I have been surprised.

Pretty much any RPG I've played the last 612 years have you buying stuff for more monies than you sell the same item for...

7773:1. I’ve never seen that. Anywhere. Ever. Not once. Not ever. Poping you on mute for a bit. I would like to read and respond to feedback without having to wade through the ipso facto.
 
The cynic in me can't help wondering if they set the up ratio to 6:1 so they could reduce it to 5:1 or (optimistically) 4:1 later, and make everybody relieved and happy at getting a ratio they'd have complained loudly about if it had been the original setting.
No its not how FDev works, moderate is not their way.
More like:
- set it to 0.01:1
- revert, but introduce some bugs
- set it to 10:1 but add another unnecessary complicated mechanic on top
...
roll on
 
Pretty much any RPG I've played the last 612 years have you buying stuff for more monies than you sell the same item for...
No problem with that. It's the 6:1 pulled out of their hat, with little care how much effort this is going to take, given the number of very rare mats needed for everything in Beyond.

But FD's complete lack of Maths understanding applies even more to how limpet controllers scale. There is zero justification for how a class-7 controoler only controls 4 more limpets that a controller 1/64th the size.
 
You think so huh?

It will put any potential pvp'ers off, the current pvp'ers throw 135% dds away without a second thought.
Not at all, the opposite in fact, most want a balanced system. Read sandro's posts from Thursday evening, I think he is quite serious about matching the current systems 'god rolls' in as much as that's possible. How they are gonna do that where heat/mass secondary effects are the key concern or what effect god rolled modules are gonna have on Joe Averages PvE game are the interesting questions.
 
Not at all, the opposite in fact, most want a balanced system. Read sandro's posts from Thursday evening, I think he is quite serious about matching the current systems 'god rolls' in as much as that's possible. How they are gonna do that where heat/mass secondary effects are the key concern or what effect god rolled modules are gonna have on Joe Averages PvE game are the interesting questions.

Where did I say pvp'ers don't want a balanced system?
 
I've always thought everyone had this mindset:"Hmm, something changed, lets see how I can use this to my advantage!". Later I learned many people here dont go beyond:"OMG something changed!!!!!". I remember when FD's BeardMaster wanted to keep ship stats hidden so people could experiment, test and experience stuff for themselves. I thought that was cool: it rewards experimentalism, experience and skill. Turns out a significant segment of our community really cant handle uncertainty and change at all. Its a shame. Soon we'll be back to:

1) Buy this ship with this loadout. Go to place X, use item Y and trade for Z at trader A in system B. Then use modtype C on module D.
2) Go to the forum and complain about the grind.
You see the mindset at work in the finacial markets. Very often the market reacts negatively for a short period to very positive company news. some folks make a good living out of that.
 
7773:1. I’ve never seen that. Anywhere. Ever. Not once. Not ever. Poping you on mute for a bit. I would like to read and respond to feedback without having to wade through the ipso facto.

Start any Diablo game. Get the lowest tier item. Go to the forum and ask how many of those items will need to offer trade for the highest tier. This will be the answer:

Get lost.

There is no way that the most common crap you find on the street at every turn somehow translates to the most coveted stuff. Its an insane expectation. No game does it. No economy does that. Its bizarre.
 
Where did I say pvp'ers don't want a balanced system?
I don't think you did, but you did mention the max we can get in beta tonight. I pointed out that Sandro is quite adamant they will make the new system match as closely as possible the 'god rolls' of the old. in which case the new system won't put off pvp'ers because it would be a 'balanced system'
 

Deleted member 115407

D
6:1 up, 1:3 down. It's fine. I was modding up a viper before I got persistent CTD and the material trading was great. 1 tier 5 mat gets you all sorts of lower mats.
 
Start any Diablo game. Get the lowest tier item. Go to the forum and ask how many of those items will need to offer trade for the highest tier. This will be the answer:

Get lost.

There is no way that the most common crap you find on the street at every turn somehow translates to the most coveted stuff. Its an insane expectation. No game does it. No economy does that. Its bizarre.

Hey, you're making sense, again. Stahp, plz. :)
 
yes, that's when one get's tempted to do quick-shot responses.

Finally I also found there is three kinds of mat-traders: raw, manufactured and encoded. Now I can get 81 Nickel for 1 Polonium... or 81 Apples for 1 Banana. I think I can live with that.

Nope. I could find 1 polonium in the time it would take you to get 81 nickel. Who knows, may even find 3 polonium in a one meteorite, in which case you'll need to take some time off work while your getting 243 nickel. :)
 
More bad news I'm afraid. Some are 36:1 and if you want to chain a data or mat trade (e.g. A for B for C, etc.) the numbers increase dramatically. Take a look at this video by Obsidian Ant where he does the math. Needed 1,296 of one data type to get 1 of another type (4 mins 34 sec into the video).


https://youtu.be/rbORcQM2WYM

That is actually good news. In the stream they suggested it wouldnt even be possible to do it at all. This prevents 'farm the most convenient G5 thingy and trade for everything else' economies. So the 1:1296 means 'you need a huge amount of unrelated worthless crap to get an unrelated super useful thing.'

Which makes no sense, but I'll take it even if only on general principle.
 
Last edited:
Just finished a few hours in beta. I'm not happy with the engineering mat structure. It is definitely far more complex, and will reduce my interest in kitting multiple ships. Instead of 20 or so locations to get mats, it will be god knows how many unless I pay the material trader tax man. In either case, it translates into a larger time sink spent not playing.

1) Scrap the quasi rng leveling up each mod.
2) List straight up recipes for each tier and special effect.
3) Pinning blueprints? Really? Because your ship computer can't store more info? Half the time I pinned blueprints before, they would drop off my pinned list. Lame.
4) Material trader - so I'm going to run around gathering 81 sulfurs for a rhenium or whatever, when I can just go to EDDB farm the rhenium and get other useful stuff at the same time. Unless you plan to nerf the percentages for rare mats? This is terrible.
 
So unless tier 1 will be the only material you can find I don't see the problem. 6 for 1 seems a bit high yes, but it is a complementary option to fill the holes of what you don't find.


One thing to note is buffing going up will mean nerfing going down.
 
Just finished a few hours in beta. I'm not happy with the engineering mat structure. It is definitely far more complex, and will reduce my interest in kitting multiple ships. Instead of 20 or so locations to get mats, it will be god knows how many unless I pay the material trader tax man. In either case, it translates into a larger time sink spent not playing.

1) Scrap the quasi rng leveling up each mod.
2) List straight up recipes for each tier and special effect.
3) Pinning blueprints? Really? Because your ship computer can't store more info? Half the time I pinned blueprints before, they would drop off my pinned list. Lame.
4) Material trader - so I'm going to run around gathering 81 sulfurs for a rhenium or whatever, when I can just go to EDDB farm the rhenium and get other useful stuff at the same time. Unless you plan to nerf the percentages for rare mats? This is terrible.

Aim for the g4 and above mats, you find plenty of lower grade mats in the same type of locations it really is much easier to trade down than up.
Point 4) you might not find the material the external sites are telling you is on a particular planet for the beta, because distributions have changed. checkout this thread
 
I'm not sure if it's been mentioned yet, but it makes sense if the ratios are multiples of 3, since that's how we collect them.

I'm not sure that I agree with such a wide spread, though. It's really going to depend on how quickly we gather materials and data from normal and individually preferred game activities, and I don't think the current live material income is high enough to support use of the Brokers in a way that feels good most of the time.

It needs to be just a bit higher, I think.

Riôt
 
Back
Top Bottom