I'd elaborate on this a tiny bit in that I don't ever think Robigo was a nerf[1]... rather, it was a fix, and a poorly-thought out one that tracks with, frankly, the entire history of ED's development around the mission system. Whether it was mission stacking (skimmers, powerplant destruction, beacon scanning), commodity changes (leading to ridiculously-high-paying transport missions), Rhea passenger missions, or Robigo slave runs, as much as the community enjoyed them, they were very obviously never intentional... rather, they were oversights in the development of the mission board.That's not even close to correct, sorry. I was there. The first real nerfing seemed as the cheapest response for them to deal with negative steam reviews. This was back in 2016, in the days where you needed to play (well i needed to) about 40 hours before you could afford an asp explorer, then go do the (best experience available in gaming) robigo run, upping your credits to about 20-30 million per hour, with a minimum 2-4 hour commitment. Why this was insane was that a really sizeable part of the elite community LIKED how it was... maybe 30-40% on reddit given replies? History is can only be seen from the side that won?
Yes, people enjoyed the activities (mostly because they paid orders of magnitude more than other activities, but some enjoyed them for the activity), but the problem is when an enjoyable activity exists on the basis of a bug, the reality is you just can't let the bug sit there, otherwise it will bite you later on (And it has done on numerous occasions for FD).
There's a really great example of this in Satisfactory (and the correct dev response) with a thing called cheat-crete (1:50 in particular for this topic).
In earlier versions of Satisfactory, when placing anything in the game, you couldn't clip things (i.e have objects intersect, at all. This could lead to some pretty infuriating situations where you were trying to place a conveyor belt in clearly open space, but it wouldn't work. Something to do with collision bounding boxes... I won't go down that path right now.
Cheat-crete was a side-effect of a buggy bounding box with one of the concrete foundations, meaning you could clip it, and use that as the snap point for other objects which, because it was snapping to the unclipped thing, would . This led to a whole bunch of people being able to do some really cool architecture, including circle architecture which (was) not possible by-default.
But it was a bug, and CSS knew that, so in one update, it got fixed. And people hated that. So what they then did was:
This resulted in the introduction of new clip mechanics called soft and hard clipping, where the general gist is major elements still can't clip (hard clipping), but many other elements, particularly those used for decorative effects, or functional pieces with fiddly alignments, you can now clip freely (soft clipping). You get a warning, but it puts the power of doing ridiculous things (or not) into the users hands.
Cheat-crete was a side-effect of a buggy bounding box with one of the concrete foundations, meaning you could clip it, and use that as the snap point for other objects which, because it was snapping to the unclipped thing, would . This led to a whole bunch of people being able to do some really cool architecture, including circle architecture which (was) not possible by-default.
But it was a bug, and CSS knew that, so in one update, it got fixed. And people hated that. So what they then did was:
- Undo the fix in a patch; and
- Fix the bug, and formalised the loved mechanic in an actual, intended mechanic.
This resulted in the introduction of new clip mechanics called soft and hard clipping, where the general gist is major elements still can't clip (hard clipping), but many other elements, particularly those used for decorative effects, or functional pieces with fiddly alignments, you can now clip freely (soft clipping). You get a warning, but it puts the power of doing ridiculous things (or not) into the users hands.
The bug (or rather, oversight) with Robigo was that the original populated galaxy had no remote outposts (like Robigo)... everything was less than 30 or so light years apart. And so mission generation contexts were unbounded... when selecting a target for a mission it was certain you'd guarantee to have a couple target systems to use for missions.
So of course, the problem was when we put up a couple places that were remote by comparison, they'd go "grab the nearest systems" which were 150-odd LY away. Not a problem, until you realise that the tooling for those missions is tied to that distance (reward, type etc) and you end up in weird edge-cases which don't make sense and your balance goes out the window like, in Robigo's case, a mission board near-completely full of slave smuggling missions. This issue is indistinct from the extant issue regarding stacking delivery missions, where only one consumer exists "within range" and so every delivery mission targets that system... there's a bunch of reasons why this is a problem.
So FD "fixed" this, by capping the range of systems to look as mission targets. This was a problem, because it led to a huge amount of stations (even some within the original bubble) now losing all missions from the board. That is, Robigo wasn't nerfed, FD just fixed a bug that needed fixing.
What FD failed to do in unlike the CSS case though was recognise this was a well liked mechanic (being able to do long-range smuggling missions[2]), and implement an actual mechanic around the generation of good-paying long-range smuggling missions so they could occur organically around the galaxy, rather than just as an edge-case byproduct of a poorly designed mechanic.
There's so many examples of this happening through the game's development... It's why I said originally; No expansion, no sequel, just iterate on the current mechanics to actually use them better, and the same goes for the mission board generations.
Side note: The funny part of all this is the bugs generally lead to the fun gameplay that people are after... but because it's a bug, bug gets fixed, and activity ceases. There's a distinct lack of holistic vision at play here.
[1] You can tell it was a bugfux rather than a targeted nerf because the impact went well beyond just Robigo
[2] Noting there was still the bug they had to fix where you could simply sell the slaves at Robigo, fly to a system a jump away from the target system, buy a bunch of slaves and hand them in... thus, mission cargo was born.
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