The dynamic universe and background simulation leaves something to be desired

While playing, I've noticed that for the most part, NPC's and their respective factions don't seem to have any sort of goals, resources or purposeful behavior behind them. You jump into a USS and there is a funeral procession, traveling at the snails pace of ~110m/s in the middle of nowhere, going nowhere, and for no reason. They're not actually moving to a destination, or trying to accomplish something of their own. They are simply placed there, purely for the players benefit, and operate almost identically to random encounters in games such as Pokemon.

It honestly feels still very heavily WIP, factions don't seem to have any sort of resources, or real A.I behind them. You do missions and raise a % bar until conflict zones appear. We're not providing warring factions with actual resources that they need. We could be delivering cupcakes or 30 ton crates of anime and it would still have the same affect as delivering 50 tons of battle armor, or food. It's arbitrary, abstract, illogical, and as far as I can tell, pretty shallow at this point, and things only work because the system decides that it works. The system decides that ample supplies of cupcakes and anime are a substantial boost to their political and military might, the system decides that therefor conflict zones should appear, and the system decides that whoever has players running the most missions delivering cupcakes will win that war and eventually expand.
The faction system/interaction just boils down to me grinding missions for an arbitrary result that makes no sense. Why on earth is the ruling faction telling me to destroy system authority vessels? Why can't I interact with this faction beyond grinding mission to raise an arbitrary percentage of influence with end results that make no sense?
The A.I factions either need vastly more sophisticated A.I, with limited resources, personalities, and motives of their own. An example I've collected was posted by the user FoxTwo, and it hasn't seemed to have changed:
I just wanted to share something I have observed back in Beta 1.xx (I forget which) that seems to confirm the OP's observations.

On a whim, I got myself an FSD wake scanner and decided to follow a Lakon 6 out of the station. Wherever it went, I followed and kept right on its tail as much as I could.

It went to a nearby system some 10 light years away WITH NO STATIONS. I followed, and it flew directly at a planet in Supercruise. As it neared the planet it dropped out, and I was puzzled because there were no stations nor planetary landings. I dropped out as well.

It flew around for a bit around the planet, then jumped out to another system. I followed.

This time it seemed to be headed for a planet with a station. When it dropped out I followed, but when I found him in normal space, he FLEW RIGHT PAST THE STATION and jumped out again.

I kept following it for the next 2 or 3 systems it jumped to, but it never docked at any stations. It would just jump, drop out of SC for a bit, jump out to another system and so on.

I thought by now this would have been "balanced" but apparently not.

and another one by user Fergal:
From what I understand of how things works (and these are just guesses from observations) there aren't NPCs doing trade runs.

NPCs are generated on your computer. They are "your" NPCs. They do not exist outside your simulation. You can follow one to another system, but that NPC wasn't actually going there, it was only put there because you followed.

The other NPCs that were in the system you just jumped from are deleted.

What do I base this on? NPC bugs when there is another player in SC with you.
When this other player leaves SC you will get a message like "9 contacts lost". 8 of "his" NPCs are deleted when he is gone.

Try interdicting an NPC when there is another player in SC. I haven't tried in 2.04 or 5 but this was still happening in 2.03.

You exit sc after interdiction complete with noone else in space with you, because you interdicted the other players NPC.

Get interdicted by an NPC when another player is in SC, same thing, his NPC cant leave his instance for yours.

Scan the cargo that NPCs are carrying. Its random. None of them could make a profit to keep trading (not really their fault if they are using the trade routs in the galactic map).

I followed an NPC with slaves. Where did he head? To a station where slaves were illegal and there wasn't a black market. How do I know that? I stole his slaves and thought he would know what he was doing, and I continued to the station he was going to.

In short, this means that players actions are essentially meaningless since they have no potential for significant chain effects or results. For example, running missions has no logical or real results, but instead just gives an arbitrary "+1% influence", no matter what that mission is. It could be the ruling government in the system asking you to kill their own law enforcement, and it would still give +1% influence for no logical reason.

In a truly dynamic simulation, there could be a hypothetical civil war with a hypothetical under-equipped faction in need of arms and armor and this would be reflected in that they're flying crappy sidewinders with like 1 pulse laser. They could put out a mission for a player to run guns for them, and if the player accepts and successfully runs those guns, the underdog faction now has a stockpile of weapons to arm their ships with, such. The visible effect is that their sidewinders now have railguns. But that's not where it ends. It continues on in that, since their sidewinders now outgun the enemy, they start winning fights, and gaining ground in their system until eventually, they're not the underdog anymore. They take control of resource extraction zones, and reassign some of their fighters or recruit other npcs/players to mine for them. They start making more and more money. The visible effect is that those sidewinders are now replaced with Vipers and Cobras since they can now buy more ships.

X is a good example of a game that has a dynamic PVE game world (although very poorly optimized and kind of clumsy in ways) and grand strategy games such as CK2, victoria 2, etc, manage thousands of a.i factions doing all sorts of things.
Should we individually manage each specific ship and tiny hauler? No, probably not. But I do think that if you kill a factions hauler that should deduct from their total resources. Similar to how in EUIV, when I have 1 unit made up of a thousand men, that takes 1000 men out of my manpower pool, and when 1 of them dies in the simulation, I have to pour more manpower into the unit to replenish it. That's something that ED seems to lack: proper resource tracking and an abstract or a tangible grand A.I of any sort.

Also take a look at Limit Theory, which is similar in a lot of ways in that it's a vast procedurally generated game with A.I factions and NPC's with agendas. Miners are mining to make a profit. They go to the station and sell, the station gets stock. In ED, it just doesn't work that way. Minerals and ore are available at a station due to magic, seemingly. Killing miners does not reduce the level of available stock. I think at the moment, there are currently around 3000 populated systems, correct? I don't think that's out of the realm of possibility to simulate to a complicated enough level to make it truly dynamic.

Instead of a single abstract percentage representing a factions power, why not have things such as money, personnel, material resources, popular support, all with limited quantities that can be organically diminished or consolidated (such as destroying a ship means that faction has one less ship available to them) with which the A.I tries its best to further its agenda with? Here's just the basic jist of something more in depth that I'd like to see

Persistent important faction NPCs/officials (structure changes depending on government type) which have their own duties, and if killed (they can only be killed once and it would be hard!) have significant effects:
-King Ted
-Viscount Bob
-Grand Treasurer Trevor
-Admiral Brody
-etc
Territory:
- "Knight Dock" - Lugh 5 - Wealthy, very large industrial station
- "Read Gateway" - Lugh 7 - Wealthy, very large industrial outpost
- "Seega Port" - Lugh 8 - Wealthy, very large industrial outpost
- "Maclean Hub" - Lugh 11 - Wealthy, industrial outpost

Population in controlled territory (a % can be potentially conscripted):
3 billion
Popular support:
32%
Daily/weekly/monthly revenue (through trading, mining, taxes etc):
2 billion credits
Daily/weekly/monthly expenditures (buying ships, repairs, payments etc):
1.3 billion credits
Treasury:
20 billion credits
Military Personel:
14 million
Space fleet:
-2 Dreadnaught/generic capital ship (STOLEN/CAPTURED)
-60 Anacondas
-23 Type 9 supply ships
-30 ASPs
-100 Cobras
-120 Vipers
-300 Eagles
-500 Sidewinders
-20 Federal Fighters (STOLEN/CAPTURED)

Or something along those lines. The point is, you can either support or hurt a faction in a lot of ways. They could lose an important fight that actually happened in game, losing their anacondas and being significantly less capable, which would actually show in gameplay instead of on just the newsfeed.


- An independent theocratic faction is spreading its religion to the surrounding systems, which results in the percentage of population converted supporting that faction over the current ruling faction

- The theocratic faction has the agenda of spreading its religion as much as possible, hires players to transport missionaries, which would be an important, and limited resource to a faction like this.

- Conversely, some factions within the system, whether it be the ruling one or a minor faction, don't want the religion being spread. They hire you to intercept the missionaries/whatever and kill them.

- The more that the theocratic faction increases its population of believers in adjoining systems, the friendlier those systems become towards it. Some of them will even become allied, or subservient to it

- If it spreads enough, and encounters significant resistance in spreading its religion in a number of systems, it may decide to launch a crusade, calling upon the resources of all of its believers (which, if significant, would be a formidable fleet, material resources, experienced pilots, and money)

- This is when Frontier notices something interesting happening and injects an event of, lets say, the Federation becoming very alarmed by the rapid growth of this theocracy and subsequent crusade, and dispatches several fleets. One of the Federation's goals is now to stamp out that theocratic faction

- Feddies gain the upper hand too quickly, so Frontier again intervenes and injects an event of the Empire taking advantage of the crisis and gobbling up a few feddie systems

- The actual conflicts themselves are determined based on the simulation, who bleeds the most resources, etc

But instead, it seems that what we currently have is


- Galnet newsfeed reports that there are some cuhrazzy cultists has decided to invade a Federal system out of the blue. Describes characters, which only exist in the newsfeed, not the game, being angry about this

- Conflict zones spawn, in which infinite amounts of A.I ships spawn indefinitely.

- This lasts for a week, Frontier (presumably) sees that 2,000 players ran cupcake delivery missions for the feds, and 1,500 players did the same for the cultists.
Conflict zones disappear, feds win. The end.
 
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I think you're right and suspect a lot of NPC routines are placeholders for more sophisticated routines coming later. It is a hugely complex game. Limit Theory is developing from another direction so it will be ahead on ED in some regards, and behind on others.
 
Yes it does seem to be very lacking and along with the exploration mechanics is currently one of the main disappointments for me.
My guess is there are two reasons for it. One is it's just not finished yet and will improve over time. Two is the networking infrastructure. They have built it on peer to peer with minimal infrastructure, which means there probably just isn't the server horsepower to have all these NPCs actually flying around, unless they're in an instance with a player who can host them.

My hope is that the persistent NPC system described in the DDA is still viable, perhaps with some sort of simple low resource bot that can be spun up on the cloud to move NPCs around while they're being observed but aren't in an instance with a specific player. Unimportant NPCs could perhaps be trashed when they are no longer observed, while important persistent NPCs might switch to a sort of strategic bot which just keeps track of where they are due and when (since they wouldn't always be in space). The most intensive work is flying a ship around in combat or docking, which can be done as now because there's always a player observer. And the thousands of NPCs moving around in places with no players don't need to be tracked in detail, so it just needs some system to do very basic super cruise movement really, which hopefully could be done for tons of NPCs on modest resources.
 
I agree completely with the OP - but I am a little surprised that it's being brought up like this. I thought that was the painfully obvious state of affairs and that everyone knew NPCs were mostly meaningless and was just using their imagination to pretend they weren't.
 
This is pretty depressing and slowly sucking out my will to play :/ I so want to stick around and was one click away to dumping 300€ into a hotas just for this game (just showing how bad I want to experience to the fullest what ED's doing right), but the more I play the more I realize how bland and shallow alot of its content is :/

Really, placeholder NPCS with fake routines roaming aimlessly ? In a full featured 2014 game ?

Meh...
 
A massive +1 to everything you said.

I honestly despair when I read posts by people clamouring for fluff content such as FPS aspects and planetary landing when there is still so much work to be done in ED to get its core game simulation up to something approaching modern standards.
 
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Yeah, this has been analysed in the past (I remember one of the posts you quoted). I left the game, waiting for new content. I hope it won't take 1 year to have a "real" game instead of this tech demo.
 
+1

Deserving of Rep... You laid out the issue in a well thought through manner, and provided meaningful feedback.

FDEV.... Are you listening...?
 
You are probably right, but I think first we should wait for the current system start working actually. For now, changing factions influence by missions is pure theory. If the great influence bug is fixed, devs can start thinking what they can improve - and for sure there is a lot to do in this matter.
 
You are probably right, but I think first we should wait for the current system start working actually. For now, changing factions influence by missions is pure theory. If the great influence bug is fixed, devs can start thinking what they can improve - and for sure there is a lot to do in this matter.

I suppose, but from what I gleaned from Michael Brookes' recent posts on the subject it does just seem to be fundamentally lacking, apart from the bugs.
Influence is "tracked" system wide (does this mean displayed system wide, with individual influence per station, or calculated system wide?)
https://forums.frontier.co.uk/showth...=1#post1522823


Controlling stations are the largest one owned by the controlling faction
https://forums.frontier.co.uk/showth...=1#post1526930
https://forums.frontier.co.uk/showth...=1#post1526033


In order to control a system, the controlling station must be controlled by your faction. Control is taken through civil war with the current controlling faction, which can be triggered by change in influence
https://forums.frontier.co.uk/showth...=1#post1526898
https://forums.frontier.co.uk/showth...=1#post1526033
https://forums.frontier.co.uk/showth...=1#post1517496


Civil wars are local to stations, and not system wide
https://forums.frontier.co.uk/showth...=1#post1517533


Civil wars have a cool-down period
https://forums.frontier.co.uk/showth...=1#post1517442


You need to capture the smaller stations first before getting the controlling station
https://forums.frontier.co.uk/showth...=1#post1522843


As of now, no way to do a peaceful take over, but it may come later (no ETA)
https://forums.frontier.co.uk/showth...=1#post1522909


Trading makes a big boost to the influence for the faction that owns the station. Worth it to fight for the other stations to get control of the market
https://forums.frontier.co.uk/showth...=1#post1526913
https://forums.frontier.co.uk/showth...=1#post1526033


Successful missions increase the influence of issuing factions (seems obvious, but nice to get documentation)
https://forums.frontier.co.uk/showth...=1#post1526033
https://forums.frontier.co.uk/showth...=1#post1523856


The background simulation is an actual simulation, and not FD staff "faking it" (also seems obvious, but not to some)
https://forums.frontier.co.uk/showth...=1#post1524904


Missions and trading influence only carries influence in system for the faction you are working for - so trading in Mikunn won't help the Dukes's influence in HR 7327
https://forums.frontier.co.uk/showth...=1#post1526555


Doing missions for one faction in a 2 faction system will raise its influence, and can trigger civil war to flip
https://forums.frontier.co.uk/showth...=1#post1526619


Missions are due for an update
https://forums.frontier.co.uk/showth...=1#post1514333


Economy types of stations don't change, as they're tied to the planet type, with the possible exception of terraforming
https://forums.frontier.co.uk/showth...=1#post1526668


Stations are owned by the minor faction which controls it, as is the market. There's a bug where the market description may be wrong
https://forums.frontier.co.uk/showth...=1#post1526613


The market is owned by the minor faction that owns the station
https://forums.frontier.co.uk/showth...=1#post1524888


Stations cannot be added automatically, nor can they be updated automatically
https://forums.frontier.co.uk/showth...=1#post1524950
https://forums.frontier.co.uk/showth...=1#post1523846
https://forums.frontier.co.uk/showth...=1#post1522905


Population size effects the change of influence, just not directly
https://forums.frontier.co.uk/showth...=1#post1526005


There are 2 known bugs that are affecting the background simulation - system change queue is stalling and minor faction changes are being applied to the wrong system (no fix ETA yet) - this is why we're stuck
https://forums.frontier.co.uk/showth...=1#post1525078
https://forums.frontier.co.uk/showth...=1#post1517539
https://forums.frontier.co.uk/showth...=1#post1517237
https://forums.frontier.co.uk/showth...=1#post1517168
https://forums.frontier.co.uk/showth...=1#post1514363


He said there was a major update due for the mission system. I hope that applies to the faction, background simulation, A.I/npcs in general as well.
 
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You described an ED what most of us would like to play :)
FD took a brave breath with 400 bill star systems and it's absolutely a feat of engineering. However to accomplish a really organic, living world, the effective number could come down to maybe a couple of hundreds where things are really happening, where the relations are tied to each other, where the domino-effect can run through between effects and counter-effects.
I guess this is all on FD's table somewhere, now my fingers are crossed for these features to get prioroty over the other all-shiny but not that necessary plans (like planetary landing).
This framework looks good for that and we can't have anything else than trust in FD to make a decision of which player base they are willing to serve more and create a fascinating depth in this game.
 
Not unrealistic in the slightest. You've obviously forgotten the Anime & Cupcake War of the Napoleonic era, when Britain went to war with Spain because they were hogging all the good anime and cupcakes.
 
Good analysis OP, sincerely hope Frontier listen.

For the tech savvy, if they hadn't done this peer-to-peer would the situation be much different?
 
Yeah the lack of personality for NPC vessels is astonishingly bad. Although I hadn't read it anywhere I expected the universe to run like the early 'X' games (before the latest travesty), where each NPC was going about their daily business... so that if I blew up all transports going to one station they would have to stop producing goods.

I don't think it will ever be like that that though now I've experienced it. It's a shame because I would love a truly alive and vibrant universe. However, for what it is, Elite is still pretty great.
 
You can bet a million credits that FD are very well aware of all the shortcomings as mentioned by the OP in the opening post. One can only hope that said shortcomings are timeously addressed.
 
I can imagine in exploration in deep space we can find some rare USS very with old abandon ships from previous expedition's with some rare loot and some chart map's with information's or even some furthermore story/missions

And of course more Astronomical objects of science.
 
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theres a lot of empty space out there, trade data, military plans and that sort of thing can be hauled off for missions or to the nearest anarchy system with a pirate facton i ncharge, jump on the black market and stuff can go for quite a bit
 
You can bet a million credits that FD are very well aware of all the shortcomings as mentioned by the OP in the opening post. One can only hope that said shortcomings are timeously addressed.

I sincerely hope so. What worries me is that they seem to be relatively content with the faction system as it is, or at least, haven't demonstrated that they intend to overhaul it. But I suppose the same could be said with other mechanics as well. I would much rather have an actually dynamic galaxy, with autonomous A.I, as opposed to flashy, but less important features such as fps.
 
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