It's a miracle! NPC instantly gains 100% health AND shields after waking away 10 seconds earlier!

I watched a Python I was shooting at in the CG Low Activity CZ. As I ground him down from 100% to 68%, his strength suddenly jumped up to 72 % again !.

Watching closely, I've seen it happen on other ships at the CZ. Most of the time it's not noticeable because you are too busy firing at the thing. But it seems to be quite frequent lately.

Hull Cell Banks
 
This bug was in the game at launch. It's been reported numerous times. At this point I think we just accept that it's there but it sucks. Kind of like powerplay...
 
Agreed, OP. This is an annoying issue that should have been addressed some time ago. A related issue are ships in distress that change type when you return with aid. No persistence. The game is random when it should be persistent and persistent when it should be random. 
Yeah, they are able to go home to change ships, but still forget to fuel them. We have smart NPCs in ED.

The one that really bugs me, is NPC pirates that turn up when you drop into a station and message you as if they had just interdicted you.
 
Agreed, OP. This is an annoying issue that should have been addressed some time ago. A related issue are ships in distress that change type when you return with aid. No persistence. The game is random when it should be persistent and persistent when it should be random. 

The real problem is that instancing is not centralized. Some player out there, it might be you, is controlling the instance. In order to have a persistant instance that data has to be stored and retrieved. Where do they keep it? On your PC/Console if you are the instance host? How much data space are you willing to give up to hold that data? For how many players can one instance host store data? Should you have to give consent? Storing instance data on a centralized server presents problems such as cost, bandwidth, latency, reprogramming the whole instance logic, etc.

I'm not saying it can't be done but there are a lot of factors involved then would need to be considered.
 
Yeah, they are able to go home to change ships, but still forget to fuel them. We have smart NPCs in ED.

The one that really bugs me, is NPC pirates that turn up when you drop into a station and message you as if they had just interdicted you.

What really annoys me is NPC pirates who know yu have a hold full of "tasty cargo' before they have even interdicted and scanned you. Where do they get this intel?
 
eeealy getting tired of the all the lousy coding in this game. NPC returns to continue his attack on me after losing most its hull and high-waking, but now totally healed and shields recharged after......oh about 15 seconds.
Welcome to the world of MMO games without dedicated server infrastructure. Yes, kind of car without engine.
 
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What really annoys me is NPC pirates who know yu have a hold full of "tasty cargo' before they have even interdicted and scanned you. Where do they get this intel?

Spies, each and every worker at a station cargo depot is on the take. No one in this universe has anything approaching morals, they'd literally kill their own mother to make a few credits. Heck, even the mission givers should be suspect.
 
Spies, each and every worker at a station cargo depot is on the take. No one in this universe has anything approaching morals, they'd literally kill their own mother to make a few credits. Heck, even the mission givers should be suspect.

Oh those mission givers are truly suspect! They offer you those high paying "spec ops' missions that are really just a way to trick you into getting a bounty on your head! I am convinces they are getting kickbacks frothe factions they are "telling you to target"!
 
eeealy getting tired of the all the lousy coding in this game. NPC returns to continue his attack on me after losing most its hull and high-waking, but now totally healed and shields recharged after......oh about 15 seconds.
Yup. Old problem. For a while it seemed like it was fixed, but it has been recurring more after latest update.
 
What really annoys me is NPC pirates who know yu have a hold full of "tasty cargo' before they have even interdicted and scanned you. Where do they get this intel?
What annoys me is that when you pick up a bunch of missions, you get either 5 of them in a row with time bonus, or 5 of them with pirate targeting you. There's no mix. Either you get a series of one or the other. And when you get a couple of pirates hunting you for different missions, they tend to show up in the same interdiction, so now suddenly you're face 2 or 3 pirates with engineered shields and weapons. Not fun when all you have is a non-engineered cobra.
 
Have filed bug reports about this one myself, 1st one well over a year ago so not holding my breath for it to get fixed anytime soon.

Funnily enough if they high wake out if you have a wake scanner fitted and follow them to their destination then they still have whatever % armor they had when they fled, so makes no sense that Fdev can't seem to maintain the same level of persistance with the post low wake re-emergence scenario.
 
eeealy getting tired of the all the lousy coding in this game. NPC returns to continue his attack on me after losing most its hull and high-waking, but now totally healed and shields recharged after......oh about 15 seconds.

I like the way you'll get some people attempting to justify this on the grounds that NPCs aren't persistent.


I could almost accept this in the case of random NPCs but if the game is spawning NPCs specifically related to something you're doing, they quite simply SHOULD be bloody-well persistent.

Now that FDev seem to have given NPCs the brains to flee when they're in danger of being destroyed, they REALLY need to have another look at this and find a way to make mission-related NPCs persistent.

If they're not going to do that, I'm afraid they need to lobotomise them again, so they don't jump away when they're about to be destroyed.
 
Here's a weird thing that happened to me today. I was hunted in one of the missions by an NPC. He had a python, me a non-engineered cobra. It's a new account. No engineering so far. Not even million credits in balance yet. Working my way up for reputation. Now, I timed out and failed the mission this morning because of... oh, well, things. But... the NPC is still chasing me, and after taking him out, his buddy is now coming, even though the mission is gone. Strange. I don't think I've seen this before. He did say something like "Your former employer wishes to greet you." Or something similar.
 
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I like the way you'll get some people attempting to justify this on the grounds that NPCs aren't persistent.


I could almost accept this in the case of random NPCs but if the game is spawning NPCs specifically related to something you're doing, they quite simply SHOULD be bloody-well persistent.
Dang. Good point. Now with mission system having a semi-persistent server for all modes, and USS-es are persistent as well, now the NPC for sure should be as well. If they're damaged, they need to go to a station and repair or stop and use repair limpets like any normal person.

Now that FDev seem to have given NPCs the brains to flee when they're in danger of being destroyed, they REALLY need to have another look at this and find a way to make mission-related NPCs persistent.

If they're not going to do that, I'm afraid they need to lobotomise them again, so they don't jump away when they're about to be destroyed.
Make them persistent. They can do it. Missions and USS are, so why not NPCs.
 
Not easy to make their properties persistent in a p2p net model. This is why most MMOs use a client/server model, for reasons of persistent universes and instances.

I'm not 'justifying' it, just saying I don't expect it to ever change (would be great if they found a way though).
 
Not easy to make their properties persistent in a p2p net model. This is why most MMOs use a client/server model, for reasons of persistent universes and instances.

I'm not 'justifying' it, just saying I don't expect it to ever change (would be great if they found a way though).

It already works, there is just a bug preventing it
 
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