Is Anyone Else Disappointed in Bugs Not Being Fixed?

Yes, just thought about it. No more updates for the next 6 months except from bug fixing:
  • fleet carriers and the 2020 expansion get delayed by 6 months
  • lots of people complaining about lack of new content
  • wasted time because some of the fixes are adressing stuff they wanted to replace anyway
  • no bugs for a short period until the next update breaks everything again
  • repeat
As much as I understand the desire for a bug free game, that wouldn't help at all. Instead I'd like to see better beta testing again (yeah, I know...), even if that means slower releases (can't have that) and accepting that some bugs will still make it into the live game.
Yeah I get that...good point.

It's unrealistic to ask for bug free but I think some focus on it would help and I agree about beta tests and slowing down releases to fix the beta issues.
 
[star cubes]
Yeah that would be that issue, hopefully they do fix that then yeah.

It seems it may not take a rebuild of the entire game after all.. it just takes 4 years of complaints.. hence the nature of the post
There's two separate star cubes bugs.

One is that the stars are generated in cubes and the bright B-class stars in the 'e'-mass cubes form visible lines between the cubes when between ~5k and ~15k from the core. I'd be very surprised if that one was considered fixable at all, though maybe there's some display tweaking they can do to make them less obvious in some circumstances without breaking things like "sky from Sol".

The second is that close to the core the number of nearby visible-brightness stars vastly exceeds the "stars to displayed" count in the graphics settings, but rather than picking a representative sample it seems to pick an arbitrary nearby cube of stars and displays that, then runs out of star count, so you get a blank starfield except for a cube of stars in one direction. I'm guessing that's the one we're going to see a fix for. (That one is also more recent than the initial release - when I went to the core just after 2.2 it wasn't doing that)

This one has existed since 3.0.. raw materials have different rarities depending on where you look, in fact some of them have 3 different values listed for 1 material
Technically this one is since 2.1, when they decided to have five grades of engineering compared with 2.0's 4 grades of raw materials. 3.0 having to beat the raw materials into a rectangle to get them to work with the material traders just made it worse. But all of the obvious fixes would be unpopular for one reason or another [1]. (The listed grade on the right panel not completely matching any of geological, engineering or economic grade is pretty bad, though - if they made it match the economic grades used by the traders it would help)

[1] Removing the geologic grade would invalidate all the recorded geo sites and jumponium survey data. Removing the engineering grade would mean a bunch of recipe rewrites were needed which would usually replace an easy G4 raw with a tougher G5 manufactured. Removing the economic grade would mean having to invent several more raw materials (like Rhenium, etc.) which have marginal use and are really hard to get. But making the in-game displays consistently pick one would be a very good start!
 
It can't be unseen.
Thanks for breaking my game Han.
The sad thing is that it's been around for a very long time, and it should be fixable. NPC ships don't rotate like this, or shipwreck pieces at signal sources, so it's totally possible in the engine to get it to work. Maybe it's not easy, but it should be doable. If it is impossible to do, then I wonder how the plumes and arches work, since they're ok.
 

DeletedUser191218

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We all know that bugs are inevitably added by game devs when they release a new update, and not even AAA developers manage to QA everything enough to ensure a zero bug experience, and even a long beta period wont always show these bugs as people don't play beta in the same way as they do the live game. However, this post is not about those inevitable bugs that are added at the beginning of every update, nor is it about the massive number of bugs that are added; this post is about those bugs not being fixed (for a year or more) despite being known about. Also, remember that the Beyond series of updates was about fixing the little issues, not making more issues.
So, I will mention some of the known bugs that have been bugging me since way back in the 3.3 update and before, and you guys can feel free to mention any I have missed.

:poop: CZ's being exploitable and therefore rendering player versus player BGS broken (been broken since 3.3)
:poop: Invasion expansions not resulting in the loser retreating, which is ruining the dynamic nature of BGS (been broken since 3.3)
:poop: CZs either not having any ships in them, or they do have ships in them but it keeps moving away from you (been broken since 3.3)
:poop: Material traders either locking up, or you trade one material and the next material you attempt to trade glitch out and show a large number that needs clearing before you continue (been broken since they were added in 3.0)
:poop: The sky grid is broken and shows large "star cubes" in places instead of a natural looking continuation of stars (been broken ever since I remember, and has never been addressed)

This list is not really bugs, but still issues that bug me

:poop: the contents of the contacts panel moving around like a catfish on a pole which results in it's own frustrating mini game when trying to select items to place them on the ignore list (this may be intended, but it is far from great gameplay)
:poop: AX weapons being so unbalanced that there is only really one load-out for every CMDR; gauss cannons and flak
:poop: PvE piracy being rendered completely useless due to the target high boosting away and high waking as soon as interaction begins
:poop: PvP piracy being completely useless due to targets combat logging with no consequences as soon as interaction begins
:poop: Can sort ship storage list buy various columns, however we can not sort our module storage list

Well that is a few of the issues that bug me, which long standing issues bug you?

Cue a plethora of white knights claiming they like the bugs and it's your fault for not liking the bugs so maybe you should stop playing the game care bear....etc etc.
 
To fix this will require the entire galaxy to be wiped & rebuilt, it will never be fixed due to the fix actually being worse than living with it - to do so would literally wipe every players experience & progression, & discoveries etc.

The stars near the edges of the "cubes" need some smoothing out by adjusting the system co-ordinates. Doing this to the few percentage of stars that would need moving would hardly affect players. Even if it did there are enough undiscovered systems that could be moved or add new systems to accomplish this.
 
Yeah there are a lot of bugs, long standing ones, that bug me, some of the new ones too.

Real bad ones:
Horrible screen tearing on the Xbox.
Mission board not working.
Long geological poi scanning, a real bummer, made me stop exploring.

Not so bad but annoying:
Npc crew not talking when you deploy your slf, this is an intermittend problem , some talk, some don't and no messages in the comms panel.
Counter not counting back when recalling your ship from the srv.
Dolphin overheating excessively in planetary flight.
Etc. etc.

Some bugs are very old and totaly off the grid for Fdev so it seems.
 
The stars near the edges of the "cubes" need some smoothing out by adjusting the system co-ordinates. Doing this to the few percentage of stars that would need moving would hardly affect players. Even if it did there are enough undiscovered systems that could be moved or add new systems to accomplish this.
It's not that simple - there isn't a big database (it would take several terabytes!) of star position data that could be amended in that way. It's all generated - a small number of hand-placed systems mostly in or near the bubble aside - computationally as needed when you look at the map or plot a route. So they can't just "move a few stars" without adding millions of exceptions to it.

(And moving stars between cubes, which is what would be needed to smooth the edges out, is even more complex because of the way the cubes are built. It would be very tricky to do it without moving other systems as well)
 
I am more disappointed that the Interstellar Initiatiative is not progressing. But maybe it's us players who don't find the right trigger? But I highly doubt it. I suspect Frontier first needs to fix bugs before they can spend any more manpower on progressing the mini-stories again... 😦

These kind of things tear on the thin paperwall of trust the company has built so far...
 
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I am more disappointed that the Interstellar Initiatiative is not progressing. But maybe it's us players who don't find the right trigger? But I highly doubt it. I suspect Frontier first needs to fix bugs before they can spend any more manpower on progressing the mini-stories again... 😦
One thing they really should put into the game is support for player initiatives, for instance, there are plenty of exploration/expeditions going on and they're all run and maintained on a 3rd party site, edsm.net, and it's a great site; however, imagine that it could tie into mechanics in the game itself, like an expedition is presented as a mission that you take on at a given station, and the bookmarks are given, and time limit, and rewards, etc, all done by players. Or, let's say there's a planned attack on another player made faction. You can see this mission at your headquarter, and there are assignments and rewards as well. And more types of missions like this could be made. That would open up a lot more options for players.
 
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It's not that simple - there isn't a big database (it would take several terabytes!) of star position data that could be amended in that way. It's all generated - a small number of hand-placed systems mostly in or near the bubble aside - computationally as needed when you look at the map or plot a route. So they can't just "move a few stars" without adding millions of exceptions to it.

(And moving stars between cubes, which is what would be needed to smooth the edges out, is even more complex because of the way the cubes are built. It would be very tricky to do it without moving other systems as well)

If it is procedural generation then the algorithms can be altered to "smooth" the edges by add or moving systems. If it's not and the original seed generation used by stellar forge is persistent then stars can be added or moved to "smooth". It's not complex at all.
 
If it is procedural generation then the algorithms can be altered to "smooth" the edges by add or moving systems. If it's not and the original seed generation used by stellar forge is persistent then stars can be added or moved to "smooth". It's not complex at all.

For me algorithms are wizardry. I don't understand anything algo-like. So for me you wrote.. "If it's procedural generation then the magic can be altered to "smooth" the edges..." :p


sorry alternate language in there, ... but just maybe... maybe algorithms are a complex thing. But what do I know.
 
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If it is procedural generation then the algorithms can be altered to "smooth" the edges by add or moving systems. If it's not and the original seed generation used by stellar forge is persistent then stars can be added or moved to "smooth". It's not complex at all.
Great - I look forward to seeing your paper on a generation algorithm that will keep all existing explored systems intact while smoothing off all cube edge patterns (including the more complex ones where multiple dense cubes are nearby) and being fast enough to run in real-time for route plotting.

Is tomorrow okay, since apparently it's "not complex at all"?



Adding extra stars is not actually straightforward, because the algorithm is based on mass distributions, and the extra stars being added have mass. Moving stars across cube boundaries - which is what would be required to smooth properly - also doesn't work for the same reason. The only reason Trappist-1 is in the game is because there was already a suitable mass system "close enough" to where it should be.

Similarly a change to the baseline algorithm which kept all currently explored systems intact (including their contents) but adjusted the rest of the mass distribution would be basically impossible - there are visible cubes of these stars near Colonia which will have a very high discovery percentage, for example, just from people arriving and departing. There are a few such cubes (not, I think, the more visible ones) which have been deliberately fully explored by some explorers and could therefore not be touched at all.
 
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Great - I look forward to seeing your paper on a generation algorithm that will keep all existing explored systems intact while smoothing off all cube edge patterns (including the more complex ones where multiple dense cubes are nearby) and being fast enough to run in real-time for route plotting.
Is tomorrow okay, since apparently it's "not complex at all"?

Take existing system generation and leave as is, so existing explored stars stay as they are. The add the following algorithm; compare system density from current octant (let's call this x) at a sensible depth in the octree tree to each of the eight surrounding octants. If surrounding octant ( y ) is denser then add stars on the y side of the x octant to smooth out the density between the two octants, there's various fast and simple smoothing algorithms that could be used. Tune this as required until it looks right.

That's of course just one way to do this there are probably several other ways this can be achieved.
 
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