“Free” ARX: Broken by Design. Fix Inside.

That is one of my points. You should balance all gameplay styles in regards to time played; and the only way to do that is to have payouts time-based.
I disagree, because time played is indistinguishable from time loitered on the landing pad.
You can as well say here have 400 arx every week and be done with it.
Or keep it as it is and reward doing things.
 
This is kind of like saying we should get balanced payouts and rewards for different types of missions and activities, so I agree in a way. Btw, people have been asking for that for years. The problem is the arguments for balanced rewards is countered by the arguments for how difficult/risky a task is (let's just assume mining isn't completely broken when it comes to making credits compared to combat). Arx are "earned" for free, with no extra effort from the player. So, any point made on how difficult it is to earn them is kind of moot.
 
Well I took two cargo delivery missions, both with about 1.5 Million. Flew them, sold them, logged out ....

ARX earned this session = 0

Is it tied to the server collating the data on my session, as perhaps when I log back in my ARX will pop?!

o7 my ARX
 
Flying rich tourists around with a few data courier missions added to gather scraps for engineering, as well as a bit of scavenging in degraded emissions sites, returned exactly 2 Arx for an hour of play (running 3 passenger trips and maybe 5 courier missions). I would get 10x that for killing ships in res sites in the same time frame. It appears the Arx return for playing is focussed on things with easy counters. Does it matter? No, the cap is 400/week so the buying at the store is likely to still cost money.

All Arx is, is a bit of discounting. Take the value of your time into consideration as well when you decide whether to "grind" for "free" stuff or just go buy from the store like we used to. And still can.

:D S
 
That is one of my points. You should balance all gameplay styles in regards to time played; and the only way to do that is to have payouts time-based.
So you can farm Arx, correct?

Or accuse FD of being greedy and callous after?

Everybody's an expert. so easy to solve a problem when you're outside looking in.

Cut them some slack, imagine working for a company where your every move and action made is criticized online.
 
That is one of my points. You should balance all gameplay styles in regards to time played; and the only way to do that is to have payouts time-based.

What's the payout for looking at a suns setting on a moon in an odd orbit? What's the payout for looking for interesting life forms? What about payout for scavenging for materials? What will it be balanced against?

:D S
 
How and to what extent you earn your “free” ARX is not disclosed to the public.
That is the entire point of arx. If FD wanted to deal honestly and openly with its customers, there would be no arx. That the system is hard to understand is deliberate.
The idea of arx is to obscure the cost of store items bought and FD isnt out to do that to make sure that you get a really good deal :)
 
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So you suggest ways to 'fix' something without understanding it first ... interesting.
But thats the point. FD is concealing the details of arx to obscure the cost of what they are selling.
The whole arx system is deliberately obfuscated by FD to cheat players.
That the system is hard to understand is deliberate.
Compliments to FD on a good con.
 
That is the entire point of arx. If FD wanted to deal honestly and openly with its customers, there would be no arx. That the system is hard to understand is deliberate.
The idea of arx is to obscure the cost of store items bought and FD isnt out to do that to make sure that you get a really good deal :)

How very wrong. Arx is just an in-game currency to integrate the vanity store into the game. Nothing is obscured, it still costs real money to buy Arx, and people must be able to remember what something cost, and even what units of something costs per unit, when more than one unit is bought. That is very basic maths.

The system that seems to get people's underwear into bundles is the Arx gained for playing the game. FDev could just remove that, and everything would be back to the way it was except we would not have to leave the game to use the store.

:D S
 
Well there is another point in it, if you want to be … naive? Hopeful?

Crossplay :)

Well i suppose there is a customer born every minute :)
But god forbid they should try to implement something so complex, they seem to be struggling to handle seemingly simple things with any competence and the number of bugs continues to increase.
 
I agree that it should be transparent because we will reverse engineer it anyway. They should also be open to our suggestions for changes for the gains to make it more balanced. I don't really like the ARX/minute idea, though.

The issue with exploration should be fixed. More focus on FSS'ing, mapping and composition scanning things, the acts themselves, less focus on turning the data in. Maybe getting first discoveries when cashing the data could be worth some ARX, but otherwise not very much or not at all.

Edit: I don't even care if it's nowhere near perfectly balanced. I just want to most blatant problems fixed.
 
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Timer-based ARX incentive play, guarantees play time. People can park in a station and write macros to do randomized key inputs, but the point is they are logged in.

Action based ARX play incentives are hugely problematic, unbalanced and are subject to exploiting.

I have a session-based solution that would encourage regular extended daily play.

Players earn ARX at rate x for the first hour, rate 2x for the second hour, rate x for the third hour and 0.25 x for each subsequent hour in a 24 hour period.

If one were clever, there could be modeling done between the daily play time that is most likely to produce store purchase behavior and then set the ARX reward profile to match that time sweet spot.

In my opinion, the whole free ARX incentive thing is badly contrived.

The model should be around earning single purchase discounts. 1% discount per hour cumulative toward a single purchase with a max at 25%. This would incentivize purchasing instead of trading in for free stuff.

The player would likely be buying bigger bundles, higher ticket items, and always be looking for sales to stack discounts.
 
Timer-based ARX incentive play, guarantees play time. People can park in a station and write macros to do randomized key inputs, but the point is they are logged in.

Action based ARX play incentives are hugely problematic, unbalanced and are subject to exploiting.

I have a session-based solution that would encourage regular extended daily play.

Players earn ARX at rate x for the first hour, rate 2x for the second hour, rate x for the third hour and 0.25 x for each subsequent hour in a 24 hour period.

If one were clever, there could be modeling done between the daily play time that is most likely to produce store purchase behavior and then set the ARX reward profile to match that time sweet spot.

In my opinion, the whole free ARX incentive thing is badly contrived.

The model should be around earning single purchase discounts. 1% discount per hour cumulative toward a single purchase with a max at 25%. This would incentivize purchasing instead of trading in for free stuff.

The player would likely be buying bigger bundles, higher ticket items, and always be looking for sales to stack discounts.
Would you please leave and never post on this topic again? ;)
 
the system to assign ARX was already developed: the same as to raise the rank to Elite (conveniently scaled).
Whoever has developed this has made a mistake or wants to damage FD.
 
I am personally opposed to daily rewards for games, there are a couple of games I play that have daily rewards, I don't usually bother much with them, but when I do it's log on, get reward, log off, done in 20 seconds. That's not a good way to encourage people to log on and play a game, you encourage people to log on and play the game by giving them interesting and engaging things to do.

Basically free ARX are something that FDEV didn't have to give us, they don't give enough per week to really make it worth logging on and grinding for them, they haven't included a breakdown on how they are earned I suspect because they don't want people logging on and grinding ARX and then logging off. Personally if I was designing it I would implement a random multiplyer so it was effectively impossible to work out what activity is best for grinding ARX, and maybe they have, you will never know.
 
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