Discussion thread on ingame resets and stat wipes during Betas and beyond

Do you want a wipe at the end of the gamma ?

  • Yes

    Votes: 63 48.8%
  • No

    Votes: 49 38.0%
  • No opinion

    Votes: 17 13.2%

  • Total voters
    129
  • Poll closed .
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It's very sad to see that that a wipe wasnt announced when mining and rare commodities are being exploited so heavily. It sets the tone for the game at launch.

"Not playing that game"
"Why"
"No offline play and I heard that all the pre orders and testers start with millions and I start with 100cr"
"Fancy a game of Borderlands 2?"

But by that logic, even if they wiped everyone on the 16th, and everyone started over then (presumably having fixed these exploits which I've not discovered nor care about), wouldn't the player who discovers this game a year down the road be just as disadvantaged as the people holding this convo you've observed? For the record BTW, I've only amassed about 100K credits plus a Hauler with a couple of upgrades, and still have my Freagle, so not "all" the beta testers start with millions.
 
Higher purchasing cost's could be a good idea, increasing the risk a lot, giving the pirates and therefore bounty hunters more incentive to hang around the few rare commodity areas too.

Exactly, that's another reason to reduce the profit by increasing purchase price rather than reducing sale price - they stay as very high value items and therefore you're a prime target, meaning to make it worth while I need to make sure I've got a well kitted out ship before I get started - another barrier which would stop it being something to make for an easy start to the game.
 
Not a problem. I did one run with Brandy from Lave. There were only 64 tons in stock ... Can't make much of a profit if their supply is low.

It will take quit a grind to get to the point where you can rake in the doe off the rare goods. Don't get mad just because you choose a different line of work that doesn't require the grind, and the profits are lower.

Nerf it all....................is the way of a bad game and bad government. Punish those who abuse, not the entire community.
 
Man this day is ing me off more and more. I don't care about an equal start or whatever, but they've said consider a wipe likely if things pop up that would require a wipe... I'm really wondering what else had to come up to justify a wipe. More exploits? More unbalanced mechanics? More broken reputation systems? More credit wiping bugs?

It's a rather questionable decision, well guess I'll be back when/if they ever implement Iron Man.
 
Exactly, that's another reason to reduce the profit by increasing purchase price rather than reducing sale price - they stay as very high value items and therefore you're a prime target, meaning to make it worth while I need to make sure I've got a well kitted out ship before I get started - another barrier which would stop it being something to make for an easy start to the game.

Bur reducing profits and increasing prices will just drive people back to hauling gold / superconductors 40ls between two outposts in a system.
Hauling rare items over a long distance has to be worth something more than that, more long distance haulage runs are needed IMO.
Increasing the value of what you are hauling adds risk, you die.. you have an awful lot to lose.

Basically:
100t of <rare item> is now costing what, 200k and making 1.4m profit (approx)
It should be:
100t of <rare item> costs 2m and makes 1.4m profit (approx) if you can get hold of 100t that is.
But making it:
100t of <rare item> costs 2m and makes 40k profit (approx) will make it completely worthless and give no incentive to take a ship with 1-5m insurance out of the dock, resulting in everybody flying cobra's due to cheap insurance and therefore 'more lives' as it were.

I easily made 2 million per hour (if you want to calc it like that) running normal commodities over a 40ls distance.
A rare item run takes a lot more time and numerous jumps depending on FSD - ~10 with 24ly capabilities. If there is insufficient stock, you have to take what stock there is or wait for it to replenish, which takes time. To fill a T9 could take hours of waiting.
 
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First thread that's actually made me properly tempted to do some piracy :)

A list of where the rich people with huge tracts of loot are...
 
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Just need to be clear with the usage of the word exploit here. Usually, when we say "exploit" in a game, it refers to illegal capitalisation on a bug or unintended feature. Unless you simply mean it in the context of "exploit a fantastic opportunity, while you can", I'd not suggest anyone trading rare goods is an exploiter. It was a deliberate change, isn't a bug and, until FD change it, we won't even know if it's working as intended.

Personally, I wouldn't mind if they A- made it more risky by increasing interdictions by a large factor when carrying rare goods and B- Reduced the volume of certain rare goods (the ones that can reach over 75-100+ in one refresh), along with a longer refresh timer (currently 10 minutes, could be 20).

Until they do, all we're exploiting is an opportunity to make the best money in the game that just also happens to be pretty fun (for some). I'd rather that FD increased the value of other careers first, before nerfing rare commodities into the ground. Ideally, a significant boost to the earning potential of bounty-hunting, mining, pirating and normal trading (the latter just needs proper UI support and much, much, much less aggressive background simulation, to work fine as it is), along with a slight reduction of the earning potential for rare goods, would do it.

Rare trading is fun and encourages a lot of exploration. If they make it the same as everything else, no one would bother doing it because it's time consuming. And that would be a shame.
 
People could earn that amount of money anyway if they invest enough time, saw that in Beta. Doesn't mean a lot. It's clear they've also seen the long term future of the game is in the overarching storylines and factions.

Money can buy you influence. I don't know. Started over myself a few days ago, wouldn't like to see the progress gone.

There are nice spots in the game, I am now at a system with three Earth-like worlds where supply of food and stuff is high, prices very low. Nearby systems are within a few LY. Only a few interdictions, easy to fight of and receive bounty. In the system itself there are several factions/jurisdictions with different prices. Plenty of upgrades and ships at the shipyards.
 
It should be:
100t of <rare item> costs 2m and makes 1.4m profit (approx) if you can get hold of 100t that is.

Yeah, that sounds about right to me, maybe 1m profit, but basically yes - I don't think there are any other high value commodities that you can make 50% per tonne.

The key point is the last one - if you can get hold of it - most of the time you can't (or won't be able to once rebalanced). I posted a while ago about the idea of being able to store commodities for a little while (maybe with a storage cost). This was mainly driven by rare commodities as I couldn't see the point in them at the time as you could only get 1 or 2 tonnes at a time - I didn't see the reward in the long journey for that little total profit. This would give the option to trade them in a smaller ship or save them up for one big run - but you need to be able to afford to leave credits sitting there not making any money for a while. I'm not sure how the ability to store would affect the economy for other products though, just an idea.
 
The number of rares available for each player will be reduced in the next server update.

Michael

Number for each player?

Please tell me this doesn't mean what I think it means. So they spawn per player? So having no supply of rare items doesn't really make them rare - it just means I haven't waited long enough for my supply to respawn? It doesn't mean that I happened to get them before someone else did? I thought that was the idea of the dynamic multiplayer universe where player actions made a difference.

If this is the case, please consider a shared pool.
 
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Number for each player?

Please tell me this doesn't mean what I think it means. So they spawn per player? So having no supply of rare items doesn't really make them rare - it just means I haven't waited long enough for my supply to respawn? It doesn't mean that I happened to get them before someone else did? If this is the case, please consider a shared pool?

I thought that was the idea of the dynamic multiplayer universe where player actions made a difference?

From what I have experienced whilst testing the market, it all works in this way, not just rare items. Stations restock after 10 minutes.
Although with normal commodities, prices fluctuate to compensate for a seemingly infinite supply (and sometimes infinite demand).
 
Regarding reducing the profitability of Rare Goods. I hope not, but...

...maybe increase the danger?

118 tonnes of Mint Julep Truffles in a stripped down T6 won't last long against Wraak hunting you across the void.

The routes are known, the profit is huge, the danger is high. Balance it with needing kitted out ships and skill.
 
Just need to be clear with the usage of the word exploit here. Usually, when we say "exploit" in a game, it refers to illegal capitalisation on a bug or unintended feature. Unless you simply mean it in the context of "exploit a fantastic opportunity, while you can", I'd not suggest anyone trading rare goods is an exploiter. It was a deliberate change, isn't a bug and, until FD change it, we won't even know if it's working as intended.

Rare trading is fun and encourages a lot of exploration. If they make it the same as everything else, no one would bother doing it because it's time consuming. And that would be a shame.
Rare goods were in the 1984 version of Elite that I played. From a gameplay standpoint it was an encouragement to explore. I made the run one time, maybe twice when I found them. Space trucking gets boring if it is a steady diet and once you know you have "enough credits to survive", the allure may wear off rather quickly. Nice of them to include it as a "cookie" for players who want one or may benefit from a quick "leg up". There are far more interesting things to do than just chase credits.
 
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From what I have experienced whilst testing the market, it all works in this way, not just rare items. Stations restock after 10 minutes.
Although with normal commodities, prices fluctuate to compensate for a seemingly infinite supply (and sometimes infinite demand).

I'm fine with markets restocking somewhat after a while (as they would with deliveries being made) - but I thought they restocked for everyone, and everyone would make a difference by trading in this dynamic multiplayer economy. I thought that was one of the reasons for the required connection to the server for trades and such even for solo.

Ugh. If that's the case I have to admit some disappointment.
 
I'm fine with markets restocking somewhat after a while (as they would with deliveries being made) - but I thought they restocked for everyone, and everyone would make a difference by trading in this dynamic multiplayer economy. I thought that was one of the reasons for the required connection to the server for trades and such even for solo.

Ugh. If that's the case I have to admit some disappointment.

From what I understand it is only the rare commodities that are on a player by player basis - not looked at the app, but if it allows you to buy things, people with the ability to access the market from anywhere could just completely close off one aspect of the game for everyone else.

Could be wrong though
 
I'm fine with markets restocking somewhat after a while (as they would with deliveries being made) - but I thought they restocked for everyone, and everyone would make a difference by trading in this dynamic multiplayer economy. I thought that was one of the reasons for the required connection to the server for trades and such even for solo.

Ugh. If that's the case I have to admit some disappointment.

You and me both, but the prices do change and do appear to reflect for everybody, although I have no evidence of such other than reading the forums... so a route can / will dry up in terms of being profitable or a good place to source / sell an item.

Of course, all my findings are based on me alone, I may be jumping to conclusions but it doesn't look to be wrong from where I am sitting.
Only FD really knows at the moment what is going on with the background simulation.
 
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Don't agree.

Wipes are over. Game begins.

Early backers always had an advantage over everyone else with better starting ships etc., so what difference does it make?

The KS/Alpha/Beta players are going to be massively outnumbered by the new folks, so the chances of them meeting anyone other than another newbie are small.

I think it is the best decision FD have made in quite a while.
 
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