Is this a joke???!!!

You know the original Planetside (The Best one that actually rewarded skill) shipped with 500 player continents that worked ok on 56k modems. You would think devs today, especially ones building a space game where the maps are black with a star field sky box, could actually have dedicated servers with at least a thousand players by now since the internet has gotten faster.

Nope we have this instancing and relative spawning which ruins the experience for many.
 
So my wingman is interdicted by an elite conda, I lock onto his signal and attack the conda and tell him to jump out (as he is damaged). Upon entering supercruise he is interdicted by the VERY SAME CONDA and destroyed, you know the SAME conda I've just blown to bits!!!

SORT YOUR *** GAME OUT FRONTIER!

Yup thats rubbish. Post a bug report and get a full refund.
 
It really is like the Matrix. NPCs in ED are like Agent Smith.

They can be anywhere they need to be instantly, and they can clone themselves into as many copies as needed.

Good thing I like that movie, I guess :)
 
So my wingman is interdicted by an elite conda, I lock onto his signal and attack the conda and tell him to jump out (as he is damaged). Upon entering supercruise he is interdicted by the VERY SAME CONDA and destroyed, you know the SAME conda I've just blown to bits!!!

SORT YOUR *** GAME OUT FRONTIER!

NPCs can miraculously teleport between USS too.
 
It does get quite annoying. Even when you can kill them its often just not even worth the effort. Not to mention the time it takes, everything just becomes very tedious and unfun indeed.
 
If I stack about 10 missions it gets laughable, 6 or 8 ships trying to have a piece of me at each station, what's worse is that if I get through the slot and the ''Station'' kills my pursuer then I still sometimes get the same mission target chase me when I Friendship drive to my next stop, very immersion killing that is.
 
Yeah they abandoned wings, it's pretty much all broken now, can't even go 2 jumps without it crashing or getting booted to the main menu.

You're having some serious problems there then, and should let FD support know (assuming you haven't already done so).

Is this a joke???!!!

No, this is a joke.

A man walked into a bar.

"Damn, that hurt!" said the man.
 
That's what happens with no central server keeping track of the state of the universe and pushing down updates. Clients are left to their own device and just don't communicate after they no longer share an instance, meaning changes made by you aren't reflected on anyone else's computer if they are no longer there to see it...

If Dark Souls can do it, surely FD could too...
 
I think FD don't play their game, so they don't know the problems of the game.

Why we the players need to report this type of problems... its clear its an instance problem, or feature should I say.

Its clear NPC don't have AI.
 
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So my wingman is interdicted by an elite conda, I lock onto his signal and attack the conda and tell him to jump out (as he is damaged). Upon entering supercruise he is interdicted by the VERY SAME CONDA and destroyed, you know the SAME conda I've just blown to bits!!!

SORT YOUR *** GAME OUT FRONTIER!

This is a technical issue related to the P2P connections that Elite uses to run the game. There is no central server that can allow a truly persistent NPC ship to exist, they are all flagged to "spawn" instantly to interdict a CMDR who is carrying cargo/bounties/missions. The game simply uses the same name for the NPC but it isn't the same NPC at all, which is why they instantly have full hull/shields, can "follow" you on 30 ly jumps even in a small ship, can "re-interdict" you with no FSD cooldown times and so on. It's a glaring limitation of not running the game on a central server. The P2P connections Elite uses are much easier and cheaper to use than a dedicated central server but these types of issues are central to how the game is designed. It's not a "bug" it's a technical limitation of the game itself and as such there is no "fix" for it.
 
It might not be fixable exactly, but it could still be improved a lot with just a little more logic and some state data attached to the player. It should be possible to retain the damage state of the NPC, for example, and to remember how many times the interdiction has occurred. Some improvements along those lines would go a long way.
 

_trent_

Volunteer Moderator
So my wingman is interdicted by an elite conda, I lock onto his signal and attack the conda and tell him to jump out (as he is damaged). Upon entering supercruise he is interdicted by the VERY SAME CONDA and destroyed, you know the SAME conda I've just blown to bits!!!

SORT YOUR        *** GAME OUT FRONTIER!

Seen similar things happen a few times. If the NPC is after your wingmate and they fire the final shot the NPC is dead, if you (or the SA) fire the final shot the NPC respawns. Have also seen a mission specific NPCs turn up at stations and then attack the nearest player to where they drop, ignoring their original target.
Know exactly where you are coming from with Wings too. Today, Cajun and I were winged up and we couldn't drop into the same instance no matter what we tried. Eventually we both logged out and in and were immediately placed in the same instance. It's a bit frustrating when you are trading or mining, but when you are running escort and the freighter and defender drop into separate instances after an interdiction it is most annoying. [mad]
 
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This is a technical issue related to the P2P connections that Elite uses to run the game. There is no central server that can allow a truly persistent NPC ship to exist, they are all flagged to "spawn" instantly to interdict a CMDR who is carrying cargo/bounties/missions. The game simply uses the same name for the NPC but it isn't the same NPC at all, which is why they instantly have full hull/shields, can "follow" you on 30 ly jumps even in a small ship, can "re-interdict" you with no FSD cooldown times and so on. It's a glaring limitation of not running the game on a central server. The P2P connections Elite uses are much easier and cheaper to use than a dedicated central server but these types of issues are central to how the game is designed. It's not a "bug" it's a technical limitation of the game itself and as such there is no "fix" for it.

While there may be no "fix" from the point of view of a central server running all NPCs, there is certainly a lot more FD can do at the clients to minimise "reality stuff-ups". If you, the player, can easily spot impossible sequences of events using nothing but short-term memory and a smidgen of observation, then so can the game client you're running.

If your game client was previously throwing an NPC Python named Blackbeard at you, then Blackbeard the Python should not pop up a minute later as a from-scratch NPC, re-initialised with full shields, hull, etc. It should not pop up after a hyperspace jump it couldn't possibly perform. Your game client should be coded in such a way as to avoid doing that. That should extend to instanced networking environments.


Please keep reporting these impossible scenarios as bugs! Code needs to go in to regulate such behaviour, but that won't happen without proper bug reports being logged.
 
You're having some serious problems there then, and should let FD support know (assuming you haven't already done so).



No, this is a joke.

A man walked into a bar.

"Damn, that hurt!" said the man.
pretty much everyone has them right now...
 
While there may be no "fix" from the point of view of a central server running all NPCs, there is certainly a lot more FD can do at the clients to minimise "reality stuff-ups". If you, the player, can easily spot impossible sequences of events using nothing but short-term memory and a smidgen of observation, then so can the game client you're running.

If your game client was previously throwing an NPC Python named Blackbeard at you, then Blackbeard the Python should not pop up a minute later as a from-scratch NPC, re-initialised with full shields, hull, etc. It should not pop up after a hyperspace jump it couldn't possibly perform. Your game client should be coded in such a way as to avoid doing that. That should extend to instanced networking environments.


Please keep reporting these impossible scenarios as bugs! Code needs to go in to regulate such behaviour, but that won't happen without proper bug reports being logged.

Wondering , if when the Interdiction happens , its a roll of the dice, or a BUG, if your FSD dies fails is damaged, have been interdicted many times by the same NPC , and have no clue as to why, this time I get FSD damage , when Ive done the same timed submit , surly interdiction failure , should be dependent on you trying to chase the Blue, the length of time doing so, and failing to win the mini game.
 
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So my wingman is interdicted by an elite conda, I lock onto his signal and attack the conda and tell him to jump out (as he is damaged). Upon entering supercruise he is interdicted by the VERY SAME CONDA and destroyed, you know the SAME conda I've just blown to bits!!!

SORT YOUR *** GAME OUT FRONTIER!

If you are flying and you get a message of intent from a pirate, then until you specifically kill that pirate, it will keep rerolling everytime you enter supercruise. If you drop out of supercruise it will follow you. Jump away and it will reroll into supercruise again. Whoever receives the message is essentially marked until they high wake or make a kill. If your wingmate leaves while you kill the pirate, it won't count because that pirate is tagged to your wingmate and said pirate will reappear and try again. I've been dealing with these [EXPLETIVE DELETED] stalkers ever since 2.1 dropped. I'm starting to think there's a galaxy-wide social media site with hundreds of pirate users entirely dedicated to knowing if and when any sort of cargo touches the surface of my cargo rack. I get 4 materials from a mission and pop into supercruise a minute later and all of a sudden "The rumors were true! I've come a long way for what's in your hold!"....puts the ancient NSA to shame.
 
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