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*** Vendetta 1.8.410

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Feb 19, 2017 We all float link
Changelog:
*** Vendetta 1.8.410
- Ship selection list cargo branch is now expanded by default.
- Collision damage no longer resets the capship's shield repair timer.
- NFZ TempKoS no longer gets triggered when a player shoots at their
own capship.
- Fixed bug on PC clients preventing mines from being destroyed by
energy weapons.
- Players under TempKoS with a specific faction may no longer gain
standing for that faction, for the duration of the TempKoS timer
period.
- Players under TempKoS may now accumulate faction losses, for the
given faction, during the TempKoS period. Losses are applied after the
TempKoS ends.
- If a player is docked to a capship that does NOT belong to them, and
enters Guarded or Monitored space where their standing triggers the
launch of a Strike Force, the player will be ejected from the capship,
or returned to their home-station if they do not have a ship.
- "/vote mute" will now succeed with only 5 votes, but mutes for only 30
minutes at a time. Successful mutes and participants are reported to
the developers. Players found to be abusing the mute-voting feature
may be permanently stripped of their ability to vote, and muted
themselves for an extended period.
- Added Decelerate to list of available commands for analog inputs on
gamepads/joysticks.
- Fixed Invert setting for Trigger inputs on XBox One controllers in
Windows to go from center to left instead of right to center in the
Joystick menu. This allows the Accelerate/Reverse command to work as
Reverse on an inverted trigger.
Feb 20, 2017 Darth Nihilus link
Holy shit!!! Very beefy update man!!
Feb 20, 2017 myacumen link
- Players under TempKoS may now accumulate faction losses, for the
given faction, during the TempKoS period. Losses are applied after the
TempKoS ends.


I know some VOID that are gonna be mad, ha ha
Feb 20, 2017 The_Catman link
Thanks for the default expanded cargo, as requested.
Feb 20, 2017 Faille Corvelle link
- "/vote mute" will now succeed with only 5 votes, but mutes for only 30
minutes at a time. Successful mutes and participants are reported to
the developers. Players found to be abusing the mute-voting feature
may be permanently stripped of their ability to vote, and muted
themselves for an extended period.

hehe... nice.
Feb 20, 2017 Luxen link
GS++, this one has a bunch of things in it.

And, 0x5, you can shoot at your own ship :3
Feb 20, 2017 Death Fluffy link
Overall a nice list.

I do disagree with no no temp KOS for shooting ones own trident in the nfz. Violence is violence regardless of whether or not it is self harm.

I also disagree with the auto-eject when docked to a capship where their presence activates the strike force except where someone is using an npc- but iirc those auto eject the player each jump the last I'd tried. I would rather see the capship owner get temp KOS or get a substantial standing hit for trying to smuggle a known felon.
Feb 20, 2017 bojansplash link
- Players under TempKoS with a specific faction may no longer gain
standing for that faction, for the duration of the TempKoS timer
period.
- Players under TempKoS may now accumulate faction losses, for the
given faction, during the TempKoS period. Losses are applied after the
TempKoS ends.

This was already working as described, every additional pk in the faction/subfaction while TKOS added to faction loss.
True, doing an escort mission did make TKOS player gain 2 standing points so he could actually dock at station but SF would still go after him regardless.


- If a player is docked to a capship that does NOT belong to them, and
enters Guarded or Monitored space where their standing triggers the
launch of a Strike Force, the player will be ejected from the capship,
or returned to their home-station if they do not have a ship.

This is ridiculous magic. Why not just make sf and turrets shoot the capship that is harboring KOS or TKOS pilot?

- "/vote mute" will now succeed with only 5 votes, but mutes for only 30
minutes at a time. Successful mutes and participants are reported to
the developers. Players found to be abusing the mute-voting feature
may be permanently stripped of their ability to vote, and muted
themselves for an extended period.

30 mins is laughable. It just gives the troll enough time to create a dozen new Trump alts and use the remainder of time to prepare copy/paste of his moronic speeches he can start spamming as soon as his 30 mins are up.
Also for someone who spams chat with profanities, 30 mins is not enough to cool down - it will just allow a buildup of rage to spam even nastier stuff.
Feb 20, 2017 incarnate link
This was already working as described, every additional pk in the faction/subfaction while TKOS added to faction loss.

No, it wasn't working the same way, as losses were previously being clamped to values that were less than -1000 in the "existing" standing, where these are now accumulated properly and applied after the TempKoS is removed.

- If a player is docked to a capship that does NOT belong to them, and
enters Guarded or Monitored space where their standing triggers the
launch of a Strike Force, the player will be ejected from the capship,
or returned to their home-station if they do not have a ship.

This is ridiculous magic. Why not just make sf and turrets shoot the capship that is harboring KOS or TKOS pilot?


Because I wanted a simple solution that is effective for Player, NPC, and Player-owned-but-NPC-controlled capital ships (as we are expanding the remote command-set), for the future. Also, it isn't "magic" at all. It's completely reasonable that a security force would contact the captain of a ship and inform them that they are harboring a fugitive of some sort, and give them the option of dumping off said fugitive. Your "alternative" solution would make things worse, not better, creating an exploitative way of inducing attacks on a lot of random shipping, and requiring a much more complex solution to docking rights to work around the problem.

Also for someone who spams chat with profanities, 30 mins is not enough to cool down - it will just allow a buildup of rage to spam even nastier stuff.

As usual, it's part of a bigger picture. If we're receiving notifications of successful mutes, and context, and if we begin automatically informing users that muted behaviour is unacceptable, it can then become a cumulative issue (like the plan for thread-mutes), leading to people being administratively muted for much longer periods of time, or kicked off of the game entirely.

30 minutes isn't long, but if someone is a recurring problem, with only 5 votes it's easy enough to re-mute them again if their bad behaviour continues.
Feb 20, 2017 Death Fluffy link
"Because I wanted a simple solution that is effective for Player, NPC, and Player-owned-but-NPC-controlled capital ships (as we are expanding the remote command-set), for the future. Also, it isn't "magic" at all. It's completely reasonable that a security force would contact the captain of a ship and inform them that they are harboring a fugitive of some sort, and give them the option of dumping off said fugitive. Your "alternative" solution would make things worse, not better, creating an exploitative way of inducing attacks on a lot of random shipping, and requiring a much more complex solution to docking rights to work around the problem."

I'm happy to get the inference that the additional capship commands are being worked towards. Maybe this was the best solution available for a reasonable amount of effort given your other priorities, but I still see this as a less than optimal solution. I recall having a bit of fun with ITAN one evening a few years ago when a ONE trident with some members managed to break through the boarder and were causing some trouble deep in Itani space. This effectively negates the ability for a group to do the same without having to severely limit their ship choices and potentially repair / reload options. Further, I think there are a number of alternatives- such as giving the capship owner temp KOS or a significant standing hit for harboring an enemy of the faction which could be done in a number of creative and interesting ways.

Forcing an action like ejecting a ship or gunner is magic because the owner does not have a choice. Giving the owner a warning that unless they agree to dispose of their passenger or be treated as an enemy themselves makes more sense. Frankly, I think there ought to be an automatic faction hit regardless of at least 200 points.
Feb 20, 2017 Kragmier link
"Also, it isn't "magic" at all. It's completely reasonable that a security force would contact the captain of a ship and inform them that they are harboring a fugitive of some sort, and give them the option of dumping off said fugitive."

Except that's not how it works. The captain is not contacted and there is no option.

If I want to roll into enemy space with shields down, balls out, and a KOS gunner in the back, I should be able to. If my ship gets blown up, then that's a risk I took.
Feb 20, 2017 Pizzasgood link
I'm guessing that it's intended to become optional eventually but just didn't make it into this particular update. That would explain the conflict between Inc's implication that there is a choice and the update log's implication that there is not. If that is the case, then I would consider the requirement for smugglers to preemptively tank their standing an acceptable temporary measure. If not, then we'll need to make a suggestion thread, because it is not reasonable to expect preemptive tanking over the long-run. The causality is backwards.
Feb 20, 2017 incarnate link
Yes, it's much easier to add a little checkbox to a capship that says "Don't eject KoS passengers", with a related warning modal dialog, than it is to default everything to making the main ship KoS and the associated problems that creates, when people don't anticipate the ramifications.. or edge-cases like remote passenger-owned-mines detonating while someone is docked in-flight and inducing a dynamic negative standing change for a pre-existing passenger.. etc.

Also, whenever someone has their capship unexpectedly blown up, or has some factional problem they didn't anticipate, that creates a Support Ticket and absorbs developer time (often several per day). However, defaulting to the alternative (and then creating specific ways to avoid that, with warnings) is less likely to induce further burdens on our time.
Feb 20, 2017 abortretryfail link
It's completely reasonable that a security force would contact the captain of a ship and inform them that they are harboring a fugitive of some sort, and give them the option of dumping off said fugitive.

Honestly, I'd prefer it mark the whole capship as hated/KOS and start attacking until the (player) captain willingly does a /gunner kick to eject the fugitive. It makes sense to be kicked out immediately of NPC owned ships.

Either way this is better than it was and people can't use Admired capships to sit invincible in the NFZ of nation capitols and kill people as gunnner.

Thanks for fixing that...
Feb 20, 2017 incarnate link
Honestly, I'd prefer it mark the whole capship as hated/KOS and start attacking until the (player) captain willingly does a /gunner kick to eject the fugitive. It makes sense to be kicked out immediately of NPC owned ships.

Yes, but it assumes the captain will always be aware, or present. I'm planning for more of a blending of PC and NPC, which is why I'm coming up with a single fixed behaviour for all cases. Better to add more specific options later.

Either way this is better than it was and people can't use Admired capships to sit invincible in the NFZ of nation capitols and kill people as gunnner.

Yup, I agree.
Feb 20, 2017 meridian link
"...I recall having a bit of fun with ITAN one evening a few years ago when a ONE trident with some members managed to break through the boarder and were causing some trouble deep in Itani space. This effectively negates the ability for a group to do the same without having to severely limit their ship choices and potentially repair / reload options..."

Perhaps a simple interim solution to that problem is to not auto-eject passengers if the pilot is KOS. There's no point to ejecting a passenger if the SF is going to attack the capship anyway.
Feb 20, 2017 abortretryfail link
^ THIS

That also means your gunners all get kicked out and can no longer do their job of operating turrets to try and defend you from enemies.
Feb 20, 2017 incarnate link
Perhaps a simple interim solution to that problem is to not auto-eject passengers if the pilot is KOS. There's no point to ejecting a passenger if the SF is going to attack the capship anyway.

Yes, we're going to do that. But it didn't make it into this latest release.

In fairness, we tried to ship this last build on Friday, and it took poor Ray all weekend to get it out (finally shipping late Sunday), due to various challenges.
Feb 20, 2017 Deranged link
So people of the same nation can go hide in a Capitol sector and not be damaged if you fix that the sf will attack accordingly and fix your problem of the previous exploit but let me guess that is to easy of a fix.
Feb 20, 2017 incarnate link
No, that wouldn't have fixed the previous problem, as it would have created a trivially exploitative way to get strike forces to attack capships (such as NPC convoys, etc).