Mercs of Mikunn results after 3 weeks of effort - Also a request for documentation, in game and out

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Mr. Brookes,

After expanding into Sukua on Thursday, we've been stuck at 9.1%, even after doing many many missions to bolster Influence there.

Is there a lag time for the Influence to get calculated in, or are we experiencing the same bug that you guys fixed on Jan 15th, after being stuck at 9.1% for weeks in HR 7327?

Interesting note, the Mission Summaries now show the Sukua Influence level for the Dukes of Mikunn no matter which system the Mission is in (Mikunn, Sukua, or HR 7327). Prior to the expansion, it always showed Mikunn, the "home system."


Factions without stations are not having influence gains applied right now ... see Flin posts above. This also applies to 'expanded' factions apparently.
 
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Mr. Brookes,

After expanding into Sukua on Thursday, we've been stuck at 9.1%, even after doing many many missions to bolster Influence there.

Is there a lag time for the Influence to get calculated in, or are we experiencing the same bug that you guys fixed on Jan 15th, after being stuck at 9.1% for weeks in HR 7327?

Interesting note, the Mission Summaries now show the Sukua Influence level for the Dukes of Mikunn no matter which system the Mission is in (Mikunn, Sukua, or HR 7327). Prior to the expansion, it always showed Mikunn, the "home system."

Something of an observation, in sukra the second faction the gold syndicate are got blue arrows up on civil unrest and lockdown, is this the thing blocking the 9.1% or a bug, this game is full of bugs
 
Something of an observation, in sukra the second faction the gold syndicate are got blue arrows up on civil unrest and lockdown, is this the thing blocking the 9.1% or a bug, this game is full of bugs

Until a dev makes a statement we asume its as intended. Could be a cooldown. could be a Bug.

But it has nothing to do with the gold syndicate ...
 
While you are at it:
We managed to creatively trigger a civil war in one of our target systems (through a mix of expansion and supporting an opponent faction).

Now we cashed in over 3 million Credits in combat bonds. The result was 0 influence change.
Our faction does not own a station and is an expanded faction. System is Naitis and it expanded from Wolf 406.

Thank you.

Over the weekend we cashed in 12 million in combat bonds in Naitis.

First in Naitis, then in the faction home system.

The result was a relative loss of 0.3% influence compared to the opponent faction.
After the equivalent of destroying 650 enemy Anacondas or ship value in the order of about 90 billion credits.

I highly doubt this is working as intended.
 

Deleted member 38366

D
Hmm...

I am under the Impression that Factions currently engaged in Civil War seem to have a fixed Influence.

I remember supporting one just with the typical Trading, but despite hauling in some 3.000.000Cr in profits (~1 Million = ~1% influence gain, absent any other Players working against that) and doing several Bulletin Missions, it didn't change anything on the Influence levels.
Over the 2 days of civil war - Influence of both involved Factions did not move at all, regardless of what I did.

Right after the civil war ended, Influence work was possible again as usual.
I assumed that the inputs I gave the faction were taken into consideration for the conflict instead (which would make sense). At least the Faction I supported won within 2 days, not sure if that's a normal time for a civil war to last.

PS.
I did not participate in any Conflict Zone combat - both Factions happened to be Allies.
 
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Hmm...

I am under the Impression that Factions currently engaged in Civil War seem to have a fixed Influence.

I remember supporting one just with the typical Trading, but despite hauling in some 3.000.000Cr in profits (~1 Million = ~1% influence gain, absent any other Players working against that) and doing several Bulletin Missions, it didn't change anything on the Influence levels.
Over the 2 days of civil war - Influence of both involved Factions did not move at all, regardless of what I did.

Right after the civil war ended, Influence work was possible again as usual.
I assumed that the inputs I gave the faction were taken into consideration for the conflict instead (which would make sense). At least the Faction I supported won within 2 days, not sure if that's a normal time for a civil war to last.

PS.
I did not participate in any Conflict Zone combat - both Factions happened to be Allies.

I could be wrong but my understanding was that during civil wars, influence effects of trading (and missions?) was severely dampened.... assuming no bugs of course!
 
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Hmm...

I am under the Impression that Factions currently engaged in Civil War seem to have a fixed Influence.

No they don't. Only combat 'actions' (kill missions, chasing in bonds/bounties for your faction, killing enemy ships) apply during civil war (trading is useless), and influence moves... when it's working properly (not if the faction you are supporting has no station in the system, this has been reported now by several groups, so I would say this is more the norm than the exception).
 
But then again, we are witnessing this stand still of influence across the whole system (the other project I've mentioned, not related to Dukes of Mikunn) without any of the four minor factions having any kind of state or impending state.
 
Over the weekend we cashed in 12 million in combat bonds in Naitis.

First in Naitis, then in the faction home system.

The result was a relative loss of 0.3% influence compared to the opponent faction.
After the equivalent of destroying 650 enemy Anacondas or ship value in the order of about 90 billion credits.

I highly doubt this is working as intended.

So we stopped our operations in Naitis.

Either combat bonds aren't working or minor factions without stations aren't working. Either way, you can calculate how many man-hours were spend on collecting 12 million combat bonds for nothing. And that's why we stop doing it.

We hope this will get fixed soon. There are 2 bugs that are a major PITA:
1. Non-station owning factions not gaining influence
2. Civil Wars not triggering when you overtook your "target" minor faction.

Furthermore I am not sure whether combat bonds work.

And some more info regarding states and how they affect the game, cooldowns, civil wars and when they happened and which station or just overall a bit more ingame feedback on our actions would really be welcome. I don't understand the amount of exposure player generated events get in newsletters and on the forum compared to the amount of developer resources that are put into the issues plaguing the background sim players.
 
I think theres only a very small amount of developer resources going into the sim in general just little minor tweaks. And even when they are looking into it , a lot of things remain unfixed, most of the resources are going into wings, pvp rebalancing and the new Large USS sites, they just dont have enough programmers to pull it all off

Maybe the new hires will work on it but i think they are trying to meet sales targets and its all being left till later
 
I think theres only a very small amount of developer resources going into the sim in general just little minor tweaks. And even when they are looking into it , a lot of things remain unfixed, most of the resources are going into wings, pvp rebalancing and the new Large USS sites, they just dont have enough programmers to pull it all off

Maybe the new hires will work on it but i think they are trying to meet sales targets and its all being left till later

Understandable. Pretty sure the players doing this sort of thing are a real minority compared to most players. We can't be more than a few hundred, while there are hundreds of thousands of other players. Still, it's nice to know when things are or aren't working so we know what to bother with. So far, I think we've done pretty well finding these background sim bugs. It's only human to want to get a payoff from putting in all the effort.
 
Understandable. Pretty sure the players doing this sort of thing are a real minority compared to most players. We can't be more than a few hundred, while there are hundreds of thousands of other players. Still, it's nice to know when things are or aren't working so we know what to bother with. So far, I think we've done pretty well finding these background sim bugs. It's only human to want to get a payoff from putting in all the effort.

Yes but the question is: when everybody is asking for depth and more meat to the bones, not taking care of that demand is going to drive away players in the long run (and the 'long run' is already here for plenty). Eventually most get tired of purposeless grind and want to do SOMETHING, but if the systems are just not there people just stops playing (and is very hard is nowadays environment to get back players after months, if you release an expansion or whatever).

A couple of the reasons more people does not care is because there is not enough feedback from the game and consequences to a changing environment, if this is really low priority I don't have much hope for this game, as this should be priority #1 to infuse some life in the game, which is soul-less right now.

People is dropping off all the time, and this not working is not helping, getting it to work is the first steep, the second should getting the right priorities if they really want to have a lasting product; if not this won't last more than a couple years at best (money flies very fast).
 
eve online, space engineers and a few otehr games prove that players will come back if an update is issued. What EO does though is regular content udpates, and SE is weekly updates but its more of a building game. So yeah players will go up and down, the community events are being tested, seems we might get more widespread spawning of these things once things get a bit automated.

The background sim needs ongoing work, would be ncie if the developers were a little bit more forthcoming with details or at least some information in a general sense, going back through the thread we mostly get confirmation that something is workign ( how deep is it) or it isnt working but no eta on a fix just a confrmation it will get fixed at some point.

* Is anyone following on with these fixes or is it just to smooth things over.

A lot are trying to be positive, however so far its lucklusture and takes lots of effort. A lot of us probably get allied, get those slightly better missions and small benefits and then get bored or move onto something else.
 
Was it this thread where Michael said killing NPCs of a faction affects their influence?

I see pirates kill allied police force in the Lave sector all day long. How come none of those systems succumbed to anarchy yet?
 
Was it this thread where Michael said killing NPCs of a faction affects their influence?

I see pirates kill allied police force in the Lave sector all day long. How come none of those systems succumbed to anarchy yet?

Those influence gains only apply when u turn the bounty in was another comment, and u cant claim minor faction bounties due to a bug, plus kws coming into play its in need of work
 
Was it this thread where Michael said killing NPCs of a faction affects their influence?

I see pirates kill allied police force in the Lave sector all day long. How come none of those systems succumbed to anarchy yet?

I wonder if it also is due to population size? No idea what the population of Lave is, but I'm guessing it's got to be high millions, if not billions?

Not an excuse for potential bugs, of course, just a possible theory *if* there are no bugs affecting it.

Z...
 
Was it this thread where Michael said killing NPCs of a faction affects their influence?

I see pirates kill allied police force in the Lave sector all day long. How come none of those systems succumbed to anarchy yet?

We killed for 12 million combat bonds.

Thats between 6.000 Eagles and 650 Anacondas, or list price of between 1 and 90 billion credits. I dont know to what extent "kill ships" is supposed to go.

But really... Either it's scaled in a ridiculous way, so 30 active and organized people cannot influence the system.

Or its not working.

Since I know how fast we influence other systems - with a station for our faction it is a matter of days to start and win a civil war - i say its not working.

And it'd be really great if it worked as intended.
Cant be that hard to run a few queued database operations and write unit tests for debugging.
 
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