Lugh Event a failure - Taking over systems doesnt work

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UPDATE 03/16/2015
This necromantic thread has nothing at all to do with the current Lugh event.

Please close.

The war in Lugh is great and the only thing not working are the influence numbers.
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The revolution of Lugh appears to be over.

After doing progress for half a week, on the weekend, with the goal in sight, it all came to a screeching halt.

Here is what I learned:
Nothing

1. Triggering a big enough influence change to start an election or a civil war does not seem to implemented.
2. The influence system is neither documented nor is it in any way obvious what works and what doesnt.
- we dont know how trading works on influence
- we dont know to what extent missions change influence. We have seen so many little blue influence arrows in the last weeks, we could fill a small town with traffic signs. But we werent able to push the Crimson State Group above 50%.
- we have no idea whether or not bounty hunting or killing enemy faction's ships has any effect on influence
- we dont know whether influence is dependent on the stations (as in: you have to take over the biggest station because there are the most people). This does not seem to be the case.
- we dont know how and to what extent FD pulled the strings in the background, reducing the amount of influence gained from missions and other activities
- we dont know whether there were concerted efforts by players to stop the Crimson Revolution from happening. Talking to other players in Open appeared to show way more of CSG supporters than Federation supporters.

You can look at this thread for the results of the last 2 weeks. https://forums.frontier.co.uk/showthread.php?t=71699&page=54

So we dont know anything more about influence than 1.5 weeks ago. The background simulation does not appear to be fully working. We can move around the percentages a bit, and there is a response in the tone of the missions. But there isnt a trigger of election or civil war events. It appears that it all needs to be done by hand by the developers.

This is a very disappointing outcome. Nevertheless I'd like to thank all the people that were missioning like crazy over the last week. Personally, i cannot pretend anymore to know what to do and how to do it, when I dont.

If anyone has different insights about influencing systems and achieved results, I'd rellay like to hear them.

TL;DR: The background simulation doesnt work. Players cannot take over systems or trigger a civil war or election event as of now.
 
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Thank you guys for testing this out so thoroughly. It has been very interesting to read the progress and see how far you can push the background simulation.

As for the outcome, I am disappointed - though not surprised - and I hope sincerely that it improves markedly in the future.

Funny. That last sentence pretty much also sums up my thoughts on mining, bounty hunting, trading, missioning, exploration...etc. :)
 
I have been one of the faithful, and I must agree with Flinn. Once you hit the wall of "civil war critical" at just under 50 percent, everything just stopped. In the past 24 hours, I have noticed a sharp decrease in the number of players in system, and I really can't blame them. I have been allied with CSG for several days now, and I see very little difference in the quality/payout of missions as well. Seems like once you hit friendly, there was no real progression of mission quality after that.

I am too am very disappointed.

At this point I would really appreciate some DEV input. I am not asking for them to reveal the mechanics of the game, or let us in on the top secret formula to achieve what we wanted to achieve, but I would like to see someone chime in with some real feedback. DEVs, including Micheal have responded to what we were doing, and dropped us a breadcrumb every now and again. Until I hear some kind of official word, or see some sort of documentation in the form of a manual, I will remain a disappointed player. A lot of hype was put into the players being able to shape the galaxy, and sadly that is not the case, given the information and results we have at this time.

I certainly hope the DEVs get their ball rolling better. The skeleton of this game is really great, and has a LOT of potential. However, without any real guidance, we cannot help but be pessimistic at this time.

Thank you very much Flinn, this has been an enjoyable ( yet slightly bitter) experience.
 
thanks for the time and effort put in

its fun to see, the more we play the more we notice how much is missing, man did we pay for an early access game again?
 
Actually you triggered civil war three times, but it didn't hold. We've since fixed that. It was an excellent test and kudos for the attempt.

Michael

And all 3 times absolutely nobody saw any difference in our gameplay. No war zones, no Galnet, no change in the game ( visible to players) other than "civil war critical" So other than a change in the line of text, SHOULD we have seen something else?
 
Actually you triggered civil war three times, but it didn't hold. We've since fixed that. It was an excellent test and kudos for the attempt.

Michael

Thank you for your feedback.
Can you maybe elaborate further on balancing efforts of FD, please? Was the influence "brick wall" we hit at 49% due to less players participating, or failing missions, or was it balancing (maybe because you deemed it too easy to take over a 15 Bn people system)? Or opposition by other players?
We raised influence lightning fast, then it just stopped on Saturday.

Edit: And maybe a few words about what actually affects influence, or doesnt?
 
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Brilliant job, regardless of outcomes. Opinions on current state not withstanding, exactly the kind of thing that'll make the game better for all of us in the end.
 
Actually you triggered civil war three times, but it didn't hold. We've since fixed that. It was an excellent test and kudos for the attempt.

Michael

Thanks for the info. See, now I have to ask. Michael, in all the time we were testing the game over the last few months, why the heck didn't you guys ask us to test things like this?
The players tried at release, it failed, you've fixed stuff now so civil war should be triggerable now. Great! But, this could have been a great thing to test during beta or gamma if you guys had turned on the simulation and just asked for some participation. I know you'd have gotten a very enthusiastic response, especially given the size of the "bubble" or "sausage" we were all playing in at the time so travel time wouldn't have been an issue for the testers, and maybe you could have gotten some of these bugs squashed.
 
Im sure they are learning just as much from the community and how we interact with thier enviroment, as we are learning from the enviroment when we interact with it.. They made the sandbox.. but they dont know how we will end up playing in it.. so im sure over time, they will datamine everything we do, and tailor events better and better from the past events..

It would be interesting to see the stats behind it though.. i mean how many players were activaly working on rep, how much rep was gained, and what that equates to per player on average.. then compare that with the total number of players online at that time and either choosing not to participate, or simply having no idea it was going on (because they are new, or dont visit the forums, or whatever reason)..

Edited due to FDs responce above
 
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Actually you triggered civil war three times, but it didn't hold. We've since fixed that. It was an excellent test and kudos for the attempt.

Michael

Hi Michael, thanks for the feedback - that's interesting to hear that it was triggered three times! What do you mean by "It didn't hold"? What was supposed to happen?
 
That's a shame, hopefully they will fix this. :(

If civil war was triggered three times why was there no obvious difference or change in "action"?
Perhaps it is at that point it broke?
When can we expect this to be fixed and working?
Why wasn't this tested in the alpha or beta?
 
Thank you for your feedback.
Can you maybe elaborate further on balancing efforts of FD, please? Was the influence "brick wall" we hit at 49% due to less players participating, or failing missions, or was it balancing (maybe because you deemed it too easy to take over a 15 Bn people system)? Or opposition by other players?
We raised influence lightning fast, then it just stopped on Saturday.

Edit: And maybe a few words about what actually affects influence, or doesnt?

I'm also very interested, there's a lot of commanders fighting the good fight for the Empire at Sorbago currently and as far as I can tell influance has been static at 28% for both facitons over the last couple of days.
 
Thanks for the info. See, now I have to ask. Michael, in all the time we were testing the game over the last few months, why the heck didn't you guys ask us to test things like this?
The players tried at release, it failed, you've fixed stuff now so civil war should be triggerable now. Great! But, this could have been a great thing to test during beta or gamma if you guys had turned on the simulation and just asked for some participation. I know you'd have gotten a very enthusiastic response, especially given the size of the "bubble" or "sausage" we were all playing in at the time so travel time wouldn't have been an issue for the testers, and maybe you could have gotten some of these bugs squashed.

Because this part of the code wasn't ready to be tested back then?

Crap! Still awake!

Ok, let's try that sleep thing again...
 

Michael Brookes

Game Director
Thank you for your feedback.
Can you maybe elaborate further on balancing efforts of FD, please? Was the influence "brick wall" we hit at 49% due to less players participating, or failing missions, or was it balancing (maybe because you deemed it too easy to take over a 15 Bn people system)? Or opposition by other players?
We raised influence lightning fast, then it just stopped on Saturday.

Edit: And maybe a few words about what actually affects influence, or doesnt?

All I can say is you were doing the right things and that trading can have a big impact against your efforts.

Michael
 
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