Welp, we just got ANOTHER big nerf to piracy... When will the least profitable profession get love?

as far as rares remembering how far they are from "home" its a good feature, rares were never ment to be sold in the same system (as stolen) for a profit.

now the marked goods idea ... that needs some work as mentioned on the beta forums, they need to mark the good per jurisdiction and not GALAXY wide, for example, my perfectly legal imperial slaves if scanned by a federation ship and marked, are unsalable even in empire controlled space ! this is an outrage! how is a honest slave trader meant to feed his kids when i cant make Cr with my choice profession ?
 
Really... this is by all means logical. The rare good isnt worth that much close to its origin... regardless if its bought and in the cargo bay of a ship or floating in space. This is now nerf, but a simple necessary tweak.
 
I've missed something here, what have they done exactly.
They've fixed a bug whereby scooped rares were worth their galactic average rather than their correct value according to distance from source and they've introduced some kind of cargo "marking" thing which nobody will explain to me :)
 
Piracy should be a rare business/career........a few Flash Hearts and their Black Pearls cruising the SkyWays creating famous havoc wherever they go........as it goes, every Yahoo that wants to mug people is a "Pirate" in this game.......and if it happened in the real world like this, like around Somalia, you would see Governments, in force.....laying waste to losers in their motor boats.........
..
Piracy seems to boil down to every system is an anarchy system..............as if the Royal Navy would tolerate it in the Thames Estuary......
 

Ozric

Volunteer Moderator
Explorers hopping from star to star, only hitting the space horn, definitely make more money than pirates. Miners also make more money than pirates and have considerably less risk of getting attacked by a maxed out Imperial Clipper who's after their bounty.

There are no lies in the thread title. It's a nerf, since stolen cargo did not have the same effect of instantly being worth its maximum rare value after scooping. It only gave the GA, which is not that high.

Interesting how you can be certain that explorers make more money, considering there's no guarantee to how many objects you will find in a system, ignoring the fact that just pinging a system can't really be described as exploring as a profession.

Do we really have to go over this again. Something that is a bug, which you yourself considered to be an exploit if the goods were willing dropped rather than forcibly taken, being fixed does not constitute another big nerf to piracy.
 
It has more risk than a carebear trader. Traders sit around burning money like a one percenter while a pirate barely scs by.
What does the pirate risk by attacking defenseless traders? As the pirate YOU pick the target, so you CHOOSE the risk. Pirates are the bottom feeding scum of the universe, deal with it.
 
Kind of after the horse has bolted.

Those who have millions, are already lording it, part time players will find find it ever tougher to reach the dizzy heights of an Anaconda or Python.

The ladder has been pulled behind the people who made millions early on, that is for sure!
(but don't worry, it's not a competitive game etc etc.)
"I'm all right Jack, but keep your filthy hands off my stack"
 
this is a damn shame, but it does make sense.

It just means pirates will have to dictate exactly what they want dumped. It's actually harder on the traders, previously you could dump evil juice in leesti if you wanted and the pirate would be happy.
 
It has more risk than a carebear trader. Traders sit around burning money like a one percenter while a pirate barely scs by.

Haha, didn't think that one through huh? You attack a defenseless trader then brag that your job is the dangerous bit? Oookay..
 

Jex =TE=

Banned
That bug however is the main reason piracy isn't a complete joke profession today. If they're fixing that, they should really add something else in return. They're only nerfing incomes on all professions right now. They're doing nothing else but nerf incomes.

In an effort to make more people leave the game or are they thinking money is coming in too fast (which I said back in December I think) so once everyone has too much money, they'll have nothing to aim for and will quit playing. The worse thing is, both options are as bad as each other!
 
Stop pretending that piracy has risks.


Of course piracy has risks. The higher your bounty becomes, the more likely players will decide "hey, let's take a shot at this guy". Especially with wings it will be pretty easy to 4vs1 a pirate with an ideal composition of combat ships. Pirates are even a threat to each other. They regularly kill each other for the bounty and to have a certain trade route to themselves.
 

Ozric

Volunteer Moderator
They've fixed a bug whereby scooped rares were worth their galactic average rather than their correct value according to distance from source and they've introduced some kind of cargo "marking" thing which nobody will explain to me :)

From the 1st 1.2 discussion, Michael's answers are in red

- Added functionality at Starports with security offices for the Player to hand over Marked cargo

Hi Michael.

Does this mean that the illegal cargo being carried by you now is marked as such and can only be handed in not sold as was mentioned in a post way back when?


If you are scanned with stolen or illegal goods then you can't sell the marked goods - however the fines are also now much smaller. So don't get scanned with illegal or stolen goods!


Are the marks per faction, or global. For instance can you still move to another system and hawk the goods to an independant/Anarchic system?


They're global.

There will be a mechanism coming apparently so you can have marked cargo "cleaned", though I don't know where or when ;)
 
I'm a rares trader, not a pirate, but I fully agree with Alexander. This is a very bad change. Certainly a reduction in opportunity and profit for player pirates.

I know it's not logical, but I had assumed that the galactic average sale price for stolen rares, independent of distance, was a brilliant design decision by FD, along with the rest of the rare goods feature. Rare goods seem designed for piracy. High value to pirates but a low value loss to traders. They concentrate traders at certain points, such as the Lave cluster, Fujin, Zeessee, to make these areas more dangerous and exciting and to give pirates a chance of profit.

Now it's revealed that it was just a bug.

Most rare goods cost 200 to 1000 cr to buy locally and don't increase significantly in value until 100 Ly away. This change means the end of rare goods piracy. Their local value means they're not worth scooping. Nor can you say that the pirate should intercept the trader at the end of the journey when they have gained their full value. If I'm travelling to the Lave area on a rares route, I don't sell my stock of distant rares at George Lucas starport at Leesti. That would be silly. I sell them at one of a number of quiet unfrequented systems nearby.
 
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Interesting how you can be certain that explorers make more money, considering there's no guarantee to how many objects you will find in a system, ignoring the fact that just pinging a system can't really be described as exploring as a profession.

Do we really have to go over this again. Something that is a bug, which you yourself considered to be an exploit if the goods were willing dropped rather than forcibly taken, being fixed does not constitute another big nerf to piracy.

On what grounds can you define exploration as that? When turning in those Space Horn scans, my Exploration rank goes up, my exploration profits go up. Are you saying you know better than the game what exploration is, and what isn't?

I am certain explorers make more money, because I actually am an Explorer and know what kind of money I make.

There will be a mechanism coming apparently so you can have marked cargo "cleaned", though I don't know where or when ;)

And the main argument people are making is that cleaning should come with the same patch as marking.
Then it's just a slight nerf to piracy, instead of a game breaking change. Unless the cleaner also removes the stolen tag, in which case you'll see pirates cheering and declaring unconditional love for the devs until the end of time.

Breaking piracy for a month is just a little less bad than breaking piracy for good.
 
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Ozric

Volunteer Moderator
On what grounds can you define exploration as that? When turning in those Space Horn scans, my Exploration rank goes up, my exploration profits go up. Are you saying you know better than the game what exploration is, and what isn't?

No I'm not and I don't remember ever saying I did. That's the difference I don't claim to know the exact outcomes of things and how everything compares to each other.

I am certain explorers make more money, because I actually am an Explorer and know what kind of money I make.

Oh sorry, I thought you were a pirate


And the main argument people are making is that cleaning should come with the same patch as marking.
Then it's just a slight nerf to piracy, instead of a game breaking change. Unless the cleaner also removes the stolen tag, in which case you'll see pirates cheering and declaring unconditional love for the devs until the end of time.

Breaking piracy for a month is just a little less bad than breaking piracy for good.

I've never disagreed, I was merely answering Alec's question.
 
Oh sorry, I thought you were a pirate

You can be interested in the game being balanced and every occupation being viable without being a pirate.

Also, you can be a pirate on top of being a trader, a miner, a smuggler, a bounty hunter (I swear) and en explorer.
Well, that's a lie: your profession can only be a trader, the rest are part time hobbies to break up the boredom and get some pocket change.
 
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