What's Broken ATT, Definitive List

With all the threads about different items that work/don't work/clearly broken, I was keen to get it compiled into a straight list. As far as I can see we have:


  1. Reputations: missions not increasing reputation by noticeable value or having the incorrect detrimental affect
  2. GalNet: no reflection on current state of system or providing incorrect/misleading information on missions
  3. Weapons: difficult to discern differences between DPS/damage rates, bizarre pricing structure, ineffectual top level weapons, turrets ineffective.
  4. Shields: unclear shield value or protective value shield provides
  5. Markets: arbitrary market and pricing structure, "boom and bust" has little effect on economy
  6. Fines: bizarre fines structure, death penalty for pad loitering v 400c fine for murder, small fine for accidental security force hit resulting in immediate engagement of multiple security forces to kill protagonist, huge fines for illegal items sold in stations
  7. Criminality: little or no repercussions for criminal behaviour, police disinterested, slate cleared easily
  8. Ruling Factions: strange rules and laws within systems/stations/police resulting in fines and wanted status
  9. Docking: NPC's blocking station access/egress
  10. Interdictions: random interdictions with no purpose or demanding cargo when there isn't any or police who don't scan and just leave, Escape Vector jumps some Times in Miliseconds from Front to Rear, Left and Right. Or Shuttering like a 3D Screen that is to much 3D
  11. Comms: next to useless comms system
  12. USS: pointless encounters, forcing kill mission changes without option to decline new mission branch and wiping kill stats to zero.
  13. Mining: (anything? I don't mine at the moment)
  14. Exploration: (need help, I haven't explored)
  15. Bounty Hunting: Assassination mission with an Orca in an Anarchy system that can not be completed.

If we could keep this succinct and emotionless and not turn it into a flame war that ends up being locked that would be great.

If there's anything I've missed or anything that needs clarifying then please let me know and I'll update the list. I'd like to keep this to what we know at the moment, not what we'd like to see or were promised.
 
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10 Interdictions: random interdictions with no purpose or demanding cargo when there isn't any or police who don't scan and just leave

10.1 Interdictions: Escape Vector jumps some Times in Miliseconds from Front to Rear, Left and Right. Or Shuttering like a 3D Screen that is to much 3D.
 
clearly another thread of what someone considers broken,

and features that need a little love.


The large thing with development is that,

many bugs/exploits/updates may be centered around the same issues and problems.

So you tackle them all together in one big go.

So when the game launched, it was already on the book, (ADVERTISED) that the Wings update that would come after the new year would handle a lot of player issues with networking, communications and bunch of other issues which are connected to the same group of issues.
 
12.1 USS forcing kill mission changes without option to decline new mission branch and wiping kill stats to zero.
 
The question isn't

"what issues need some loving"


The question is, how to prioritize.

What benefit's players.

Which issues depend on other issues.

Say Points 5/6/7/8 sort of group together under the same branch of issues of your economic boom to help competing parties, (their structures/laws/fines) how your influence with them can change those,

Is that on the cards, more than likely, is it going to be priorities over PLayer communications (coming in two weeks) clearly not.
 
#3 Is wrong I think, as is the turrets gripe turrets fulfill a useful role currently if you buff them they become the only weapon of choice. Pretty much agree with everything else :p
 
#3 Is wrong I think, as is the turrets gripe turrets fulfill a useful role currently if you buff them they become the only weapon of choice. Pretty much agree with everything else :p

You're not of the opinion that the 3 colours bars with a blue up arrow matching 3 red bars and a down arrow is confusing? If everyone feels the same I'll remove it. To add evidence the Elite: Dangerous Wikia caveat their weapons list with this information.

Anyone else agree with Derath about turrets? I thought they were not very good at tracking, targeting, hitting targets.
 
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Seems fairly opinion based to me. I was hoping for a bug list of stuff that is actually broken rather than confusing/unintuative/unbalanced/you don't like.

Stuff that's actually broken? The sideways interdiction glitch is a fairly big one. I don't see that mentioned.

Also, turrets are strong. The ability to do damage with very no counter over a massive field of fire is quite powerful.
 
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I have 2 class 3 turreted burst lasers and they seem to do the job effectively. Keeps the heat on the target when they are trying to out maneuver me. They hit most of the time and seem pretty good from my experience.
 
Seems fairly opinion based to me. I was hoping for a bug list of stuff that is actually broken rather than confusing/unintuative/unbalanced/you don't like.

Stuff that's actually broken? The sideways interdiction glitch is a fairly big one. I don't see that mentioned.

Also, turrets are strong. The ability to do damage with very no counter over a massive field of fire is quite powerful.

It's opinion based on what you read on these forums everyday, can you expand on the "glitch" you mention?

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I have 2 class 3 turreted burst lasers and they seem to do the job effectively. Keeps the heat on the target when they are trying to out maneuver me. They hit most of the time and seem pretty good from my experience.

Ok noted, will bear in mind and update shortly.
 
I thought they were not very good at tracking, targeting, hitting targets.
Also, forgot to add...that turreted and gimbal beam lasers do appear to track slower than the other laser varieties. Probably due to balance/offset the higher damage output. Would be my guess anyways. I mostly trade (lol).
 
It's opinion based on what you read on these forums everyday, can you expand on the "glitch" you mention?
Sure. When being interdicted, perhaps only by a human, I'm not sure, the interdiction will go "sideways". Two escape vectors show, and it'll flicker between them. This almost always results in an immediate loss with max cooldown. Has killed me once :(

I think it's something to do with a frame of reference change near planets. Not sure. I've ticketed it.
 
You're not of the opinion that the 3 colours bars with a blue up arrow matching 3 red bars and a down arrow is confusing? If everyone feels the same I'll remove it. To add evidence the Elite: Dangerous Wikia caveat their weapons list with this information.

Anyone else agree with Derath about turrets? I thought they were not very good at tracking, targeting, hitting targets.

They aren't very good at hitting small targets, for obvious reasons. Lets assume they had 100% accuracy for a moment, that would give 180 degree fire arc C3 beams on a python, 2 C3 beams (fixed) take about 2s to shield strip a viper, it'd be horrendous you'd be able to go to a warzone and go afk in the center while your turrets mowed down every small ship and the big ones got ganged on lol.

There are a couple of gimballed variant weapons that have bugged accuracy however, I know C3 frags do and there is one other that was mentioned recently in another thread but i can't remember it for the life of me, might have been the C4 cannon on the conda, and by bugged accuracy i mean they act like the target has chaff out, but 100% of the time lol.

the weapon stats weren't confusing because they are largely meaningless, the game would play the same if they removed them they are all balanced within a fairly tight caveat and if its good at something its probably worse than something else, all it helps is give a random number to your gut feeling.

Like rail guns, after you've fired them once do you really need any stats to tell you what they are good at / how they work? All the informations already there to make an informed weapon choice all adding dps numbers would do is lead to people shouting at others that multi-cannons were best because their dps was the highest :p vague is better on this point, shield strength is different that one really needs stats.
 
Missing any meaningful reason to increase Rep in Alliance space. No ranks, no faction specific ship (they offer the Fed Dropship, which is odd....) or anything else that would make the trek out there worth the time or effort, beyond turning in bounties or obtaining some permits for worlds that aren't really all that different than any other.

Quite a bit of good information in the OP. However, the word 'definitive' is used incorrectly.
 
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