LTD mining is overpowered and it kills all other activities

Thank you for the QA for FDevs! xD

About #3, actually that looks like a pretty bad work from them... Seems they have assigned those bugs & issues to a junior developer who can't manage the issue in general and applying some tweaking patches here and there... Well that's sad, what can I say.

Don't want to be rude to FDev team, but as a programmer with 13 years of experience, including gamedev, I can say it's both poor work from development team and qa team :-(
I wish I'd be able to look at their codebase - sometimes it may be really hard to fix such issues, but I'm almost sure it's ot the case.
 
OP, look! If they want to make other content more enticing to players then they can design those parts of the game to be better, but taking from one good thing to marginally enhance another is not an improvement by any means. It's still the same thing. Crushing a bag of potato chips (crisps) doesn't give you more chips! It just gives you more pieces, and a lousier eating experience. Make the bad parts better, and leave the good stuff alone.
 
OP, look! If they want to make other content more enticing to players then they can design those parts of the game to be better, but taking from one good thing to marginally enhance another is not an improvement by any means. It's still the same thing. Crushing a bag of potato chips (crisps) doesn't give you more chips! It just gives you more pieces, and a lousier eating experience. Make the bad parts better, and leave the good stuff alone.
Completely agree! Though the mining itself was (and unfortunately still is) broken and should be fixed. Now it's better than before patch, but still far from good.
 
Thank you for the QA for FDevs! xD

About #3, actually that looks like a pretty bad work from them... Seems they have assigned those bugs & issues to a junior developer who can't manage the issue in general and applying some tweaking patches here and there... Well that's sad, what can I say.

Don't want to be rude to FDev team, but as a programmer with 13 years of experience, including gamedev, I can say it's both poor work from development team and qa team :-(
I wish I'd be able to look at their codebase - sometimes it may be really hard to fix such issues, but I'm almost sure it's ot the case.
Hmmm.. Can you be so kind to share some part of your wisdom?
How - taking into account current design and supposed state of the code, also real imposed time deadlines etc - how - on your regard - was the best approach to fix this patricular form of the SLF exploit (lets say what it was supposed to implement this part of patch 3)? Without ruining the bunch of other in-game mechanics seemingly "unrelated" (and I'm not speaking of material distribution in hotspots etc). Taking into account real situations and not "theoretical" - "let's rewrite the code fully"? I'm quite curious...
 
Well to know HOW to fix it properly, for sure need to look at their code and architecture first - I don't have access to it ¯\(ツ)
What's the most concerning is that they have fixed a very particular case, without checking/fixing another similar cases (e.g. you can't respawn SSDs with flying away but still can do it with relog).
It shows that the changes was very specific, kinda added a hardcoded check or something like that, which in turn doesn't make the code better but increasing the tech debt and leading to more issues on future.
As I said, there is a chance that it's highly coupled with some very core mechanics such as instancing – in that case, it may be really hard to fix everything properly, but it's exactly the consequences of a previous technical debt, if that's the case.
 
it's highly coupled with some very core mechanics such as instancing

Basically this
P2P instead of server based means that game's instancing is locally - hence the combat logging, reloging to respawn materials at POI's (and now to respawn SSD), relogging to HGE and so on
Way cheaper to maintain a multiplayer game than a client-server architecture, but open to these sort of lame mechanics.

They should simply own it instead of crapping up the game.
 
Basically this
Technically that sort of things can be easily solved even for a completely single game, so for sure it can be solved for a p2p multiplayer. But that's correct if designing the game's architecture from the scratch, have no idea how it's made in ED right now.
But in my opinion, with having some server-based mechanics, that should be even easier to make in ED.
 
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