ANNOUNCEMENT Game Balancing Pt.3

4x more for scouts? So 10,000 to 40,000? That is still pitiful! Its should be on the same scale as human NPCs. All that corrosion, distance travelled, and sometimes hordes of scouts in those instances is high-risk. 40,000 is still not worth. And now rank progress reduction? Thats was the soul reason I even hunted scouts. This is a bad change IMO.
 
Ref Kai's crime and punishment proposal: I don't think heavily disincentivising player killing and nerfed influence impact in private group/solo are incompatible. Yes, it'll be harder and more risky to hunt players supporting a faction in high and medium security systems, but arguably the outcomes of that won't be less desirable than what we have now. There are other ways to oppose a faction in Open than simply killing players who support it.
Obviously even in an Open vs Open BGS fight, most activity is not actual PvP, so it won't make that much difference - you'll be able to give your opponents a friendly wave as they block the landing pad for you.

But why should being able to wave to your opponent be worth more influence?

(It would affect low-security non-Anarchy too: having a bunch of PvPers after you for "being a ganker" is going to get in the way of BGSing too much to ever be worthwhile)

The status quo is unnopposable bots steamrolling players in solo mode. Pretty undesirable IMO.
Bots can only be dealt with by turning up the PvE difficulty so that even travelling from A to B requires enough thought that it's beyond them, or by Frontier doing very close inspections of player actions.

What are you going to do when they show up in Open? Shoot them at 100MCr (and your name on the "hunt this ganker" board) a time?
 
Add "carrying bonds" to that list and that could be pretty dank. Bonus points if pledging to a side persists for a little while even after you leave a CZ.

I think if we're going down that route, pledging to a side should last until you leave the system to be honest. Meaning the same rules apply as normal combat, if you want to actually get away, you'll need to 'high wake' rather than just jump to SC.
 
Does this mean a Thargoid Scout will pay 40,000 instead of 10,000 now? I feel this is a bit overlooked because people are too focused on the combat rank reduction.

That is still way too low and not in line with the other changes to bounty hunting payouts.

I would also like to see the bigger groups of 8-12 thargoid scouts have reward scaling even if it's just bigger bounties for individual kills.

Add in different payouts for different scout types IE: berserkers , inciters, and regenerators shoud all provide more exp and credits.
 
Bruce - is there any way combat rank / rewards can be related to the ship you're currently flying and your target? Perhaps create an incentive for CMDRs to fly an un-engineered Eagle (for example) to cash in on a potentially huge multiplier should they take down an Anaconda.
 
I think if we're going down that route, pledging to a side should last until you leave the system to be honest. Meaning the same rules apply as normal combat, if you want to actually get away, you'll need to 'high wake' rather than just jump to SC.
I'd be down for that. Ideally I'd like to close the "jump out of the system then immediately do a 180 and come back" loophole. It's already bad enough with people being able to reset the ATR timer that way - which is a huge part of why ATR is not really useful as an anti-gank measure, all you have to do to reset the clock is highwake and they go "mission accomplished that filthy ganker has left the system" with absolutely nothing to prevent them returning to the system.
 
So mining and cargo has been nerfed into the ground, and combat has been very marginally increased. Lol. Good work Frontier, up to your old tricks again. Stopped playing the game for 2 years and come back to find nothing has changed. Pfft.

Thought maybe I'd have a chance at finally having a Fleet Carrier... no chance of that now. This will certainly make people want to buy Odyssey... lol
 
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Obviously even in an Open vs Open BGS fight, most activity is not actual PvP, so it won't make that much difference - you'll be able to give your opponents a friendly wave as they block the landing pad for you.

But why should being able to wave to your opponent be worth more influence?

(It would affect low-security non-Anarchy too: having a bunch of PvPers after you for "being a ganker" is going to get in the way of BGSing too much to ever be worthwhile)


Bots can only be dealt with by turning up the PvE difficulty so that even travelling from A to B requires enough thought that it's beyond them, or by Frontier doing very close inspections of player actions.

What are you going to do when they show up in Open? Shoot them at 100MCr (and your name on the "hunt this ganker" board) a time?
Film and report them. Interdict them. Take out their drives. Or even blow them up, pay the bounty, and chalk it up as the cost of doing business.

All preferable options to 'allow them to steamroll us unopposed and invisible' IMO
 
Obviously even in an Open vs Open BGS fight, most activity is not actual PvP, so it won't make that much difference - you'll be able to give your opponents a friendly wave as they block the landing pad for you.

But why should being able to wave to your opponent be worth more influence?

(It would affect low-security non-Anarchy too: having a bunch of PvPers after you for "being a ganker" is going to get in the way of BGSing too much to ever be worthwhile)


Bots can only be dealt with by turning up the PvE difficulty so that even travelling from A to B requires enough thought that it's beyond them, or by Frontier doing very close inspections of player actions.

What are you going to do when they show up in Open? Shoot them at 100MCr (and your name on the "hunt this ganker" board) a time?

Arguably if BGS is supposed to make space feel alive, currently it serves the opposite function. I highly doubt that Open BGS would result in PvP everywhere - it would if anything spread the current crop of gankers far too thin to make any remarkable difference.
But you are right, it would make things like pad-blocking and other gimmicks a hindrance, which should be up for discussion anyway. People who would game the system already currently do, so at least from our perspective it seems like a win win (once those legitimate concerns like pad blocking are addressed).
 
So mining and cargo has been nerfed into the ground, and combat has been very marginally increased. Lol. Good work Frontier, up to your old tricks again. Stopped playing the game for 2 years and come back to find nothing has changed. Pfft.
XD
Into ground.
Marginally buff for combat (On clear save from epic I have A-rated sidey, eagle, viper and DBX with cash only from combat after 4hrs, you know, 500k for average aliance ship, but ok, marginally buff, previous you had 200k from elite condas).
Good joke, bye bye.
 
All you had to do was nerf mining in the first instance. That was it.

One nerf would have fixed the most egregious issue. Other balancing nerfs could have followed on after bedding that in. Now all you are doing is creating more reward inflation, and making progression through the small ships (i.e. you know the core of the game) even less relevant.

Unless at the end of this you're just going to go ... "and now we're going to multiply ship and module costs by factor of 10 to compensate".

Elite: Dangerous? Elite: Zimbabwean Economic Simulator more like. (Sigh).
 
So mining and cargo has been nerfed into the ground, and combat has been very marginally increased. Lol. Good work Frontier, up to your old tricks again. Stopped playing the game for 2 years and come back to find nothing has changed. Pfft.
Mining needed to be nerfed, although I'm not sure it has been by much. Cargo has certainly not been nerfed so far, but correction of last week's unintended buff will be good. Combat is getting a significant buff.
 
I think if we're going down that route, pledging to a side should last until you leave the system to be honest. Meaning the same rules apply as normal combat, if you want to actually get away, you'll need to 'high wake' rather than just jump to SC.
That's actually a really good idea, add in bonds disappearing on a highwake and we'll be cooking with fire.

Edit. On second thought isn't there an engineer that needs bonds to unlock?
Maybe make em lose their bgs effect instead then.
 
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