FDev: Credit rebalancing incoming, "more reward for higher risk" activities

I earned 250m in an hour and a half last night. There's more than mining out there, y'know?

Maybe if players weren't unable and unwilling to do something other than mine painite...

For the record, with painite, gold, platinum, osmium and such doing their thing right now, I actually might go mine now.
Gold still pretty much sucks, Jmanis. Osmium and Platinum are great right now (200-250K per ton). Even Painite is still not bad. At 95-150K per ton, it's still easily worth going for. All this complaining by some is little more than a tempest in a teapot.
 
Ahh, ok. I was simply talking about market prices for Gold. I didn't know that missions were giving higher rewards for the stuff. That is crazy good though. Market value for gold is still around 4-5K. Those missions are multiplying that by a factor of FORTY!
 
Ahh, ok. I was simply talking about market prices for Gold. I didn't know that missions were giving higher rewards for the stuff. That is crazy good though. Market value for gold is still around 4-5K. Those missions are multiplying that by a factor of FORTY!
It's part of the economic madness that you can be paid more for transporting something than the thing is actually worth. It's always been that way though. If they got it right, we'd all just cut out the middleman by doing hauling instead of missions.
 
300M in under an hour doing delivery missions.

I expect FD will dial this back a bit though. They don't seem to have looked at passenger missions yet either.

I have done a lot of delivery missions over the years - but that number sounds excessive. How? I haven’t seen anything mentioned about upping payouts just yet. But the prices of several metals have been increased lately.
 
Gold still pretty much sucks, Jmanis. Osmium and Platinum are great right now (200-250K per ton). Even Painite is still not bad. At 95-150K per ton, it's still easily worth going for. All this complaining by some is little more than a tempest in a teapot.
Sure, but where before it was an opportunity cost where you'd be able to shift through at least 90[1] asteroids before it was wasted effort looking for painite instead of just harvesting gold/ palladium that you find (10-20k vs 900k) that opportunity cost is now more like 4-6 asteroids (50k vs 200k-300k). And as Ian points out, if you "sell" to missions you're closer to 200k/t then you're in the clear. Even then you can consider that you can pretty much get ~ 50k for gold/pal/silver anywhere... while os/pl etc are only stateful.... there's now a lot more nuance to choosing what to mine.

Overall, it's now a considered risk/ gamble worth considering...
 
I have done a lot of delivery missions over the years - but that number sounds excessive. How? I haven’t seen anything mentioned about upping payouts just yet. But the prices of several metals have been increased lately.
Missions to deliver 180 tons of gold are paying about 35M today (was previously about 10M). I guess it's experimental and might be gone tomorrow.
 
I have done a lot of delivery missions over the years - but that number sounds excessive. How? I haven’t seen anything mentioned about upping payouts just yet. But the prices of several metals have been increased lately.
Increased galactic average of minerals means increased rewards for delivering them, since delivery missions reward primarily on the value of the goods shipped, instead of the tonnage.
 
Plenty of profits in trading now from extraction systems, for those willing to tear themselves away from mining rocks. The in-game tools (right now) are quite good for highlighting potential profits.
 
Missions to deliver 180 tons of gold are paying about 35M today (was previously about 10M). I guess it's experimental and might be gone tomorrow.
Increased galactic average of minerals means increased rewards for delivering them, since delivery missions reward primarily on the value of the goods shipped, instead of the tonnage.

Okay, thank you. That makes sense.

But considering what the profit from mining has been then perhaps they are not going to nerf it. This could be the next intended gold rush. FD said they would introduce new gold rushes over time.
 
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Correct.

I'm arguing for a slower paced game, with consequences for reckless actions that make other parts of the game valid, unlike now where they are neutered by huge payouts.
A slower game? The game is glacial as-is. I think you're playing the wrong type of games.
 
A slower game? The game is glacial as-is. I think you're playing the wrong type of games.

Really? If destruction meant something, would you play differently? If hazards like damage, fuel expenses etc tied into ship choice and outfitting fed into banal things like missions it would alter how you approach things and make choices matter.

Right now fuel, credits, ships and ship types, B C and E modules, engineering as well as a whole host of other things are made pointless because you can go from stock to A grade instantly. Ship design and skills to mitigate shortcomings are meaningless.
 
I lost money this week when Fdev nerfed mining. In fact it seems like almost every time I lose the most amount of money, Fdev is involved.
I know your pain. It's really a very sh**ty way to treat players - you have them invest significant time in gathering a particular reward only to, out of the blue, cut the reward for that time significantly and with insufficient notice for them to do anything about it. Any change of that magnitude should be communicated well ahead of time so players can at least do something about it.

I mined 2100 tons of LTDs just prior to the big nerf a few months back. I was so tired that evening that I jumped my carrier into the system to sell and thought I'd sell them in the morning after the patch. They went from being worth 1.7M/ton to less than 800K/ton. I lost half the value overnight. It could have been worse. I read about a carrier owner who had a buy order for LTDs at something like 1.2M/ton who had purchased around 8000 tons; he lost a huge amount of money thanks to FDEV.
 
Really? If destruction meant something, would you play differently? If hazards like damage, fuel expenses etc tied into ship choice and outfitting fed into banal things like missions it would alter how you approach things and make choices matter.

Right now fuel, credits, ships and ship types, B C and E modules, engineering as well as a whole host of other things are made pointless because you can go from stock to A grade instantly. Ship design and skills to mitigate shortcomings are meaningless.

I would actually love it, with my self-imposed glacial pace of earning space bucks, if rearm/refuel/repair were more than just a formality whenever I docked. Sometimes when I get an old ship out the hangar I’m surprised to see B-class modules on optional slots, and realise it’s because that’s the best I could afford at the time. Even with my paltry income though, buying a ship and A-rating it seems fairly trivial when I don’t think it should.
 
Really? If destruction meant something, would you play differently? If hazards like damage, fuel expenses etc tied into ship choice and outfitting fed into banal things like missions it would alter how you approach things and make choices matter.

Right now fuel, credits, ships and ship types, B C and E modules, engineering as well as a whole host of other things are made pointless because you can go from stock to A grade instantly. Ship design and skills to mitigate shortcomings are meaningless.
The game you're arguing for is not one that would hold people's interest, and it most certainly isn't ELITE. ELITE is a game of progression, where you invest time to build your ship, to upgrade it, to take on better missions, or to simply head out and explore if you want. Nobody is going to invest any serious amount of time into a game with the kind of hard losses you're advocating because that's not how most people choose to play the game. This is a GAME that most people play for a few hours per week (some even less).
 
I would actually love it, with my self-imposed glacial pace of earning space bucks, if rearm/refuel/repair were more than just a formality whenever I docked. Sometimes when I get an old ship out the hangar I’m surprised to see B-class modules on optional slots, and realise it’s because that’s the best I could afford at the time. Even with my paltry income though, buying a ship and A-rating it seems fairly trivial when I don’t think it should.

I mean for example (off the top of my head)

If people could not afford A grade modules, you could use engineering to make other grades better as a stop gap.

High end ships like the Cutter need expensive and specialist repairs, while ordinary ships like the T series are easy to repair

Fuel and repairs were expensive making AMFU and scoops a money saving tradeoff

Pirates maximising cost v capability

Ship loss would be a setback

Features like Powerplay offer service for a 'way out' of certain hardships
 
No you did not. You lost potential money. I'm talking about trading where you risk going into an anarchy system and get shot up, the trading not covering the profit. Thats loss. All you did was make less money.
WRONG. He lost money. Had it been an in-game event that changed the value of his cargo, then that would have been a normal and acceptable risk of trading or mining. However, what actually happened is that FDEV had in-place a game mechanic that allowed a time investment of X to result in a reward of Y and then, without warning, FDEV came along and said, "Thanks for investing time playing our game, but we're going to cut the reward by some significant amount" -- that's acceptable if you communicate it to players well beforehand so they have time to cash out their current time investment, but they didn't do that, they just basically wasted that player's time.
 
The game you're arguing for is not one that would hold people's interest, and it most certainly isn't ELITE. ELITE is a game of progression, where you invest time to build your ship, to upgrade it, to take on better missions, or to simply head out and explore if you want. Nobody is going to invest any serious amount of time into a game with the kind of hard losses you're advocating because that's not how most people choose to play the game. This is a GAME that most people play for a few hours per week (some even less).

The game should not be about the ships, it should be you surviving on what you are dealt- as it was to begin with.

Early ED had progression because ships, modules, fuel, repairs meant something. I had to save a few days for armour for my Cobra and every transaction could lead to me going bankrupt- in short I had to use skill in everything to get by- even the smallest mission done wrong could lead to financial disaster, and me having to do desperate things to claw it back. Thats a game.
 
WRONG. He lost money. Had it been an in-game event that changed the value of his cargo, then that would have been a normal and acceptable risk of trading or mining. However, what actually happened is that FDEV had in-place a game mechanic that allowed a time investment of X to result in a reward of Y and then, without warning, FDEV came along and said, "Thanks for investing time playing our game, but we're going to cut the reward by some significant amount" -- that's acceptable if you communicate it to players well beforehand so they have time to cash out their current time investment, but they didn't do that, they just basically wasted that player's time.

Did he see a minus figure? If not he still made money.
 
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