ANNOUNCEMENT Game Balancing Pt.3

Mining needed to be nerfed, although I'm not sure it has been by much. Cargo has certainly not been nerfed so far, but correction of last week's unintended buff will be good. Combat is getting a significant buff.

Its been nerfed too much and more importantly the market instability is ABSURD, especially for those with lives outside of the game. You literally see a decent price finally head there and its gone. Or even refresh 5 minutes later and its gone.
 
All you had to do was nerf mining in the first instance. That was it.

One nerf would have fixed the most egregious issue. Other balancing nerfs could have followed on after bedding that in. Now all you are doing is creating more reward inflation,
Because you know, "how many I can earn" is 1 thing.
But other thing is "what is more profitable"
Combat should be better than mining, and AX should be better than bh.
But yes, you have partially right, now I see, than even in small, weak, cheap eagle you can earn 500k by single kill, I know and understand, that some things should be better than other, but IMO numbers are just too big. 500k? From 1 kill? In ship for 300k? This is crazy, after 3-4 kills I have enough cash to viper with reactive armour :D
 
Reward inflation - and the accompanying devaluation of the game's big-ticket items - is definitely a ramification of these changes. Hopefully Frontier are aware of this and have a plan for it. However, it's about trade-offs, and for my money having the rewards for in-game actions feel commensurate with the skill and risk involved in them is more important right now.

I don't think it's as simple as nerfing mining. Other things were out of whack.

One thing Elite does very well is keep the small ships useful into the late-game. I've been playing for six years and I still mostly fly small and medium ships.

Potentially adding a zero to the cost of all the ships would be one way to correct for inflation.
 
Its been nerfed too much and more importantly the market instability is ABSURD, especially for those with lives outside of the game. You literally see a decent price finally head there and its gone. Or even refresh 5 minutes later and its gone.
Yes? I want simple answer- how many cash miner can earn in hour by mining all things, you know, painite, platinium, palladium, osmium, maybe gold and silver. We are talking about common and average prices, not "top" prices.
 
I agree with all of these points. On the Combat rank issue, people refer to it as a grind because they make it their mission to get it as soon as possible rather than passively through general play (which may be how it was designed, hence the high requirement). So the question is which method we should balance it around.

CQC Elite is unrealistic as it stands and the whole content probably needs a total revamp before the ranks are considered.
Hi Bruce.
I've been playing 'passively' since launch - no grinding away at ranks and just doing stuff I enjoy. Specifically delivery missions and more recently a bit of bounty hunting for TDW (definitely no xeno though, long live our thargoid friends 👾 ).
I strongly feel that allowing missions to contribute to rank has unbalanced the progression - Trade and explorer ranks seem especially skewed when deliveries and passenger missions pay out so much more than just normal trading and handing in exploration data. I got to elite trader almost exclusively by doing delivery missions which seems wrong.

Where rank progression is based on credits earned it might be worth taking a look at calculating it in a way that only includes the 'core' activity rather than the big payouts from missions.
 
Mining needed to be nerfed, although I'm not sure it has been by much. Cargo has certainly not been nerfed so far, but correction of last week's unintended buff will be good. Combat is getting a significant buff.
Dunno man. I was making decent money yesterday and the day before moving materials for the first time. Now the price/ton is below 1/10th of what it was for the last two days.
 
The "balance" you guys call out really sucks.

made mining a pain, then made cargo missions worthless... even the data delivery missions has a side effect (LoL - It kind of remember me of the eggexploit FIX that up PWA)
 
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I think you misunderstand how big the bubble is, how many systems there are, how spread out activity is and that while some BGS and power play groups and players may agree on doing it in open only, they do not necessarily have conflicts with each other.
No you just really don't seem to understand. I actually thought you were being obtuse.
 
Reward inflation - and the accompanying devaluation of the game's big-ticket items - is definitely a ramification of these changes. Hopefully Frontier are aware of this and have a plan for it. However, it's about trade-offs, and for my money having the rewards for in-game actions feel commensurate with the skill and risk involved in them is more important right now.

I don't think it's as simple as nerfing mining. Other things were out of whack.

One thing Elite does very well is keep the small ships useful into the late-game. I've been playing for six years and I still mostly fly small and medium ships.

Potentially adding a zero to the cost of all the ships would be one way to correct for inflation.

Yes I've always felt it is a bit strange to be able to earn the cost of a cobra for a risk free delivery / mining mission very early on in the game.
 
Arguably if BGS is supposed to make space feel alive, currently it serves the opposite function. I highly doubt that Open BGS would result in PvP everywhere - it would if anything spread the current crop of gankers far too thin to make any remarkable difference.
Obviously Open BGS wouldn't change more than marginally the amount of PvP which currently goes on - the gankers would hang around Deciat and Shinrarta as usual shooting the people who aren't (intentionally) playing the BGS there, because where else are they going to find targets - the BGS groups would meanwhile continue steamrollering mostly-unopposed systems, and competing through other methods.

The sheer size of the galaxy is what makes Open feel dead, nothing to do with the BGS.

Of course, the sheer size of the galaxy is required so that every PMF can have a mini-empire of ten systems or so to call its own. If the bubble was reduced to the few thousand systems the player base actually needs, PMFs would be on basically "you can have a system each" and there might be rather more conflict in the first place.

Film and report them. Interdict them. Take out their drives. Or even blow them up, pay the bounty, and chalk it up as the cost of doing business.

All preferable options to 'allow them to steamroll us unopposed and invisible' IMO
Any attempt to deal with bots by directly contesting them is going to run into the problem that they can work 24/7 and you can't.

A really big group with a relatively small system count might have the people to waste on the extensive patrols needed to tell the difference between a bot and a single-minded player in any specific case. Perhaps. But most groups if they patrol four hours and the bot works the other twenty, the bot still comes out way ahead.

That one I think has to be for Frontier to solve (somehow) by detecting them whether another player is around to see them or not ... and/or by rebalancing the BGS so that unbottable actions - and that the basic getting from A to B is bottable to start with is a problem even if there's no actual bots! - play a much heavier role in it in the first place.
 
Greetings Commanders,

Welcome to the third and final set of game balancing changes this side of 2021. In the new year, we'll turn our attention to other aspects of the game that you've raised in your suggestions and feedback. As promised, we're making some further balancing changes to other elements of combat which can be expected alongside a GalNet article later today:

Combat Bonds
High-end NPC combat bonds will provide many more credits, seeing an increase from around 80,000Cr to 400,000Cr. Similar to the recently updated bounties values, the HUD will not reflect the new figure after a kill, but the transaction tab will. These may (rarely) appear to be issued by the Pilot's Federation.

Anti-Xeno Combat
Thargoid combat bonds will provide 4x as many credits as before.

The experience gained from Thargoids which contributes to Combat rank has been re-scaled. This means that Thargoid scouts will provide less than before, however each interceptor will offer more than the last, all the way up to Hydras. The exact amount earned will vary according to the number of pilots who contribute to the kill as well as their various combat ranks.

Delivery Missions
The increase in minable commodity prices has had an unexpectedly large effect on delivery missions due to compounding multipliers, allowing large numbers of credits to be earned with minimal risk and effort. To re-focus the earnings on the effort made, the rewards for these have been changed so that the distance travelled and quantity transported has a larger effect on the pay. Payouts remain relatively high and will be monitored for any further necessary adjustments.

Thank you as always for your replies and insights. Your feedback continues to be invaluable and will drive the further changes in the new year. In the meantime, let us know what you think about the adjustments above!

o7
@Bruce Garrido @Arthur Tolmie
Really, really appreciate the team's efforts at this. Badly needed and will leave the game in a stronger place.
o7
 
I think payments for AX will be too big. I understand the risk but with good build and a little bit of skill you can easily instakill solo Cyclop or Basilisk in one wing. Alone in can kill this way around 30 Cyclops per hour. From my experience in flying as part of wing with a little less experienced pilots I expect around 15-20 Basilisk in same time that would give each of 4 players in a wing a money for new fleet carrier after around 10-12h of play.
 
i think the lower end goids are fine in pay but the higher end ones i feel really need to be more bang for your buck. it feels to risky to take them on
 
On the Combat rank issue, people refer to it as a grind because they make it their mission to get it as soon as possible rather than passively through general play (which may be how it was designed, hence the high requirement). So the question is which method we should balance it around.
It took me 5 years to get combat Elite during general play including Interceptor combat, felt like a proper achievement when it happened.
Yet folk can do it in a month when focussed. I have no idea how you'd balance that

CQC Elite is unrealistic as it stands and the whole content probably needs a total revamp before the ranks are considered.
That's great to hear.
 
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