I wondered if this thread would come up again after the livestream.
I recommend going to the opening line of the thread again, and read it alongside everything I posted here.
Essentially *the* primary purpose of the BGS is to create a universe that responds to player activity. Dav himself nearly says in the most recent livestream that it does this in an "Imprecise" way (he stops himself and says very unpredictable, or words to that effect).
Disregarding even the nearly-imprecise comment, for the BGS to be considered "balanced", "fair" or any of those things, you absolutely *could not* describe the mechanics as "unpredictable". But they can, because the BGS is *not* primarily for a balanced "board game" style piece of gameplay. This is what Powerplay is for, and why it was never based off the BGS mechanics (because they aren't balanced).
Look, don't get me wrong. Do I wish trading was based off the value and volume of goods traded, rather than the number of transactions? Definitely. Same goes for exploration data, combat bonds, bounties, value of the ship destroyed, everything. But it's not, and a big reason behind that if you read between the lines is that this balanced gameplay is not the primary purpose of the BGS.
I can wish and hope all I want that the BGS will become a balanced and integral component of a gameplay, but equally I can hope and wish that the manufacturers of baseball bats consider revamping their design to consider the practicalities of using it to break into someones house; it just won't happen, because it's not what the baseball bat was designed for, even though a lot of people might use it for that. But they might do some work that do make it more useful for breaking into someones house,,, though that wouldn't have been the design goal initially.
Edit: Chances are if it's not fixed yet, after this long, it's not an easy fix at all. So combine difficult fix with something that's not a major design objective, well, that's kinda low priority to fix.
I recommend going to the opening line of the thread again, and read it alongside everything I posted here.
Essentially *the* primary purpose of the BGS is to create a universe that responds to player activity. Dav himself nearly says in the most recent livestream that it does this in an "Imprecise" way (he stops himself and says very unpredictable, or words to that effect).
Disregarding even the nearly-imprecise comment, for the BGS to be considered "balanced", "fair" or any of those things, you absolutely *could not* describe the mechanics as "unpredictable". But they can, because the BGS is *not* primarily for a balanced "board game" style piece of gameplay. This is what Powerplay is for, and why it was never based off the BGS mechanics (because they aren't balanced).
Look, don't get me wrong. Do I wish trading was based off the value and volume of goods traded, rather than the number of transactions? Definitely. Same goes for exploration data, combat bonds, bounties, value of the ship destroyed, everything. But it's not, and a big reason behind that if you read between the lines is that this balanced gameplay is not the primary purpose of the BGS.
I can wish and hope all I want that the BGS will become a balanced and integral component of a gameplay, but equally I can hope and wish that the manufacturers of baseball bats consider revamping their design to consider the practicalities of using it to break into someones house; it just won't happen, because it's not what the baseball bat was designed for, even though a lot of people might use it for that. But they might do some work that do make it more useful for breaking into someones house,,, though that wouldn't have been the design goal initially.
Edit: Chances are if it's not fixed yet, after this long, it's not an easy fix at all. So combine difficult fix with something that's not a major design objective, well, that's kinda low priority to fix.
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