Smeaton is dead. 465,000cr

Oh no, one of the many ways to earn massive amounts of money quickly has been nerfed. Just like all the other times, it will be the end of the world and cause for immediate ragequit until someone puts up an easy to understand guide to any of the other five or six that still exist and holds it in front of people's faces until they realise that there are ways to make megabucks that don't involve flying in a straight line for 40 minutes.

I can think of at least 4 ways to reliably make over 50MCr/hour without mode switching which are completely unaffected by this change. A couple of them might make 80+. They mostly require more skill than Smeaton, but nothing close to the "fight a Thargoid solo" level, and none of them require anything more fancy than a D-rated Conda to get full benefit. Two of them could be done pretty well for slightly reduced profits in a Python or T-7. One of them doesn't involve the mission board at all and has worked without changes since 1.3 ... though is probably the lowest paying of them on average.

(No, I'm not going to write the step by step instructions down here. Waste of effort. If people have missed the several other times they've been mentioned on these forums and elsewhere over the last few weeks, they'll miss this one too. Do your own research.)

This implies that you're lying.
 
I'm kinda glad they nerfed it. So far I've played without grind and without making use of any of the cheese dip, but Smeaton was starting to sound tempting just because of the huge payouts. Glad that temptation is no longer there.

<snark>So I'm still playing clean and can continue to claim to be better than you lot!</snark>
 
Here in lies the problem with low payouts at Smeaton now. I saw one passenger mission to take 22 passengers to Smeaton. The payout was just over 700k. Now, if any of you are flying a Cutter doing these missions, if you look at the repair bill it leaves you out of pocket, it costs more to repair your ship than you get in repayment. Granted, you can fill your cabins up, but this means 22 people got a free ride. The payouts have been nerfed, granted, but at least raise them more.
 
But ofc.. everytime they nerf something like this, it stays nerfed. Just take a look at the nerf history...

You haven't been around when they launched the game. Making money was never easier than it is today. Since release they increased rewards with every update.

Here in lies the problem with low payouts at Smeaton now. I saw one passenger mission to take 22 passengers to Smeaton. The payout was just over 700k. Now, if any of you are flying a Cutter doing these missions, if you look at the repair bill it leaves you out of pocket, it costs more to repair your ship than you get in repayment. Granted, you can fill your cabins up, but this means 22 people got a free ride. The payouts have been nerfed, granted, but at least raise them more.

Don't do the mission. It's quite simple.

There is a mechanic.
There is a specific system.
There is a specific exploit.

They disabled the mechanic until they fix the exploit, which should be the next update if everything goes well. What's so strange about it? If anything you should ask them why it took them so long to do something against it.
 
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Here in lies the problem with low payouts at Smeaton now. I saw one passenger mission to take 22 passengers to Smeaton. The payout was just over 700k. Now, if any of you are flying a Cutter doing these missions, if you look at the repair bill it leaves you out of pocket, it costs more to repair your ship than you get in repayment. Granted, you can fill your cabins up, but this means 22 people got a free ride. The payouts have been nerfed, granted, but at least raise them more.

Why do you care about ship integrity? There is zero point bothering with integrity on a ship that spends most of it's time in supercruise hauling economy passengers.
 
You haven't been around when they launched the game. Making money was never easier than it is today. Since release they increased rewards with every update.

I still wish repair bills and fuel costs from early gamma would make it back into the live version.
At least now one could afford it.
 
run packages to Hutton they pay over 1MCr per package if your allied and for that it's just 90Mins of sitting there watching Netflix.
 
I think you are missing my point.
]

Not missing any point, there are zero repairs you have preform on a pax ship unless you damage the hull. Not that it matters, it is only long SC pax runs that have been nerfed, plenty of ways to make a healthy income through long distance (LY) pax runs/System state trading, mission haulage.
 
Its a temporary fix. Its not supposed to stay like this.
I think everyone can agree that:
a) Mission reward should be influenced by supercruise distance
b) Earning 200MCr for 1 hour of doing nothing is a bit much

FD just needs to figure out a way that works both for a single mission and several at the same time.
And board flipping is pretty much irrelevant for this. You can very well stack missions without changing game mode. It will take a few minutes extra but doesnt change the base problem.
 
You haven't been around when they launched the game. Making money was never easier than it is today. Since release they increased rewards with every update.



Don't do the mission. It's quite simple.

There is a mechanic.
There is a specific system.
There is a specific exploit.

They disabled the mechanic until they fix the exploit, which should be the next update if everything goes well. What's so strange about it? If anything you should ask them why it took them so long to do something against it.

Problem is, they broke passenger missions in their entirety. All of them. Everywhere. And the next update is more than a month away. That's too long for a fix to something like this which, as their "temporary" solution indicates, requires little more than a change to a particular value and probably takes maybe an hour to code at most. And it can be coded without servers going offline.
 
The problem wasn't the payout, it makes sense that a long journey should pay more. The issue was that you could stack so many of the missions up together, which is exacerbated by the ability to mode switch to get more. Also that the fact the same logic doesn't apply to trading. Surely in a system that involves a 1,000,000+ LS journey, in-demand goods should fetch a much higher premium.

That doesn't work because distance from your buy is not the same as distance of the resource to where you sell it. They could have a closer resource and this lowers the proce. Unless you have a unique good that is not realistic to trade. It is on the other hand realistic to travel. Because the resource is always unique. That individual is always unique and his transport his own. So the logic is sound. It's the appropriate place for long distance transport. If you want that logic applied you have to have more resource scarcity but the increased transport cost/charge would have to be applied. If you are loosely buying and selling there is no reason for them to pay for your transport. You naturally eat the cost. If they are paying for you to transport then yes you make them pay for it. But then they have to need you to transport it or it's unrealistic. So they could do specific transport goods missions and do similar with cargo. That would logicaly give mission with higher relative payout for cargo hauls. You would literally be doing hauling missions with specific cargo. Or mining/fetching equivalent where they pay for the resource delivery in a combined mining/fetching and hauling delivery. It depends how creative they made the missions.

If they did mission where you have to find them a unique/rare item/resource. Possibly within a time limit. If they also payed for the transport and delivery they could increase the cost. Assuming it's not high enough on it's own for the fetching part. They could also increase the payout for potentially illegal kill mission or assassination and similar. Taht could give higher payouts for different play styles like deliver/mining/combat/exploration. Exploration could have higheer cost unique discorvery types. Or contracts because someones wants specific data on a certain type of item. Say 100 scans for neutron stars of a certain parameter for a study(above a certain size for instance). Say it pays out 20+ million. They could easily do very high payout for longer or more difficult/ time consuming tasks. Especially is they consider relative difficulty compared to needed equipment levels to do or do conveniently or within a time limit. Say the 100 stars must be done within a week. or something. set times only higher equipment can get or properly setup equipment. Or whatever challenges they could add. Maybe 20 million for completion within a month. 50 million or more if completed in a smaller time frame. Maybe even several hundred million to a billion for really long range difficult contracts. Say 100 black holes of a certain size. Then give a time limit for certain payoffs if done expediently. 200 million within a month. 1 billion for a week. Smaller time frames if that is too easy. But they could be very deadly wormholes. And if you die you could potentially loose all data. So you must do it in one piece against very dangerous objects. A 1 billion payout could be nice for difficult and dangerous tasks.

Less difficult version could be done with scaled down payouts. Then you just need to decide if scans before that contract was accepted count or not. Could be a good way to make extra money after long exploration runs.
 
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I still wish repair bills and fuel costs from early gamma would make it back into the live version.
At least now one could afford it.

Yes, the current implementation is a joke and could just as well not exist. Nobody would notice, it's just a click less.

Problem is, they broke passenger missions in their entirety. All of them. Everywhere. And the next update is more than a month away. That's too long for a fix to something like this which, as their "temporary" solution indicates, requires little more than a change to a particular value and probably takes maybe an hour to code at most. And it can be coded without servers going offline.
And yet rewards aren't worse than they used to be in 2.3 and nobody considered them broken.
 
There is an issue though... Not with money though really, since newbies have less need for it and veterans have other ways to make money. It's not about rank either, since there are and will always be other ways to gain rank.

It's about player numbers.

Sure these credit hoses attract new players, but how many of them stay or experience the rest of the game?
Of other people though, some will rage quit, of whom of course, most will come back later (probably with the next credit hose). The problem is the few who don't. Even if it's only one or two.

These few leave, angry, and they trash the game on Steam, on PSN on reddit and other forums, where FDev are trying to recruit new players.

Sure, it dies back after a few weeks, but how long before the next nerf? How long before the next storm of (self)righteous indignation?

The thousands of us still playing mean little. Many of us have a lifetime pass or have bought a season pass, so other than the vanity store, there's no income here. It's the newbies who only own the basic game, who may buy Horizons in future, or who may be put off when their favourite activity is nerfed, or when they read reviews.

Will they come back when the "balanced" version is reimplemented in a few weeks? Will it even get rebalanced? FDev have (rightly or wrongly) a reputation now of meeting before a beta, and of ignoring feedback. No previous nerfs have been reversed after a rethink. On previous form, they'll use the beta to sweep it all under the beige rug. Post beta, they'll point at the recoloured moonlets, at the chieftain and the krait and they'll say "Look, shiny!" and people will forget.

Elite won't die from this, no matter what Cmdr C. Little cries about the falling skies, but it could cost FDev much needed development cash. Let's hope they have enough.
 
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