Dear FD: How To Code Realistic Spawns, Sincerely: Another Game Developer.

There's also a really complicated bit to do with the difference between initial spawns on creating a location and refreshing that through new entries and departures later on.

The ideal is to get it so that you can't tell the age of the instance just by looking at what NPCs are there and where they are, which is not straightforward.
 
I'm not even a programmer and I know the following code like logic tree would work fir a certain restarting habit.

Let firstsessiontime(mins)= time. If playerrestart >3 and knownissue= 0 and newupdateweek = 0 and firstsessiontime + time <30 then hourplayerban =1.

If hourplayerban >3 and firstsessiontime + time < week or hourplayerban > 5 then dayplayerban = 1..... And so on to gameban = 1 two or three steps down the line with firstsessiontime resetting to 0 after a set period.
 
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I'm not even a programmer and I know the following code like logic tree would work fir a certain restarting habit.

Let firstsessiontime(mins)= time. If playerrestart >3 and knownissue= 0 and newupdateweek = 0 and firstsessiontime + time <30 then hourplayerban =1.

If hourplayerban >3 and firstsessiontime + time < week or hourplayerban > 5 then dayplayerban = 1..... And so on to gameban = 1 two or three steps down the line with firstsessiontime resetting to 0 after a set period.
You don't want to ban people simply because their computer crashed.
 
In a lot of threads I see like this - a complaint or suggestion - it's not what is said but how it's said that gets people going and deriding the OP.
 
In a lot of threads I see like this - a complaint or suggestion - it's not what is said but how it's said that gets people going and deriding the OP.
And often rightfully so. I especially love when people start pulling rank right in the subject and the tooltip preview is just a meme. Makes me skip right to derision.

If I touch code it'll likely result in all credits being wiped from the game.
Part of me wants to see that just for the sheer forum entertainment value :D
 
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I'd offer to change the code for you, but having checked with the development team this is apparently not something I should do. Probably for the best. If I touch code it'll likely result in all credits being wiped from the game. You probably don't want that, but maybe I'm wrong!

STEP AWAY FROM THE KEYBOARD!
 
Ohhh my another OP who have zero understanding what's going on in game.

But then again only ignorance allows you to claim that ED devs are slacking.
 
Yes, it's complicated. You'd have to define what aspects amount as variables and how they affect the final encounter. Could be a modifier on a table or defining which tables are used (and modified from other variables) to create a composite of aspects that then define what kind of encounter is generated. What ships, what AI, what difficulty, etc. More variety could be achieved by using a composite model to assemble the aspects of an encounter from several rolls on aspect tables derived from situational variables.

It's complicated and not trivial. That's why game design is a profession. At least when you're not just re-skinning the same old game mechanics and call it a new game.

Issue is when player doesn't see this he just goes with a whim... which results in "devs know nothing/are slacking/company cuts dev time" claims.

NPC archetype system for ED is fascinating. I hope that improvement of it will be part of Beyond, because frankly, I think that's core gameplay that matters.
 
There you go! Easy isn't it? Obviously, timing is in milliseconds.

Yes, software development is easy.

Joking aside, I have to agree that there are problems with spawns in 2.4. Too many police/bounty hunters/security NPCs in HAZRES/Comp Nav beacons. In short, too many kill stealing NPCs.

I can't remember the last time I soloed a high rank NPC - at some point in the battle a bunch of other NPCs join the fight, steal the kill and sometimes run off with the bounty. The balance was better in previous patches.
 
My Opinion:
The absolutely last thing the game needs is more RNG.
What it needs is consistency.
It needs persistent NPCs.

I'd rather have it behave like Shadow of War,
spawning NPCs once, and then only repopulating on a set point in time.
NPCs should mimick player behaviour and manipulate the BGS,
that requires to keep track of them and would surely amount in a gigantic
amount of data that is shifted every second.

To reduce that FD could limit the maximum population of NPCs,
but that'd result in empty systems, requiring a heat map
to see whether or not a system's traffic is high, medium, low
or unvisited in the last 4 hours.

On the other hand this would remove the spawning of NPCs in your face totally,
but lead to a more realistic touch, however as elite is grind in a dress,
i can already hear complaints on that front, just thinking about the whole idea.

NPC persistence, every single one being a simulated CMDR travelling from
X to y doing Z, loosing a ship, coming back, trading, mining, hunting, robbing
and exploring. NPCs gathering funds and upgrading, suffering losses and setbacks
downgrading.
It would truly be glorious if that'd be possible.
 

Brett C

Frontier
I'd offer to change the code for you, but having checked with the development team this is apparently not something I should do. Probably for the best. If I touch code it'll likely result in all credits being wiped from the game. You probably don't want that, but maybe I'm wrong!

I have seen the very hells of what Dale describes open up when simple code is added into a massive array of code. Things go wrong, very, very fast. ;)
 
I especially love when people start pulling rank right in the subject
One of the things I've noticed on the forum over the years is a significant split in opinions of those posters who are also programmers.

One group: "Bugs would never be allowed where I work. Frontier should do something different."

Other group: "An app of this complexity has so many interacting bits it's a miracle it works at all"

I don't really have any hypotheses as to what leads a programmer into one group or the other.
 
NPCs are exactly the way the majority of ED players want them to be: easy, predictable, avoidable, underpowered.. it's all about grind - money, rank. You make NPCs harder people will cry they cannot grind effectively.

Some even suggest adding NPCs to CQC so they can grind rank easy way.
 
NPCs are exactly the way the majority of ED players want them to be: easy, predictable, avoidable, underpowered.. it's all about grind - money, rank. You make NPCs harder people will cry they cannot grind effectively.

*bangs familiar drum* I don't see why there shouldn't be tough NPCs in certain areas: Comp Nav Beacons, HAZRES. Just keep the rest as it is.

I would hate to see PVE in Elite Dangerous go down the World Of Warcraft route and become trivially easy. Please ramp up the difficulty FDev!
 
One group: "Bugs would never be allowed where I work. Frontier should do something different."

Other group: "An app of this complexity has so many interacting bits it's a miracle it works at all"

I don't really have any hypotheses as to what leads a programmer into one group or the other.
I'd guess the former is from either total inexperience at dealing with any project exceeding the complexity of the usual "babby's first blog" tutorial of a web framework or working in an extremely slow-moving and over-regulated field (e.g., safety-relevant stuff in transportation or old banking systems), while the latter is anyone else who's ever worked in or near development of anything else.

The only issue-free line of code is one that was never written. Anything else just hasn't been exposed to the right usecase yet.
 
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