Not with ED, where you literally don't need much credits to start playing and try any activities. Credits are only required to get the top-level gear.Credits are usually the barrier to entry to other activities
Not with ED, where you literally don't need much credits to start playing and try any activities. Credits are only required to get the top-level gear.Credits are usually the barrier to entry to other activities
That's not true
...repeat the same thing with different words..
Not with ED, where you literally don't need much credits to start playing and try any activities. Credits are only required to get the top-level gear.
Can't really agree with it. Probably the only thing you can't do in a cheap ship is combat activities. Exploration, planetary stuff, guardians, mining, engineers, trading, passengers - everything is accessible. Sure you can't do top-level part of some activities, but to be honest there is almost no difference in gameplay, it's mostly about improving QoL in game and nothing more.Which is generally what the barrier to entry to any serious attempt to do anything but shuttle data from one station to another consists of.
Like sure, you could try and do basically anything else on the cheap, but the already low rewards for doing it would be even lower. Exploration is about the only thing you can seriously engage with without at least the ability to buy and A rate most of a medium size ship.
which would be true if engineering was not a thing. you can buy the "best" ship in the game according to you but if you don't engi it up its still gonna get its teeth kicked in. we should not be lowering pay outs of activities when it can cost you over a billion creds to buy and outfit ship lowering pay is just a bad idea unless your goal is to drive away newer players.Not with ED, where you literally don't need much credits to start playing and try any activities. Credits are only required to get the top-level gear.
Engineering is required anyway, no matter if you have credits or not, so it's not an argumentwhich would be true if engineering was not a thing
yes but the fact that your required to engineer to have a viable ship means that creds are not important. you cant buy mats for engineers. so it does not matter how many creds a person has they will still have to do the grind just like everyone else. get it? engineering is already a grind we don't need to be adding more grind by nerfing ltd. we should be boosting payout on other options instead making them viable way to make creds.Engineering is required anyway, no matter if you have credits or not, so it's not an argument
not really, as I said - engineering is out of context hereget it?
No one argues that there should be decent way to get money in game. Problem is that current best way also involve least risk, and least complexion. Which makes much riskier and complex game element pointless and frustrating.I don't think the conclusion follows from the premise.
Credits are usually the barrier to entry to other activities, so having a reliable way to get a lot of credits allows more players to actually begin to engage with the game's other activities because they can afford better ships and modules to do them with.
And further progression in the ability to do everything but mining is mostly gated through engineering and prospecting for engineering materials or specialist materials like from guardian sites, in which credits don't help anyway.
which is why we should increase combat and exploration pay not drag down mining pay. the only players that are really affected by credits are the new players who are not established. engineering is already gatekeeping combat we don't need a 2nd wall for new players it would kill ED by driving away new players.No one argues that there should be decent way to get money in game. Problem is that current best way also involve least risk, and least complexion. Which makes much riskier and complex game element pointless and frustrating.
As for engineering.
Completely un-engineered cutter still capable of earn way more money via laser-mining, than corvette with 20+ hours involved to fully engineering it for bounty hunting, or 5+ hours engineering for exploration anaconda. Hell, un-engineered ship will earn way more money with laser-mining even compared to fully engineered ship for deep-core mining.
you want to nerf mining and essential lower the payout for doing mining. this is a massive problem since credits really only matter to new players once a player is established and fully kitted up credits are a null factor we only need it to rebuy and people are not buy a cutter every other day. the reason engineers matter its the grind players Have to do AFTER they finish the credit grind. why does it matter in a topic where your asking to nerf a credit farm? because if you nerf the credit farm it means new players will now have two points that they have to heavily grind on they will have to grind both credits and engineers, and your asking to slow down their ability to farm credits, this is gonna kill off new players because they are gonna hit that credit grind look at it then see the engineering grind that looms behind it and go heck no I don't need a second job.not really, as I said - engineering is out of context here
No one argues that there should be decent way to get money in game. Problem is that current best way also involve least risk, and least complexion. Which makes much riskier and complex game element pointless and frustrating.
As for engineering.
Completely un-engineered cutter still capable of earn way more money via laser-mining, than corvette with 20+ hours involved to fully engineering it for bounty hunting, or 5+ hours engineering for exploration anaconda. Hell, un-engineered ship will earn way more money with laser-mining even compared to fully engineered ship for deep-core mining.
I don't want to nerf mining ¯\(ツ)/¯you want to nerf mining
funny you say that because this says otherwiseI don't want to nerf mining ¯\(ツ)/¯
all those listed suggestions would be a complete nerf to mining anyone with half a brain can see that. and yea your last suggestion which i cut out for sake of space said or raise the pay on all other actives but that does not change the fact that almost every other single idea you posted to "fix" LTD mining is a straight nerf. they they would ether making it 10x harder to mine or cut the profits. It doesn't matter if you claim you don't want to nerf LTD mining when 90% of your first post is literally asking for them to nerf LTD.2.1. Overall resources hotspot mechanic. It can be slightly changed to avoid imbalanced things such as Borann triple-spot and the new COL system triple spot.
The only thing need to add is to deplet the hotspot in general if there are a lot of resources extracted (by all the players). After it's depleted, a new spot can be spawned in some time, on another random place.
I guess the hotspots places are bound to the random seed and so they have fixed positions, but I believe it should be near to trivial to use time/date-based random for the hotspot spawning positions, separate for each hotspot.
2.2 Another spawn related issue is that for each instance the asteroids have own resource pool. It can be improved that the asteroids are exactly the same for all the players, and if one asteroid is depleted by a player, it should be marked as such for all the players, so can't be mined by relogging or using different accounts. That will also fix the "mapped mining" thing.
2.3 Another way is to make all the asteroid moving in space, in addition to rotation. Can be difficult to make since it will create a lot of chaos and probably will require a lot of performance if done naively, but I believe it can be implemented via semi-random trajectories based on time, so each client can calculate the asteroid's position at any moment.
3. Implement supply/demand mechanic - stop stations to buy the resources over their demand, or reduce prices dynamically based on how much items are sold or purchased by players. E.g. if players sell A LOT of LTDs, then stations should stop to buy them or reduce the price significantly, not just for a single station, rather for a whole region, at least.
no it's not. I'm not asking about nerf, I'm asking about either complete rebalance of the in-game economy, or inplementing dynamic market & dynamic mining. It's not to make mining less profitable, rather to make it more challenging and/or more interesting.funny you say that because this says otherwise
or when you say stuff like this ^^^ your clearly hacked off that LTD produce so much credits and you clearly want it nerfed, because these are not statements somebody who claims they don't want it nerfed would say. you are literally complaining about how much money ltd makes in this post. so please spare the "I don't want to nerf LTD" , no one's gonna buy it.But all the other parts of the game are related - earning ships/modules, sometimes ranks, etc.
Trade elite in 1 day, best game ship in couple of hours, best fitting in couple of more hours, etc.
Why don't cancel the credits at all and implement a space communism? Just take any ship & modules on the start of the game, whatever
inplementing dynamic market & dynamic mining
Sure, in comparison with other activities or in-game prices. But the overall point not about nerfing LTDs - it will not solve the issue - rather to rebalance and/or improve the whole economyyou are literally complaining about how much money ltd makes in this post.
That's the point. LTDs would drop, other will rise. Then the other way around. Then something new will appear. The point is not to have a one single best-profit thing in the game.That would drop the value of LTDs to almost nothing pretty much overnight, or sooner