A note about smuggling missions

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I think pretty much most people will admit that the game is too easy basically because everything seems to be uniform in design. Take the LRS missions the very fact it stank of lazy processing that allowed people to stack the missions in the first place because they were all going to the same area instead of as Mike mentioned you can collect missions but if the time constraints and different locations were already (e.g someone actually thought longer than 30 seconds about it) there it would have been impossible to do 8 or 9 at a time.
Basically nobody thought about it when they pressed the big red button to start these missions they same they didn't think about it when they pressed it again to turn them off.
.
What surprises me is that a software dev who creates games doesn't think like a gamer or at least asked anyone who thinks like your normal gamer does, e.g IF X does this what can I do to mess with it, mod it, bypass it, exploit it, Grief with it , troll with it, make it better etc. Because anyone of us could have told FDEV what was going to happen with that mission in Sothis in under a minute if we were asked.

For a game that semi-sims the galaxy most of the stuff costs the same , produces the same and pays the same. All to uniform.

There was nothing wrong with people waiting until their cargo hold was full, with missions going to the same area of the galaxy, in order to maximise the profit per ton of cargo space, and get as many credits from their time and effort as they can. It's called business. You can still do the same with short range cargo missions, but they pay less, because there's less risk involved. The problem was that there wasn't enough choice, they didn't spawn often enough and they don't take you far enough away. "long range" smuggling missions aren't exactly long range in the central systems, mid-range at best, it wasn't until you get out in the sticks, such as sothis, that the payout became worth it, and that's how it should be, it's a longer range and more risk. The problem was that there should also be missions taking you out into those distant systems, there should be long range trading routes, you SHOULD be able to fill your hold with illegal cargo for systems 500+ly away and you SHOULD be well paid for it. And you SHOULD be able to pick up long range missions for the return journey, or to a different trading cluster of systems, there should be all these things but there SHOULD also be other missions types that reward similar profit so people aren't forced to adopt long range smuggling in order to make real credits.

Because, and I can't stress this enough: There Was Nothing Wrong With Filling Your Cargo Hold With Long Range Smuggling Missions!

Also, they actually felt rewarding, there was the waiting while I filled my hold, the journey evading interdictions and scans, the exploding of my ask as I boosted into the side of the station instead of through the letterbox, the re-sourcing of mission cargo, the eventual payoff as I handed all the missions in, and the satisfaction of seeing the hours spent playing, rewarded by credits. Credits I could have earned another way, sure. credits I would have spent the same time earning other ways, sure, but credits EARNED. Credits FOUGHT FOR.
The subject of this thread might as well have been "Go F$%k Yourself Udinbak! You Utter C*&t!" And now I'm going to cry :(
 
And how do you figure that? Retaining a player who's stated they won't be buying anything else off them makes no difference at all to their bottom line and therefore no difference to "how they keep the lights on".

Now, if the guy I was replying to was going to buy the expansions then you'd be right but considering he stated he wasn't.... you're not.

This isn't EVE, you know ;) No subs.


Im not talking about subs, If you loose a certain percentage of your payer base that would be paying $60 a year for expansions and they no longer bring their friends into the game you then go in to maintain mode which means staffing cuts then longer periods of time before expansions which in-turn looses more of your player base and then your ten year plan is scraped.
 
@telperion

Because how they react to challenges like this materially affect people's perceptions of future products and the company they're dealing with. I don't care how orgasmic [or broken] planetary landings will be, I haven't paid the money and therefore shan't suffer/experience the frustration/joy of a buggy/fabulous product.

What I do care about and, as an early backer have invested in - not just financially but emotionally - is a game where the advertised core mechanics actually work. I really don't think that's too much to ask, and I don't believe FD do either, I think they're just a bit too prone to knee-jerk reactions in situations like this which ends up making things worse.

PS 3 friends bought ED on my say so, it won't bankrupt FD if we all walk away from future expansions of course, but from little acorns and all that...
 
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Im not talking about subs, If you loose a certain percentage of your payer base that would be paying $60 a year for expansions and they no longer bring their friends into the game you then go in to maintain mode which means staffing cuts then longer periods of time before expansions which in-turn looses more of your player base and then your ten year plan is scraped.

And if you notice, I was replying to someone who specifically said he wouldn't be buying any expansions and would only be playing the game for 3 to 6 months. I was pointing out, to him, that his opinion and threat (vague) probably wouldn't matter to frontier because they wouldn't be receiving any more revenue from him.

I was not saying that all player retention didn't matter. I hope that clears it up for you :)

- - - Updated - - -

@telperion

Because how they react to challenges like this materially affect people's perceptions of future products and the company they're dealing with. I don't care how orgasmic [or broken] planetary landings will be, I haven't paid the money and therefore shan't suffer/experience the frustration/joy of a buggy/fabulous product.

What I do care about, and as an early back have invested in - not just financially but emotionally - is a game where the advertised core mechanics actually work. I really don't think that's too much to ask, and I don't believe FD do either, I think they're just a bit too prone to knee-jerk reactions in situations like this which ends up making things worse.

I entirely agree with you on pretty much everything in your post. Please see my post above for an explanation on the specifics of the meaning behind my original post.

They really are prone to knee-jerk reactions which cause more problems than they solve. It's one of Frontier's quirks.
 
And if you notice, I was replying to someone who specifically said he wouldn't be buying any expansions and would only be playing the game for 3 to 6 months. I was pointing out, to him, that his opinion and threat (vague) probably wouldn't matter to frontier because they wouldn't be receiving any more revenue from him.

I was not saying that all player retention didn't matter. I hope that clears it up for you :)

I understand that but ask yourself "Why" they are not buying any further expansions? They obviously had an interest in this type of game to buy it in the first place. The why i am guessing is because it gets BORING ! Gamers are a fickle bunch they cry about bugs and graphics and story but all that is over looked if it is FUN and Elite is not FUN in large quantities right now.

Its becoming the game i want to play while watching a movie on my other screen, I may have an intense 10 or 15 minute battle at times but other wise i am watching something else while trading and now i too am asking myself is Horizons worth the $60 for my hands to do something while watching a movie? This weekend it was... last night not so much.
 
^^ This.

And This guy said it better. Perhaps I'm not a definite 'no', but a 'why should I' based on current performance?
It's just becoming too much damn work to work out what's broken today, what's fixed, what was ok but is now broken, it really does verge on work sometimes..

Almost looking forward to firing up an FPS as, brain dead though it is, I don't have to spend hours trawling the forum / interweb to work out what's happening/broken/fixed/broken again on any given day, and that's a shame (for me!)
 
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Yeah, sorry chaps, I get all of that. If you look back at my original reply I was replying to someone who was saying that irrespective of anything Frontier do he won't be buying any expansions and irrespective of anything they do he'll have stopped playing in 3-6 months. I was merely pointing out that due to these two things his voice in any matter of future development and indeed any patch fixes is insignificant. I think my comment, specifically aimed at him, has been taken somewhat out of context.

I'm *not* suggesting that I think that Frontier shouldn't worry about player retention overall or the reasons why players leave (especially if it's due to something they've done wrong), I was merely commenting on that one guy's post.

Thanks for your replies though :) I've had a slow day at work ;)
 
lol, that was me you nugget, and we ain't going to fall out over it, but I maintain that *core mechanics* should be fixed within the game I paid for, not in an expansion 2 years down the road ;-)

There'll be a lot of floating voters at the moment wondering whether to invest more long term in the IP in both monetary and time terms, and the way FD deal with (or not) issues in ED could be a real deciding factor in that decision...
 
Had none in 6 hours of playing last night, bit hard to be a smuggler by profession when there isn't anything to smuggle. Bit like putting "Dinosaur Hunter" on my CV good talking point but I imagine the work with be a 0 hours contract.

I would actually hire you, I need one for Ark: Evolved :D
 
Because these missions made a mockery of the name of the game: Elite. Nothing at all to do with "everyone could have done them".

... because jumping back and forth and back and forth in some golden route found in one of the many trading websites, which is how most of traders make their fortunes, is much more deserving of the game name "Elite". Its not like anyone can make searches in Thrudd's website and loop between the 2 indicated stations while watching youtube.
 
Seems it gives you one nice 5/6m smuggling mission a day now, took a python down to Robigo and took it plus filled half the hold with 1/1.7m delivery runs (you can do way more if you have the time) and made a nice 27.8m. Still money to be made there.
 
I can regretfully confirm that so far, filling my hold with 68t of "why am I bothering with this?" and 16t of "holy $"!t, I actually found a LRS", is deeply unsatisfying. Also, kinda boring. Ok very boring. Very. Boring.

Also, I could probably make the same cash going back to short range smuggling missions, which I was bored of before 1.4, which is why I was actually excited about 1.4. I was excited about long range smuggling missions, which I was a bit disappointed with when they eventually started cropping up because they weren't that long or that rewarding, until I realised I needed to get further out into the galaxy, at which point I started having fun again. Until now. Now I'm just bored. Because legal missions, long range or otherwise, are boring. Smuggling, it seems, is dead.


Boring!
 
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See, that is why I made a new thread. I'm betting a lot of the people posting here missed Sandro's announcement that smuggling missions would become more common again.

Hello Commanders!

Just to clarify for long range smuggler missions: after looking at the initial data, we wanted to reduce their impact until we've had a chance to tweak them, after which they will become more common again.

The reality is however, that such things, which often seem simple, can still take a fair amount of time to feed through development.
 
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I just want say .. Regardless of the crap talk bout the smuggling and such..even though I happy to see that we Will get paid again... You guys are doing an awesome job with the game and I couldn't be happier.. And looking forward the upcoming improvements..
 
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See, that is why I made a new thread. I'm betting a lot of the people posting here missed Sandro's announcement that smuggling missions would become more common again.

Yep I missed that, thanks.

As to the substance of sandro's post; yay? Honestly, it wasn't required, I've barely seen any SRS's either, so in order to "reduce the impact" they effectively remove it from the game. And "Impact" on what exactly? The economy? Who cares if players make a bit of extra cash to spend on whatever ships/upgrades they want to splash out on/are working towards? It's not like they can use it to trade with other players, or much else that can fundamentally change the way everyone else experiences the game. They just got a quick boost in preparation for 1.5/Horizons. Maybe they bought the anaconda faster, maybe they bought a trophy ship. It's not game breaking. LRS's were not game breaking, if anything, the lack of equivalent alternatives is game breaking. Especially when you had to (even more so now) mode switch to increase your chances of finding a mission worth accepting.
 
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Makes sense from a lore perspective, but not such a good idea with the current state of scanning. Too much chance involved to warrant an instant failure state, especially on outposts where you can get scanned on the dock.

It depends on the ship and the pilot to be fair.

Smaller ships are harder to see visually
Cold running ships don't have a good heat signature to be picked up long range
Silent running with a combo of the above two equals a near invisible ship.

Now you have a crackshot pilot, who can skim the surface of a station, hide in gravity wells, understand more than just basic navigation, and a paranoid twitch from constantly checking your scanners

And you have a perfect smuggling ship and pilot.

Working "as intended" IF there were actual consequences too.

Scans = failed mission and a bounty equal to the payout if not more.
Scans in front of stations = death.
NOT fines, NOT bounties.

Then people would stop using stoopid ships, stacking missions, filling their cargo holds.


You'd have couriers, diamondbacks, vipers, cobras, adders and sidewinders have an actual, productive roll.

But

I know.

We can't have that!

"Anaconda is the end-game ship" and all that right?
 
It's the same as with the original smuggling exploit, back when hauling performance enhancers from high tech stations to Type 9s waiting in planet orbit netted you millions in a matter of minutes.

All the players flocked to it. The news of this grand new way of making easy money spread like wildfire. This was before community goals were even introduced, and had the same effect, if not even a better one. Dozens of smugglers buzzing around the same spaceport, until it became a challenge to enter the mailslot without colliding with another player.

Then the pirates appeared and tried to blockade the station. Then the already rich smugglers paid bounties in palladium for any combat capable ship destroying wanted CMDRs in the system.

And all without even having to inject an event specifically designed to do that. All of us had fun, it was a rewarding experience, both in credits and in player interactive gameplay.

Then the voices of those who felt left out of the game or had already gotten rich and could already afford several combat fitted Anacondas got louder, crying for a nerf because they could not stand others having more fun than they themselves. The fools that thought getting to an A-rated Anaconda was the goal of the game, and once past that hurdle, there would be no incentive to play, cried out ever louder, blabbering about imbalance and finding ever more adventurous explanations for why this fun gameplay had to be stopped immediately, before even more people found joy, reward and ingame profit in it.

And FD obliged. "Seeking Goods" was nerfed into oblivion. It is now a legend of the past. Those of us who were there remember it fondly, because it was fun while it lasted. More fun than any regular ED gameplay had ever been up to that point. Finally we had found a gameplay experience that we found REWARDING. One we could SHARE without ruining it.

The revamped version of "Seeking Goods" was a community breaker, same as the nerfed and broken trade routes. They called it the background simulation. No trade route would ever be persistent. The more CMDRs traded along a route, be it smuggling to the T9s or regular bulk trading, the more profits would diminish.

A few days or weeks people still kept holding on to the old fashion of sharing trade information. They tried to keep the community spirit, the cooperative gameplay... but it quickly became clear that FD had reprogrammed the game so that playing cooperatively would be punished by diminishing ingame rewards. Soon it was "every trader for themselves". Trade routes were rare to be found, the profitable ones would be bragged about on the forums, but never even hinted at as to where they were located. "I make 3000 profit per ton on my route, but I won't be so stupid to tell you were it is!" That is the spirit they encouraged with their background simulation. Every player for themselves. Sharing trade routes, cooperative gameplay, making profit together instead of trying to screw each other over? Nope, not in Elite's "cutthroat galaxy" (tm).

Introducing community goals, they tried to bring the spirit back that they themselves had banned from the game in the first place. Only now, the profits were laughable, the rewards a bad joke. Community goals felt like every other aspect of the game: A grindfest.

They paled in comparison to what had come before. The rares trading before the nerf, the "seeking goods" smuggling before the nerf...

And now they tried to bring back smuggling again, and it was fun while it lasted, but the nerf crybabies were there again to ruin it. And FD obliged. As always, they nerfed it into oblivion. Smuggling missions will share the same fate as rares trading and the "seeking goods" smuggling...

Sorry for my negativity on the topic, but I do not see the imbalance that people cry about. All I see is fun, rewarding, cooperative gameplay being stomped into the ground wherever it emerges. As if FD only want us players to work together on their specifically designed "Community Goals".

I had so much fun sharing the same trade route with other CMDRs back when they were still persistent and profits wouldn't diminish between two large population systems, just because a dozen player T9s would haul goods from A to B for a week. But that is a thing of the past now. Long gone. I had fun trading rares, back when you wouldn't fly dozens of lightyears only to find that the starport currently had only 1 ton of their rare commodity in stock, but could count on there being at least 15-20 tons available for you to pick up. But that is also a thing of the past. At least the rares routes are still persistent, if also become a frustrating grind due to resource allocation RNGs.

At least the new hazardous RES's are still profitable, if you are lucky enough that the RNG hits the sweet spot and you get the big ones. I wish I had more time for playing and could get some use out of them before the inevitable cry for the nerfhammer comes, and as a reaction wanted ships will disappear entirely from all RES's, being replaced by the occasional miner and/or lots of police - as it has been before, when people found that RES's had to be nerfed.

Never before has the development of a game and its community made me so sad and bitter. If I could have but one wish, it would be for FD to ignore any negative community feedback in the future and never again nerf something, but rather adjust the rewards for all other activities to match the payout of the so-called "exploit".

Sorry, I am sure many people find the changes to their liking. There are those of the faction that say "good! Now you finally have to put in some effort to make a profit again!"

Thing is: The smuggling missions WERE challenging. You HAD to put in an effort. They were dangerous, time-consuming, they had you on the edge of your seat... the only thing they did different than any other ingame-content: They actually gave you a frakkin' reward for your efforts. One that matched the time and energy invested for a change.

I know my words fall on deaf ears, but I had to get it out of my system. Carry on as if I said nothing - do your usual thing. I don't mind. Nothing to see here.
 
It's the same as with the original smuggling exploit, back when hauling performance enhancers from high tech stations to Type 9s waiting in planet orbit netted you millions in a matter of minutes.

All the players flocked to it. The news of this grand new way of making easy money spread like wildfire. This was before community goals were even introduced, and had the same effect, if not even a better one. Dozens of smugglers buzzing around the same spaceport, until it became a challenge to enter the mailslot without colliding with another player.

Then the pirates appeared and tried to blockade the station. Then the already rich smugglers paid bounties in palladium for any combat capable ship destroying wanted CMDRs in the system.

And all without even having to inject an event specifically designed to do that. All of us had fun, it was a rewarding experience, both in credits and in player interactive gameplay.

Then the voices of those who felt left out of the game or had already gotten rich and could already afford several combat fitted Anacondas got louder, crying for a nerf because they could not stand others having more fun than they themselves. The fools that thought getting to an A-rated Anaconda was the goal of the game, and once past that hurdle, there would be no incentive to play, cried out ever louder, blabbering about imbalance and finding ever more adventurous explanations for why this fun gameplay had to be stopped immediately, before even more people found joy, reward and ingame profit in it.

And FD obliged. "Seeking Goods" was nerfed into oblivion. It is now a legend of the past. Those of us who were there remember it fondly, because it was fun while it lasted. More fun than any regular ED gameplay had ever been up to that point. Finally we had found a gameplay experience that we found REWARDING. One we could SHARE without ruining it.

The revamped version of "Seeking Goods" was a community breaker, same as the nerfed and broken trade routes. They called it the background simulation. No trade route would ever be persistent. The more CMDRs traded along a route, be it smuggling to the T9s or regular bulk trading, the more profits would diminish.

A few days or weeks people still kept holding on to the old fashion of sharing trade information. They tried to keep the community spirit, the cooperative gameplay... but it quickly became clear that FD had reprogrammed the game so that playing cooperatively would be punished by diminishing ingame rewards. Soon it was "every trader for themselves". Trade routes were rare to be found, the profitable ones would be bragged about on the forums, but never even hinted at as to where they were located. "I make 3000 profit per ton on my route, but I won't be so stupid to tell you were it is!" That is the spirit they encouraged with their background simulation. Every player for themselves. Sharing trade routes, cooperative gameplay, making profit together instead of trying to screw each other over? Nope, not in Elite's "cutthroat galaxy" (tm).

Introducing community goals, they tried to bring the spirit back that they themselves had banned from the game in the first place. Only now, the profits were laughable, the rewards a bad joke. Community goals felt like every other aspect of the game: A grindfest.

They paled in comparison to what had come before. The rares trading before the nerf, the "seeking goods" smuggling before the nerf...

And now they tried to bring back smuggling again, and it was fun while it lasted, but the nerf crybabies were there again to ruin it. And FD obliged. As always, they nerfed it into oblivion. Smuggling missions will share the same fate as rares trading and the "seeking goods" smuggling...

Sorry for my negativity on the topic, but I do not see the imbalance that people cry about. All I see is fun, rewarding, cooperative gameplay being stomped into the ground wherever it emerges. As if FD only want us players to work together on their specifically designed "Community Goals".

I had so much fun sharing the same trade route with other CMDRs back when they were still persistent and profits wouldn't diminish between two large population systems, just because a dozen player T9s would haul goods from A to B for a week. But that is a thing of the past now. Long gone. I had fun trading rares, back when you wouldn't fly dozens of lightyears only to find that the starport currently had only 1 ton of their rare commodity in stock, but could count on there being at least 15-20 tons available for you to pick up. But that is also a thing of the past. At least the rares routes are still persistent, if also become a frustrating grind due to resource allocation RNGs.

At least the new hazardous RES's are still profitable, if you are lucky enough that the RNG hits the sweet spot and you get the big ones. I wish I had more time for playing and could get some use out of them before the inevitable cry for the nerfhammer comes, and as a reaction wanted ships will disappear entirely from all RES's, being replaced by the occasional miner and/or lots of police - as it has been before, when people found that RES's had to be nerfed.

Never before has the development of a game and its community made me so sad and bitter. If I could have but one wish, it would be for FD to ignore any negative community feedback in the future and never again nerf something, but rather adjust the rewards for all other activities to match the payout of the so-called "exploit".

Sorry, I am sure many people find the changes to their liking. There are those of the faction that say "good! Now you finally have to put in some effort to make a profit again!"

Thing is: The smuggling missions WERE challenging. You HAD to put in an effort. They were dangerous, time-consuming, they had you on the edge of your seat... the only thing they did different than any other ingame-content: They actually gave you a frakkin' reward for your efforts. One that matched the time and energy invested for a change.

I know my words fall on deaf ears, but I had to get it out of my system. Carry on as if I said nothing - do your usual thing. I don't mind. Nothing to see here.
You hit the nail on the head with this. It explains exactly what Frontier do. They give us something good, and is lots of fun, then BHAM, they blast it into oblivion. All because some people see it as making it bit easier to get somewhere in the game, and to have a lot of fun doing it. I guess Elite: Dangerous is not allowed to easy, and certainly not allowed to be fun. Oh well, back to the grinding. :(
 
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[video=youtube;SnO9Jyz82Ps]https://www.youtube.com/watch?v=SnO9Jyz82Ps[/video]
You hit the nail on the head with this. It explains exactly what Frontier do. They give us something good, and is lots of fun, then BHAM, they blast it into oblivion. All because some people see it as making it bit easier to get somewhere in the game, and to have a lot of fun doing it. I guess Elite: Dangerous is not allowed to easy, and certainly not allowed to be fun. Oh well, back to the grinding. :(
 
It's the same as with the original smuggling exploit, back when hauling performance enhancers from high tech stations to Type 9s waiting in planet orbit netted you millions in a matter of minutes.

All the players flocked to it. The news of this grand new way of making easy money spread like wildfire. This was before community goals were even introduced, and had the same effect, if not even a better one. Dozens of smugglers buzzing around the same spaceport, until it became a challenge to enter the mailslot without colliding with another player.

Then the pirates appeared and tried to blockade the station. Then the already rich smugglers paid bounties in palladium for any combat capable ship destroying wanted CMDRs in the system.

And all without even having to inject an event specifically designed to do that. All of us had fun, it was a rewarding experience, both in credits and in player interactive gameplay.

Then the voices of those who felt left out of the game or had already gotten rich and could already afford several combat fitted Anacondas got louder, crying for a nerf because they could not stand others having more fun than they themselves. The fools that thought getting to an A-rated Anaconda was the goal of the game, and once past that hurdle, there would be no incentive to play, cried out ever louder, blabbering about imbalance and finding ever more adventurous explanations for why this fun gameplay had to be stopped immediately, before even more people found joy, reward and ingame profit in it.

And FD obliged. "Seeking Goods" was nerfed into oblivion. It is now a legend of the past. Those of us who were there remember it fondly, because it was fun while it lasted. More fun than any regular ED gameplay had ever been up to that point. Finally we had found a gameplay experience that we found REWARDING. One we could SHARE without ruining it.

The revamped version of "Seeking Goods" was a community breaker, same as the nerfed and broken trade routes. They called it the background simulation. No trade route would ever be persistent. The more CMDRs traded along a route, be it smuggling to the T9s or regular bulk trading, the more profits would diminish.

A few days or weeks people still kept holding on to the old fashion of sharing trade information. They tried to keep the community spirit, the cooperative gameplay... but it quickly became clear that FD had reprogrammed the game so that playing cooperatively would be punished by diminishing ingame rewards. Soon it was "every trader for themselves". Trade routes were rare to be found, the profitable ones would be bragged about on the forums, but never even hinted at as to where they were located. "I make 3000 profit per ton on my route, but I won't be so stupid to tell you were it is!" That is the spirit they encouraged with their background simulation. Every player for themselves. Sharing trade routes, cooperative gameplay, making profit together instead of trying to screw each other over? Nope, not in Elite's "cutthroat galaxy" (tm).

Introducing community goals, they tried to bring the spirit back that they themselves had banned from the game in the first place. Only now, the profits were laughable, the rewards a bad joke. Community goals felt like every other aspect of the game: A grindfest.

They paled in comparison to what had come before. The rares trading before the nerf, the "seeking goods" smuggling before the nerf...

And now they tried to bring back smuggling again, and it was fun while it lasted, but the nerf crybabies were there again to ruin it. And FD obliged. As always, they nerfed it into oblivion. Smuggling missions will share the same fate as rares trading and the "seeking goods" smuggling...

Sorry for my negativity on the topic, but I do not see the imbalance that people cry about. All I see is fun, rewarding, cooperative gameplay being stomped into the ground wherever it emerges. As if FD only want us players to work together on their specifically designed "Community Goals".

I had so much fun sharing the same trade route with other CMDRs back when they were still persistent and profits wouldn't diminish between two large population systems, just because a dozen player T9s would haul goods from A to B for a week. But that is a thing of the past now. Long gone. I had fun trading rares, back when you wouldn't fly dozens of lightyears only to find that the starport currently had only 1 ton of their rare commodity in stock, but could count on there being at least 15-20 tons available for you to pick up. But that is also a thing of the past. At least the rares routes are still persistent, if also become a frustrating grind due to resource allocation RNGs.

At least the new hazardous RES's are still profitable, if you are lucky enough that the RNG hits the sweet spot and you get the big ones. I wish I had more time for playing and could get some use out of them before the inevitable cry for the nerfhammer comes, and as a reaction wanted ships will disappear entirely from all RES's, being replaced by the occasional miner and/or lots of police - as it has been before, when people found that RES's had to be nerfed.

Never before has the development of a game and its community made me so sad and bitter. If I could have but one wish, it would be for FD to ignore any negative community feedback in the future and never again nerf something, but rather adjust the rewards for all other activities to match the payout of the so-called "exploit".

Sorry, I am sure many people find the changes to their liking. There are those of the faction that say "good! Now you finally have to put in some effort to make a profit again!"

Thing is: The smuggling missions WERE challenging. You HAD to put in an effort. They were dangerous, time-consuming, they had you on the edge of your seat... the only thing they did different than any other ingame-content: They actually gave you a frakkin' reward for your efforts. One that matched the time and energy invested for a change.

I know my words fall on deaf ears, but I had to get it out of my system. Carry on as if I said nothing - do your usual thing. I don't mind. Nothing to see here.

I agree on absolutely every point you made, mate! Whenever something is fun, rewarding and exciting - bam! Back to boring A-B-A-B or pew-pew.

Here ED, we whine against the whiners. Bring those thing back. What was hurting your game in giving joy to the players?!!!
 
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