Don’t Nerf Mining, Buff Everything Else

Preceded to complain on the forum that the game is too easy and needs bills , respectfully, “haveing things sorting” does not include advocating for change.
The thing is we are ALL advocating for change.
You can see mining is out of wack and want all other stuff inflated to match mining
I (and others) can see mining is out of wack and want it bought in line with the rest.
Both are.valid opinions on a discussion Forum. It is highly unlikely we will ever agree but then that is ok too so long as kept polite
 
Buffing everything else trashes any semblence of economy and progression to the other ships.

Nerf mining (and trit), and make FC base cost 1-2b.
That would get my vote. I think 1-2 billion is perfectly doable In a scenario where maybe 25 million*** an HR is achievable IF you have high end gear and really know what you are doing
Then add in very short lived.gold rushes which may double that for an hr (short enough and limited enough that you keep to yourself and try to protect it)
Also bring back weekly CGs which may allow a little boost on top of hrly earnings.

That is much closer to original vision imo

*** Number plucked out of rear and open to debate
 
I wouldn't want mining nerfed. I left ED around 4 years ago and it was a tough grind but I enjoyed doing little bits of everything. I probably did more power play as I liked making a difference. However there were other new games to play.

Now that I've come back I'm able to earn more and buy the ships I've always wanted so accessibility is great for new gamers and will keep them playing. I can go exploring which I've never been able to do and next I'm going to go see some alien stuff.

New players need to be attracted. Most of my friends I mention this game to have never heard of it unless they played it in the 80's. Those of us over 35 yrs old will have young families potentially and less time to play. Therefore more grinding for less is less appealing.
 

Deleted member 182079

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Now that I've come back I'm able to earn more and buy the ships I've always wanted so accessibility is great for new gamers and will keep them playing. I can go exploring which I've never been able to do and next I'm going to go see some alien stuff.
The cynic in me believes that this is the reason why FD will not bend over backwards to bring back the earning rates of old, or adjust numbers to reduce player earnings.

Credit rich players = more potential cosmetics sales
 
The cynic in me believes that this is the reason why FD will not bend over backwards to bring back the earning rates of old, or adjust numbers to reduce player earnings.

Do you think the removal of Borann and the creation of a triple zone out at carrier range is significant?
i.e. moving the high earning areas out to a spot where only the high earners can go?
 
You make pitiful amounts of credits in combat,exploration,smugleing and power play . Its to the point that it’s a net loss to partake in these fun activities. Even befor Borann this was a problem . Pls fdev , ild love to have fun doing something else instead of mining ⛏ ⛏ ⛏ ⛏
I don't have enough time this morning to write a new reply, so I'll just quote a recent post of mine:
Frontier has a long history of treating the latest credit exploit gold rush as the new normal when they add a new income streams or mechanics into the game, or when rebalance existing income streams... which in turn either breaks or obviates the parts of the game that has actual depth to them.

When was the last time you diversified the cargo in your ship's hold, to maximize profits as you run missions between stations? 95% of commodities these days are basically window dressing, almost a nuisance that clogs up the commodity market, thanks to Frontier taking a chainsaw to their economic sim. Heck, unless a station is experiencing extreme player activity, like during CGs, you'd never even know that there actually is an economic sim working in the back ground.

When was the last time you needed to decide between a fuel scoop or other piece of equipment for your non-exploration vessel? Profits these days are so huge, and fuel so cheap, that fuel costs are basically a rounding error in your bottom line. Same with repair costs.

I could go on and on. This game has a reputation for being a "mile wide, inch deep." There's actually a great deal of depth in this game, most of which goes unseen because between 3rd party apps, and Frontier's policy of severe credit inflation, there's no real need to, or even benefit from, plumbing those depths.

The problem of "advancement" in this game was never one of income, but the fact that when Frontier designed ships and modules, functionality increased linearly, while costs increased exponentially. A power plant that produces 100% more power can be 800 times as expensive. Unfortunately, to appease the Veruca Salts of the community, instead of fixing costs, Frontier chose to increase income, at first linearly, and later exponentially.

And now we've reached today, where thanks to over five years of credit income inflation by Frontier, an asset was added to the game yesterday that had the potential to be the hub of a player-augmented economy... with only one commodity, Tritium, that has any economic value between players who don't know each other. There's only one service on a Fleet Carrier, Universal Cartographics, that has any economic value to players that are unknown to the Fleet Carrier's owner.

There was so much potential to Fleet Carriers as the foundation of a player-augmented economy, so much potential for FCs to be hubs for thriving in-game communities, that has been wasted due to rampant income inflation in this game.

And that makes me sad. 😢
The last thing this game needs is another round of credit income inflation. Income is already at "You could buy your own ship for what you're offering, what do you need me for?" levels of absurdity. What's next, "You could buy your own Fleet Carrier for what you're offering?"

What this game needs is a complete rework of the economic portions of this game. Readjust income to sane levels. Rework ship and module costs so that their value is a reflection of their capabilities. Remove the chains that shackle the Economic Sim, and let commodity prices and quantities flow freely. Return repair and refuel costs to their former levels, and add new operational costs to the mix. Rebalance current credit balances, to better reflect the new economic environment.

Restore the economic portions of this game to their former glory, so that Fleet Carriers can fully function in the role they were designed for: being the hubs of a player-augmented economy. "Come for the gameplay, stay for the community," should be at the forefront of every MMO developers mind. They don't need a completely player-driven economy like EVE online, but there should be niches for players to fill.
 

Deleted member 182079

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Do you think the removal of Borann and the creation of a triple zone out at carrier range is significant?
i.e. moving the high earning areas out to a spot where only the high earners can go?
I don't, no. I understand how the hotspots get mixed up (well, actually the hotspot contents, the locations are the same) by adding a new hotspot commodity to the proc-gen model.

Given the number of systems in the galaxy, the probability to find another triple was always going to be reasonably high if you think about it.

I will say this though - FDev could see cosmetics potential by releasing FC even in their toned down versions. And it bloody worked, I'm one of those suckers who splurged on Arx yesterday. No regrets though, am loving my new carrier. The smiles on my face were worth the 12 Euros I spent on them.
 

Deleted member 182079

D
I don't have enough time this morning to write a new reply, so I'll just quote a recent post of mine:

The last thing this game needs is another round of credit income inflation. Income is already at "You could buy your own ship for what you're offering, what do you need me for?" levels of absurdity. What's next, "You could buy your own Fleet Carrier for what you're offering?"

What this game needs is a complete rework of the economic portions of this game. Readjust income to sane levels. Rework ship and module costs so that their value is a reflection of their capabilities. Remove the chains that shackle the Economic Sim, and let commodity prices and quantities flow freely. Return repair and refuel costs to their former levels, and add new operational costs to the mix. Rebalance current credit balances, to better reflect the new economic environment.

Restore the economic portions of this game to their former glory, so that Fleet Carriers can fully function in the role they were designed for: being the hubs of a player-augmented economy. "Come for the gameplay, stay for the community," should be at the forefront of every MMO developers mind. They don't need a completely player-driven economy like EVE online, but there should be niches for players to fill.
Heh, I actually remember reading your original post. Couldn't agree more.
 
Problem is you are only thinking of fleet carriers
The current earning rates in some professions is completely destroying 99% of progression.
You see, FDEV have two in-game mechanics to prevent progression degredation.
  • Rank
  • Reputation
No one is asking for harmless/neutral rewards to be increased.

We're asking for Elite/Ally rewards to be increased - and maybe make mission rank mandatory rather than recommended ;)
 
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You make pitiful amounts of credits in combat,exploration,smugleing and power play . Its to the point that it’s a net loss to partake in these fun activities. Even befor Borann this was a problem . Pls fdev , ild love to have fun doing something else instead of mining ⛏ ⛏ ⛏ ⛏
Utter tosh.

If you want to do fun activities just do them.

The only person stopping you is you.

Drop the ridiculous pretence that you are being in any way stopped by those activities not paying a completely OTT amount of credits. It’s total rubbish, and you demean yourself and everyone else by coming out with it.
 
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