Some more broken NPCs.

Some more broken NPCs materializing directly in front of me. (with video)

This game hates me man. 2 NPCs conveniently get dropped right on top of me while at full speed/boost.

[video=youtube_share;Lzpjjez_-3M]https://youtu.be/Lzpjjez_-3M[/video]
 
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Not only did the first one materialize in front of you, but the second one did also even though you were turned from the first hit. It's one of the bugs i hate. We can't reenter and be closer than 7 but they sure can.
 
This game         hates me man. 2 NPCs conveniently get dropped right on top of me while at full speed/boost.

https://youtu.be/Lzpjjez_-3M

This is what hapoened to me some days ago. Why would an Anaconda spawn at an outpost. Fix this. It is unrealistic and the dumb behavior of NPCs simply din't justify a godmode spawn in front of you to destroy and/or scan your ship. Let them drop out like any other player. Simple as that.
 
You seem to be complaining a lot these days...

Yes i've made some posts with bugs and broken things i've encountered. Whats the problem? Bringing up legit issues with the game is complaining? Okay then.

Did you see what happened? ^^

Nah doubt it, hes the type that will tell you the game is 100% perfect and you're a self entitled kid that thinks he deserves everything or so thats how its been for the past few days when i started actually posting bug reports.
 
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Not only did the first one materialize in front of you, but the second one did also even though you were turned from the first hit. It's one of the bugs i hate. We can't reenter and be closer than 7 but they sure can.
lol exactly my point. Completely unrealistic. Sure you can say the first one followed my wake. Makes sense but what about the 2nd one especially after the sharp direction change? If it followed my wake it should have spawned 1km behind me.
 
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Man, that is harsh. Proof if any was needed that these are not unfortunate random spawns. In fact this almost looks like it might be a combination of two factors:

  • Mission-triggered NPCs programmed to drop a couple of hundred metres directly behind the player's current vector.
    This would be a lazy programming trick, but given the current state of AI possibly the only way to provide a local threat to shadow mission smugglers.

  • A sign-reversal maths bug which instead places them a couple of hundred metres directly in front.
    ED has form for this. A bug manifested a few versions ago that renders the space station targeting/ID HUD element half a kilometre or so outside the docking port, instead of halfway down the station's interior. It still hasn't been corrected.
Whatever the cause this is definitely one for the "please fix it" 2.1 wishlist.
 
Yes i've made some posts with bugs and broken things i've encountered. Whats the problem? Bringing up legit issues with the game is complaining? Okay then.



Nah doubt it, hes the type that will tell you the game is 100% perfect and you're a self entitled kid that thinks he deserves everything or so thats how its been for the past few days when i started actually posting bug reports.

Oh, I dunno,
3 times in 24 hours...
I play this game a lot but you're probably the unluckiest player I ever met.
I'll ignore the rest, it's just baiting and you really have no idea.

Btw, if you're stacking a lot of smuggling missions, it's probably why you're getting all that attention.
 
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Btw, if you're stacking a lot of smuggling missions, it's probably why you're getting all that attention



Even if he's stacking, which a lot of people are doing, have done, and will do again, they shouldn't be spawning right on top of you directly in your path. That's a level of accuracy that is totally unrealistic.
There is no defense against it , as you have no idea when the spawn is going to happen. If you dive up or down before they spawn , they will still appear directly in front of you.
Having them appear around the station is fine (where else would you be going?) as long as they do it without being dead on.
 
The first time that happened to me, I swore a bit, but then I took a few deep breaths, analysed what happened and learnt to deal with it. For me now, it's no problem.

If you drop out at the station or anywhere else when you get messages on your comms panel whilst doing missions, you can expect to see those ships dropping in in front of you. When you know they're coming, they're easy to avoid, but it's best not to drop out if the message is in red. OP effectively rammed them by aimlessly boosting at the station. They were both pointing at the station, so not their fault at all. That's the same as keeping your finger on the trigger while an innocent ship drifts into your line of fire while bounty hunting. No need to complain, learn from the experience and change your ways of doing it. I don't see anything broken. It's logical that ships that tell you they're coming are going to appear. We need these challenges to keep the game challenging. It's Elite Dangerous, not Elite Walk in the Park.

Away from the station, if you drop out anywhere, whether you're interdicted or not, and there's a message on your comms panel from a pirate or Fed saying he's onto something, you can expect him to spawn in front of you, but this time he'll be facing you, which makes him harder to avoid, but you have the best chance when you know he's coming. Often there's two in that situation, though never in line with each other, so you might hit one, but with shields, that's no problem. In my Asp, I have 3A shields with two A0 boosters.
 
They were both pointing at the station, so not their fault at all.

No they weren't - their vector was that of the player's. It is clearly visible that the second ship points away from the station, while the station remains on the upper right of the player's point of view.

Why are people defending this mechanic? NPCs which pop into your instance instantly, while for me it may take up to 30 seconds to safely approach a low wake to drop on it? It's clearly lazy programming, just as lazy as long range shadow deliveries themselves. Don't you want the game to get better?
 
No they weren't - their vector was that of the player's. It is clearly visible that the second ship points away from the station, while the station remains on the upper right of the player's point of view.

Why are people defending this mechanic? NPCs which pop into your instance instantly, while for me it may take up to 30 seconds to safely approach a low wake to drop on it? It's clearly lazy programming, just as lazy as long range shadow deliveries themselves. Don't you want the game to get better?

Exactly. That you can learn the game's behaviour and adjust your own accordingly isn't the issue here. The issue is that these NPCs are programmed -- either deliberately or by accident -- to drop out right in front of the player. Not in front of where he arrives, but right in line with his current vector.

If it's a bug then it should be corrected. And if it's by design I'd like to know a) how they can know the player's exact location and vector in order to drop right in front of him, and b) what modules will players be able to fit to their ships to give them the same ability?
 
This game hates me man. 2 NPCs conveniently get dropped right on top of me while at full speed/boost.
As much as I've seen this complained about or in videos, I've never had it happen to me
Either way, yes, something should be done. npc's should be appearing at a fixed point away from the station, not the player.
 
In fairness to the Op, the devs should code a bit more space for people with slow reactions. Looking at that video, the Op didn't attempt evasive maneuvers, all he had to do is engage the vertical thrusters and he would have avoided the collision, he could have rolled a smoke in the time he had to evade.

@Crimson Kaim - Authority Anaconda's can drop in anywhere when you are hauling illegal goods. From what I've seen the Anaconda's generally spawn in two's when they drop. I am willing to bet he also received a message letting him know he was being tailed.
 
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This game hates me man. 2 NPCs conveniently get dropped right on top of me while at full speed/boost.

https://youtu.be/Lzpjjez_-3M

I've had this happen to me several times, and it has almost cost me my ship more than once. I've also been the victim of the magical "system authority appears out of thin air to scan you as you land, then disappears back into thin air as soon as the insta-scan is done."

I've also noticed, after either winning/losing or submitting to an interdiction, the two ships involved will almost always smack into each other as soon as they drop from SC. I'd say it easily happens 9 times out of 10. From what I remember, it didn't used to be that way.
 
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This is what hapoened to me some days ago. Why would an Anaconda spawn at an outpost. Fix this. It is unrealistic and the dumb behavior of NPCs simply din't justify a godmode spawn in front of you to destroy and/or scan your ship. Let them drop out like any other player. Simple as that.
It is chasing, this happens when npc's are chasing you in SC and you drop out, they drop into your wake, and drop where the wake tells them to, I'm surprised they were actually were spread out so something has been changed, before that they could sit all on top of each other.



OP. You know this behaviour happens by now, don't fly directly towards station, and don't take too many shadow missions if you don't want many npc's chasing you?
 
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