Board hopping - Balanced Reward System

Greetings,
before i start i want to say, that what iam writing here is not based on facts, its just how i see these things and how i personally think it might help. So i could be totally wrong with everything what iam writing here and in that case i appreciate any feedback.

Topic - Why did i start thinking about it ?
So i talked with some people who play ED aswell and we did agree on the point, that Frontier has a very difficult time to balance their mission rewards. I mean over the past years its always a back and fourth with these mission rewards. One main reason here, why it is difficult to balance some mission rewards is because the core system, which these mission rewards are based on, doesnt provide a solid basement for a reasonable balance. The ability of board hopping and therefor the possibility to stack the exact same mission limitless shows that. By that we have two different environments to balance (the way of earning credits by board hop/the way of earning credits without board hop), which by on its own already sounds impossible to solve.

So some people tend to use that possibility to board hop, because it gives them a much higher income than you would get it normally without board hopping and therefor most of the times Frontier reacts to that by reducing the rewards of the affected missions and by that imbalance the normal way of earning credits without board hopping.

Currently the normal way of earning credits without board hopping is definitely giving a too little reward at some areas, but i assume one aspect why the rewards are so low in the first place is, because board hopping is a thing and Frontier is often induced to react to it in some way and most of the times it concludes to decreasing certain mission rewards.

Suggestion - How i would try to approach this topic
So here is my suggestion to how it might be possible to get rid of board hopping and by that also be able to work on a reasonable and more balanced reward-system for the playerbase.

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Remove "Solo-Play" and "Private Group", so that all players will be in "Open Play", which is the first step and for now will give us some new problems.

Problem 1 - What about those players who dont wanna be bothered by other players, while they are doing their duty ?
For those we could give them a "safe mode". I dont know how to name it reasonable yet (open for any ideas), but for now iam just calling it "safe mode". When they activate this "safe mode", their weapons will not inflict any damage to other players, neither will any damage occure by other players on that person who activated this "safe mode" (ramming included). On top of that a status will be displayed next to each CMDR Name if that player is in "safe mode" or not. In that mode only NPCs will be able to inflict damage on you and you can still inflict damage onto NPCs.

Problem 2 - A player could abuse this "safe mode" to not be attacked anymore or in general to harass people by activating or deactivating "safe mode".
For this, a solution could be, that when you activate "safe mode" ingame it only activates after the next 5, 10 or 30 minutes (here is room of change for that activation time) and only if you didnt inflict any damage to another player and also if no other player did inflict any damage onto you during these minutes of activation time. Once the activation time is over and no damage were received or inflicted by or to another player (for that your ship or your opponents ship needs to be hit in some sense, just shooting into space will trigger nothing), you will be fully in "safe mode" and this status will be kept even if you relog. Only if you choose to deactivate "safe mode" again, you will not have this status. The deactivation will also take a certain amount of time, till it will be fully deactivated. If a player chooses to deactivate his "safe mode" ingame then the timer of deactivation should also be displayed and visible for any other player, so they will not get a potential surprise attack. Other than that we are talking about any possible damage that could be inflicted from one player to another, so that also includes ramming people, which would be prevented by "safe mode" aswell.

Another approach to that problem also could be, that additionally before you enter "Open Play" you will have the option to activate or deactivate "safe mode" and in that case no activation/deactivation timer would be required since you are not ingame yet, to surprise or harass people.

Problem 3 - What if people try to cooperate together... one part of the group being in "safe mode" ramming and disturbing and the other part of the group being not in this mode inflicting actual weapon damage.
People who are in "safe mode" will clip through players who arent in "safe mode" and therefor cant disturb them. Also they will not be able to work as a shield, since the fire will clip through them aswell. In a worst case scenario there could be an option for every player to make "safe mode" players transparent by 50%, so they would not even be able to harass a player visually. So people in "safe mode" are also kinda in a "ghost mode". Within in a group of a wing however "safe mode" doesnt apply, so if you agree to be in a wing with someone, then it is still possible to PvP him, even if you both are in "safe mode". Just other people who are not in the same wing, will not be able to inflict damage, since "safe mode" is activated.

Problem 4 - What about private groups. People might still wanna form groups with their friends and explore space with them together.
I think that wish could still be fulfilled with the combination of forming wings and the activation of "safe mode". By that you can still explore space with your friends, still do missions with them together, cause "safe mode" doesnt apply against NPCs and you will not be interupted by other players who would like to harass you. The only "bad" thing is that you will not have space all for yourself anymore, but i dont think that this is a big issue considering how big space actually is :).

Problem 5 - What about the ingame lore ? I dont feel immersed, if people suddenly fly in "safe mode" and i would not be able to inflict damage on them.
I can understand that argument, but those player, which you see flying around in "safe mode", would be players, who would normally be in "Solo-Play" or "Private-Group" and therefor in that scenario you would not come across the player anyways to inflict damage on him. Other than that iam pretty sure that some creative mind can create a reasonable lore behind that feature, so that it could make sense in some degree. There is probably also a way to modify that feature in a different way than iam describing it, so that it could eventually also make more sense in the existing lore.
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Conclusion - Whats the purpose of my suggestion ?
So with this "safe mode" we would have mostly covered the purpose of "Solo-Play" and "Private Group", but also include the additional possibility to still get in touch with other players without getting harassed during your duties. Also the lobby of "Open Play" might potentially be more filled and lively, since every player will be in this lobby. As i mentioned before, the problem of board hopping would not exist anymore with that approach i believe (here i might be wrong, cause i dont know the architecture behind it), therefor Frontier would then finally have the opportunity to balance their reward system properly on a solid and more suited basement, rather than trying to balance two different environements, like we experience it currently.


As i said before, i might be totally wrong or even go in a fully bad direction with all that and that is why your feedback would be appreciated by a lot. Its just a thought, which came up recently and i was wondering what people might think about it.

So let me know what you think about it and if you think that this could help at all or if it might even make things even worse :).

Best Regards,
RuLeZ
 
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Surely a simpler fix to board hopping would be to fix board hopping; ensure the mission board does not change merely because of a switch of game modes.
 

Lestat

Banned
Remove "Solo-Play" and "Private Group", so that all players will be in "Open Play", which is the first step and for now will give us some new problems.
NO. Like the other topic. There a reason why we paid for solo and Group mode and it not to be removed from us.

Some of us don't have great internet. So a lot of players equal game issues.

Maybe you should read this topic Open Play Incentive Multiplier Now don't look at the incentive part. But read the replay why some people don't want a single mode.
 
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NO. Like the other topic. There a reason why we paid for solo and Group mode and it not to be removed from us.

Some of us don't have great internet. So a lot of players equal game issues.

Maybe you should read this topic Open Play Incentive Multiplier Now don't look at the incentive part. But read the replay why some people don't want a single mode.

Thats truly a problem, which i didnt think about at all. You are totally right. People should still have their singleplayer mode if they paid for it. The reason why i did put up this suggestion, is because i was wondering why Frontier didnt fix that board hopping appearance in the past already, because there should theoretically be easy ways to accomplish that. So i thought, maybe their architectur doesnt allow an easy solution for that, wherefor i came up with an suggestion which would be based on their existing architecture. But now with what you did bring up, i think my suggestion seems to be out of place :D.
 
You're waaaaaay over-complicating it :)

First of all, don't harm PGs and Solo mode, also no need to implement World of Warcraft's "PvP mode" toggle in the game :))
The solution is simple..
All they need to do is save mission-board state per commander with say.. a 10-15 minute duration (or more, even much much more say 24 hours? :) ).. either through an offline cache (which then could be abused by people installing the game on multiple machines) or in a database online (preferred way).
Whenever you complete a mission, that slot frees up, a new mission appears at that station for that faction, so you never run out in case you're actually doing them the legit way, but at a decent speed.

Best part of it?.. This could all be implemented (in the dirty form) by a single developer in less than a day (then perfected / tested.. etc)... the other best part? .. it would get rid of most of the lag you get when you open the mission board..

So it's not really a question of whether it's possible to solve or not... I think it has to do with the fact if Frontier 'wants' to solve this issue in the first place, as it seems that board-hopping became the 'general' accepted way of doing stuff... I mean even their partnered up streamers seem to use it and all... so idk..

But in any case, the complicated method above is not needed. Also, mission payouts seem to be just fine, when you do it 'normally'.. I don't find them to be lacking.. sure at the beginning, but once you grind the rep with the factions and you have some decent pilot federation ranks, you get offered pretty decent paying missions.. so that part seems right.. But when we get these 'buy an Anaconda on your first day by killing skimmers' videos all around.. I'm slightly confused...
It may as well be that FDev just doesn't bother with it due to the fact that you're pretty much ruining your own game in the long run as you won't be excited anymore by the normal paying missions... who knows?

Cheers
 
No. Keep the modes as it is. Like many others I bought this game on the premise that I can chill out and play solo when I like.

Most of the credit fountains stem from mission stacking through board flipping.

They could just make the mission boards the same across the modes.
 
@Xevyr
I like your idea. And yeah i agree totally with you, that PG and Solo should not be removed... i didnt really think too much about it, that it is definitely still important for people, who either just dont want to get in contact with other players or just dont have a good internet connection. So i can totally understand that.

You're waaaaaay over-complicating it :)

... But when we get these 'buy an Anaconda on your first day by killing skimmers' videos all around.. I'm slightly confused...
It may as well be that FDev just doesn't bother with it due to the fact that you're pretty much ruining your own game in the long run as you won't be excited anymore by the normal paying missions... who knows?

Cheers

I always have wondered why Frontier didnt bother too much yet to solve that problem... and yeah i think it is kinda a problem when you look at the current skimmer mission. These kinda possibilities will always put the normal way of earning credits (without board hopping) in the shadows and also as i initially mentioned the mission rewards also get sometimes nerfed to the ground, only because some board hopping techniques go too far. So overall the normal way of earning credits gets nerfed sometimes by a lot and iam not really a player who likes to play the game in the main menu, just to get a new board and some stacked missions. I would still like to get a good reward without playing the game of how efficient i can board hopping through the main menu, because i actually wanna play the actual game ingame. That is just my personal preference.

Currently the rewards are okey and can definitely get you somewhere, but i dont think its healthy for the general balance in the long run if Frontier has to balance two sides of earning credits (with board hopping/without board hopping).
Your suggestion on the other hand could eventually fix that and i like it :).
 
@Xevyr
I like your idea. And yeah i agree totally with you, that PG and Solo should not be removed... i didnt really think too much about it, that it is definitely still important for people, who either just dont want to get in contact with other players or just dont have a good internet connection. So i can totally understand that.



I always have wondered why Frontier didnt bother too much yet to solve that problem... and yeah i think it is kinda a problem when you look at the current skimmer mission. These kinda possibilities will always put the normal way of earning credits (without board hopping) in the shadows and also as i initially mentioned the mission rewards also get sometimes nerfed to the ground, only because some board hopping techniques go too far. So overall the normal way of earning credits gets nerfed sometimes by a lot and iam not really a player who likes to play the game in the main menu, just to get a new board and some stacked missions. I would still like to get a good reward without playing the game of how efficient i can board hopping through the main menu, because i actually wanna play the actual game ingame. That is just my personal preference.

Currently the rewards are okey and can definitely get you somewhere, but i dont think its healthy for the general balance in the long run if Frontier has to balance two sides of earning credits (with board hopping/without board hopping).
Your suggestion on the other hand could eventually fix that and i like it :).

Well, I haven't been around for that long, bought the game like ~40 days ago. I did however play quite a lot during this time..
So here's what I managed to do, without any kind of board-hopping up until a few days ago:
- I used my sidey for some bounty hunting, till I got enough to buy a cobra.
- I went and tried some of the stuff with that cobra, just to learn the game a bit better (missions, mining.. more bounty hunting..)
- Bought a type 6, started doing trading..
- Upgraded to a type 7 and did more trading till it got boring..
- Sold the T7, got an ASPEx - started doing passenger missions
- In the meantime I bought and equipped an A-class Vulture
- Decided to go on a single passenger mission to Colonia, prior to unlocking engineering (ASP had a 27 LY range) - completed that
- Got some major money from scan data plus that 40m from the mission when I got back - bought and equipped a Python
- Did some missions, unlocked my engineers.. did a bunch of upgrading.. tried combat zones with the now upgraded Python
- Recruited a friend to the game :D bought and kitted a Viper in Kremainn so I can show him bounty-hunting till he had enough jump-range to follow me to my home system (viper is still there in kremainn lol)
- More passenger missions with the ASP.. bought a Type-9 from that so I can try some trading in that..
- Sold the T9.. bought an Anaconda.. as modules were fairly expensive, I equipped it for trading with a major jump range
- Patch hit so I wanted the Type 9 back to try and mess around with the new 8 slot :D - wanted to keep the Anaconda so I did a bit of grinding instead of selling it
- Built an extreme dedicated mining ship from that T9... made ~90 million from mining in about 3 days..
- etc...

This is basically the 'short version' of my commander log up until now haha.. The reason I shared it is to demonstrate that you CAN indeed make plenty of money the normal way... The grind didn't feel any worse than your typical RPG - in fact, much faster since as you can see I managed to upgrade to one of the largest ships, WHILE keeping most of my previous ships in quite a short amount of time. Now, during this process, obviously I died a couple of times and my statistic page shows that I paid close to 50 million up to now in rebuy.
So that is the part I DO understand.. that the way rebuy values grow as you upgrade into larger ships is off a bit. Once you have something like a ~30 million rebuy cost, it can get a bit messy trying to support your dangerous adventures with missions (you'd have to do about 10 decent paying missions just so you can die and keep your ship), especially if you go out and try to hunt thargoids or something messy... But it's still not the end of the world.. and it's still doable even if the economy could use a bit of a re-balance.

Now.. during my time I obviously heard the rumors about all the Quince and the likes 'exploits', but I said I'm going to avoid those, as I've also seen many posts about how it messed up peoples games and they didn't feel like doing anything else after that for such a low payout compared to that.. Up until a few days ago, when I finally decided to check out what's all the fuss is about..
So I saw this new thing with the skimmer missions at 31 beta leonis.. went there, bought a cheap ship, slapped some missles on and got to work. My main reason was simply curiosity.. wanted to see what would happen and if that activity requires at least some amount of skill so I can at least say that 'Hey.. all those people are doing it.. but at least they're good at it...' or something :p But no.. it's as mundane and boring as it sounds.. you slap on the missles.. go to the base.. there's not even enemy fire to avoid.. a single ship occasionally shooting from underneath the texture (lol).. you go back and forth at the ~200 meter range.. they instantly respawn.. you shoot... die.. rebuy.. hand in.. a baby could do it :p

Made about 400 million there in roughly 2 hours (the first series didn't pay much as I didn't have the reputation yet so missions were worth just a few hundred thousand - afterwards it went crazy). Now you might say that 'Hey, you're stupid admitting this on the forums' or whatever.. but the thing is.. I'd gladly give that money back :p even farm the portion I spent on turning my Anaconda into a combat ship and give that back too.. as I simply felt dumb doing it.. not to mention the progress it gives you with the federal navy. etc.. as some of those factions are aligned with the federation.. and you're turning in their missions 20 at a time..

So bottom line, for anyone who is claiming that this is not an exploit, but a design mechanism, because it's not a bug.. etc etc.. let me tell you something.. This is an exploit! period... An exploit doesn't have to revolve around a bug, you can abuse a built in game mechanic the same way. The idea is that you're using something (be it a feature or a bug) in an unintended way to gain an advantage in the game. As a former developer myself, I can also safely say that there is no developer on this planet, who would intentionally design / implement a method like this, where his game is 'meant to be' played by logging out to the main menu every few seconds. This is purely just a side-effect of a mechanic designed for a completely different purpose, which you are abusing / exploiting to gain money. That's it.. no need to try and pretty it up, you know what you are doing all too well..

With that being said, I don't care how people play their games.. if the developers choose to allow it to continue, it's their problem.. so knock yourself out, I'm not judging :) (even though it may be affecting the BGS and the general economy, especially around those factions involved in giving out these missions - so maybe the devs 'should' care?, but until they don't.. why should I? :D )

Cheers!

P.S.: There's absolutely no need to follow this with a thousand defensive comments on how I'm wrong and this isn't an exploit and so on.. I know what I know from experience and nothing you can say can change that :D
 
I did always wonder why solo mode was not normal play with 'never in the same instance with others' or 'always in one's own instance' however you like it more. And similarly for private groups. This way the mission generation would be shared, too. Are there technical issues with such handling of solo?
 
I did always wonder why solo mode was not normal play with 'never in the same instance with others' or 'always in one's own instance' however you like it more. And similarly for private groups. This way the mission generation would be shared, too. Are there technical issues with such handling of solo?

The main problem with sharing the same instance is that players from other instances would obviously affect what you see, causing a whole mess of strange phenomenon that would seem like bugs.. Example: canister on the ground suddenly disappearing as you line up to pick it up, because it was just picked up by another player you cannot see.. / NPC suddenly blowing up near you - again killed by a player you cannot see... etc etc.. you get the idea ;) That would be the main issue which would prevent it from being a viable option. Other.. more 'technical' limitations would be more lag, especially for people who choose to play in solo because of their internet connection being bad.

If we're only talking about making the mission board the same across all modes though, the above suggestion could solve that part. When you open up the mission board at the station for the first time the missions get generated and currently temporarily saved until something happens.. like the timer they set up for it expires.. or you unload the system by jumping to another one (haven't tried that).. or switch sessions to solo / pg.. etc. With the above method they could simply make a data table to store the relevant IDs online.. commanderID, stationID, factionID, missionType, targetBody, targetObject, reward, missionTimer, currentTime... something along those lines, with the stuff they want / need to store ofc (this is just a random example I made up). The next time you open the mission board, regardless of the mode you choose to log in, it would first do a quick query to see if you had a mission board already generated at the same station and if it found these records it would display the same missions you had on the board earlier, skipping the mission generation process.. regardless of the mode you're in. If you completed some of them, they could choose to only generate a few new ones so that you don't run out, obviously with a new current time.. and the server would automatically clean up this database constantly and remove all entries where the currentTime is older than X (the duration they want to preserve missions on the board for.. the 10-15 minutes or 24 hours I mentioned earlier..).

Now I don't know how their solo mode functions.. if it connects online after it has loaded, but I don't think a random query when opening the mission board would be an issue and in case it is, the same thing could be done offline.. Also.. you might think this is a lot of stuff to store, but no.. even if you quickly go around to 100 different stations and open the mission board at every one of them, the entire thing won't be more than a few kilobytes... basically loading the properties of a ship you have would require more bandwidth... :p

So yea, there's an idea.. but like I said, I'm not sure if FD actually 'wants' to 'fix' this... we'll see :)
 
Hmmmm, this at least shouldn't be true. Already too many people in same location cause two or more instances and those have (AFAIK) completely different objects in them, so no dissapearing canisters and such.
 
Hmmmm, this at least shouldn't be true. Already too many people in same location cause two or more instances and those have (AFAIK) completely different objects in them, so no dissapearing canisters and such.

Yes, but you asked what would happen if there would only be a single instance :D (eg. no splitting even if there are too many people) so I replied to that haha :)
Edit: To make it more clear, I was describing the scenario that would happen in case there was a single instance and BOTH open and pg and whatever people logged into that, but they couldn't see each-other. But obviously, like I said previously, that would be bad.
 
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Yes, but you asked what would happen if there would only be a single instance :D (eg. no splitting even if there are too many people) so I replied to that haha :)
Edit: To make it more clear, I was describing the scenario that would happen in case there was a single instance and BOTH open and pg and whatever people logged into that, but they couldn't see each-other. But obviously, like I said previously, that would be bad.
There were a number of online multiplayer games that avoided this problem. You simply have each player spawn their own "rewards". If you kill random demon big bad then every player sees their own loot drop from it. No problem. That was how Hellgate: London did it and a few others that I can't be chuffed to remember the names of. It's a few extra sets of code needed to generate things on each players individual screen.
 
There were a number of online multiplayer games that avoided this problem. You simply have each player spawn their own "rewards". If you kill random demon big bad then every player sees their own loot drop from it. No problem. That was how Hellgate: London did it and a few others that I can't be chuffed to remember the names of. It's a few extra sets of code needed to generate things on each players individual screen.

Yes, I remember HG:L :) But players there teamed up at stations and went together to their own instance (similar to PG here) so everyone saw that the demon was being attacked, only the loot was generated separately. Anyway.. I really liked that game back then so thanks for mentioning it! :D
We are getting a bit off-topic though as the original idea was about making the mission-board the same across modes and preventing board-hopping, which would be accomplished by the relatively easy fix presented above, without having to merge the instances (which the devs don't want at all, according to numerous comments I've seen quoted), but thankfully it's not needed!
 
Rockstar called, they want their safe-mode system back.. :p

All jokes aside it'd be easier for them to just change the way the boards worked if it was truly that unbalanced.
The way it works now allows for both online and offline play with solo play acting as a safe-mode.

Open play is meant to be exactly what it is - a void filled with angry little men in FDLs messing up community goals. :rolleyes:
 
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