Frontier's Nerf Valhalla

All of that, couldn't agree more.



Indeed, it seems on the whole you are. I think it's become a kind of mass hysteria, where feedback that does not tow the "party line" is viewed upon as a threat to the continuation of the product, should be attacked and therefore becomes by definition counter-productive. Weirdly (and not uncommon in organisations which are transforming to adapt to modern requirements in real life), this is an irony which is reflected in the design approach, offering technical solutions to human problems which have resulted in being almost always ineffective. It makes the developers look bad.

ED has never been balanced and for as long as the three modes continue, never will be. FD simply do not understand the transitions between Open (not to be confused with the Mode) and Closed System Theory. Specifically the human factors. They need a Design Approach which understands what all that means and allows the developers to create real content, as opposed to continually getting bogged down in having to tweak the game processes.

A point to consider here, is that I think the main thing that has been "nerfed" is the rate of development at FD. From which much of "party-line" grows. If they went about things with a higher rate of efficacy and got new content into the game, I mean actual content, not processes. Forum Harmony would be much improved I think.

Let's have an example, you mentioned content such as ships.

There are now, what...33 ships in ED? Arguably, 24 as 8 of those ships have been "versioned". However those versions, whilst the design phase would take nowhere near as long, are different between them, so let's say 33 for the sake of argument.

How many were there at release...15? Can't remember if the Clipper was a original ship. For the sake of argument, let's say not as it's generous to the numbers.

So a release date of December 2014. That's 38 months running, with 18 new ships. 2.1 months per ship.

If you go by the less generous number accounting for the quick versioning it's a newly "designed" unique ship every 6.33 months.

Putting aside that Skunkworks could probably have built real ones by now, aside from the Krait (SoonTM) what new ships are coming and when?

This example could be applied to many aspects of the game, including features and indeed the "balancing activities". It all moves with the speed of an iceberg. During the interim, much speculation, adversity and in some cases...downright hostility ensues. Depending it seems, you buy into and have confidence in that approach.

So when things are working as "per the grind", those that have the "buy in" are happy, and those that require "more" are not. When these little cash cows pop up, the reverse happens.

There is a reason for that, and if you research the issue across all industries, communities and even individual drivers, it never ends well. Sometimes the outcome is palpable and catastrophic, in most cases it ends at the point of entropy.

FD ain't worked that out yet. Or indeed they have and don't mind.

One of the two ;-)

One of the most intelligent and articulate posts I have read on this or any other 'gamer' forum. Refreshing, if not a bit unusual in this environment. Thanks. :)
 
If the devs were looking to fix something maybe they should look at the commodities market...262 credits for a ton of explosives, 486 credits for a ton of survival equipment, 9,400 credits for a ton of GOLD! 211 credits for a ton of synthetic fabric, 2,108 credits for a ton of reactive armor...the galactic average is laughably broken. The risk vs reward for combat is horrid, 2 mil payout for killing a thargoid vs a 32 mil rebuy. I see ship-scan and ram is still a thing. O and why is there only 2 fire button options button 1 or button 2.... where are 3,4, and 5.

Economy has changed. The evolution in industry AND in shipping speed has reduced prices and How much 1 credit can buy. Or y think a ship capable of crossing 100 ly in few minutes worth few Million credits? If se follow your thinking then a Sidewinder should cost a billion credits.
 
I see that there is not one single gripe about that.

I'll gripe about it...and Dav's hope...and the Mega-ship Tanker etc etc...agreed! All "gamey" exploits...all should have very limited lifespans...
The Palin missions have gone...but they were another one, the fact you could REPEATEDLY do the "ancient ruins" missions etc etc...
Take away all the short-cuts/spigots/crutches...
(oh...and bring back the 2.1 AI)
 
There is no balance in game after the first "exploit". And, arguably, before, since if I remember correctly the first real exploit was the limitless rare goods trading in gamma with FDev not wiping characters between gamma and release and some people were said to fly A spec Anacondas on launch day. Ever since then any attempt to balance the game has been futile as those who benefitted from the "exploits" for the most part kept their spoils (with, to my knowledge, the billion cr passenger mission being the only exception). Any attempt to balance the game now will only punish people who weren't around when the "exploits" allowed older accounts to accumulate cr. Unless, of course, FDev would wipe all characters and have everyone start at zero, but then they might as well bury the game. So, FDev, stop trying to make Balance happen. It's not going to happen.
 
All this thread proves is an artificial economy doesn't work, the PP economy doesn't work, and too many loud forum voices have too much influence on the way this game is developed.

It also proves that a player economy is probably the only way to ensure money isn't inflated and supply/demand is realistic - which would bring balance all by itself (assuming Frontier don't do the ultimate move and allow some sort of real money exchange.)
 
I think the ultimate ' move' would be to let this game get trashed by a player driven economy. Isn't that why Eve is so popular? ;)
 
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Hows about we look at this from the other angle.
Why can't we keep the big incomes and frontier add's more ship and module options beyond the current big three? So that the incomes are warranted.

One thing this game sorely lacks is money sinks. PVP doesn't really count because that's basically setting fire to money.

To clarify, I don't think huge incomes should possible to achieve in a sidewinder/viper/cobra. They're not capable of the bulk work loads of the big three, or even the higher end combat ships in general.
But for something like the FAS/FDL/Python, missions and occupations that pay tens of millions in short order could be viable. All the more so if there are larger ships that are orders of magnitude more expensive than the Corvette or Cutter.
I'd particularly like to see more high end dedicated ships, in the same way the Corvette is dedicated to combat.
 
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I think the ultimate ' move' would be to let this game get trashed by a player driven economy. Isn't that why Eve is so popular?


Not entirely.

Eve is 100% player run - as in, Everything. That was bad enough, but then they brought in Plex which utterly ruined the game IMO.

I'm talking about supply and demand for materials - which we obviously don't have right now.

Frontier are very much against anything that would possibly be used to introduce 'gold sellers'. Apart from the fact this already exists, albeit a little unreliable, it does make some sense because nothing ruins an economy more than selling credits for cash.

However... there must be a way to ensure that can't be easily done, while still allowing players to 'trade' materials with each other. We now have a material broker... so why can't we just have the same thing for players.

A player could easily set up a similar thing on stations, much like Eve I suppose, where a player with materials to sell or trade, would do so with the player that offers the best deal for them.

Of course, in an ideal world, this would be expanded for proper crafting of modules, components and other such things we already buy from the market, but instead of there being arbitary numbers on each station, they could easily to influenced by players as well, requiring specific things, and allowing trade for other items, or credits.

I'm tired so I can't go into detail.. but that's more or less what I meant. Eve is bad. We don't want that.
 
The only way buying credits will really impact the game, is if its Frontier selling them. Otherwise, its just shifting funds that already exist, so it shouldn't artificially inflate the currency.
 
Well after all the NERF bats used on everything that made any funds I find myself making a new cool extra jumping Diamond back (looks like an ugly grass hopper) so I can gather MATS and data as well as explore[where is it]
I feel very buggy outside the bubble[yesnod]
 
The only way buying credits will really impact the game, is if its Frontier selling them. Otherwise, its just shifting funds that already exist, so it shouldn't artificially inflate the currency.
Actually in a B2P game it would equate a HUGE influx of players (RMT bots) at $49.99 a piece of whatever... lol. It would be immediately VERY profitable for FDev to open up credit trading... but would create a HUGE amount of ill will.
 
Imagine how people who have worked their way to 1,000,000,000 credits fairly (like most did back in the day) only to find that others managed it in a single day.

What? Please. If we hadn't had a conga line of endless cash cows, I'd believe you. But we have. Since alpha. Alpha. In this case, it wasn't even broken; just ridiculous payouts because that's how Frontier encourage people. Give them credits.

Do not start with "in my day.." because I will laugh at you. There's never been an "in my day.." to protect.
 
The only way buying credits will really impact the game, is if its Frontier selling them. Otherwise, its just shifting funds that already exist, so it shouldn't artificially inflate the currency.

Please. Yet another hot take ignorant of factual inputs. The trigger is giving credit in-game value via trading. People assume you have to have a way to extract to have a gold economy. No; the trigger point is always the ability to trade it. Someone gives me $50, I 'trade' them 1 billion in game. The trigger has always been as soon as you have the ability to shift wealth around via direct transfer.

The only reason credits don't actually have any value, is they cannot be traded. As soon as they can be, farming and selling will become rampant because it always does. There are no exceptions. Always.
 
I think the ultimate ' move' would be to let this game get trashed by a player driven economy. Isn't that why Eve is so popular?

The game was always intended to have a player driven BGS, economy included. As it is, there is no economy, and almost anything would be an improvement.

I don't know much about EvE, but the games I have played were the economy was player driven were most definitely better off for it.
 
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