Exploits are boring and they twist perception about game into something it's not

Instead of removing the missions should have just fixed the bugged guard ship. And the Oxley skimmers counting for Henrik or whatever the other base was too. Simple.
 
The data do not support the OP's premise.

Data has zero to do with premise. People logged in as they said they would to exploit game because they don't want to play game they just want to hang out in end game ships. They openly say that.

You can swing it around as much you want. Game design is not based on popularity contest here. If you want fast progression, play Candy Crush.

Instead of removing the missions should have just fixed the bugged guard ship. And the Oxley skimmers counting for Henrik or whatever the other base was too. Simple.

Afaik they did that just today.
 

sollisb

Banned
Game design is not based on popularity contest here. If you want fast progression, play Candy Crush.

I'm sorry but you are wrong!

Game design is based on popularity! If the the game is not popular or give the players what they want in a game, you lose players. If you lose players, you lose income. If you lose income, you stop creating games.

That's business. And don't fool yourself into thinking FDev are here just for the players, they are not. They're here to make money. For sure they'll listen to player-base, balance the good and bad, and make decisions on that.

If you'd ever designed any games, you'd know, it's always a juggling act to cater for all play types, the immediate and the long term. Your success in that dictates the success of your game. And just saying "if you don't like it leave" shows a complete lack of of game-design and business understanding. For every player that leaves, it is a loss of shop earnings.

And yes, the data is there. It is up to Fdev to analyse it and make decision on it.

If Fdev decide to stick with the slow-cook approach, then they must also accept the loss of players and indeed, hopefully gain more players interested in that game model. My thoughts are that in the main, players want a suitable reward for time investment.
 
I'm sorry but you are wrong!

Game design is based on popularity! If the the game is not popular or give the players what they want in a game, you lose players. If you lose players, you lose income. If you lose income, you stop creating games.

That's business. And don't fool yourself into thinking FDev are here just for the players, they are not. They're here to make money. For sure they'll listen to player-base, balance the good and bad, and make decisions on that.

If you'd ever designed any games, you'd know, it's always a juggling act to cater for all play types, the immediate and the long term. Your success in that dictates the success of your game. And just saying "if you don't like it leave" shows a complete lack of of game-design and business understanding. For every player that leaves, it is a loss of shop earnings.

And yes, the data is there. It is up to Fdev to analyse it and make decision on it.

If Fdev decide to stick with the slow-cook approach, then they must also accept the loss of players and indeed, hopefully gain more players interested in that game model. My thoughts are that in the main, players want a suitable reward for time investment.

Players generally want to play games, not a business plan. There arguments in favour of short term sales for trying to maximise the number of players for a given game, however that strategy tends to produce short term cash grabs that are often not good for business in the long term, particularly for a medium sized developer like FD. Treating players like a single component in a money spinning scheme is a very quick way to lose not only players, but customer faith; you just have to look at the mess EA got into with Battlefront II where their short term cash grab actually wiped out a fair chunk of their stock market on top of making players extremely wary of buying any of their games for a long time. On the other end of the scale, you get companies like Firaxis that can sell vast amounts of preorders simply by the strength of the developer's brand alone. It does depend on what sort of business plan FD want to go by, whether to wring out whatever quick cash they can out of their own flagship franchise, or whether to try to grow it into an near-eternal product that keeps on raking in money as it steadily builds a player base.
 

sollisb

Banned
Players generally want to play games, not a business plan. There arguments in favour of short term sales for trying to maximise the number of players for a given game, however that strategy tends to produce short term cash grabs that are often not good for business in the long term, particularly for a medium sized developer like FD. Treating players like a single component in a money spinning scheme is a very quick way to lose not only players, but customer faith; you just have to look at the mess EA got into with Battlefront II where their short term cash grab actually wiped out a fair chunk of their stock market on top of making players extremely wary of buying any of their games for a long time. On the other end of the scale, you get companies like Firaxis that can sell vast amounts of preorders simply by the strength of the developer's brand alone. It does depend on what sort of business plan FD want to go by, whether to wring out whatever quick cash they can out of their own flagship franchise, or whether to try to grow it into an near-eternal product that keeps on raking in money as it steadily builds a player base.

I'm in agreement.. I never said they should have a short term money grab :) I'm pretty sure FDev are in it for the long haul, their game model and the satisfaction it gives to players will dictate how long that haul is. And there-in lies, the balancing act.. Isolating one gaming side in favour of another, can be catastrophic, but FDev have the numbers like I said, they can see a global picture emerging of play style and indeed, I'm sure, drill down into detail if they need it.
 
Yeah don't treat a business like a business because players won't like it?

Effective businesses offer quality products and services for a fair price.

User activity increased for 48 hours, and was killed by a game-breaking FDEV response.

Not a powerful claim of product or service quality for the price.

There are so many examples purposeful short-lived in game events that spike user participation in mmos because of the burst of in-game loot. This is a well-established vehicle (and is usually accompanied by novel-short term microtransactions).

FDEV seems oblivious to these well-established opportunities, and curiously smashes them when the BGS (in it's AI jealousy of other MMOs) generates them.

Weird.
 
Yeah don't treat a business like a business because players won't like it?

Effective businesses offer quality products and services for a fair price.

User activity increased for 48 hours, and was killed by a game-breaking FDEV response.

Not a powerful claim of product or service quality for the price.

There are so many examples purposeful short-lived in game events that spike user participation in mmos because of the burst of in-game loot. This is a well-established vehicle (and is usually accompanied by novel-short term microtransactions).

FDEV seems oblivious to these well-established opportunities, and curiously smashes them when the BGS (in it's AI jealousy of other MMOs) generates them.

Weird.

Monday. What you are talking about is called Monday. Surprisingly it happens each week.
 

sollisb

Banned
Yeah don't treat a business like a business because players won't like it?

Effective businesses offer quality products and services for a fair price.

User activity increased for 48 hours, and was killed by a game-breaking FDEV response.

Not a powerful claim of product or service quality for the price.

There are so many examples purposeful short-lived in game events that spike user participation in mmos because of the burst of in-game loot. This is a well-established vehicle (and is usually accompanied by novel-short term microtransactions).

FDEV seems oblivious to these well-established opportunities, and curiously smashes them when the BGS (in it's AI jealousy of other MMOs) generates them.

Weird.

Well I'm of the mind that FDev are learning the MMO ropes as they progress.
 
Game design is based on popularity! If the the game is not popular or give the players what they want in a game, you lose players. If you lose players, you lose income. If you lose income, you stop creating games.

That's business. And don't fool yourself into thinking FDev are here just for the players, they are not. They're here to make money. For sure they'll listen to player-base, balance the good and bad, and make decisions on that.

If you'd ever designed any games, you'd know, it's always a juggling act to cater for all play types, the immediate and the long term. Your success in that dictates the success of your game. And just saying "if you don't like it leave" shows a complete lack of of game-design and business understanding. For every player that leaves, it is a loss of shop earnings.

Yes and no. These days games are almost same level of entertainment as cinema. Heck, games are even better for players. You can actually refund game if you don't like it in first 2 hours - strong indication it just doesn't work for you.

So in result lot of people actually not that interested in original game pitch buys your game. So what? It doesn't mean you have to carter to them. They are here because they bought game as it is. They don't exactly have power to dictate direction of the development.

ED isn't exactly built to carter 'all play types'. In fact, FD has quite strongly gone against it several times. This is a cost of doing consistent design. You might not like it or accept it, but those are breaks - entertainment is not obliged to satisfy you 100% all the time.

So some players figure out that ED is a long game, much longer than they want to spend their time. They quit. They come to grab some billions when exploit time comes, but in the end it matters little, because they really don't care about game as whole. They just want to check out that cool stuff their friends talk about.

Some games click with some players. Some games don't. Developers goal is not to lose soul of the game. Yes, making money is important, but money can be enough even when people who aren't that interested in your game don't stick around.

I can guarantee you for FD having that exploit running for few days cost more than they earned in potential cash from MT from these players not regularly logging in.

And it is not either their or FD fault in the end. It is a choice.

There are so many examples purposeful short-lived in game events that spike user participation in mmos because of the burst of in-game loot. This is a well-established vehicle (and is usually accompanied by novel-short term microtransactions).

There's in game loot and there's game breaking billions gained in one evening.
 

sollisb

Banned
I can guarantee you for FD having that exploit running for few days cost more than they earned in potential cash from MT from these players not regularly logging in.

I think you're are wrong in that. And here's why. For all the players that got a few million is also a chance that they'll stay longer and want to decorate that ship they bought.

Also, I think you are not aware, but the skimmers were there long before last weekend's public announcement. For sure, some 'temporary' players logged in and reaped a few million or even billion. Bu think about this; If 10 more players have cutters after the weekend, that's 10 more potential sales of multiple Cutter decorations?
 
I think you're are wrong in that. And here's why. For all the players that got a few million is also a chance that they'll stay longer and want to decorate that ship they bought.

Also, I think you are not aware, but the skimmers were there long before last weekend's public announcement. For sure, some 'temporary' players logged in and reaped a few million or even billion. Bu think about this; If 10 more players have cutters after the weekend, that's 10 more potential sales of multiple Cutter decorations?
On the other hand, players skip over the intermediate ships, which means less decorations for those.

I think you'd be hard pressed to take into account all aspects here and decide whether it's beneficial or not.
 
On the other hand, players skip over the intermediate ships, which means less decorations for those.

I think you'd be hard pressed to take into account all aspects here and decide whether it's beneficial or not.
I'm one of those who used this to get money for all of the small and medium ships. Bet I'm unusual in that way, though. Personally? I don't know why we debate these things. Frontier have the right of way here. They've said it's wrong and not beneficial by removing it. Case closed.
 
I really get a kick out of you special snowflakes who think the game was somehow designed just for you and your specific play style.
If you find "exploits" are boring and twist you're delicate perception of the game then there is a simple solution: Don't participate.
I would even argue that this latest "exploit" was intentional after they deliberately allowed skimmers to respawn infinitely without mode switching with the 3.0 patch. Predictably, as is par for the course around here, a small group of overly vocal forum-nannies collectively screeched, while clutching their pearls, and managed to get ALL skimmer missions removed in the process.
 
I liked the "exploit". Initially I thought I wouldn't, but once I got enough credits for my goals, it allowed me to move on to focus on the aspects of the game I planned to do in the past, like going up the imperial ranks to get a cutter for trading, and making an engineered exploration anaconda, without worrying I would have to do some boring grindy quests to get the credits I needed.

And I started to consider I would actually be able to see this year the Corvette, something I wouldn't have considered possible until this moment.
 
Last edited:
Back
Top Bottom