FDev - Please Buff Combat instead of Nerfing Mining!

There is no mining nerf! It's a buff for the simulation and long overdue!
Mining paid too well for too long a time.
It's a "nerf" in as much as it's a buzzword to get attention in terms of balancing the behavior of the markets purchasing these commodities.
 
Let's be clear about the wide gulf between ED and other MMOs.

In other MMOs where there is a theme park of activities, there are titles, skins, weapons, armors achievements earned for engaging in specific task categories. It can be pvp, pve zone clearance, gvg, killing a certain type of enemy, raid completions, storyline completions, farming, exploration, jumping puzzles, crafting, etc. etc.

These progression / reward mechanics for each type of activity incentivize participation in the range of game features.

ED has the credit. ED has the rare decal. ED has reputation purchase and system access gates.

ED tried to encourage some broad-based game play by locking engineers behind participation gates. This is unfortunately a misinterpretation of how progression mechanics work. Limiting access to a combat mod behind a trade gate for example is punitive and not related to trade status progression.

In my opinion, FDEV has created a very bland progression mechanic around ship acquisition. This means that there are truly only two required tasks. Credit and Fed/Imp rep acquisition.

The result is a progression mechanic that is focused on minimizing game play time. How can I invest as little time as possible to acquire the ships in the game? This is the question that drives players. This is the core content of ED youtube producers.

I hope I'm not the only one that sees this issue as a complete failure of game design.

Go ahead and argue about how to minimize your game time. The real problem is the design that makes minimizing game time as the goal of players.
 
Let's be clear about the wide gulf between ED and other MMOs.

In other MMOs where there is a theme park of activities, there are titles, skins, weapons, armors achievements earned for engaging in specific task categories. It can be pvp, pve zone clearance, gvg, killing a certain type of enemy, raid completions, storyline completions, farming, exploration, jumping puzzles, crafting, etc. etc.

These progression / reward mechanics for each type of activity incentivize participation in the range of game features.

ED has the credit. ED has the rare decal. ED has reputation purchase and system access gates.

ED tried to encourage some broad-based game play by locking engineers behind participation gates. This is unfortunately a misinterpretation of how progression mechanics work. Limiting access to a combat mod behind a trade gate for example is punitive and not related to trade status progression.

In my opinion, FDEV has created a very bland progression mechanic around ship acquisition. This means that there are truly only two required tasks. Credit and Fed/Imp rep acquisition.

The result is a progression mechanic that is focused on minimizing game play time. How can I invest as little time as possible to acquire the ships in the game? This is the question that drives players. This is the core content of ED youtube producers.

I hope I'm not the only one that sees this issue as a complete failure of game design.

Go ahead and argue about how to minimize your game time. The real problem is the design that makes minimizing game time as the goal of players.
So, the difference between an MMO and an MMORPG?

Next up, apples and oranges. Also you seem to compare them in a very specific way to make your "point", but otherwise completely ignore other comparisons. Are you pretending grinding doesn't exist in MMORPGs? Because hahahaha.
 
So, the difference between an MMO and an MMORPG?

Next up, apples and oranges. Also you seem to compare them in a very specific way to make your "point", but otherwise completely ignore other comparisons. Are you pretending grinding doesn't exist in MMORPGs? Because hahahaha.

Oh there's a difference:

MMO = Mostly Men Online
MMORPG = Mostly Men Online Role-Playing Girls

It's subtle, I know, but it's there.
 
You do know that in the REAL world, powerful consortiums like De Beers keep comodity prices high by controlling supplies. Econ 101 is mostly fantasy anyway.

Not for what they pay the miners.
Remember we are the people mining and selling it wholesale to powerful consortiums for what they choose to offer our Cmdrs
 
You do know that in the REAL world, powerful consortiums like De Beers keep comodity prices high by controlling supplies. Econ 101 is mostly fantasy anyway.
So how does one control supplies when supply is dictated by independent miners who sell wherever they please? Or does what you said have nothing to do with anything.
 
...
How can I invest as little time as possible to acquire the ships in the game? This is the question that drives players. This is the core content of ED youtube producers.
...
Don't make the mistake of thinking that everyone plays the same way. The question that you say "drives players" isn't one that I would think it worthwhile to ask. As for the YouTubers with that outlook... I don't watch their videos.
 
So how does one control supplies when supply is dictated by independent miners who sell wherever they please? Or does what you said have nothing to do with anything.

Our Cmdrs cannot sell to whomever we please, only to Authorized Commodities markets.

And even if you could sell your rough void opals off the back of your cargo hatch, will they have a certificate of authenticity from the Void Opal Authority?

Without that certificate of Authenticity will an Certified Void Opal Jeweler cut or even grade the void opal, if it is even really a void opal.

Not worth risking their Certification; Certified Void Opal Jewelers only sell Void Opals with a certificate of authenticity from the Void Opal Authority, and only very few of those are released each month as Void Opals are, according to the brochures, exceedingly rare (despite the Void Opal Authority buying up a stockpile of Void Opals from Miners and storing it is secure facilities on Moons around the bubble)
 
Our Cmdrs cannot sell to whomever we please, only to Authorized Commodities markets.

And even if you could sell your rough void opals off the back of your cargo hatch, will they have a certificate of authenticity from the Void Opal Authority?

Without that certificate of Authenticity will an Certified Void Opal Jeweler cut or even grade the void opal, if it is even really a void opal.

Not worth risking their Certification; Certified Void Opal Jewelers only sell Void Opals with a certificate of authenticity from the Void Opal Authority, and only very few of those are released each month as Void Opals are, according to the brochures, exceedingly rare (despite the Void Opal Authority buying up a stockpile of Void Opals from Miners and storing it is secure facilities on Moons around the bubble)
I like that explanation. I have always 'believed' that the Void Opals and other rare raw materials are in a refined but natural state. In other words, still chunks of rock like substances just with the rubbish removed. But then the craftsmen come into play and take that 1T VO chunk and start cutting and polishing and trimming to make it all pretty and the final high end item is considerably smaller. All the excess VO is used in other areas (like diamond dust is used now in industry). So it would be hard to flood a market with these high end minerals because they are only really valuable once the craftsmen have finished doing their bit.
 
And the idea of that the over supply of a consumer luxury good that exceeds demand resulting in a decrease in offered purchase price being decried as a nerf is one reason why we will never have a semi realistic economy in this game, especially when one can just move on to a different system with unfulfilled demand to obtain the offered purchase price you are after again.
Yes but that will require a much greater degree of thought and maybe even some planning.

OP having supply and demand affect market prices is adding gameplay and interest.
 
OP - you do know that 'Decimated" means reduced by 90% (i.e. 1/10 of whole)?
The worse I saw in beta was 200,000+ which was for zero demand... (or around 20% of 'peak') which is still over the 'Galactic Average' - a system next to the one I was in was paying 880,000+

1,600,000+ is not an 'average' price, just the maximum 'boosted' achievable...

Seems the influenzas also misinform for clicks :)
Decimated is reduced by 1 in 10 10% not 90%
 
Right now mining gets you substantially more credits pre hour than other activities do, so some balancing would be nice, making all other gameplay choices more viable.
 
Don't make the mistake of thinking that everyone plays the same way. The question that you say "drives players" isn't one that I would think it worthwhile to ask. As for the YouTubers with that outlook... I don't watch their videos.
Tens of thousands of players do. Check traffic reports in systems purchasing voips, or in previous goldrushes.
 
So, the difference between an MMO and an MMORPG?
Next up, apples and oranges. Also you seem to compare them in a very specific way to make your "point", but otherwise completely ignore other comparisons. Are you pretending grinding doesn't exist in MMORPGs? Because hahahaha.
Uh no. Never said grinding in mmos does not occur.
Are you suggesting ED is not an MMORPG? Interesting. I guess we don't need holo-me's or even commander names if you don't think ED is a MMORPG.
I said that progression mechanics exist that reward all gameplay styles outside of a single metric of in game cash.
This game has ships. That's it.
This means grinding cash for toys is the only meaningful progression metric.
The sad truth of this progression model is that it does not make distinctions between one commander and another. Over time, you build your fleet and then... grind Arx for paint???? Not a good model.
 
Unfortunately, I don't think many players care about realistic trade mechanics (though I very much do). I think it's too much like a grand strategy type of gameplay for some players. I personally have enjoyed seeing the dynamic connections in system with its neighbors. One system sells explosives to an extraction system which then uses explosives to extract palladium, gold and silver. This is then sold to nearby systems. Other commodities are sold back to refineries which then produce goods for other economy type systems. Though I enjoy this, I think there are many who would not. I may be part of a very small group of players who actually take mining missions for things other than the high paying void opals, temp diamonds and painite. I hope to see that bringing in hydrogen peroxide stave off a sickness or such. Actually since I've began doing that over two years ago my home system has not contracted anything. Not sure if there's anything to that but hey....it's fun to think it does. I'd really love to see more dynamic interactions between commodities and economy types. We have wonderful descriptions of commodities and what they are used for but nothing much that shows trade being affected by supply and demand except credits. I want to see me bring in gold and then watch how that system then produced electronic goods for sale....stuff like that. I think it would give some purpose to gameplay and being in a faction.
 
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