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

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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.

It would seem the black box that is behind everything, which by readings was rushed and not fully implemented is either being held back by the developers to slow the pace of change in the game, and they are just admitting to a few small bugs, but silently preventing all these efforts from working or ...

The rushed push to get the game ready for beta and gamma and then 1.0 was so rushed that whoever did the programming did such a bad job that they should be re-educated in programming and or quality improvement should run a simulation of the whole system to make sure it works.

However ive been reading some developer posts latley and its like pulling teeth and then the replies are one lined in nature with no further explanation. Or they are so over worked that they have said ok theres these bugs there and then forgotten to fix em up and focused on the new content instead. Its all a bit of a black box, unlike eve online for example where theres so much communication and two way interaction that fans get fed up with the developers spoiling the surprises but generaly their updates are almost flawless and go off as intended
 
The rushed push to get the game ready for beta and gamma and then 1.0 was so rushed that whoever did the programming did such a bad job that they should be re-educated in programming and or quality improvement should run a simulation of the whole system to make sure it works.


I feel like the devs have been communicating with us rather well, at least here on the forums.

Also lets try to keep a lid on the speculation of why the bugs exist, especially in this thread as the devs have been kind enough to interact with us. Obviously I can't force anyone to do so, but personally the dev input in here is a privilege I would like to keep.

Accusations will get us no where. It is what it is, lets work with what we have and help them to improve from there.
 
Communication regarding the background simulation was rather well the last month. I dont think the devs communicate not enough, rather I think the game doesnt communicate enough in regards to the background sim.

It is too unclear what is happening. Invisiblre civil
Wars, unknown targets for civil wars, unknown causes for states, unknown targets for expansion, unknown remedies or effects of states. You have to leave the game to know about those things. They aren't always intuitive, or even documented at all. Unless you compile a knowledge base with Michael Brookes collected quotes.

Apart from that I am under the impression that there is only a single Person working on the background sim, and doing so halftime. If you compare the amount of bugfixing for stuff like netcode, Crashes, development of flight mechanics, planet views, Events...

Then the background sim has made hardly any progress since release. It is in a rather embarassing state. It eorks for about 40%.

And also it is hard to say so, someone has to. Nothing will come of it if we dont state clearly what everyone knows who played with it.

Fix the civil war mechanism for non-dominant minor factions with influence superiority.
Fix the non-station owning minor faction issues. And we are at 75%. Then we can start expansions and continue with them. Or actually turn systems without having to support enemy factions because we overshot when there were other active states or cooldowns.
 
Ranting and accusations does lead nowhere.

we all know that the backround sim needs a proper overhaul, lots of improvements and better clear indicators on what is happening.

Looking forward to a proper statement from the DEV team.
 
It would be interesting to know if while expansion is active whether our efforts in Sukua are being bolstered or if the non moving influence is a bug. Michael has talked about expansion possibly failing. So does the fact that the Dukes have appeared in Sukua as a faction mean we succeeded or is that still to be determined by our efforts.
 

Michael Brookes

Game Director
It would be interesting to know if while expansion is active whether our efforts in Sukua are being bolstered or if the non moving influence is a bug. Michael has talked about expansion possibly failing. So does the fact that the Dukes have appeared in Sukua as a faction mean we succeeded or is that still to be determined by our efforts.

If it failed then it wouldn't be listed in the system. Three of the minor factions in that system are showing player activity, so I think you're encountering more resistance than you have previously.

Michael
 

Ozric

Volunteer Moderator
However ive been reading some developer posts latley and its like pulling teeth and then the replies are one lined in nature with no further explanation. Or they are so over worked that they have said ok theres these bugs there and then forgotten to fix em up and focused on the new content instead. Its all a bit of a black box, unlike eve online for example where theres so much communication and two way interaction that fans get fed up with the developers spoiling the surprises but generaly their updates are almost flawless and go off as intended

Hehe, do you think it was like that from the start of EvE online? Do you even know why the devs now communicate so much, have you even been on the EvE forums? You cannot, as has been stated so many times, compare a game that is over 10 years old to one that is 3 months old. And as others have said, just abusing the team is not going to do you any favours at all.
 
If it failed then it wouldn't be listed in the system. Three of the minor factions in that system are showing player activity, so I think you're encountering more resistance than you have previously.

Michael

Any chance to get a statement how expansion works? Is there a cooldown attached to it? Or why is the influence stuck at 9.1% as it was bugged HR.

The missions, whether done from Mikunn to HR 7327, HR 7327 are till having influence on the wrong systems.

We did a mission from Mikunn to HR (Deliver to Mikunns) and it seemed like the influnence was showing for the 9.1 Dukes of Mikunn (Sukua)

Any clarification would be nice.

Thanks for your time.

***EDIT***

Seems like expansion ended.
 
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It is too unclear what is happening. Invisible civil
Wars, unknown targets for civil wars, unknown causes for states, unknown targets for expansion, unknown remedies or effects of states. You have to leave the game to know about those things. They aren't always intuitive, or even documented at all. Unless you compile a knowledge base with Michael Brookes collected quotes.

As a new player that's my biggest frustration. I hear about all these interesting things like civil unrest, political factions fighting for supremacy, fighting for your faction to shift influence and take systems... and there is absolutely zero mechanics in game to learn about these things, find them, and participate.
 
If it failed then it wouldn't be listed in the system. Three of the minor factions in that system are showing player activity, so I think you're encountering more resistance than you have previously.

Michael

Well, guess that means we should try running some more missions if we want to see. For the first time since Thursday, Influence has changed in Sukua. We just got out of Expansion - so many that has something to do with it. Unfortunately, Dukes lost Influence to Noblement. Guessing trading going on at Forrest. Better than at , I say (*snicker*).


Edit: I read here that Influence may be locked during an Expansion. I've never heard that anywhere, but in light of Influence movement the day we came out of Expansion, it may be true.
 
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Is it true that Civil War is only triggered when two factions are within a certain inlufance threshold of each other? It's not just a greater than, less than situation.

I.E. If the Dukes have passed HR Commodies by too great a margin they will not go into Civil War with each other unless we actively work against the Dukes to bring their infulance back within that threshold?
 
Is it true that Civil War is only triggered when two factions are within a certain inlufance threshold of each other? It's not just a greater than, less than situation.

I.E. If the Dukes have passed HR Commodies by too great a margin they will not go into Civil War with each other unless we actively work against the Dukes to bring their infulance back within that threshold?

I'm not convinced on this. I'm guessing it's a correlation not causation kind of thing.

MB stated Civil War is triggered by either surpassing an Influence threshold or "influence movement differentials," which I've interpreted to mean gaining a certain amount of Influence compared to another faction.

If you look at the graph in this post, you can see we went to Civil War Critical, not when we were close to Law Party, but when we were almost 20% points apart, after we gained. Now, I'm assuming we were suppose to go to Civil War against Law Party, as the same day we went Civil War Critical pending, they went Civil War pending.

I'm guessing with the other group, the Influence difference change hit the threshold around the same time as the Influence levels were similar by coincidence. If it happens consistently, then I'm probably wrong.



If it failed then it wouldn't be listed in the system. Three of the minor factions in that system are showing player activity, so I think you're encountering more resistance than you have previously.

Michael

I'm curious to know if the activity was trade or missions.

Prior to and during the Expansion period for Dukes of Mikunn, we've seen no effects on Influence based on Missions for the Dukes of Mikunn (expanded faction bug again?). The only way we've moved Influence in HR 7327 is by reducing Dynamic Commodities Influence by attacking their ships, which increases all the other factions Influence proportionally. Clearly that won't work in Sukua, as it would benefit the 2nd highest Influence faction disproportionally (or proportionally based on your perspective).
 
I'm also curious if there is a way for a faction to replace another in a system where there are already five faction. (Which I understand to be the maximum).

Kwatee is the most desirable system in our area there is a faction that has 1% infulance can we push them out?
 
Any chance to get a statement how expansion works? Is there a cooldown attached to it? Or why is the influence stuck at 9.1% as it was bugged HR.

At some point earlier in the thread, he mentioned the Dukes of Mikunn were in Expansion Cool Down, so it looks like that's a thing.

Are missions run today still showing Sukua Influence, no matter which system?
 
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