ANNOUNCEMENT Game Balancing Pt.2

[URL='https://forums.frontier.co.uk/goto/post?id=8827879']BL1P said:[/URL] said:
Make the changes needed to warrant the increase in payouts feel justified and maybe even up the payouts in the most deadly of places. once they actually are deadly.

So in that case mining should pay close to nothing, since the risk is zero.
 
Seems perfectly logical to me. Since we're talking about NPCs, they are generated locally in your client, and the displayed number must be as well. Thus changing that number will require a client update, which they'd rather not do more often than they need to.

The information in your transaction tab, on the other hand, comes from the transaction server. Frontier can adjust that any time they want by making changes server-side.
That explanation makes a lot of sense - I wouldn't be surprised if that's how it is!
 
Seems perfectly logical to me. Since we're talking about NPCs, they are generated locally in your client, and the displayed number must be as well. Thus changing that number will require a client update, which they'd rather not do more often than they need to.

The information in your transaction tab, on the other hand, comes from the transaction server. Frontier can adjust that any time they want by making changes server-side.

Also, a nice demonstration about how poorly structured the code must be when you have the same logical value being generated in two separate and distinct ways.
 
Honestly, when I initially read through the changes I thought the numbers were a bit too high...

I mean, we’re talking about Sidewinder to A class Vulture in just a few hours here if you’re starting fresh...

But then, if I had it my way we’d all be scraping through the dust digging up lost cargo on planets to make credits.....sooo

I think it’s probably the best deal we’re going to get when it comes to pleasing everyone.

And that is why the purchase price for ships has to be adjusted to align better with the income per hour that these activities will generate - it simply has to be part of the rebalancing.

Rebalance the activities first, settle on the numbers that Fdev like, and then adjust ship prices to ensure proper progression over a sensible amount of time. .
 
I'm always a bit perturbed that HAZ Res gets used as the "benchmark" for NPC difficulty. PA Threat 5&6 sites (and Wing Assassinations) are the current "apex" difficulty activities, chock full of engineered threats. Since HAZ are persistent at all times, I'm ok with them peaking at vanilla, unengineered difficutlies.

PA Threat 5&6 which are limited to Lockdown/Civil Unrest (which will resolve as you hand in bounties or simply just wait) should be the peak earners for bounties.
Very true, though I was aiming more at Endless easy enemies in a Haz res for 1 mil each kill is easier than mining at current levels.

I may have gone overboard a bit but,what I am aiming at is, HAZ res is the highest of 4 levels of res and at the moment you can get 1mil a kill at no risk because the AI are too weak.
 
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And that is why the purchase price for ships has to be adjusted to align better with the income per hour that these activities will generate - it simply has to be part of the rebalancing.

Rebalance the activities first, settle on the numbers that Fdev like, and then adjust ship prices to ensure proper progression over a sensible amount of time. .
I agree, even if it's just the cost of the hull that goes up and module price remains the same it would be a good start.

Currently the first cargo run you do out of the starter system is enough to buy a Hauler/Adder, and after these BH changes a single well placed shot in the RES over in Dromi will buy you 3 Cobras or a T6.

It really would be nice to be put in the position where the player actively 'saves up' for things again FD (besides FC's), especially at the start of the game when you're meant to be poor and cobbling a career together.

Sidewinder/Hauler/Adder/Eagle gameplay is absolutely golden and if you were serious about the "health and longevity" of the game you should be doing more to prevent players from skimming straight over it...
 
My feedback would be to do a few things for bounty hunting.

First: if you are in a HazRes everything is 1.5x ish

Second: I do think that the base bounty should be x5 ish or more based on the NPC rank

Third: damage bonus. If you do the most damage then you get a bonus (1.5 x) if you are in a wing everyone gets the bonus as long as they helped with the kill.

Fourth: have the bonus of combat rank. If I am an elite then I get the base bounty + damage bonus x 9 if I'm harmless it is just x 1 (scales with each of the 9 combat ranks) . It takes a lot to get an elite in combat you should be rewarded for that ( I am assuming that you have already gotten elite in trade or exploration and unlocked the founders world before you get elite in combat) . This would also make it so that the issue (if you think it is an issue) with new players getting millions in one combat session would be a non issue.
 
Also, a nice demonstration about how poorly structured the code must be when you have the same logical value being generated in two separate and distinct ways.
I'm sorry, and how would you implement things differently, given that the game state is stored server-side and you want your current bounties to appear even if you log in from a different computer? Don't forget that the entire shared ED universe is already premised on multiple computers in different places independently computing the same values - that's how most of the galaxy can be procedurally generated while all players see the same resulting world.
 
Is the pulse wave scanner fixed yet?

Not going to lie, it feels like that's an intended nerf at this point... they just don't have the courage to officialize it as a "balancing" method lol
 
Is the pulse wave scanner fixed yet?

Not going to lie, it feels like that's an intended nerf at this point... they just don't have the courage to officialize it as a "balancing" method lol
This was discussed with the devs in today’s AMA. Here’s the gossip:-

Q: am sure you will agree that as the Pulse Wave Analyzer has, as of today, been broken for 87 days, can you commit to going to the devs at some time before next week’s AMA and securing us some meaningful answers to the following inquiries?
A. What exactly is the issue causing the error?
B. As it was broken in a patch that included no notes on a change to PWA, how and why was it adjusted?
C. How did you expect to rebalance mining last week with meaningful data on players behavior when the PWA being broken removed 2/3 of the mining game play loops from ‘proper activity’?


FDEV:
We have answered the PWA question in our opening post however I will answer it again here for you...

The team and I are acutely aware of the PWA issue and the justified frustrations this causes our players.

We have been raising it with the development team who are currently working hard trying to establish what has gone wrong and why.

Please bear in mind that this is an incredibly busy time for them and they are also hampered by working from home, which despite the best efforts of everyone involved does affect the collaborative effort when it comes to solving problems.
A) I do not know what is causing the issues
B) There were no notes on it because there was no intention to alter it
C) The re-balancing used historical data as well as current, as was stipulated this is an ongoing process and one we will refine if required.
 
hello, i would like to comment on my satisfaction with the increase in the bounty hunter's bonus. I'm new to the game and I'm loving the battles and I didn't feel well rewarded. Although I find the other activities to profit interesting, the one that really keeps me going for hours is combat and it is good to value it.
 
And that is why the purchase price for ships has to be adjusted to align better with the income per hour that these activities will generate - it simply has to be part of the rebalancing.

Rebalance the activities first, settle on the numbers that Fdev like, and then adjust ship prices to ensure proper progression over a sensible amount of time. .
Then wait for the salt storm.
 
And that is why the purchase price for ships has to be adjusted to align better with the income per hour that these activities will generate - it simply has to be part of the rebalancing.

Rebalance the activities first, settle on the numbers that Fdev like, and then adjust ship prices to ensure proper progression over a sensible amount of time. .
At this point it's possibly more feasible to require a certain rank to obtain a specific ship, in addition to the money. Then the speed at which you can acquire specific ships is tied to your experience in that field the ship is intended for. Requires, of course, a better scaling for trading and exploration. Multipurpose ships could have multiple rank requirements of which at least one had to be met.
 
OOOh combat rebalancing...

Could mission npc wrinkles also get buffed?

At least 2 million each please, because you're usually not in a combat ship when these happen. Unless you are, then its fun!

Thanks for considering.
 
Combat Buff: Pretty awesome so far.
Market Problem: FDev has incentivized people to STOP running EDMC & other 3rd party tools.

Concerning the mining 'nerf': Lowering payout for common mining minerals was understandable, needed even. However, they didn't just cap the top payout. Painite now has global demand and every single sale reduces the price for the next guy by a fair margin. This results in a rush where only the first couple people will get near the top price, and people are incentivized to NOT run 3rd party tools so that they can take advantage in case they find a good price.

Capping the price & global demand (maybe a buff here) would be fine. Having the buy price drop like a rock (-25% after 1-3 sales) pits the community against each other. And it's worst for the individual miner trying to find a good price to offload.
 
A well considered piece of feedback - thanks for this!
I fully support that. Also, Terrorist assassination missions hould pay even more as you need to go to a settlement to find your target, after that to track it and interdict it. Terrorists are commonly in a wing so you have more targets to take care.
p.s.: make elite solo assassination missions too with higher payout. And maybe add stronger npc pilots to challange even more experienced elite pilots. super engineered or whatever.
 
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