. I was not sure the first time, but this time I definitely did wait for the attacker to fire first.
To reiterate;
  • the mission was a legal one, the settlement massacre of a mob faction
  • the attacker interdicted me
  • the attacker DEFINITELY fired first and got a bounty
  • THEN I fired back and got a bounty.

Definitely a bug.

Also, the missing last target bug reappeared, no last scavenger to be found.

Man, this is really annoying.
 
I hate to be "that guy"... but isn't this thread for talking about problems with the issue tracker, rather than just discussing rando bugs? I feel like discussion around that derailed after people started chatting about general bugs.

Specifically, if you've got rando, recurrent bugs that just don't get attention, this might be a better thread?

 
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