Board flipping=exploit, how stupid, read on...

Most of these naysayers cheesed their billions and now call for the removal of the methods they used so they can stay on top, and then claim to have gotten their billions 100k here a million there, etc...

I call .

Nah, that's just you going back to trying to justify your own actions.

It was better when you were being brazenly unapologetic. [up]
 
I don't do this and it hasn't really even been significantly beneficial for quite some time. If I go to a RES and stuff will spawn until I'm ready to leave for good...which is frankly rather stupid itself.

In my ideal incarnation of ED, every single NPC would be tracked. Failing that spawns would be tied to a plausible demographics simulation. No longer would you be able to find dozens of pirates in one area, and killing all you did find would mean there wouldn't be any pirates until new ones could relocate or be born and indoctrinated into a life of crime (which would require time scales beyond the scope of the game).

Of course, I'd also want deeper gameplay, where it could take weeks to track down and corner a single BH target, but the compensation would be worth the time and the economy behind it all would be real.



My CMDR has brought in a total of ~3 billion cr, ever--total assets, plus all visible expenses, rounded up for good measure--in roughly six-thousand hours of game time since Gamma 1.00 (the last enforced reset). That's ~500k an hour and I can easily bring in many millions an hour without cheesing any instances. I feel my personal pace of experience is matching my CMDR's asset acquisition rather well, and wouldn't fast track anything.

Hell, here is a 110 minute long video of me training NPC crew in a CZ: https://www.youtube.com/watch?v=dr_NmZhL6wY

Even that, where I flew the damn SLF the whole time, and was getting bonds, not vouchers, was equivalent to 2-3 million an hour, in one sitting, with no reinstancing.

I'm not playing the game to rack up credits for my CMDR. I'm playing to fly fantasy spaceships...the credits come as they may. If all my CMDR could afford was a Viper Mk III, I'd be ok with the pace of profits.

Obviously, I understand that other people have different motivations and different amounts of time to devote to realizing them, but that doesn't excuse the absurd lack of persistence of various mechanisms.

LOL, I can clear the CNB where I fight in 5-10 minutes, usually, if there aree clean ships there also killing wanted ships.

So, are you saying I should go to the CNB and fight for 5-10 minutes, and when it is empty because the last of the clean ships have jumped out that I should sit and wait for 5-10-15 minutes or more for ships to start appearing again, or just go back to the station and do something else?

Are you calling me a lying cheater scumbag if I super cruise out, then back to the CNB so that I have another ten ships to kill?

I am quite sure you made billions board hopping with feces a couple of years ago and did that until it was gone, then you ran Smeaton missions for a billion until it was nerfed.

As a noob I was amazed by the crusty veterans with 3, 5, 8, 10, even more billion saved up as I struggled to make more than 300k in an hour at the res site, or doing missions.

Then there was Smeaton, I asked if that was how they made the billions, for some who were honest they said "No, I made my billions hauling feces back when it was the big thing."

And some added,"But I've also make a billion or two from Smeaton runs."

But not, a single one of them lied and said they made their billions 100k or a million credits at a time.

I do not believe for one second that you have never logged out, then back in for materials, NPC's to spawn, missions, or anything else.

You are full of hot air, who made your billions with a ton of cheese, now you want others to not be able to do it the way you did, and when they ask you how you ever did it without exploits you could thumb your nose at them and tell them they are just not cut out for the game and do not have the dedication you have always had, etc...

I have seen many making the grandiose claims you have made, and it turns out they have all cheesed more than any 3 of the rest of us combined.
 
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After I first learned of and found FD and other forums for ED, I learned about Smeaton.

Oh boy, I had a blast, then a long time veteran of the game with billions lambasted me over a thread talking about how awesome the Smeaton runs were.

I had zero idea's of what cheesing the game was, exploits, or anything else, I was a noob with a couple of months in.

He ripped me a new hind end hole and fed it to me publicly for cheesing the game, exploiting the game, etc..............................................................

I felt horrible, he had me thinking I was going to be hunted down by FD and lose everything i HAD IN THE GAME, ETC..................................................

then the very next day I came across him in another Smeaton thread where folks were posting about making 100 million an hour, then another one would be even better at 150 million an hour, etc...

This veteran player who had publicly shamed me, and had me wanting to quit for being an ignorant cheating scumbag, was bragging that he made 180 million on every Smeaton run in his Cutter.

So stop the lying folks, you made your billions with cheese, you got your elite by flipping to get more wanted ships to kill, etc...

You did not just kill the occasional wanted person from a missions and spent a week hunting for him.

Lies, every single bit of it.

Own your cheese.
 
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Nah, that's just you going back to trying to justify your own actions.

It was better when you were being brazenly unapologetic. [up]

I am brazenly unapologetic still, these liars acting holier than thou when they have cheese coming out of their ears crack me up.

They want the new guys to look up to them like they are the ultimate commander, so dedicated they have made billions in a galaxy with zero gold mines, just a little here and a little there, lol.

Imagine being a fly on the wall of the brilliant brainstorming session where this idea of fussy passengers came up.

When I first heard of passenger missions I thought it would allow us to pick up stranded people in space or do search and rescue missions.

He got a pat on the back and a promotion most likely for coming up with a clever way to add even more grind to the game, lol.
 
I am brazenly unapologetic still, these liars acting holier than thou when they have cheese coming out of their ears crack me up.

They want the new guys to look up to them like they are the ultimate commander, so dedicated they have made billions in a galaxy with zero gold mines, just a little here and a little there, lol.

See, this is why I think FDev should definitely put in legit' gold-rushes.

If they do that, it'll prevent anybody from being able to say "Oh, I don't do that cos' I think it's cheating".
More importantly, it might actually be fun to scoot around the galaxy looking for the next opportunity, or even being able to create them if you know how.

Personally, I'm happy to admit that I've indulged in some gold-rushes.
When systems spawn a heap of planetary-scan missions, or skimmer missions, or tourist missions, I'll go and give it a spank for a couple of days.
In my head, if some faction in the game is happy to throw credits at pilots for doing the same thing over and over, I'm happy to take their credits.

If it requires board-flipping to stack missions, though, I'm always going to give it a miss because that breaks the immersion for me - even if it wasn't an exploit.
 
You are above those general terms I was using.

But you hit the nail on the head, and that is what I was hoping for.

It all boils down to someone realizing they have been grinding for months and made 5 million, and they found out someone made 80 million in one hour just now.

Instead of saying cool, they scream exploit because they did not think of it.

And as far as your smartness to find the proper path, kudo's.

I myself use Parutis, and several other runs and make 50-80 million credits/hour standard.

There is never one Smeaton, one Parutis, they are all over.

There are parameters to look for, you find those, you find a goldmine.

You are intimating board flipping is some cool mechanic which takes intelligence to figure out and skill to pull off? Wow, just wow.! It is an out of game action that offers no gameplay and needs to be fixed. I don't care how much money anyone else has but would rather FD have the game work without silly things like board flipping. (For the record however on live stream dev did say it was an exploit but hard to fix and no one would be punished for doing it). IF you want to do it fine, but don't tell other players they can't ask for it to be fixed. Btw it does affect other players who play the bgs as I found out when playing in a group trying to flip a system. My contribution was almost worthless compared to the others because I refused to flip.
I do agree however that the beluga when specs as pure passenger liner is a ship without a role right now a bit like the FGS before SLFs. Untill
It is fixed it makes FDs job of balancing the game impossible because 1 set of players have access to far more missions than another set.
 
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You are intimating board flipping is some cool mechanic which takes intelligence to figure out and skill to pull off? Wow, just wow.! It is an out of game action that offers no gameplay and needs to be fixed. I don't care how much money anyone else has but would rather FD have the game work without silly things like board flipping. (For the record however on live stream dev did say it was an exploit but hard to fix and no one would be punished for doing it). IF you want to do it fine, but don't tell other players they can't ask for it to be fixed. Btw it does affect other players who play the bgs as I found out when playing in a group trying to flip a system. My contribution was almost worthless compared to the others because I refused to flip.
I do agree however that the beluga when specs as pure passenger liner is a ship without a role right now a bit like the FGS before SLFs. Untill
It is fixed it makes FDs job of balancing the game impossible because 1 set of players have access to far more missions than another set.

I suppose it should also be said that board-flipping could be the reason FDev isn't willing to re-vamp the economy - thus rendering board-flipping necessary for those who crave credits.

I mean, if they found a way to prevent board-flipping and it turned out that people had a valid grievance over the available rate of earning, FDev might feel obliged to improve matters.
As things are, FDev probably aren't interested in improving the economy 'cos they figure that if players want credits they'll just board-flip. [sad]
 
So lets see naysayers, folks who want to fill their cabins to maximise their profits for their time are evil, but I beg, what do you say about folks who go to Davs Hope?

You know that no one, has ever went there, and made a single trip around it and returned home with 10-20 jumps.

Same with Guardian tech.

It's a loaded question and you're making some assumptions about people here with it, whether or not aptly or otherwise. But tell me, what do you hope to accomplish by it? Calling people out is a fair sight away from making the game a more enjoyable and rewarding experience for all of us.

Presumably you wouldn't bother with flipping mission boards if it wasn't or leastwise (playing devil's advocate here) if you didn't perceive it as being the most effective way of getting the missions that you want toward whatever ends you're hoping to accomplish. This I think is what Frontier should aim to address and resolve. Feet to the fire, my friend.

...

At the end of the day, Frontier should accept the realities of the game they've made and are continuously developing, acknowledge their own limitations and the game's limitations, and strive to make the game as compelling and meaningful to players within those limitations as they can. I understand that they're a business, that the game isn't finished yet, and that they might very well have legitimate reasons within that context for not being able to resolve these sort of issues, but for the sake of us as players, how we regard the game, the game's longevity, viability, profitability, and significance within their market potential on the whole, I think they need to take a serious and systematic look at these sort of issues and figure out how to resolve them to the best of their abilities.

Yes, the game is what we make it for ourselves within the possibilities that the game has to offer, but Frontier are the ones that determine what those possibilities are, intentional or otherwise, such as they are able to.

With that being said, I think the game has a lot to offer us as it is now, but I also think it would be a disservice to both us as players and the game's potential for it to be remembered as what it could have been. I can only hope that Frontier's ambition and dedication for the sake of all of us (their market value included) find a way to make this game the best game it can be. There is a need for its higher potential. We want this. Build it and they will come. They will come and they will throw their money at Frontier and their friends' friends will too.

Say what you will about Minecraft, but it wasn't a fluke. It captured the hearts and imaginations of players with its relatively simple offerings because it filled a void in the possibilities and people's perceptions of what a game could be and how they could interact with it and each other on a personal and cumulative level. I think this game might very well have that same sort of potential, but to reach it, given the nature of the type of game that it is, it isn't something that can be left on the back burner to smolder in the allocation of limited resources, tempered ambitions, and contrived gameplay progression. This is a game where the details and their context matter.

But I digress... :eek:
 
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Sadly the crux of it is, with so many different professions now (which is a good thing) there are just not enough missions available. The whole mission board needs an overhaul where you can select the type of mission that your current ship is configured for. As it is at the moment if you don't have the requirements at the time you can't swap out ships & equipment, then go back to the mission board because the mission you wanted has been replaced. The whole mission selection needs a re-think & total overhaul because it's just not working well.
 
Sadly the crux of it is, with so many different professions now (which is a good thing) there are just not enough missions available. The whole mission board needs an overhaul where you can select the type of mission that your current ship is configured for. As it is at the moment if you don't have the requirements at the time you can't swap out ships & equipment, then go back to the mission board because the mission you wanted has been replaced. The whole mission selection needs a re-think & total overhaul because it's just not working well.
No argument from me there. IF there are not enough missions.... And in a system of billions of folk there clearly isn't then changes need to be made. But using out of game mode hopping should not be the answer. IF FDs servers can't manage it then imo FD need to think about our machines having the ability to generate them for us and then if need be syncing with wingmates to make them consistent.
 
No argument from me there. IF there are not enough missions.... And in a system of billions of folk there clearly isn't then changes need to be made. But using out of game mode hopping should not be the answer. IF FDs servers can't manage it then imo FD need to think about our machines having the ability to generate them for us and then if need be syncing with wingmates to make them consistent.

Quite right- and another VERY good point, too.

The sheer scale and immensity of this game, in exactly the example you gave... "...in a system of billions of folk..." yet all the mission system can seem to muster up at once is perhaps 20-30 missions at once?

Hello... Frontier.... are you listening here?
 
Most of these naysayers cheesed their billions and now call for the removal of the methods they used so they can stay on top, and then claim to have gotten their billions 100k here a million there, etc...

I call .

I'll show. I made my 1 billion for most part by exploring. Happy to show screenies if you doubt it.

Look darling, you go mode switching as often as your little heart desires, and I'll call it an exploit as often as mine does. Because it is an exploit you see. I couldn't care less how often you switch modes. But that doesn't stop it being an exploit.

The only way I care about this is that I would like a persistent universe. Not just with regard to missions, but with regard to NPCs, materials and POIs on planets for instance.
 
It's a loaded question and you're making some assumptions about people here with it, whether or not aptly or otherwise. But tell me, what do you hope to accomplish by it? Calling people out is a fair sight away from making the game a more enjoyable and rewarding experience for all of us.

Presumably you wouldn't bother with flipping mission boards if it wasn't or leastwise (playing devil's advocate here) if you didn't perceive it as being the most effective way of getting the missions that you want toward whatever ends you're hoping to accomplish. This I think is what Frontier should aim to address and resolve. Feet to the fire, my friend.

...

At the end of the day, Frontier should accept the realities of the game they've made and are continuously developing, acknowledge their own limitations and the game's limitations, and strive to make the game as compelling and meaningful to players within those limitations as they can. I understand that they're a business, that the game isn't finished yet, and that they might very well have legitimate reasons within that context for not being able to resolve these sort of issues, but for the sake of us as players, how we regard the game, the game's longevity, viability, profitability, and significance within their market potential on the whole, I think they need to take a serious and systematic look at these sort of issues and figure out how to resolve them to the best of their abilities.

Yes, the game is what we make it for ourselves within the possibilities that the game has to offer, but Frontier are the ones that determine what those possibilities are, intentional or otherwise, such as they are able to.

With that being said, I think the game has a lot to offer us as it is now, but I also think it would be a disservice to both us as players and the game's potential for it to be remembered as what it could have been. I can only hope that Frontier's ambition and dedication for the sake of all of us (their market value included) find a way to make this game the best game it can be. There is a need for its higher potential. We want this. Build it and they will come. They will come and they will throw their money at Frontier and their friends' friends will too.

Say what you will about Minecraft, but it wasn't a fluke. It captured the hearts and imaginations of players with its relatively simple offerings because it filled a void in the possibilities and people's perceptions of what a game could be and how they could interact with it and each other on a personal and cumulative level. I think this game might very well have that same sort of potential, but to reach it, given the nature of the type of game that it is, it isn't something that can be left on the back burner to smolder in the allocation of limited resources, tempered ambitions, and contrived gameplay progression. This is a game where the details and their context matter.

But I digress... :eek:

Yer wot he sed ! +1
 
Let's revamp the mission delivery process then. Missions on demand instead of full boards that need to be created and recreated all the time. You pick a mission contact from the list, pick one of the available mission types, roll some 20 missions of that and then pick and choose. The mission selection is persistent and will not change no matter the time or mode hopping, only manually rerolling will work.

Mission types available depend on the faction state, station economy, system state, faction type and maybe circumstantial conditions, like Thargoids in the vicinity, megaships or installations to interact with, availability of res sites, belt types and system resources.

Quality of the rolled missions depend on your relation with the faction and possibly affected by the system influence and system population.

To limit how often you reroll missions, doing so could reduce your effective relation status by one level only in regards to mission profitability. If you reroll often enough, you will only get poor jobs offered. Recovering from that can be done by succeeding in missions given. So as long as you go out and finish missions, you will recover to the top end on your return, just don't fail or abandon them.

You will get missions of the type you want, when you want them, from who you want to work for. And it may reduce the load on the mission generation servers. Also, with the mission selection, once rolled being persistent, it no longer matters that the modes use different seeds for their mission generation.
 
Let's revamp the mission delivery process then. Missions on demand instead of full boards that need to be created and recreated all the time. You pick a mission contact from the list, pick one of the available mission types, roll some 20 missions of that and then pick and choose. The mission selection is persistent and will not change no matter the time or mode hopping, only manually rerolling will work.

Mission types available depend on the faction state, station economy, system state, faction type and maybe circumstantial conditions, like Thargoids in the vicinity, megaships or installations to interact with, availability of res sites, belt types and system resources.

Quality of the rolled missions depend on your relation with the faction and possibly affected by the system influence and system population.

To limit how often you reroll missions, doing so could reduce your effective relation status by one level only in regards to mission profitability. If you reroll often enough, you will only get poor jobs offered. Recovering from that can be done by succeeding in missions given. So as long as you go out and finish missions, you will recover to the top end on your return, just don't fail or abandon them.

You will get missions of the type you want, when you want them, from who you want to work for. And it may reduce the load on the mission generation servers. Also, with the mission selection, once rolled being persistent, it no longer matters that the modes use different seeds for their mission generation.

I actually think these factors should be utilized in ALL missions, not just delivery missions. In fact, this sort of system in combination with rank requirements being enforced could very well serve to balance the majority of missions- as well as put an end to all this "nerf X mission type!!!!!!" thread whinges that seem to occur because X person is making more than Y person and jealousy.

Payouts should also indeed be commensurate with the amount of effort you've put into those factions. That's the way a real business relationship works. Sure you can still get the occasional "piecemeal" job- but most oftentimes your bread and butter will come from long-term relationships and with trust you've established and developed over time.

Although it may seem ridiculous to some that others could be making 20m+ per mission- if you've earned those sort of relationships through effort, it should indeed be viable.
 
Eh, nevermind. The suggestion I had here was eluded to already and only address some specific aspects of mission board offerings, so on second thought, I don't think it's likely much of a solution.
 
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I'll show. I made my 1 billion for most part by exploring. Happy to show screenies if you doubt it.

Look darling, you go mode switching as often as your little heart desires, and I'll call it an exploit as often as mine does. Because it is an exploit you see. I couldn't care less how often you switch modes. But that doesn't stop it being an exploit.

The only way I care about this is that I would like a persistent universe. Not just with regard to missions, but with regard to NPCs, materials and POIs on planets for instance.

I have mixed feelings about this. I agree that board flipping isn’t a legitimate tactic, but I also feel that there are issues with the mission system and other design decisions in the game that actively encourage it. What makes the pursuit of credits such a motivating and emotive subject anyway?

Like you, I made my first billion in the game largely from exploration and sight-seeing runs. I picked up a Beluga and started running the lucrative passenger missions to distant stations. In my case, I chose not to board flip because I play in VR and would rather feel like I was inhabiting a believable Universe. Instead, I visited every station in a system if necessary – on average it took about 30 minutes and I easily filled up my cabins. I didn’t consider it to be an exploit because it was based on a valid economic principle and I was playing it straight (not flipping). When they nerfed the bulk missions I simply adapted the tactic for VIPs. However, when the wing missions came in at the expense of the other missions on the board, I could no longer utilize my Beluga fully in this way, so the incentive to board flip was greatly increased.
 
Let's revamp the mission delivery process then. Missions on demand instead of full boards that need to be created and recreated all the time. You pick a mission contact from the list, pick one of the available mission types, roll some 20 missions of that and then pick and choose. The mission selection is persistent and will not change no matter the time or mode hopping, only manually rerolling will work.

Mission types available depend on the faction state, station economy, system state, faction type and maybe circumstantial conditions, like Thargoids in the vicinity, megaships or installations to interact with, availability of res sites, belt types and system resources.

Quality of the rolled missions depend on your relation with the faction and possibly affected by the system influence and system population.

To limit how often you reroll missions, doing so could reduce your effective relation status by one level only in regards to mission profitability. If you reroll often enough, you will only get poor jobs offered. Recovering from that can be done by succeeding in missions given. So as long as you go out and finish missions, you will recover to the top end on your return, just don't fail or abandon them.

You will get missions of the type you want, when you want them, from who you want to work for. And it may reduce the load on the mission generation servers. Also, with the mission selection, once rolled being persistent, it no longer matters that the modes use different seeds for their mission generation.

Yes, this seems like a more desirable and flexible approach. I’m not sure that I understand how it currently works though. Just for the sake of my own comprehension, are all the missions generated server-side in a pool that serves all possible players? So a set fraction of these are presented to the player when they access a board, and board-flipping allows players to cycle through this set pool of missions?

If so, it doesn’t seem like a very flexible approach. Every time that FD introduces new mission types on the board (wing missions etc), it’ll be at the expense of other mission types, alienating significant proportions of the player-base. Of course, not knowing exactly how the BGS works in this regard, that might not be a fair criticism. With your suggestion though, it might be possible to generate the missions client-side, according to variables dictated by the BGS server side.
 
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Yes, this seems like a more desirable and flexible approach. I’m not sure that I understand how it currently works though. Just for the sake of my own comprehension, are all the missions generated server-side in a pool that serves all possible players? So a set fraction of these are presented to the player when they access a board, and board-flipping allows players to cycle through this set pool of missions?

If so, it doesn’t seem like a very flexible approach. Every time that FD introduces new mission types on the board (wing missions etc), it’ll be at the expense of other mission types, alienating significant proportions of the player-base. Of course, not knowing exactly how the BGS works in this regard, that might not be a fair criticism. With your suggestion though, it might be possible to generate the missions client-side, according to variables dictated by the BGS server side.
As far as I understand it, the mode has a seed, which it then uses to create missions to populate your mission board with. When you switch modes, a different seed is used for the boards and all your missions are replaced as they have an invalid seed. So you can switch modes to force the recreation of missions for your board.

With my idea, the missions will persist until re-rolled and the seed will not matter anymore; it is only needed when you query a new set of missions. They should only get purged during the server tick when conditions for the missions change with faction states.
 
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