Mode switching for missions and Smeaton Orbital [200mill/hour]

I've tried this smeaton thing a few times, I'm elite, allied etc, was still only making 70 to 120 million at most like other's have said.
Not that it matters, there's no reason to have 4 or 5 billion, and even if you just do res farming and a bit of exploring, you'll make 20 to 30 million before you realise it, that's way more than enough for anything.

20-30 million won't put reactive armour on a Clipper, or even an FSD on a Cutter, surely at Elite we should be earning enough to do those things.
 
Congrats, now i'm going to go shoot noobs cause I basically have nothing else to do. I'll make sure to annoy enough of them to quit playing the game ;)

So you have tons of credits from doing this, implying you have big ships - and all you did was grinding more credits than went seeing Thargoid?

Why?


Good luck buying anything for a large combat ship for 30mil. My rebuy on my cutter is 2x that lmao
 
Great, great. Now I can finally realize that my 20k Hungarian Forints (what Ive spent on ship kits etc.) [1/4 average salary per month] were wasted (also the whole bought game and the second one for my friend too). THX again. Oh and thanks for stopping my friends from playing, maybe I will stop playing too. Seriously you cant do a normal nerf, just swing a killing blow with that hammer and its OK? No, its not. You will lose players, and huge income, FDEV by this decision. I would accept the 150 mil to 50mil/hour nerf, but this is outrageous! Maybe temporary? Hell no, you had time, between 4 and 6 months. Or what about buffing the other missions? No, we cant do that. You cant avoid that fact the game turned into a grindfest long ago, you simply listening to the minority of players instead of listening to the majority.

I will switch back to Star Trek Online. I got bored by these decisions. I am not mentally ill, I cant sustain this amount of monotonism.

Salt? Delicious, I like the taste of it.

- Just a player who wanted to have 1 percent more fun than average.
 
It wont matter much, next update will brake something else.. and then we'll be making millions some other way. A fix takes months anyway.

if we would get a nice balance instead of smashing around with a nerf hammer..
 
It wouldn't be so bad if it was possible to make credits at a faster pace in other ways like perhaps trading 2000T of goods at once in a Panther...
 
I think it was a very good idea to reward players based on the distance from the star, and I hope it’ll return. If not these mission will simply not be worth taking, but yes they are too profitable right now in my opinion. I am thinking a 25% reduction would be about right, but I am not sure.

The problem was "board flipping", not the fact that longer distances translated to greater payouts.

FDev: fix the actual problem, not the symptom.
 
Is board flipping really the issue? I've ran up a 150mil run in open-play, to see if it could be done. It can. Board refreshes with new missions every 5 minutes or so.
 
Hello commanders,

As some of you are aware, Passenger Bulk missions are currently generating extremely high credit rewards that we feel are excessive of what we would consider reasonable and balanced.

After a detailed investigation, we can confirm that this is due to an element in our mission generation algorithm that rewards credits based on the distance of the destination system from the star.

Due to this, we will be disabling (until further notice) the aforementioned element of Passenger Bulk missions to reduce the amount of credits offered as a reward. Commanders will still be able to select and complete Passenger Bulk missions, but will see less excessive credit rewards.

In the meantime, we will be reviewing the Passenger Bulk missions and correct the previously mentioned element – hopefully in time for you to test in the Beyond Chapter One beta.

Thanks to all the players who reported the issue.

I've only got one question about this. The issue with bulk passenger missions was reviewed literally months ago and a cap of 50m was imposed, whereby the mission board would simply refuse to allow the player to accept a mission if it was paying more than that. Everybody knew that the issue was caused by the algorithm being weighted in favour of distance to destination from entry point at the time that cap was imposed, not least because it was blatantly obvious.

The missions haven't changed since then. The rewards haven't changed since then. So, what has changed since then to prompt this?

I would also offer an observation. Every time you change something like this prompted by people who are mode switching to stack missions (if that is in fact part of the reason for this decison) what you do is completely screw over those of us who do not use mode switching to stack missions and instead stack them the traditional way by travelling round multiple stations. I mean I enjoy that stuff, I'm always on the lookout for systems with a few stations, outposts and planetary bases in close proximity and doing that local circuit of calling points, seeing old faces, building working relationships, maybe greasing a few palms, picking up some work and then heading out is actually one of the times the game feels at its most natural and 'realistic' for want of a better word.

If you don't want mode switching to be beneficial that's fine by me, I couldn't care less about it.

If however the intention is simply to limit further (after the introduction of the 20 mission limit) the number of missions we can realistically accept simultaneously and therefore the amount of credits a player can make, please don't introduce any more ships like the Cutter and Corvette that cost a billion credits to equip in a combat build, or indeed any more ships like the Beluga, which it's already practically impossible to fill with its intended passenger types. Some of us actually enjoy playing as a relatively big fish within the game economy - if you don't want players to be able to do that, I'd suggest not creating a false expectation that it is in fact gameplay that we will be able to engage with and enjoy. That way, we will at least know the score and can decide whether we want to schlep around in medium ships making 2m credits per trip, or just go and play something else.

Cheers.
 
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The real issue - feeling like you're not making enough money from normal missions which become a boring time sink/grind.

+10 points to you. That's exactly what everything feels like right now.
Data delivery missions to get federation rank up....1,000 credits.
Didn't even cover the gas to jump to the system. Thank goodness I only need to grind out another 500 of these.
 
The problem as I see it is far to many people minding their own affairs and enjoying the game as they see fit and another group who seem more like that little old lady down the street that peeks in your window and then cries out for justice because it was something other than the missionary position.:eek:
I made my first few billion the old fashion way and several more doing the good old shuffle to refresh the board. As I see it the future is a place most likely where they have computers and the occupants there would probably refresh screens all day long if they were running loads anywhere with large boats:x

Glad games like this were around while I fought off my cancer during treatment otherwise I would have gone crazy but one reason I chose this game is because on the advertisement screen for ED that drew me in was the following:
PLAY YOUR WAY
400 BILLION STAR SYSTEMS. INFINITE FREEDOM. BLAZE YOUR OWN TRAIL.
Upgrade your ship and customize every component as you hunt, explore, fight, mine, smuggle, trade and survive in the cutthroat galaxy of the 34th century. Do whatever it takes to earn the skill, knowledge, wealth and power to stand among the ranks of the Elite.
 
So how exactly was the payout an imbalance? A trip of 4 million lightseconds, given the unfortunate method system travel is performed is now paying 369k credits for 10 passengers at how much a cost of time? So are modules and ships being reduced in price? Repairs? Will players no longer have to waste ridiculous amounts of time searching for such rarities as sulfur and iron? Ah, we can live in the game full time, get some awful job mining lumps of dirt for nearly nothing and fly a sidewinder. Lovely. Instead of fixing the economy, you destroy the only non-violent decent way to make a living in the game and still allow time for all the tedious tasks required for engineering, or anything. I'm quite certain it was an oversight that this wasn't mentioned in the livestream and not cowardice as it might appear, although it certainly adds fuel to the notion that player on player violence is encouraged as griefers in groups are being given a way to slip out of even the dubious punishment of fines and bounties with the crime and punishment "fix". How odd bounties are still pricey. This, as your tolerance for in game gang activity and flagrant violations of your own code of conduct will not add to game longevity. The economic cat, as it were, is already out of the bag. Short of "seizing" the billions earned by earlier players at Quince etc, instead of balancing the game, you have created a virtual Trump dystopia of haves and have nots. Perhaps it reminds you of home. Yes, I will fully admit, sour grapes indeed.
 
Blimey!

2 days ago: "It's not about the credits. It's about the ability to get lots of missions that I enjoy doing and you're just a big ol' stupid-head for not understanding that!"

Now: "Wah!!!!! It's impossible to make credits in this game and ima play Star Citizen now!"

:rolleyes:
 
Screw you, Frontier.

I come back to this game after a year — I had left because it was too damn grindy — and I finally find something I’m willing to do periodically to make decent progress and decent credits (long range passenger missions), so I can spend my other time doing things that don’t necessarily pay very well but are fun.

I was enjoying the game for for the first time in a long while, because making good money on passenger runs meant I could mix it up and do other things too. And now you’ve taken that away, thank you so much. And you had previously said this was expected behavior, to be rewarded for spending so long flying from the jump point.

Sometimes I wonder how many times they’re going to have to slap me before I just totally give up on this game.
 
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A trip of 4 million lightseconds, given the unfortunate method system travel is performed is now paying 369k credits for 10 passengers at how much a cost of time? S

Bahahahahahahaaa really? Even in a Python you'll need to knock about another 50k off that just for integrity repairs when you arrive. Oh and flight time is an hour to 36 Ophiuchi. Talk about going from the sublime to the ridiculous.

I do wonder sometimes just what grasp they have on the amount of time a lot of players, especially those in the Elite '84 demographic actually have to play computer games and what kind of progression they deem to be reasonable. I stuck reactive armour on my Python two days ago, 134m credits for that. Only 446 hours to earn that at 300k an hour, or to put that another way the time I spend at my full time job in 12 weeks. :D

Blimey!

2 days ago: "It's not about the credits. It's about the ability to get lots of missions that I enjoy doing and you're just a big ol' stupid-head for not understanding that!"

Now: "Wah!!!!! It's impossible to make credits in this game and ima play Star Citizen now!"

:rolleyes:

Let's be serious here. 45m for a one hour flight was mental. 300k net for a one hour flight is equally mental. For me, when I did passenger missions (and I haven't done any for about 2 weeks now) it was both - I liked the gameplay of picking up 10 missions and dealing with being chased around by four or five npcs whilst doing my drop-offs, I also liked being able to earn at a level that made it worthwhile. Oddly enough just like I did with the old Robigo fail-on-scan smuggling missions which were also nerfed.

After spending considerable time and money building up my fleet, I don't think it's unreasonable to expect to have significantly increased earning potential because otherwise what is the point? Yes we all start with that little Sidewinder and ten bob in our back pocket but much of the fun in a game like this, for me at least, is developing and building up my character's business (because we're all businessmen in one way or another) until he's a damn site further up the chain than where he started from. My main passenger ship is a Python - not the most expensive ship to do it in but I didn't just chuck some cabins into my general mission-runner, I bought a new ship and specifically equipped it to be optimised for bulk passenger missions, including a not insignificant amount of engineering. Again, just like Black Betty, my specialised long range smuggling Asp which was built specifically for Robigo runs.

I like building specialist ships for particular jobs, less enjoyable is parking them because the specialist job in question is then either stripped out of the game completely, or made so risble in terms of available profits that I end up just going back to doing three deliveries for every trade CG to make a bit of money and spend the rest of my game time aimlessly ing about, which is fun for a day or two but then leaves me feeling directionless and lacking motivation to play since I'm quite a target-focused gamer.

If FDev's idea is that no matter how long we play for and what we do in the game our personal narrative' *rimshot* is basically being a bum who for some reason can't ever stop busting his hump for chump change that's fine by me, just tell us and we'll know where we stand. Just stop introducing new ships like the T-10 which costs 570m just to armour and equip with A spec core internals before you even bother with optional slots, weapons and utilities.
 
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Well, just did a VIP test run to Smeaton.
Anaconda kitted out with a mix of Business & 1st; only 9 cabins; not yet confident enough with mailing skills to go shieldless.

Departing from Huichi; all factions allied, but one (cordial).
Only took 3 board flips (solo->open->solo); ~5 minutes.
Picked up every VIP I came across; 6 economy, 2 business, 1 first class.
2 Criminals, 5 Secretive, 3 High Value.
Lowest 6 Mil, highest 12 mil. Total 77 mil (median 8.5 Mil)
Shortest delivery time was 1h50m, so not a major limiting factor for board flips.

If I'd been more discerning, and focused on 10 Mil+ only, I think 100 Mil would have been attainable.
Though it would have taken a few more board flips; perhaps ~15 minutes worth.

If I'd been departing from LTT 9455 rather than Huichi, there would have been several ~1 Mil data deliveries on top.
Though I'm not sure if LTT 9455 in its current state spawns fewer VIPs; needs investigating.

Still seems like a perfectly respectable way of earning huge amounts of money for very little effort and practically zero risk.
The real problem IMO is that:

- board flipping exists (others have already pointed this out)
- AFK earning can equal, or exceed, actually playing the game.
- This game has no relationship between risk & reward.
 
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Issues - of course there were. The post by Will seems to indicate this is 'temporary' and I hope for gods sake it is! It just doesn't make sense economically either you way slice it?

If you are collecting passengers to go long distance - then they pay more for the privilege ALL the costs are increased in traveling further Time, hull integrity and ship paintjob repairs, refuelling, ammo if you stop along the way to destroy those pesky interdictors, etc. Why does that NOT warrant more pay at the back end?

If the issue is that some routes yield more than others then come up with an alternative solution - remove the passenger service from certain stations - urely that's doable after all not all bases and stations provide the same services anyways? As usual the MASSIVE NERF HAMMER comes out to smack down a pesky few and we are ALL hit in the process.

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Screw you, Frontier.

I come back to this game after a year — I had left because it was too damn grindy — and I finally find something I’m willing to do periodically to make decent progress and decent credits (long range passenger missions), so I can spend my other time doing things that don’t necessarily pay very well but are fun.

I was enjoying the game for for the first time in a long while, because making good money on passenger runs meant I could mix it up and do other things too. And now you’ve taken that away, thank you so much. And you had previously said this was expected behavior, to be rewarded for spending so long flying from the jump point.

Sometimes I wonder how many times they’re going to have to slap me before I just totally give up on this game.

Could

Not

Agree

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As for your last comment that's it for me. If they don't fix the decision making process and reinstate this as well as address a handful of other glaring examples of incompetent game design, I'm just wearing down the credit balance before binning ED.

The game will go on, the complacency of some of the player base in allowing this stuff to happen to them is mindboggling, probably due to the previously earned status of Elite in general. For me, I've been slapped enough. The most deadly factor in this game, is the Design Team having a bad day. I'm quite literally amazed at this decision.

It's every definition of stupid all at once.

I just feel sorry for the guys behind Stellar Forge, the Ship designers (apart from the T10) and the Graphics and Sound Teams. The others so badly devalue their brilliant efforts.
 
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