ANNOUNCEMENT Game Balancing

Ozric

Volunteer Moderator
So the easiest one first. Exploration. It doesn't pay that well but it's in a better state than PVE and the other activities, except mining of course. However I would very much like to multiply the current payout by 2.5x at least. When you are exploring and are somewhat lucky with your findings, you can generate about 80-100 Million in 10 or more hours of gameplay. Now, exploration should net a much higher payout since it's not only skill-based and time-consuming but also heavily luck based. Earth-likes would pay around 10 Mil each with the multipicator in place. Since they are rare to come around, they should also net an appropriate sum. But also if you do not find any EL-worlds you should at least make some money from the trip.

I'd disagree that Exploration needs a general buff to prices. It's already had a couple of huge ones, the most recent being in 3.3 where the figures shot through the roof. I went on a trip to the Crab Nebula and back, because mainly of how the FSS works and getting rewards for all bodies in a system just by pinging them, coupled with the massive boost for terraformable worlds, I earnt more credits in that one trip than I had in the previous 4 years of Exploration.

I do think that Codex vouchers need to be looked at though, because they are very low.

However the main thing that needs to happen, especially if they are going to buff payouts is the rank levels need to be changed. I did say this during the Beta "I have seen people who's highest value system is 27 million credits (I'm sure you could get higher), it only takes 10 million to get to Pathfinder, that's 5 ranks from 1 system!"
That is not right.
 
Anything above cyclops is 0.1% of players. look at CG numbers. So no, this will not help rebalance the game at all. The numbers suggested are just absurd and one-sided.
 
Anything above cyclops is 0.1% of players. look at CG numbers. So no, this will not help rebalance the game at all. The numbers suggested are just absurd and one-sided.

Or is it so low because it pays so little for a lot of work? Change it and see what happens and then decide.
 
GetWithIt.jpg
 
I sincerely doubt that they are suddenly going to shift to a player run economy at this late date.

I'd settle for positional risk that dictates reward. Location based environmental obstacles combined with location based NPC obstacles that scale the risk to players participating in all gameplay mechanics in those areas compared to other safer areas. This would allow credit scale that rewards players who take risks or are of higher skill without having to fundamentally change the underlying mechanic of what you are doing.

Without something like that, this is just going to be another futile shift in credit rewards just like all those that came before it.
 

Deleted member 254766

D
What's CQC?

It's a separate game mode to the main game - close quarters combat. Small ship dog fighting (PvP only), with no re-buys. Great fun - but it is one of the 4 Elite Ranks. Hardest Elite Rank to get by far. Takes about 22,000 kills on average to reach Elite. Compared to the 7000 ish in main game... Amazing game mode to help with your pip management skills and general combat. In my opinion - it has the potential to be incredible if it was given some love. The flight model is so superior compared to SWS. Not many people play it, due to the lack of incentive to, other than developing your own skills...
 
Another thing that needs tweaking..........NPC crew profit. They could have a reasonable weekly upkeep as a wage, like fleet carriers. It feels absurd that they get millions just sitting in a station club while I make the hard work.

I made bi-billionaire (and a half) mine

It's put me off using any NPC crew, and I have 11bn in the bank
 
Notice how they didn't mention several other areas of the game that need fixing:

CQC
Powerplay
Surface missions
Megaship heists
Pirating(Black Market)
PvP

All of these need some TLC and are either not worth doing due to credit payouts or are just straight up broken.

For crying out loud several powerplay modules are near useless and desperately need tweaking.
I guess you missed the bit in Bruce's post about this being about the mining rebalance?
 
I'd settle for positional risk that dictates reward. Location based environmental obstacles combined with location based NPC obstacles that scale the risk to players participating in all gameplay mechanics in those areas compared to other safer areas. This would allow credit scale that rewards players who take risks or are of higher skill without having to fundamentally change the underlying mechanic of what you are doing.

Without something like that, this is just going to be another futile shift in credit rewards just like all those that came before it.
Hmm interesting idea and yeah couldn't put it better myself.

I'm still currently still on why did they start with mining when it's Combat players who are the most in need of a buff FIRST. Especially since no one can fully test the changes to mining with a busted PWA they've already said is NOT getting fixed in this patch.
 
It's a separate game mode to the main game - close quarters combat. Small ship dog fighting (PvP only), with no re-buys. Great fun - but it is one of the 4 Elite Ranks. Hardest Elite Rank to get by far. Takes about 22,000 kills on average to reach Elite. Compared to the 7000 ish in main game... Amazing game mode to help with your pip management skills and general combat.


I know :) the point was nobody plays cqc and it was a huge mistake to create it.
 
Hmm interesting idea and yeah couldn't put it better myself.

I'm still currently still on why did they start with mining when it's Combat players who are the most in need of a buff FIRST. Especially since no one can fully test the changes to mining with a busted PWA they've already said is NOT getting fixed in this patch.

Exactly.... core mining will become more lucrative, except you need to have a neck like a barn owl to see behind you when the PWA pulses.
 
@Bruce Garrido I made a thread on how I believe the prices could be balanced.

 
Are you going to take a look at the market demand regeneration for mined commodities? They seem to follow an entirely different rule from other commodities - always going back to full demand within a single market tick.

If the demand is too low to keep up with player demand after that, you could just increase the demand levels for mined commodities.

It just doesn't feel interactive when demand regeneration is too high and a market basically doesn't exhaust itself.
 
I guess you missed the bit in Bruce's post about this being about the mining rebalance?
Which is asinine, at least as the first out the gate. They should address all the others first, THEN look at mining and determine if it really needs to be nerfed or not. Especially since core mining changes can't be tested.
 
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