With all new announcements, streams and content that is coming in 2018, I think, it's safe to say the majority of community is welcoming what FDEV is doing to the game this year. How it will be done exactly - again, time will tell, but overall the feeling right now is pretty positive.
However, I do think, than except Combat Logging, P2P, lack of in-game tools and some placeholder stuff we're still having since 2014 one of the most important things that we need to discuss is BALANCE.
It will be almost impossible to balance it all out completely (especially with even new bunch of new weapons and modules introduced, engineering, etc) but lets leave modules/ships/weapons balance aside. I think it's safe to say that overall FDEV does that balance perfectly.
Here I'd rather like to talk today about income/expense gameplay balance in general.
Income
Earning money in Elite is way to easy now. Many could disagree, and I do completely understand where FDEV and playerbase is coming from - it's a game, and have fun factor should be #1. After all, no one wants elite anacondas for 40K bounty, heh as we used to have in Elite 1.0?
But FDEV, IMO, should revisit all activities in a game and make them more or less equal in a matter of money earning opportunities with exclusion of riskier stuff like some riskier missions that should give more income. Passenger missions especially need another pass - I feel like long-distance ones are ok, but local missions need adjusting. Mining. Exploration is quite fine as it's now I think. CQC probably needs bigger rewards. Search and rescue, etc.
Overall balance is hard to achieve, but I really wish FD would tweak general activities more often, not once in few years as it seems now.
Fuel
I really think fuel costs are unfortunately, laughable. I do remember times when re-fueling your ship actually meant something. I think shortly after release FD did 'ease up' fuel burden on players, which was quite understandable, but they did forget to raise it up after all missions, bounties, etc. increases occurred during last 3 years.
One of the most constant expenses in the game, fuel shouldn't cost crazy money, but now it's simply a joke. Few thousand credits at the most. Cost of fuel should go up at least few times, so sometimes people could really consider fuel scoops as money saving module. Now it's just necessity for explorers or for ships who like to travel far.
Again, if military installations, prison colonies, remote outposts would have x2, x4, x6 fuel prices (as some remote places in real life) - that would make totally perfect sense and would add up to the game immensely. Cheapest fuel - on refineries and places where fuel is harvested and quite populated systems, most expensive fuel - military, remote, prison places.
Also, if fuel price would fluctuate globally slightly, that would make total sense and would make game more interesting. Change global fuel prices with server ticks on Thursdays... Why not?
This changes with fuel prices, imo, are not that hard to do, and I would love that FDEV would consider it.
Repairs
Repair prices are tiny comparing to ship costs. Commander should feel that extra layer of 'fear' when shields are down. I remember the times when repairs were meaningful. 0% hull and almost 0% modules repair should be ... some significant fraction of ship cost. I'm not saying 50%, but not as small as it is now. Again, some consideration here is needed, but that fraction should be increased in comparison to what it is now in at least 3-4 times.
Repair cost shouldn't bite or be the end of the world after each fight, but it should be meaningful.
Bounties and Fines
This is so funny we can't even discuss this. 200cr for 'loitering' I think and 6000 credits for a murder....
Seriously? I'll take one passenger then for a 5 minute trip to pay for 100s of murders after, thanks.
This should be greatly increased. Also, those fines could slightly differ, based on jurisdiction, etc.
Trade
Trade, as Steve said last stream is a heart of Elite Dangerous. Personally, I would love trade to be the most profitable thing in a game, but it would be impossible to balance now with all those crazy mission payouts, exploits, etc.
But we should consider to buff it somehow so most lucrative trade routes could be on par on what can be earned with missions.
Otherwise trade will forever stay safe 'beginner player' career.
Elite players with huge fleets should be interested in trading too. We need to do something about it.
_____________________________________________________________________________________
Summarizing, I would say this: a lot of stuff in ED got buffs, but not too much stuff got similar equal buffs. Ways to 'loose money' in ED should be increased in both quantity and overall value (fuel, repairs, etc.) in order to make game more dangerous, meaningful and make sense in general. I am not talking about player punishment, but about overall sense of the game.
Right now Elite is like a stock market where you gain 300%-500% every day which makes, honestly, no sense. Income/expense ratio is not-healthy, IMHO.
Lets even that a little.
Your thoughts?
However, I do think, than except Combat Logging, P2P, lack of in-game tools and some placeholder stuff we're still having since 2014 one of the most important things that we need to discuss is BALANCE.
It will be almost impossible to balance it all out completely (especially with even new bunch of new weapons and modules introduced, engineering, etc) but lets leave modules/ships/weapons balance aside. I think it's safe to say that overall FDEV does that balance perfectly.
Here I'd rather like to talk today about income/expense gameplay balance in general.
Income
Earning money in Elite is way to easy now. Many could disagree, and I do completely understand where FDEV and playerbase is coming from - it's a game, and have fun factor should be #1. After all, no one wants elite anacondas for 40K bounty, heh as we used to have in Elite 1.0?
But FDEV, IMO, should revisit all activities in a game and make them more or less equal in a matter of money earning opportunities with exclusion of riskier stuff like some riskier missions that should give more income. Passenger missions especially need another pass - I feel like long-distance ones are ok, but local missions need adjusting. Mining. Exploration is quite fine as it's now I think. CQC probably needs bigger rewards. Search and rescue, etc.
Overall balance is hard to achieve, but I really wish FD would tweak general activities more often, not once in few years as it seems now.
Fuel
I really think fuel costs are unfortunately, laughable. I do remember times when re-fueling your ship actually meant something. I think shortly after release FD did 'ease up' fuel burden on players, which was quite understandable, but they did forget to raise it up after all missions, bounties, etc. increases occurred during last 3 years.
One of the most constant expenses in the game, fuel shouldn't cost crazy money, but now it's simply a joke. Few thousand credits at the most. Cost of fuel should go up at least few times, so sometimes people could really consider fuel scoops as money saving module. Now it's just necessity for explorers or for ships who like to travel far.
Again, if military installations, prison colonies, remote outposts would have x2, x4, x6 fuel prices (as some remote places in real life) - that would make totally perfect sense and would add up to the game immensely. Cheapest fuel - on refineries and places where fuel is harvested and quite populated systems, most expensive fuel - military, remote, prison places.
Also, if fuel price would fluctuate globally slightly, that would make total sense and would make game more interesting. Change global fuel prices with server ticks on Thursdays... Why not?
This changes with fuel prices, imo, are not that hard to do, and I would love that FDEV would consider it.
Repairs
Repair prices are tiny comparing to ship costs. Commander should feel that extra layer of 'fear' when shields are down. I remember the times when repairs were meaningful. 0% hull and almost 0% modules repair should be ... some significant fraction of ship cost. I'm not saying 50%, but not as small as it is now. Again, some consideration here is needed, but that fraction should be increased in comparison to what it is now in at least 3-4 times.
Repair cost shouldn't bite or be the end of the world after each fight, but it should be meaningful.
Bounties and Fines
This is so funny we can't even discuss this. 200cr for 'loitering' I think and 6000 credits for a murder....
Seriously? I'll take one passenger then for a 5 minute trip to pay for 100s of murders after, thanks.
This should be greatly increased. Also, those fines could slightly differ, based on jurisdiction, etc.
Trade
Trade, as Steve said last stream is a heart of Elite Dangerous. Personally, I would love trade to be the most profitable thing in a game, but it would be impossible to balance now with all those crazy mission payouts, exploits, etc.
But we should consider to buff it somehow so most lucrative trade routes could be on par on what can be earned with missions.
Otherwise trade will forever stay safe 'beginner player' career.
Elite players with huge fleets should be interested in trading too. We need to do something about it.
_____________________________________________________________________________________
Summarizing, I would say this: a lot of stuff in ED got buffs, but not too much stuff got similar equal buffs. Ways to 'loose money' in ED should be increased in both quantity and overall value (fuel, repairs, etc.) in order to make game more dangerous, meaningful and make sense in general. I am not talking about player punishment, but about overall sense of the game.
Right now Elite is like a stock market where you gain 300%-500% every day which makes, honestly, no sense. Income/expense ratio is not-healthy, IMHO.
Lets even that a little.
Your thoughts?
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