I'm not commenting on what they should balance it around.
However, I will add that there is a large segment of players of all genres that can only play 3-6 hours per week, and it is not unreasonable to offer those people a sense of value and making the endgame achievable in a reasonable way. Just because I play 4 hours a day 5 days a week doesn't mean I don't feel for those who cannot put those hours in.
How do you play elite then? Is the community pulling you along? The game itself without social media promotes absolutely nothing, no goals, absense, void. You in a ship in a station, thats it.
“It feeling right to the players is what matters”. Well, core mining just doesn’t feel right to me, I understand the market needs balancing but you just can’t find many cores now as it is. I think development needs to buff the spawn rate of cores by a bit and see if it FEELS RIGHT TO THE PLAYERS.![]()
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
I really don’t want to see another mining nerf done and I know many players agree with me. I can see making an adjustment to the market but I wouldn’t touch the painite spawn rate. And as for core mining, its spawn rates needs a slight buff imo because you can’t find cores as it is now. Dev needs to take this into consideration because it just doesn’t feel right.![]()
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
That's the problem. People get into the game and go "now what?"
You need something to work for. Call it what you want but in game development this is referred to as 'end game,' as defined by the industry itself.
Right now we have had the re-introduction of CGs which although not 'end game' it may be a motivator to get 'better ships,' which is why there are basically difficulty settings for combat zones, which are frequently part of CG (and still pay poo!) Top tier ships such as the Cutter and Vette are endgame (this is where credit balancing starts being brought up), carriers (again, play hours vs achieveability). Playing with others is a huge draw, because this is an MMO...and guess what, instancing and wing is still broken.
And yeah, a lot of us enjoy the community and that is what drags us along. I love teaching new people what to do and how to do it because when they jump in with a goal of say...getting an expensive ship...and then they figure out it will take them a year...then they put the game down.
Well, if that endgame item/elephant in the room is a fleet carrier then I wouldn’t expect a casual player (3-6hr) to get one without several years of work, not at the current price.I'm not commenting on what they should balance it around.
However, I will add that there is a large segment of players of all genres that can only play 3-6 hours per week, and it is not unreasonable to offer those people a sense of value and making the endgame achievable in a reasonable way. Just because I play 4 hours a day 5 days a week doesn't mean I don't feel for those who cannot put those hours in.
Earth likes have TornadosStill think risk reward should not be considered among different type of activities.
It's like saying earth-like world are riskier :/
Hope they balance this fine . Tbh they move way more so i'm glad.
Next ,QOL and fix =D
I’m sure they’ll leave the Painite spawn rate as it is my friend...I really don’t want to see another mining nerf done and I know many players agree with me. I can see making an adjustment to the market but I wouldn’t touch the painite spawn rate. And as for core mining, its spawn rates needs a slight buff imo because you can’t find cores as it is now. Dev needs to take this into consideration because it just doesn’t feel right.
Well, the game has to be balanced sufficiently well to permit a new player, joining when Odyssey launches, to be able to purchase every suit, ship, module and complete all of the engineering and rank requirements in a few days, before their attention span collapses and they write a scathing review somewhere on the internet...Just in case, yeah the game was better when there was slow ship progression. It forced you to see things that you would never be inclined to do once you've maxxed out. These experiences just aren't there anymore for new players by nature who are given everything in 2-3 weeks.
I genuinely think people missing out is worse than what it was before.
Also its not peoples fault.. its natural consequence of having absolutely no structure. Think about if you've ever attempted a task that was actually a projects duration but without a plan, and expecting it to be done in one afternoon. It ends in frustration and failure. That's exactly what's happened with ship progression. A projects worth of gameplay has been given no structure (standard video game milestones to represent partial completion). So players come in and are frustrated immediately thinking about nothing but the final goal, and the huge gap to get it.
Frontier took the easy way out and just removed the gap, but in no possible way would that be the optimal solution.
What is this end game of which you speak?I'm not commenting on what they should balance it around.
However, I will add that there is a large segment of players of all genres that can only play 3-6 hours per week, and it is not unreasonable to offer those people a sense of value and making the endgame achievable in a reasonable way. Just because I play 4 hours a day 5 days a week doesn't mean I don't feel for those who cannot put those hours in.
Well, the game has to be balanced sufficiently well to permit a new player, joining when Odyssey launches, to be able to purchase every suit, ship, module and complete all of the engineering and rank requirements in a few days, before their attention span collapses and they write a scathing review somewhere on the internet...
Still think risk reward should not be considered among different type of activities.
flat-out player error as a risk.