It's time to consider the SLF an exploit in multi-player

I think Frontier have already pledged to fix it in the next patch. It's been like this since the April patch we think.

This^ is the worst part of the problem.
The bug has been present since the April patch. Acknowledged by Frontier. Today is the 1st of August and guess what? Bug still present.

We are very unlucky that the bug in question doesn't give the owner of the SLF some extra credits, like 1000 Cr per week, as a side effect. It would have been fixed within 2 days if it had, sure as hell.
 
This^ is the worst part of the problem.
The bug has been present since the April patch. Acknowledged by Frontier. Today is the 1st of August and guess what? Bug still present.

We are very unlucky that the bug in question doesn't give the owner of the SLF some extra credits, like 1000 Cr per week, as a side effect. SLF would have been removed within 2 hours if it had, sure as hell.
FTFY. It would still take them weeks to months to fix it :p
 
Outside of rebalancing reasons I'd rarely advocate something be outright removed, but this {Expletive removed} has gotta get sorted somehow because it massively impacts on a fair game.
 
I wonder what it is about the npcs that makes this happen...

Nothing about the NPCs themselves. I would guess the root cause is somewhere between those facts:
  • The game uses UDP. LIke about any game out there. UDP has no handshake, doesn't uphold the connection, nothing like it. It's just messages sent without any acknowlegement, error correction, etc. The advantage is that it's faster than TCP. So most games use it, a message lost here and there doesn't matter.
  • The game apparently doesn't have time tracking for the messages. Which means, they can arrive out of order.
  • Without having analysed the network traffic in this described scenario (too lazy to do it at the moment as I am not getting paid for it ) i would expect that orders to the NPCs for whichever reasons were given higher priority and it messes up the IP stack. Purely one theory, there's plenty of other options what could go wrong, don't pin me down on this.

Exact reason for WHY the messages don't go out in correct order, apparently they do so. Which means that the recepient gets them in wrong order. And acts on them based on that. Any server based plausibility check would easily detect and prevent that. On a P2P network on the other hand... game over.
 
Nothing about the NPCs themselves. I would guess the root cause is somewhere between those facts:
  • The game uses UDP. LIke about any game out there. UDP has no handshake, doesn't uphold the connection, nothing like it. It's just messages sent without any acknowlegement, error correction, etc. The advantage is that it's faster than TCP. So most games use it, a message lost here and there doesn't matter.
  • The game apparently doesn't have time tracking for the messages. Which means, they can arrive out of order.
  • Without having analysed the network traffic in this described scenario (too lazy to do it at the moment as I am not getting paid for it ) i would expect that orders to the NPCs for whichever reasons were given higher priority and it messes up the IP stack. Purely one theory, there's plenty of other options what could go wrong, don't pin me down on this.

Exact reason for WHY the messages don't go out in correct order, apparently they do so. Which means that the recepient gets them in wrong order. And acts on them based on that. Any server based plausibility check would easily detect and prevent that. On a P2P network on the other hand... game over.

Nice analysis, but this is a relatively new bug (compared to the life expectancy of many other bugs in ED, that is). It used to work just fine before the April update, P2P or not.
 
Yes, Frontier. People are using their SLFs, sometimes oblivious to the fact that anything is broken, looking like total ats in the eyes of other pilots. Could you please fix the situation or remove them until you do., Thanks
 
Nice analysis, but this is a relatively new bug (compared to the life expectancy of many other bugs in ED, that is). It used to work just fine before the April update, P2P or not.

It's not an analysis. I didn't put any effort into actually testing things and figuring anything out. I just wrote that up as one plausible theory of what could be going wrong. On the question if thing were fine before April: no idea. It might also only have been discovered recently. We'd need be able to run older versions to crosscheck, which we obviously can't. And even if it is new: maybe for some reason somebody gave messages higher priority. Maybe some other bug was fixed, which prevented this from happening previously. I can't tell. As i didn't analyse anything, but am only guessing.
 
Command spamming was never the issue. It exacerbated the underlying problem, but that problem was introduced a while back and never fixed. The 'fix" was based on Frontier's mistaken assessment of what was going on, so really didn't fix anything.

They did something similar with the module pane. Couldn't see what priority the modules were without cycling the list...so guess what their fix was? The list cycles itself back to top whenever you open the pane or repair/power cycle a module...which craps up repairs in combat almost as much as the original problem did.
 
How? (If it's in this thread, just give me the post number)

The OP's first post of this thread and my own comments in post #17.

My CMDR has three Elite ranked crew on retainer and hasn't equipped a fighter hangar, except to see if this bug was still present (it is), in more than three months.
 
Hopefully FD will look deep into this one
and not only fix the NPC code resulting in the rubberbanding,
but also touch them becoming idle when at range from the mothership.
The AI behaviour is quite buggy.
 
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