Frontier's Nerf Valhalla

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.

Sure; but all had a rocky road to get there. And we're talking about Frontier. Who still do everything, by factors. Done well, it's great. But that's the catch. Done well.
 
Davs hope nerfed?

For a little while, after the 2.4 update I think, you could scan Data Points (such as the one at Dav's Hope) over and over again and get endless quantities of rare data.

This was obviously a bug and FDev fixed it after a couple of weeks but it didn't stop people losing their poop over the fact that nasty 'ol FDev had ruined their fun again and it is now literally unpossible to find data anywhere else!!!
 
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.

How does that impact the economy though?
I am talking trading credits that are earned in game, not bought as a micro-transaction. So even if I send 1bil to my friend for $10, how does that impact the game economy?
 
How does that impact the economy though?
I am talking trading credits that are earned in game, not bought as a micro-transaction. So even if I send 1bil to my friend for $10, how does that impact the game economy?

Is that not the most fundamental form of "pay to win"?
 
There is no "economy" in this game, not in the BGS, not anywhere. Credits are just a game mechanic, not a sim one. They are created from nothing and return to nothing when they are spent. We need to stop pretending the BGS is as robust and thoughtful as people seem to think it is. It's just a way to keep track of which numbers are bigger than other numbers. Everytime the dev's need the game to "Do" something, they just put it in themselves, and every time the playerbase faffs with the numbers the BGS is responsible for watching, the dev's "Fix it."
 
There is no "economy" in this game, not in the BGS, not anywhere. Credits are just a game mechanic, not a sim one. They are created from nothing and return to nothing when they are spent. We need to stop pretending the BGS is as robust and thoughtful as people seem to think it is. It's just a way to keep track of which numbers are bigger than other numbers. Everytime the dev's need the game to "Do" something, they just put it in themselves, and every time the playerbase faffs with the numbers the BGS is responsible for watching, the dev's "Fix it."


tenor.png

Been known since before the game released!




https://forums.frontier.co.uk/showt...on-the-economy?p=889874&viewfull=1#post889874


And here's the video on how pricing is adjusted when commanders interfere with a market, basically, every system is an island to itself, with no communication to anywhere else...and everything just floats in a range around the galactic average. There really is no economy to speak of (the discussion starts are 32:42 if the link does not take you there)
[video=youtube_share;EvJPyjmfdz0]https://youtu.be/EvJPyjmfdz0?t=1963[/video]
EvJPyjmfdz0
 
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I'm a bit more awake now :D

* As stated above, there IS no economy in the game right now. No economy means credits are just a score, rather than actual intrinsic value. All credits are either from missions or selling stuff to and from NPC's.

* The BGS has absolutely zero effect on the economy, simply because there is no finite credit amount per system.

* Introducing a player economy would NOT be P2W, because that means paying real money to purchase in-game credits - which is not what I'm suggesting.

* It would be trivial to put measures in place to stop the ususal 'Fish for 500millon credits' way of trading real money by imposing a realistic upper level for items being sold.

These are just a few things I can think of right now :p
 

Been known since before the game released!




https://forums.frontier.co.uk/showt...on-the-economy?p=889874&viewfull=1#post889874


And here's the video on how pricing is adjusted when commanders interfere with a market, basically, every system is an island to itself, with no communication to anywhere else...and everything just floats in a range around the galactic average. There really is no economy to speak of (the discussion starts are 32:42 if the link does not take you there)
https://youtu.be/EvJPyjmfdz0?t=1963

This video is great... he kind of glossed over it, but the reporting tool they use is designed to let them know when "players are doing things that are outside of the normal" so they can go "correct it."

i.e. the BGS is nothing more than a tool to not have to store large databases and NOT a tool to help develop a growing, player-driven economy.

For those who haven't watched the above video at the timestamp (I recommend it), the idea is that every system has a "normal" and that a player will come in and buy from that station, which they record as a "deviation from the normal" (i.e. a station stocks 1,000 fish units, and a player buys 200, so the station records that as a modifier "0.8" of the normal, so that the next player can see that 200 units have been bought), and over time, the station BY ITSELF raises the number back to normal. This is not affected by players, or what systems are nearby, or anything but a multiplier incrementing its way back to "1.0."

That's why in Smeaton, they just kept feeding passengers over and over... and sometimes you'd find it really hard to get them and sometimes they'd be plentiful. It's got nothing to do with Allen Hub, or any other nearby system, it's just a number modifier climbing its way back to "1."
 
This video is great... he kind of glossed over it, but the reporting tool they use is designed to let them know when "players are doing things that are outside of the normal" so they can go "correct it."

i.e. the BGS is nothing more than a tool to not have to store large databases and NOT a tool to help develop a growing, player-driven economy.

For those who haven't watched the above video at the timestamp (I recommend it), the idea is that every system has a "normal" and that a player will come in and buy from that station, which they record as a "deviation from the normal" (i.e. a station stocks 1,000 fish units, and a player buys 200, so the station records that as a modifier "0.8" of the normal, so that the next player can see that 200 units have been bought), and over time, the station BY ITSELF raises the number back to normal. This is not affected by players, or what systems are nearby, or anything but a multiplier incrementing its way back to "1.0."

That's why in Smeaton, they just kept feeding passengers over and over... and sometimes you'd find it really hard to get them and sometimes they'd be plentiful. It's got nothing to do with Allen Hub, or any other nearby system, it's just a number modifier climbing its way back to "1."

A closed system.
 
A closed system.

Indeed. The BGS is a "procedural database management system" that's main purpose is to make the Dev's be able to manage 400billion datapoints realistically. They will occasionally use BGS data analytics to decide "where" to do some of the events they inject by hand (attacked stations, etc.) but the BGS does not "create" anything on its own. Everything in the BGS is designed to "return to zero" eventually. Any faction a player group temporarily puts "on top" or whatever, will, if left alone, go back to the way it was before without developer intervention.

"Background Simulation" just sounds WAY sexier than "Procedural SQS Database Management System."
 
Any faction a player group temporarily puts "on top" or whatever, will, if left alone, go back to the way it was before without developer intervention.

As far that I know, this is not true. I was doing missions in and around HIP 10716 just when 2.0 started and I returned there more than one year later to see that the factions were in a totally different position. Even stations' owners had changed, etc. even in the nearby systems. The system and its surroundings were used for power generator / skimmer missions, but also for Imperial rank during 2.0 - 2.1 days.
 
Makes toy wonder if there is a bgs at all supply and demand with all the players rushing to exploit should had effected price . Elite dangerous is a poor quality space shooter with the repeated demonstration of lack of trading simulation
 
Good OP. Good summary of past nerfs. I agree. Hate the change to passenger missions. ED sets up entire galaxy infrastructure for passenger missions, then nerfs it to oblivion. No reason to have passenger ships and missions anymore. What a waste of time getting passenger ships, gearing up for the runs, getting allied etc... . Even the runs themselves were mindnumbingly boring, but at least they rewarded player for loss of two hours of their life. What a waste of time. ED always nerfs/errs on the side of boring.
 
meanwhile, I'm doing 7 millions transporting 120 tons of cargo between large pads, 1,5 LY, 150 000ls away. on a good day, I can stack two of these missions in my type 9, 14 millions in less than 10 minutes.

I don't care so much about absolute rewards, but i like balanced, consistent options. If I enjoy myself as a bulk trader, don't kill it in favour of other things. 500 000 makes no sense compared to 7 millions.
 
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Give me a day and I'll make enough just doing RES/CZ to fully kit a Vulture for optimal CZ hunts. You definitely DON'T need to do non-combat things to gain enough money to fit a combat ship.. that's ludicrous lol
 
I agree 100%, couldn't put it better myself. I also love how we have a game where we are encouraged to play the way we want, and then we get told by endless cmdrs on their a-rated g5 high horses that we're playing the game wrong, go do this and that.
 
I agree 100%, couldn't put it better myself. I also love how we have a game where we are encouraged to play the way we want, and then we get told by endless cmdrs on their a-rated g5 high horses that we're playing the game wrong, go do this and that.
Blaze your own trail!

Unless that trail involves:

- A Docking Computer
- Playing in Solo
- Getting a 'conda too fast
- Playing in Mobius/PvE groups
- Faction grinding between stations


etc.etc.
 
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