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

So, again, I'm not sure what your point is. Do you agree with me that other career paths need buffing? If not, then do you think carriers should be cheaper? After all, if every career path is reduced to the levels of combat, then, in your own words, no one can afford FCs. What is it you want to change, exactly?
Yes. Exactly what has been done. Nerf to mining, buff to everything else. End goal being that no matter how you spend your time in game, you feel like you have progressed a comfortable and fair amount monetarily. My opinion is mining should be the most profitable activity to engage in but not by a factor of 5. If an endgame miner can make 125MCr/hour today, no reason why a combat ace in an fully engineered death machine worth 1BCr (that’s a 50MCr rebuy…) shouldn’t be able to make 80MCr/hour.
 
Yes. Exactly what has been done. Nerf to mining, buff to everything else. End goal being that no matter how you spend your time in game, you feel like you have progressed a comfortable and fair amount monetarily. My opinion is mining should be the most profitable activity to engage in but not by a factor of 5. If an endgame miner can make 125MCr/hour today, no reason why a combat ace in an fully engineered death machine worth 1BCr (that’s a 50MCr rebuy…) shouldn’t be able to make 80MCr/hour.

Oh, and before the rebalance this was more like 200-250MCr vs. 10-15MCr…
 
Yes. Exactly what has been done. Nerf to mining, buff to everything else. End goal being that no matter how you spend your time in game, you feel like you have progressed a comfortable and fair amount monetarily. My opinion is mining should be the most profitable activity to engage in but not by a factor of 5. If an endgame miner can make 125MCr/hour today, no reason why a combat ace in an fully engineered death machine worth 1BCr (that’s a 50MCr rebuy…) shouldn’t be able to make 80MCr/hour.
I've said exactly the same thing I don't know how many times in I don't know how many different ways. Why aren't you getting that?
 
Scarcity and the need to be aware of the bottom line to me is Elite. Part of the game that ED prior to recent versions did well was that money was always tight. If this had carried through it would make a lot of choices players make more meaningful. And I disagree with the money aspect, its not infinite money thats the problem- its a matter of getting to a point where progress snowballs to the point where choices become meaningless.
What progress is there for a player who is triple-ELITE, maxed faction ranks, owns fully engineered ships and a fleet carrier, with several billion in the bank? The game has a natural end - if you play to the point you have accumulated what the game has to offer, then you're arguing that person isn't playing the game because it doesn't fit with YOUR idea of how the game should be played. Maybe someone who never gets past the point of struggling is simply not that good at the game and should switch to something more like Minesweeper or Solitaire.
 
What progress is there for a player who is triple-ELITE, maxed faction ranks, owns fully engineered ships and a fleet carrier, with several billion in the bank? The game has a natural end - if you play to the point you have accumulated what the game has to offer, then you're arguing that person isn't playing the game because it doesn't fit with YOUR idea of how the game should be played. Maybe someone who never gets past the point of struggling is simply not that good at the game and should switch to something more like Minesweeper or Solitaire.

You mistake progress for just playing the game day to day with more complications to consider. The game has no natural end, so it makes sense to ensure every facet has considerations that make those moments count.

And unless I'm mistaken this is a forum where you can express opinions, which I am.
 
You mistake progress for just playing the game day to day with more complications to consider. The game has no natural end, so it makes sense to ensure every facet has considerations that make those moments count.

And unless I'm mistaken this is a forum where you can express opinions, which I am.
I'm not mistaking anything - what PROGRESS is there for a player in the situation I described? Someone who has managed to gain everything the game has to offer? The only thing left IS playing the game day to day and leveraging the accumulated assets for combat or mining or exploration.
 
What progress is there for a player who is triple-ELITE, maxed faction ranks, owns fully engineered ships and a fleet carrier, with several billion in the bank? The game has a natural end - if you play to the point you have accumulated what the game has to offer, then you're arguing that person isn't playing the game because it doesn't fit with YOUR idea of how the game should be played. Maybe someone who never gets past the point of struggling is simply not that good at the game and should switch to something more like Minesweeper or Solitaire.

As @Rubbernuke was saying above: The game is open-ended.

It is in fact this confusion by a loud minority of the player base that got us into this mess in the first place:

Some just don't seem to get that cr/hr is not a good metric for progress or enjoyment, yet players brought it up loudly from very early on.

Others (or maybe the same) asked for crafting, boss fights and "end game content" as if we are playing some sort of MMORPG, but we are not. We did get wing missions and thargoid fights out of it, with the former looking like group instances and the latter like the pattern-based combat of bosses in other games.

And others (or again, maybe the same people) wanted more "end game content" and "guilds", which again are facets of MMORPG content. We got Fleet Carriers and Squadrons for that. But while the latter seems to work well, the former got watered down to the point there is actually no real new content associated with it, just convenience and a massive load of game-breaking features that blows everything else related to the in-game economy completely out of balance.

I will keep asking to have the fleet carriers removed and reintroduced as actual content that is a challenge in itself. But maybe I should instead ask to have this set of players put on silent in all fora that FD participates in. They should go back to playing Guild Wars or Destiny or whatever it is they seem to consider the only type of game play there is.

:D S
 
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All these things are done via the prism of your ship- whatever affects that will shape your game. Early on its more pressing while (currently) later on its less of one, something I'd love to see changed.

Considering that the only real progression we have in the game is the ship progression, adding extra complexity for larger or more specialised ships would be great. Getting useful NPCs would be a great first step. That is one thing I really miss from the old Frontier games: I remember my frustration the first time I bought an Asp in First Encounters, and then had to sit for ages and wait to get the needed crew members to show up at the backwaters station I was at. While not fun at the moment it happened, it did add a lot of good to the feel of the game in general.

Having crew members that needs pay and catering for would be added game play. Fleet Carriers should be the extreme of this, with actual contingents of crew to manage. There are hints of what could be needed in the Passenger missions wrinkles.

:D S
 
Being online massively multiplayer and open ended doesn't mean there can't be "progression"

The way competently developed games such as this handle open ended progression is that they create organic means for players to create events and shape the game from within the game. Allowing the ongoing player population to shift how the game looks and evolves.

We dont get that option in elite. Nothing we do really changes anything. We have no means within the game to create content seen in the game. That's why acquired assets are basically the only "progression" anyone focuses on.

There's no game feedback loop for the actions done by players so they're not "progression" paths. If i spend half a year exploring a sector, it means nothing to the game. And that kind of behavior is seen everywhere. Only the things fdev specifically creates for their narrative change things to any significant degree.
 
Being online massively multiplayer and open ended doesn't mean there can't be "progression"

The way competently developed games such as this handle open ended progression is that they create organic means for players to create events and shape the game from within the game. Allowing the ongoing player population to shift how the game looks and evolves.

We dont get that option in elite. Nothing we do really changes anything. We have no means within the game to create content seen in the game. That's why acquired assets are basically the only "progression" anyone focuses on.

There's no game feedback loop for the actions done by players so they're not "progression" paths. If i spend half a year exploring a sector, it means nothing to the game. And that kind of behavior is seen everywhere. Only the things fdev specifically creates for their narrative change things to any significant degree.
That's because fdev insist on holding their iron grip on the market on the lore events on everything. Instead of letting players dictate the course of events kind of like EVE.

Imagine more focus on squadrons, imagine squadrons replacing the stupid powerplay factions and fighting for control of systems. You wouldn't care about the stupid progression then would you? You would want to get up there on their level with ships and weapons as fast as possible to get in on the action. It's not like you don't have a steep learning curve for pvp combat anyways.

Imagine galnet being written by players(not literally) and the actions of players.
 
That's because fdev insist on holding their iron grip on the market on the lore events on everything. Instead of letting players dictate the course of events kind of like EVE.

Imagine more focus on squadrons, imagine squadrons replacing the stupid powerplay factions and fighting for control of systems. You wouldn't care about the stupid progression then would you? You would want to get up there on their level with ships and weapons as fast as possible to get in on the action. It's not like you don't have a steep learning curve for pvp combat anyways.

Imagine galnet being written by players(not literally) and the actions of players.
I'd rather not imagine EVE in cockpits, as it would seem you would have this game morph into... It would be terribly boring in my opinion.
 
Eve is just an example because there are few space oriented mmo's out there of this sandboxy nature.
Nobody needs another spreadsheet game.

I'm not suggesting that progression requires players directly control everything thru their actions. But having the bgs respond much more than it currently does would be beneficial enough to create progression ...and it can be done in a way that prevents runaway control.
 
Eve is just an example because there are few space oriented mmo's out there of this sandboxy nature.
Nobody needs another spreadsheet game.

I'm not suggesting that progression requires players directly control everything thru their actions. But having the bgs respond much more than it currently does would be beneficial enough to create progression ...and it can be done in a way that prevents runaway control.

I’d argue that Elite isn’t really an MMO; it’s a single-player game sellotaped to some multiplayer components.
 
Not only that , but a lot of the negative gameplay you think of when you think of Eve is just not possible in Elite. Eve consolidates players onto the same server when interacting. Elite does not. There's no way to be bullied in Elite unless you want to be. And even if you allow the BGS to be manipulated to a much greater degree than currently, the bgs and galaxy is big enough such that it's impossible for any group of players to leave no place for players to have an alternative to whatever is going on in some places.
 
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