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

I keep my main with around 200 mill in loose change, any over that gets dumped in the FC bank for future reference.
Since buying the FC the balance in its bank has only grown greater, even with 30+ million upkeep some weeks...

All I'm doing is playing how I wish, not feeling I must 'earn' to pay for the upkeep...

Same here, except my ship carriers about 100MCr the rest is in my carrier. I have done very little mining since I got the carrier but I’m back at 3BCr in the carrier from Other Cmdrs mining. I go and do CGs and a little of everything else.
 
My main account does have a FC and it works incredibly well for each use it is put to, so, unfortunately I am unable to see how broken they are, but I'm sure your opinion (although without any actual experience to provide a foundation) is absolutely correct.

Overpowered vs. the game economy and tasks to be fulfilled, it stands very much away of the idea from a dangerous 'cut-throat' galaxy for lone commanders. That together with mining made the legacy arc of progress obsolete.

Rather than abandoning the game, you could have just not bought a carrier and done something other than mining.

Shame the carriers litter the bubble and I see them in solo too.
 
Overpowered vs. the game economy and tasks to be fulfilled, it stands very much away of the idea from a dangerous 'cut-throat' galaxy for lone commanders. That together with mining made the legacy arc of progress obsolete.



Shame the carriers litter the bubble and I see them in solo too.
To be fair, if there was a point where the galaxy ceased being dangerous or cut-throat, it was over 2 and a half years ago when I started engineering my Clipper. Rebuys only happened after that when I was deliberately doing stupid stuff.
 
Overpowered vs. the game economy and tasks to be fulfilled, it stands very much away of the idea from a dangerous 'cut-throat' galaxy for lone commanders. That together with mining made the legacy arc of progress very much obsolete.
Well, I wouldn't know about mining making progress obsolete in my particular instance - I do as little as practical as there are more interesting ways, in my opinion, of making credits.

I honestly don't see the remainder of your argument in the way I play - I don't do much trading (in a conventional way) and even utilising the FC as a mobile base hasn't negated risk... Perhaps we all play differently, or have differing perceptions of utility, but in a game with no 'viable' economy (let's be honest - it doesn't ) the only benefit to having the FC is that massive amounts of cargo can be transported to 'desirable' systems and ferried in to sell by normal ships... Even my Secure Storage has to have the contents sold to be 'profitable', which involves transorting goods from the FC to Black Markets, normally in 'riskier' systems ;)
 
To be fair, if there was a point where the galaxy ceased being dangerous or cut-throat, it was over 2 and a half years ago when I started engineering my Clipper. Rebuys only happened after that when I was deliberately doing stupid stuff.
Yes. For myself I don't mind this as I RP as a proper space pilot: in the real world no spaceship takes off unless everything has been reviewed for 99.99% safety and any disaster is the subject of a long inquiry. I know that not everyone wants to approach their game like this though.
 
I could send you a couple of my builds - that should do it! :eek: 😭

Honestly, I've got builds that would make you cry they are so dangerous. My V1 engineers Speed Corvette for example, with its 4A powerplant, 4Ly range (needing boostonium to jump) that went over 400m/s and cruised at 300 m/s and super thin shields. Taking off was scary, I had to plot super carefully, know my raw mat levels, and pray. Luckily V2 engineers made doing such silly things for science redundant, but living on the edge like that gave me a taste for danger.
 
I have to really stack the odds to start thinking 'ooo that was a bad idea' in general PvE.
I could send you a couple of my builds - that should do it! :eek: 😭
Which, in truth, is why I'm curious about what this 'balance pass' will bring.

I build to have PvE fun, pretty much. So all of my ships (bar the FDL & Chally) are fit for a variety of purposes. I just wonder how much utility will have to be sacrificed to keep my own perception of 'balanced fun' - but I am a bit self-centred that way ;)
 
Which, in truth, is why I'm curious about what this 'balance pass' will bring.

I build to have PvE fun, pretty much. So all of my ships (bar the FDL & Chally) are fit for a variety of purposes. I just wonder how much utility will have to be sacrificed to keep my own perception of 'balanced fun' - but I am a bit self-centred that way ;)

Its a right nest of vipers because there are so many co-dependent factors my hunch is whatever is done will be superficial.
 

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

any mention of small seismic charges or do i need to rally the troops?
 
To be fair, if there was a point where the galaxy ceased being dangerous or cut-throat, it was over 2 and a half years ago when I started engineering my Clipper. Rebuys only happened after that when I was deliberately doing stupid stuff.

Partly true,in CZs or NPC wings in haz res it is still possible to get focused and burned by multiple ships. I never did PVP but I was playing in open also in CG systems simply for the sense of real danger.
I always tried to choose the appropriate tool for any given task and I recon I spent most of my time in a Cobra MkIV in the bubble (which by weird coincidence was the only ship that got never destroyed despite winged gank attempts).

Well, I wouldn't know about mining making progress obsolete in my particular instance - I do as little as practical as there are more interesting ways, in my opinion, of making credits.

I honestly don't see the remainder of your argument in the way I play - I don't do much trading (in a conventional way) and even utilising the FC as a mobile base hasn't negated risk... Perhaps we all play differently, or have differing perceptions of utility, but in a game with no 'viable' economy (let's be honest - it doesn't ) the only benefit to having the FC is that massive amounts of cargo can be transported to 'desirable' systems and ferried in to sell by normal ships... Even my Secure Storage has to have the contents sold to be 'profitable', which involves transorting goods from the FC to Black Markets, normally in 'riskier' systems ;)

Obviously FCs appear to be a consequence of the easy mining billions, something to spend the money on - but now FCs require processes that are broken by the standard arc of the game.
I also meant that by lore, e.g. the original description of the Fed Corvette was saying 'it is extremely rare for a civilian' to own a ship - the carriers broke the concept of Elite as a lone commander in the Galaxy. The original idea was for squadrons to own them for a good reason IMHO.

At the end it all depends on the scaling. The whole game could be about starting out with a single poverty FC and late game could be about actually owning planets. I liked the game much more when at the end of the scale there was the elusive Anaconda...
 
Partly true,in CZs or NPC wings in haz res it is still possible to get focused and burned by multiple ships. I never did PVP but I was playing in open also in CG systems simply for the sense of real danger.
I always tried to choose the appropriate tool for any given task and I recon I spent most of my time in a Cobra MkIV in the bubble (which by weird coincidence was the only ship that got never destroyed despite winged gank attempts).
Well, that's down to the individual. In my Corvette or Cutter I'll happily go 1v4 with spec ops in a CZ. In my FdL, Chief, Clipper or Mamba I'll back out of that situation and come back when they've dispersed, but I'll never be in any danger of being destroyed. That's just knowing the limitations of what I can do with that ship and me not backing out would be in the deliberately stupid category. Whilst I may not always be in a winning position at any given moment, I'll still be in control of the situation and be able to turn it around.

No arguments that if it's real danger you're looking for, that comes from other players. NPC engagements are by nature predictable and I don't think any game balancing will change that particular aspect.
 
The game needs a proper PvE difficulty curve now, one that does not top out so soon.

Elites difficulty curve is completely out wack. First you hit a wall, since not much is explained. Once you get a grip on the basics, add in throttle and boost control and curve suddenly flat lines. And you are pretty much forced to do goid hunting if you want a challenge. That would completely destroy the RP of my commander.

It's not like I was flying an over engineneered murderboat. It was a viper mk3 with fixed mc's. And when I was competent combat rank I was taking on master ranked medium ships.

would be great if npc's would be looked at it terms of:

  • AI
  • loadouts
  • ship composition
  • general behavior
  • stat bloating
  • interdictions

In order to provide a more sensible difficulty curve.
 
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