When is VOID OPAL nerf coming?

But of course!

That being said, I don't think that applies to everyone. I detect a passive/aggressive tone here.
Detect whatever tone you like. You complained about how you personally didn't participate in the beta, as if that somehow made the beta immaterial.
 
LOL Implying that the developers might somehow forget about the enormous credit generation machine, or better yet might not be aware of it, despite the fact they have access to metrics about every single aspect of the game and player's activities.

Bless.
Well they DID nerf the first gold rush when DW2 was advertised few years ago. So there's no telling if they would nerf mining and reactivate it when we get closer to FC and the 2020 update release
 
Well they DID nerf the first gold rush when DW2 was advertised few years ago. So there's no telling if they would nerf mining and reactivate it when we get closer to FC and the 2020 update release
Well, that's not nothing to do with the post you quoted.
 
Or perhaps makes the other things like grandiderite feasible too.
Exactly this. The general market rule for a long time was "Higher price, higher profit margin", and that was pretty much the only rule, supply and demand didn't really impact price considerably. This meant you'd only ever export/import the most expensive good needed for the target system. This meant Water would buy for 20-odd credits, and sell for 30-odd, if you were lucky.

That changed eventually and we got
  • Higher profit margins
  • State-based "surge" prices
  • Greater variance resulting from supply/demand values

... so now items like Biowaste and Water are viable with 600cr profit margins, compared to Palladium, which can swing as high as 2,000cr under normal market conditions, and low enough to create a loss, depending on supply/demand. There's never been enough to promote diversity in trade goods, and any steps to promoting other commodity types is a good thing.

Anyone here from the Beta who can comment on the price drops?
The "High" price of core minerals is exactly the same as current live builds.

I wasn't able to test the "low" pricing because FD's fatal flaw was the advertised places where high mineral prices were in effect, were also high pop systems w/ 10,000 demand for the various minerals, and FD didn't place an "out of test" market where you could buy these minerals for, say, 1cr and tank a nearby market, rather you would have had to spend 10s of hours getting enough of a single mineral to tank a market, virtually on your own, in a one-week beta.

So, can confirm, max achievable price is completely unaffected, it's just
As far as was possible to tell in Beta:
1) Find a system with a high sell price, likely to require the same BGS states as now.
2) ...before anyone else does (this is the new bit)
Which is exactly how normal trading currently works.

Find a good profit route, and exploit it. But you can only exploit it for so long before supply/demand dries up and your profits tank to nearly 80% of value, if not turning it into a loss. This is how core minerals should work also.

I'd also add, the other option is "create your own conditions for good sale, in an unknown system, then fill your boots.

I'd take a moment to also remind anyone who thinks these problems aren't outrageous, that this "cash cow" was the first nerf FD ever introduced, and no substantial costs have been introduced in the game which didn't exist back then... and FD actually removed mechanics to do this.


Realistically, we're only having this discussion yet again[1], because FD took so long rebalancing something they should've nipped in the bud much sooner. Even if the overall effect was to nerf, say, voipal prices down to =~700k (more than half)... if that was the original launch price of voipals, we wouldn't even be complaining about it. When voipals first launched, people raced off to get them because 700k for a voipal (INV + Civil Lib) was absolutely amazing income compared to anything else, and people ABSOLUTELY ADORED that price point.

Then the first Pirate Attack happened in one of these Inv+CL systems which knocked the pricing up to 1.6m, and people went even crazier for it. Even if this was a wholesale nerf down to 700k (which i'm not advocating for), core mining would still strip shreds off any income spinner in the game.

Knowing FD though, I'm anticipating the "demand" impact to dull the price of voipals down from 1.6m to something inconsequential like 1.4m, 1.3m if we're lucky.

[1] Just like what happened with Mission Stacking, Robigo Runs, Seeking Luxuries and selling stolen goods back to the owning station. They were mechanics which FD took too long to fix, and so when they proposed a fix, people had these gameplay styles resulting from bugs and edge cases too ingrained in their playstyle to accept it.
 
.... what?

Genuinely, I don't understand your question. Did you leave out a word or something?

If you mean "Why do NPC ships transport water or any other incredibly low-profit item?"... because they're high-demand-volume, stable trade items, maybe?

If you mean ""Why don't NPC ships transport water or any other incredibly low-profit item?"... see above. They do transport low-value items, frequently. It's worth noting, profit margins on things like Water, Biowaste, can be up to 700cr and is relatively stable, compared to Palladium, which is much less stable, and the margins can degrade as low as 200cr, if not a loss.

But regardless, NPC trade ships don't affect the galaxy or it's markets. Markets are influenced entirely by player activity and BGS states.
Sorry, I was in a rush and didnt explain myself well. I was trying to say that the trade economy in ED in no way represents a real trade system. For example: Why would any ship transport water when many other goods provide far more profit. Why do systems with no water bearing planets pay the same price for water as systems with multiple water bearing planets etc.
 
Folk will hate this, but if there's a sense it needs to be balanced more (not sure it does), instead of nerfing it, I would be interested to see core mining more dangerous (in inhabited space at least).

Make core-blasting explosions outside of RESes detectable to other commanders from supercruise. A short term signal like a low wake. Make each blast also have a small chance of summoning NPC pirates when in an inhabited system (instead of the statutory "one pirate on arrival and none thereafter"). Thus adding careful consideration of risk into the selection of a core mining site, and maybe encourage more prospecting for new sites outside the bubble

As suggested in the reveal stream but never implemented, add hazards to some of the asteroids themselves, e.g.:

In icy rings, asteroids with "liquid oxygen" mineral content flare up violently if carelessly detonated, damaging the core contents and even your ship with pieces of flying ice. Pay close attention to the prospector readout and mine out the liquid oxygen with the mining laser first to stop them going Hiroshima.

In rocky rings, some rocks have corrosive chemical content, creating a big acid cloud on detonation. Carry decontamination limpets or give the cloud a wide berth as you shoot off the deposits.

In metallic rings, some core rocks have metal eating void life that is disturbed by the explosion and will try to latch on to your ship (maybe repurpose the Thargon code). Watch for signs and snipe them out with the subsurface displacement missiles first, or get ready to zap some hungry space ticks before you can claim your loot.

Bit more variety. Bit more stuff to watch out for. Bit less of a walk in the park and trickier for week 1 newbies who are currently using vopals to (unwittingly?) skip the fun of building up wealth in the game. All using or adapted from existing assets. They'll never do it, but I can dream.
 
i feel nerfed today, cashed in painite got robbed, wasn't traveling 200 plus ly to cash in at higher price. back to icy rings for voids and low temps.
 
Probably the best illustration of nerf hysteria that I could have imagined.
But but something is changing in the game so it has to be a nerf because FD only makes things worse, never better and they secretly want to force everyone to stop playing so we will play their other games and they are in cahoots (always wanted to use that word lol) with Chris Roberts to force us all to pledge our entire fortune to Star Citizen and they are working with the Chinese government to brainwash us to become rabid communists and ……. sorry out of breath, please add your pet conspiracy theory if you wish :D
 
But but something is changing in the game so it has to be a nerf because FD only makes things worse, never better and they secretly want to force everyone to stop playing so we will play their other games and they are in cahoots (always wanted to use that word lol) with Chris Roberts to force us all to pledge our entire fortune to Star Citizen and they are working with the Chinese government to brainwash us to become rabid communists and ……. sorry out of breath, please add your pet conspiracy theory if you wish :D
If FD only makes things worse, who implemented void opals into the game then?
🤔
 
For example: Why would any ship transport water when many other goods provide far more profit. Why do systems with no water bearing planets pay the same price for water as systems with multiple water bearing planets etc.

I do this quite often, because the profit margin of hauling water or biowaste is, in a lot of cases in my area, superior to common haul items like Gold, Silver and Palladium.

When supply is tanked and prices are high, Palladium barely turns a profit, if not a loss if the destination also has been saturated. I'm lucky to get 200-400cr on these items at times.

Below is an image demonstrating how this can occur.
1578375613608.png

But Water, that's a reliable turner at 600cr/t almost anywhere, because it's very high supply and demand, and players don't often transport it. Of course, if player activity drops and the markets are right, I can get 2,000cr/t profit on Palladium, and so I do ship it in those circumstances, but again, I can only get those prices when destination demand is high and supply is high.

Which is the whole point I'm making here. Supply and demand can totally tank trade prices under normal circumstances, even in favourable state conditions. Why should Voipals and other core minerals be exempt from this?

Corollary: How about this then.... instead of "tanking the price" of core minerals, which is what everyone seems scared of, we do away with all that supply and demand nonsense and keep it simple.

Just like how you can't buy goods when there's zero supply, you can't sell goods when there's zero demand. I mean realistically, who's even buying the stuff when nobody wants it... purchase of goods is not a non-consensual process.
 

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Just like how you can't buy goods when there's zero supply, you can't sell goods when there's zero demand.

You simply can't have this in a game which does not provide some kind of warehouse.

Do we really expect people will spend their free RL time sitting in a Large ship with 250 Painite, waiting for hours/days for price to change, unable to reload that goods and/or use another ship in the meantime?
If we're so hyped to introduce real economy in ED, then let me buy cheap, store it, do something else, and sell when the prices go up.
 
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