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


Quick summary:
  • Aware that balancing isn't right
  • Done in stages, continuous
  • Mining first, start next week
  • Combat next, start two weeks later
  • "How much earned per hour, different loops, what risk, what reward, skill required"
  • Core mining should be higher paying than laser mining, as more skilful
  • Mining heavily linked to economy via commodities
  • Galnet narrative driven
  • Combat needs to be buffed, better rewards
  • Wing missions not a focus yet
  • Combat missions, bounties, bonds
  • Conflict zones last
  • Won't be a quick fix, will tweak and check data/feedback
  • It feeling right to the player is what matters
  • Been seeing all the existing feedback, videos etc
  • Balancing is super important, on the agenda and a priority
  • Incremental changes
  • Discussions have been ongoing since after Arthur & Bruce joined FDev
  • Skill and risk more rewarded
  • Bulk sale to change to be fairer, average not minimum
  • Rebalancing will be tied with the ongoing storylines
  • Forum post later this week, roadmapping the rebalancing
  • Implementation over the next weeks
WHERE THE BLEEDING EARHOLES IS THE BALANCE FOR SMUGGLING!

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(PS: Not that angry, would be completely unsurprised if it was forgotten again... but it wouldn't be a thread without me mentioning smuggling)

Edit: oh, just saw your post @Factabulous . Hope you're happy now ;)
 
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If reward is linked to risk then should mean that players in G5 murder boats would get less reward for the same activity than a player in a less capable ship.

I would love if there was a way to take on a potentially uncapped amount of extra challenge that way and actually get rewarded for doing it.

The feeling of "I upgraded my ship and now I make less money." is only a problem because of a lack of traditional progression - there usually aren't more challenging enemies you can now take on with the upgraded ship that the game could push you towards.

Other games get a lot out of limited amounts of content in similar ways with customized challenge modes and mutators and the like, but that would go way beyond the scope of just re-balancing income which needs to be the first step anyway.
 

Robert Maynard

Volunteer Moderator
This would be just plain.... ....
Someone works for weeks to engineer his ship and is then penalized for using it?
Geez.
That goes for engineer trader ships as well? "Sorry Cmdr, you have G5 FSD, that'd be 22% less for that food you just brought in."
It would depend how a ship's "hardness" (a term used by Sandro some time ago when referring to ship disparity, suggesting that Frontier have a metric in mind) would be calculated.

If risk is to be rewarded then if a task is possible to achieve in a stock Sidewinder then taking on the exact same task again in a fully engineered Sidewinder, at significantly less risk, would reasonably result in a lower reward - noting that more challenging tasks should be available.
 
That's because ATR use station weapons on their ships. They don't need to be engineered.

ATR have reverberating cascade on their burst lasers, but other than that I'm pretty sure they are normal LR burst lasers.

In any case, station weapons, which also now have reverberating cascade, do much more damage than ATR weapons.

So it does have nerfs to mining then?

That's the implication. It would be very hard to 'balance' anything with pure inflation.
 

Robert Maynard

Volunteer Moderator
The problem is this- NPC engineering tops out at G1 max, leaving a giant gap which is filled with nothing. Its here where NPCs need to be made harder to actually make a game of them.
At the moment, yes - folding down Horizons into the base game now means that all players can (eventually) access engineering - in which case it would seem to make sense to increase the engineering of particular NPC ships.
That, and that it would be nice to have a mission wrinkle that says (and rewards for it) to hit the target in a certain ship. For example take out a general in a passenger ship, or one that does not lead back to them.
Optional extras could be as tough as Frontier wanted to make them - and as lucrative.
 
It breaks the usual silence from Frontier and this is very welcome.

My expectation was that they would just nerf laser mining and move on, but thankfully it seems that they won't be taking such a simplistic approach.
Following all the posts regarding history of nerfing in ED I have my doubts... "Simple" is something you can deliver quickly. And that is what they said in the stream - it will happen within weeks... So I need to see what is going to get broken...
 
Following all the posts regarding history of nerfing in ED I have my doubts... "Simple" is something you can deliver quickly. And that is what they said in the stream - it will happen within weeks... So I need to see what is going to get broken...

Simple wouldn't require a roadmap, which is what they are aiming to share with us before the work starts over the next weeks. Clearly they're going to bump up a bunch of stuff, instead of just bringing laser mining down.
 
Following all the posts regarding history of nerfing in ED I have my doubts... "Simple" is something you can deliver quickly. And that is what they said in the stream - it will happen within weeks... So I need to see what is going to get broken...
I get the impression it will be changes, feedback and tweaks.
I get what you're saying about breaking stuff, but I think this is definitely open to ongoing changes.
Maybe I'm too optimistic, although Arthur appeared to be choosing his words very carefully.
I remain optimistic.
(Still not touching mining until PWA fixed).
 
Brace for impact! Lately, simple and quick changes usually equal more broken than fixed!

Here's my recommendations to them:
  1. Light nerf to laser mining since people need to pay for carriers. It really too bad carriers can't break even!
  2. Heavy increase on occurrence and yields for core mining.
  3. Doubling or tripling of payouts, maybe on somewhat exponential curve, with difficulty for mission and RES combat.
  4. Huge multiple times pay increase for Xeno combat.
  5. Huge payout increases for the tiny (in comparison) CZ combat payouts. Again this should be heavily weighted to difficulty and time to kill.
 
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To be honest I was a bit worried when they listed what they are going to be looking at, but smuggling was somehow not part of it. I hope it wasn't an exhaustive list, because of all the things that need looking at smuggling IMO should be up there. Granted, what smuggling may need is a much more consequent rework than mere balancing, what with the police being inept, and the smuggling gameplay not amounting to much overall.

Still, I'm happy the crazy mining payouts are maybe being addressed, but I also wonder what they meant by "core mining requires more skill". I mean sure, it's a little bit more involved than laser mining, but it's hardly a big difference. Both activities are near the bottom of the skill scale and you would be hard pressed to justify a substantial pay difference between the two.
 
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