"Silly" is how a lot of mechanics in ED can be described.
Figuring it out is brilliant I agree. Sitting there and using it on players makes him the worst kind of jerk though. He's a griefer no matter how loose your definition of griefing.
"Silly" is how a lot of mechanics in ED can be described.
Of course he is, this behavior is precise definition of griefing. However, I never blame players for using exploits, I blame developers for leaving them in the game.Figuring it out is brilliant I agree. Sitting there and using it on players makes him the worst kind of jerk though. He's a griefer no matter how loose your definition of griefing.
Of course he is, this behavior is precise definition of griefing. However, I never blame players for using exploits, I blame developers for leaving them in the game.
Of course he is, this behavior is precise definition of griefing. However, I never blame players for using exploits, I blame developers for leaving them in the game.
The measure of a developer is not if they've left in an exploit but how they respond to it once found.
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This has come through the ticket system, hopefully we'll be able to stop this from happening (with the obvious caveat that there's not something more sinister at work!)
To be on the safe side, I would suggest turning point defence modules off when near starports until we can get a fix on this madness.
While it's brilliant, it's not complicated, and it's kind of obvious. If a player could think of it, so could the designer.Now you are being silly. Any complicated system can be rorted, and the developers should be judged for how they fix the rort, not whether the rort was possible in the first place. Developers aren't omniscient and you yourself said that this exploit is quite brilliant.
When I made a ticket about it in exploit category my ticket got closed with the following message.
While it's brilliant, it's not complicated, and it's kind of obvious. If a player could think of it, so could the designer.
It takes a combination of really bad design decisions or oversights for this to happen:
1. You can dock while being wanted if you ask permission before you get wanted.
2. Hits from point defense count as offense
3. Any damage, however small, makes you wanted.
Regardless of existence of this exploit, none of the above should be true.
For me it's clearly a sign of inexcusable lack of testing and poor game design.
Which is funny because some of the guys from my corp discovered this "exploit" back in beta 2 while trying to torpedo an anaconda's cargo hatch.While it's brilliant, it's not complicated, and it's kind of obvious. If a player could think of it, so could the designer.
It takes a combination of really bad design decisions or oversights for this to happen:
1. You can dock while being wanted if you ask permission before you get wanted.
2. Hits from point defense count as offense
3. Any damage, however small, makes you wanted.
Regardless of existence of this exploit, none of the above should be true.
For me it's clearly a sign of inexcusable lack of testing and poor game design.
Demonstrates lack of testing by FD very well.
While it's brilliant, it's not complicated, and it's kind of obvious. If a player could think of it, so could the designer.
It takes a combination of really bad design decisions or oversights for this to happen:
1. You can dock while being wanted if you ask permission before you get wanted.
2. Hits from point defense count as offense
3. Any damage, however small, makes you wanted.
Regardless of existence of this exploit, none of the above should be true.
For me it's clearly a sign of inexcusable lack of testing and poor game design.
A game designer should clearly state how mechanics should work, including border cases like this one. If I was a programmer who was implementing this code and weren't told how this should work, I would go to the designer and ask, because programmers shouldn't make those decisions.You're also conflating design and development. The designers aren't necessarily at fault, and neither are the developers who implemented the design. There are a bunch of places these issues could have come from.
People have discovered it months before, as stated above.Can't be obvious, simple and brilliant all at the same time. If it were that obvious it wouldn't have taken until now for someone to think of it. Professional smart people have been playing this game for months.
It's normal that bullets fired by point defense do damage, it's bad design that they cause bounties.Besides point defense doing damage to stuff other than missiles is pretty cool when you think about it. Smacks of good design rather than poor for mine.
No, that's not easy to miss, this question would pop up in any programmer's head when asked to implement the mechanic.Any damage making you wanted in a universe where loitering over the wrong docking pad gets you exterminated also makes total sense. The only real issue is being able to complete docking after becoming wanted, and that's real easy to miss, and even then that's only a problem in combination with two other things, neither of which were probably the domain of a single coder.
Not an excuse not to try.You can try to make things idiot proof all you like, but nature always provides a bigger idiot...
Not an excuse not to try.
While it's brilliant, it's not complicated, and it's kind of obvious. If a player could think of it, so could the designer.
...
For me it's clearly a sign of inexcusable lack of testing and poor game design.
You can try to make things idiot proof all you like, but nature always provides a bigger idiot...
A game designer should clearly state how mechanics should work, including border cases like this one. If I was a programmer who was implementing this code and weren't told how this should work, I would go to the designer and ask, because programmers shouldn't make those decisions.
People have discovered it months before, as stated above.
It's normal that bullets fired by point defense do damage, it's bad design that they cause bounties.
No, that's not easy to miss, this question would pop up in any programmer's head when asked to implement the mechanic.
And no, any damage making you wanted does not make any sense, makes game more exploitable and generally makes it less enjoyable and more annoying.
With loitering, you are given time to clear the pad if you touched it by mistake. What you are advocating is kind of design where loitering would get you killed instantly, no 30-second warnings.
Can't be obvious, simple and brilliant all at the same time. If it were that obvious it wouldn't have taken until now for someone to think of it. Professional smart people have been playing this game for months.
You're also conflating design and development. The designers aren't necessarily at fault, and neither are the developers who implemented the design. There are a bunch of places these issues could have come from.
Besides point defense doing damage to stuff other than missiles is pretty cool when you think about it. Smacks of good design rather than poor for mine.
Any damage making you wanted in a universe where loitering over the wrong docking pad gets you exterminated also makes total sense. The only real issue is being able to complete docking after becoming wanted, and that's real easy to miss, and even then that's only a problem in combination with two other things, neither of which were probably the domain of a single coder.
Figuring it out is brilliant I agree. Sitting there and using it on players makes him the worst kind of jerk though. He's a griefer no matter how loose your definition of griefing.