Serious problem!

both creator and those who repeat his endeavors are at fault for the effects

the problem is watching videos or written instructions on how to use an exploit, or rather how to exploit something.

the BGS in such systems tends to take a beating, a very directional beating.

it takes time and effort to repair it. until that happens and until everyone leaves it alone it can be out to lunch in many ways.

if you want it repaired, start by being an ally to each faction there.
prop the place back up
find out which faction should be in control and do that.
make sure there is a reason for the factions to compete, it is what they do.
they work together to make things boom.

if a person learns the BGS, they will learn they never have any need to use or to exploit something.
the factions in any system want the same as you do. create the political environment they need for this to work its best.

many pmf's try to do this, very few succeed. HINT=1 faction owning all property is not conducive to creating a feeling of competition, but defeat.
 
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both creator and those who repeat his endeavors are at fault for the effects

the problem is watching videos or written instructions on how to use an exploit, or rather how to exploit something.

the BGS in such systems tends to take a beating, a very directional beating.

it takes time and effort to repair it. until that happens and until everyone leaves it alone it can be out to lunch in many ways.

if you want it repaired, start by being an ally to each faction there.
prop the place back up
find out which faction should be in control and do that.
make sure there is a reason for the factions to compete, it is what they do.
they work together to make things boom.

if a person learns the BGS, they will learn they never have any need to use or to exploit something.
the factions in any system want the same as you do. create the political environment they need for this to work its best.

many pmf's try to do this, very few succeed. HINT=1 faction owning all property is not conducive to creating a feeling of competition, but defeat.
It's not an exploit. Frontier PROGRAMMED that every settlement resets all of its items after 25,000M above the settlement while in supercruise. That is NOT an exploit to turn around and go and do it again. What would be an exploit is if the settlement was on a 7 day cool down and somehow someone was able to do it every day multiple times a day regardless of that cool down.
 
4 raids which you did. You can't account for the actions of the player base

The whole system has many factions tipping into or in negative states. Almost certainly you just tipped this one over the edge, and was just a trickle compared to overall system activity.

And once again, you played over the tick, where the effects of a state change can occur well before any information reports are reflected in the game.

This is all well understood behaviour of the BGS.
So does the "tick" take several days? I looked over a 3 day period and it didnt say that.
 
So does the "tick" take several days? I looked over a 3 day period and it didnt say that.
The tick itself is relatively quick - just an hour or so normally to run updates for all inhabited systems.

Since the Odyssey release, however, the appearance of the updates on all places they affect - and there are a lot - can take much longer. Local news articles in stations seem to usually be among the earliest to update, but not always. Some caches will clear if you shut down to desktop (not just menu) and restart, but others won't. It's a bit of a mess...
 
look up the definition of exploit

my post said it quite clearly

when doing any action, there will be a consequence.

if when doing something a person decides, wow, I like this, or I want more of that...
then find ways to repeat the situation.

this is called exploiting

I am not talking about use or not of a game glitch or error, but the fact a person does something over and over to get 1 thing from a scenario.
not talking about game specific exploits

I am not saying it is bad or good, that is what an exploit is.


if a faction is offering 5 BTC for every 45t of cobalt
and you do it over and over and over.
nothing wrong here at all,

but it tips the BGS


normal is to sell a ship load, for me that's usually 720tons
but I see these missions and I do them a lot, because I engineer a lot.

but, before I leave that system, I try very hard to balance the inf I just damaged.
this means I did some math, then did a bunch of stuff for all the other factions, so tomorrow, it will still be a happy system and I did exploit their missions and I fixed the imbalance I caused by doing so.

if you abuse/use/over use a single component of a system, it will get worse if no cmdr ever makes any effort to repair it.
abuse
exploit
shopping
all the same

call it what ever works for you.

you mess with a single piece of the BGS, it breaks down. it is supposed to.
BGS being the economy and states of every system every faction.

buy all the eggs in your local grocery, without fail, every day....
store economy dives - no eggs for anyone else. all morning shoppers go elsewhere
shopkeeper starts to keep up, you stop shopping
now his economy takes a second dip
it was avoidable, every step.

common sense applies to many things in the game.
balance is important


fwiw, trying NOT to put blame anywhere, simply pointing out what is happening and why. and a way to fix it.

to be clear, many of us do these things regularly and many of us have gotten quite used to the 'balance'

like a meta alloy, I imagine what it would be like to harvest them without destroying the branch it is on.
until I can manage that, I will avoid them.

or wow, 20 missions at 50mil each, for 120 tons of gold x 20...all from 1 faction.
only a fool or a person that does not know or does not care would do that.
 
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So does the "tick" take several days? I looked over a 3 day period and it didnt say that.
It's as Ian explained above... however I'll caveat now, my explanations so far have only been going into the straightforward causes. If you want to learn more about how base shutdowns might work, keep going.

I say might because the cause of shutdowns is only known in broad-strokes... Odyssey had the unfortunate impact of removing a bunch of BGS information sources (such as displaying state effects when completing a mission), as well as introducing a bunch of new unobservable metrics and mechanics, such as the mechanic where settlements can change ownership based on how many conflicts are won at it, regardless of who wins the conflict overall (the unobservable metric here being how many conflicts have players won at a particular settlement).

It's largely accepted that negative states cause base shutdowns. There would be no faulting the statement "Hitting a base and causing a negative state will cause it to shut down".... but it lacks some of the nuance. There's plenty of examples out there of:
  • Bases in the shutdown condition with no negative state.
  • Bases in the active condition with a negative state active.

Here's how I suspect it works through observations since Odyssey launched... I've never put out there because it's simply impossible to prove one way or another (and I suspect this is why others haven't either). Clearly, FD has metrics of significant occurrances at bases... demonstrated by the CZ mechanic.

We also know there's a bunch of hidden measures behind the scene that have existed in various forms... whether it's bucket sizes, station wealth, number of UA's delivered... and we also know states can affect these things globally; states can lift or reduce wealth levels, which have some poorly-understood effects.

So what I suspect happens is every base has a hidden metric, let's call it stability, and by default it tends towards, say, 50. Actions which support the base (and support the faction overall) have a positive effect and might increase this metric, say, up to 100. Meanwhile, negative actions have negative effects, and might lower this metric. Effects may look like:
  • Removing the power core may cause a -2 to this
  • Restoring power may cause +2
  • Murder might be -0.1
  • Theft might be -0.05
  • Positive Missions might be +1
... meanwhile each tick it might progress +1 if it's less than 50, -1 if it's greater than 50. But any base that people aren't interacting with is probably going to be at 50.
There might also be a rule; if the base stability hits 25 or lower, it shuts down at the next tick.

Then, negative states.... a negative state might incur a global modifier against that, say, -25 to all stations which also shifts the default tendancy by that much. That makes it touch 25 and, any station that doesn't have routine interaction gets shut down.... then when the state is resolved, they would come back up. But, if you'd been doing positive interactions with a base leading up to that, then the base wouldn't shut down (as the stability would be higher than 25).

Negative actions against a base leads to negative states... so it's easy to assume base shutdowns to coincide with negative states... but if the mechanic looks like I think it does above, it would explain:
  • Why some bases don't shut down during negative states
  • Why some bases shut down outside of negative states
  • Why negative states generally cause base shutdowns, and
  • Why resolving negative stats causes bases to come back online.

At the end of the day, you don't post any observations of any of this, just that "I was streaming while hitting up a base and made a comment about FD and whoa boy base is shut down, it must be a conspiracy against me!" where, if you digest what I've written above, there's a huge amount you're not telling us and we're having to interpolate, most likely because you simply weren't paying attention to it.

That's fine, but in that case, you need to understand... the BGS is complicated, and it reacts to your actions. If you're smashing the same base over and over (your claim), in a system which on the whole is being smashed over and over (evidenced by the vast array of negative states across it which is much broader), and you streamed it (people's propensity to be sheep and not seek to understand how things work, and just do exactly what they see in a video)... well... do the math.

  • System is in a bad state
  • You're actively making it worse
  • You're (directly, indirectly, doesn't matter) inviting further negative actions through your stream

... then chances are, base is going to shut down pretty quick.

So, there's a chance it could be that, or as Ian said, a good culprit will be local information caching... that has burned me several times before too.
 
The tick itself is relatively quick - just an hour or so normally to run updates for all inhabited systems.

Since the Odyssey release, however, the appearance of the updates on all places they affect - and there are a lot - can take much longer. Local news articles in stations seem to usually be among the earliest to update, but not always. Some caches will clear if you shut down to desktop (not just menu) and restart, but others won't. It's a bit of a mess...
I wasnt looking on a third party site! I was using the game itself.
 
I wasnt looking on a third party site! I was using the game itself.
Ian's not talking about third party sites.

Your game client (and the servers, to a degree) maintains internal caches for a variety of things in the game, so you're not constantly hitting the servers for the same information which only changes on a 24 hour basis. As an example of this, you can continue to get missions for, say, the War state, hours after a war has ended, because mission servers update later than local news articles. This is all within the game, nothing to do with 3rd party sites.

As another example... you could be contributing to a CG, but when you check your left-side transactions panel, it will show no progress. That's because that information gets cached on your client. That will clear under some poorly understood conditions... but a way to guarantee you clear your cache is to check your CG progress via the mission boards, that will force a refresh of the information in your client.

This sort of thing happens with many aspects of the BGS. It's very common to see a faction in one state (on the right-hand ship panel), then if you check the same information in, say, the Squadron Allegience menu, you'll see something different.... this is all to do with caches not clearing.

The most common way to clear your cache is by completely exiting the game to your desktop and starting again.
 
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I restore the power and waste one of my power regulators.
I have a tip for you. When you restore power to a settlement, you have no obligation to keep it powered up. After you're done raiding the place, you can just power it down again and take the power regulator back.
 
Than why did you complain about supposedly having to waste a power regulator, if I may ask?
I don't need to justify why I said something in my own post. But to answer your question, I learned it just before I wrote this. My complaint is that FDev has screwed up with what they have done in these situations.
 
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