FDev: Credit rebalancing incoming, "more reward for higher risk" activities

It's not that mining doesn't take any skill, it's just that it has a lower skill cap than combat. Both take about a similar amount of time to learn the basics of, but with mining you've basically mastered it at that point and there's very little you can do to get better. After learning the basics of combat you'd still have a long way to go.

The relative profit of activities shouldn't depend on the "skill", but the variance - how much you make on the average vs how much you make if you're really good/efficient at it should.

Ideally a the top 1% of cruise liners combat pilots could use their skill to make more money at combat than if they did mining, but most people would get about the same or lower returns if they're worse at it. Regular PVE combat without handicaps isn't difficult enough for this to be possible though.
 

Quick summary:
  • Aware that balancing isn't right
  • Done in stages, continuous
  • Mining first, start next week
  • Combat next, start two weeks later
  • "How much earned per hour, different loops, what risk, what reward, skill required"
  • Core mining should be higher paying than laser mining, as more skilful
  • Mining heavily linked to economy via commodities
  • Galnet narrative driven
  • Combat needs to be buffed, better rewards
  • Wing missions not a focus yet
  • Combat missions, bounties, bonds
  • Conflict zones last
  • Won't be a quick fix, will tweak and check data/feedback
  • It feeling right to the player is what matters
  • Been seeing all the existing feedback, videos etc
  • Balancing is super important, on the agenda and a priority
  • Incremental changes
  • Discussions have been ongoing since after Arthur & Bruce joined FDev
  • Skill and risk more rewarded
  • Bulk sale to change to be fairer, average not minimum
  • Rebalancing will be tied with the ongoing storylines
  • Forum post later this week, roadmapping the rebalancing
  • Implementation over the next weeks
This is awesome news. Thank you very much, Stuart and the Team.

Merango
 
Activities should pay according to the skill and effort required.

half of players are at or below median skill.

problem of balancing in a nutshell. add to that:

this forum is full of players, who invest a lot of time to actually find out about the game. sometimes we get a post like "what am i doing wrong in combat", but whoever spend time mentoring someone on something in the game (how to find a hotspot. how to do no-skill-no-risk bounty hunting in a high res. how the market works. how to get rep with a faction etc. pp.) can't ignore the huge imbalance of the player group, in skill, knowledge and ethos to find out about the game.

which means, any activity paying high will be "too high" to those, who like to invest time into how to play the game and poke at it. and if they do it for several hours a week, taking the game as a hobby, they have credits in abundance.

i personally think, earning is generally too high, and mining is just nonsense-high - and i personally think, there is no risk to pve combat. but i'm aware that this probably does not meet with somebodies experience of firing up the game 2 hours every two weeks and just want to play around a little without any looking into how it works.

to give an exampel: i took a break when core mining was introduced. at some point returning, i thought, i have to try the new mining tools. so i outfitted an AspE to learn the tools at hand. i'm pretty sure that's an untypical move for someone who just wants to play a game. of course by now i'd claim, that there is not much skill involved in strip- or core mining.
 
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