ANNOUNCEMENT Game Balancing Pt.3

Reading all the mining complainers I suggest that Fdev makes a new game Elite:mining, where you can mine all you want and make 500mil/hr. A fracking gold mine for them if You ask me. 5% of sales to my acc please. I'm off to do some smuggling, not because it pays, but because its fun ✌
 
Others want a version where some thought is required.
Listen, I agree with this, but now the SSF and the core mining are not at all possible because the PWA is broken to hell. I'm for interesting mining ... For fabulous awards for it. But Fdev doesn't want to fix it. They said that laser mining was not profitable enough, but now all of the mining was suddenly killed. While on pirates now, on any trough, you can make a hundred million per hour by pressing three buttons and finally without thinking ... think about it bro
 
Yes, you wrong.
1. As atomic say- they NOT nerfed exploration.
2. "not combat"- only haul missions and mining- mining was absurdly op, haul missions was little too good, but ok, they hit it too hard, agree
3. They NOT nerfed passenger missions.
4. I think, that they NOT nerfed pure trade (someone checked trade mission "buy and deliver stuff"?
5. All combat activities was joke, bh? Without missions- 2/3m/h in unkillable god of war. CZ? Pathethic. AX? 15m for the biggest badass in game- hydra.

They nerfed 2 things, 1 absurdly broken, and 1 just too hard, not "all not combat".
 
Reading all the mining complainers I suggest that Fdev makes a new game Elite:mining, where you can mine all you want and make 500mil/hr. A fracking gold mine for them if You ask me. 5% of sales to my acc please. I'm off to do some smuggling, not because it pays, but because its fun ✌
I have a spare very good red Tuscany's wine,whenever you may roam around here we'll share it! 🍷🍷🍷🍷🍷🍷
 
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

I realized that fdev implements only those improvements that increase the grind, without fixing defects and not adding new types of job locations, etc.

Let's go then:
1.if the player took more than one mission, then pay less for each of them
2.if a player has a lot of cargo in the hold, it doesn't matter how much to pay him no more than a certain amount (see below)
3.if the player has a lot of scanned data, then lower the cost for each of them
4. to equalize the chances of new players with old ones, when registering each new player, take part of the money from the old ones or even zero them out, so as not to relax, so to speak.
4. Limit the price so that the player does not matter how much the mission cost or how many, how much cargo and what its price was on the card or inar, so that he could sell, hand over missions or data for no more than 5,000,000 credits, so that the player had to grind at least 1000 hours on the largest ship in the game - an aircraft carrier
5. What kind of insurances are so funny on ships, and why are they in general, if you lost your ship, be luyzen to grind on it again, otherwise CoreDynamics will go bankrupt again. Or if you often lose ships, then the insurance grows up to 50%, then you refuse to insure the ship and only buy a new one.
6. Something to quickly engineer ships, let's if suddenly the player already has an engineered ship, let the next required amount of materials for the engineer increase, for example, by a factor of 2. so that the grind is endless because this is the way in the game.


we will tell new players to give a respite from extortions, say for the same 1000 hours: if you did not have time to earn, your problems

Then the elite will really be dangerous for the psyche of each player and the players, as you think, will have to spend a lot of time in the game.
 
I realized that fdev implements only those improvements that increase the grind, without fixing defects and not adding new types of job locations, etc.
They nerfed literally 2 things in game, TWO (1 of them still is viable source of money, but I understand pain all people, which can't no longer earn 200-300m/h be pew pew to roids), and buffed 3 other XD
Rly, when I see this tears about "longer grind" I can talk only 1- This game isn't only about trucking and mining.
PS: "only longer grind", check first verion of engineers bro, without mat trader, with 1 mat in cargo after pick up fragment, and with random rolls with chance, that next roll will WORSE than previous, or old elite without crazy missions for 50m :)
 
They nerfed literally 2 things in game, TWO (1 of them still is viable source of money, but I understand pain all people, which can't no longer earn 200-300m/h be pew pew to roids), and buffed 3 other XD
Rly, when I see this tears about "longer grind" I can talk only 1- This game isn't only about trucking and mining.
PS: "only longer grind", check first verion of engineers bro, without mat trader, with 1 mat in cargo after pick up fragment, and with random rolls with chance, that next roll will WORSE than previous, or old elite without crazy missions for 50m :)

and I say too little nerfed, we need to put all the pilots on their knees even harder
 
I realized that fdev implements only those improvements that increase the grind, without fixing defects and not adding new types of job locations, etc.

Let's go then:
1.if the player took more than one mission, then pay less for each of them
2.if a player has a lot of cargo in the hold, it doesn't matter how much to pay him no more than a certain amount (see below)
3.if the player has a lot of scanned data, then lower the cost for each of them
4. to equalize the chances of new players with old ones, when registering each new player, take part of the money from the old ones or even zero them out, so as not to relax, so to speak.
4. Limit the price so that the player does not matter how much the mission cost or how many, how much cargo and what its price was on the card or inar, so that he could sell, hand over missions or data for no more than 5,000,000 credits, so that the player had to grind at least 1000 hours on the largest ship in the game - an aircraft carrier
5. What kind of insurances are so funny on ships, and why are they in general, if you lost your ship, be luyzen to grind on it again, otherwise CoreDynamics will go bankrupt again. Or if you often lose ships, then the insurance grows up to 50%, then you refuse to insure the ship and only buy a new one.
6. Something to quickly engineer ships, let's if suddenly the player already has an engineered ship, let the next required amount of materials for the engineer increase, for example, by a factor of 2. so that the grind is endless because this is the way in the game.


we will tell new players to give a respite from extortions, say for the same 1000 hours: if you did not have time to earn, your problems

Then the elite will really be dangerous for the psyche of each player and the players, as you think, will have to spend a lot of time in the game.
Here's another joke (not), follow-on missions I.E. deliver 2 or 3 units now paying 12,000 credits that's less than the nerfed data missions now. I repeat that is a follow-on mission when your fully allied. Who is going to do that? may as well do a nerfed data mission which also are not worth it. I think these follow on missions were meant to be a bonus.
 
Thanks for your sensible comment.
I'm just past caring I guess. What would be a less ironically sensible comment in your opinion if something you want to care for has issues in one area ignored for a long time, and then attempts to fix them by introducing the same problem in all other areas?

You're literally trying to right wrongs by stacking on more wrongs. Escalating rewards in exploration devalued exploration ranks ("road to riches" anyone?); escalating jump ranges made previous grand achievements like that trip to SagA* or Beagle more of an extended commute; power escalation through trivial no-downsides engineering devalued combat; escalating mining profits devalued trade ranks; now escalating rewards in combat and trade devalue those elite ranks as well. Hutton Truckers? More like Hutton Suckers for not affording a carrier and hopping over for coffee.

Randomly increasing numbers all over the place does not solve any of the problems this game has, it's compounding them. It would have been a small thing to make good on somehow, but I guess instant gratification is all one can expect these days.

Previous bad decisions and design? "What if I am in my Type-9 and there is that interesting combat zone I want/need to participate in?" Well, I can just transfer over a combat ship, and then log out for the evening and hope the thing is still going the next morning. Want to experience the terror of being hyperdicted by Thargoids? Go to Youtube I guess because unless you find that special sauce of 15 weird things and get lucky on top, good luck of that happening and it's not like those bugs actually do anything, there could be 5000 stations on fire at the same time, and nobody would need to bother as long as you can disable the icons on the map.
 
Looks like you've broken things further, the fines for Silver/Good/Palladium are disproportionate to the nerfed payout, 8m fine for 4m mission, I'm guessing you didn't twaek the line of code for fines when you cut the rewards back.

To add to that I just spotted a 12m cr wing mission with a 50m fine, won't be taking that one!
 
Mining must be re-balanced, was right to nerf it, but not how is now. My suggestion is to: 2x more chunk in deep core mining, 2.5x more material in the asteroid with SSD and 3x more material in asteroid with surface mining. It shouldn't be complicate to implement and should have a significant effect without touching nothing else. Considering the material price and time consuming, it should be almost ok, also should help all surface mining material to find a place in the market.

Commerce mission are killed, Taygeta is nerfed to the point where is almost useless, before the buff the mission given where ok in terms of credits / h, then you over buffed it, and again you over nerfed instead of a little step back and that have ruin all these type of missions to the point is almost useless to spend time on.
The Commodity Market used to commerce from a station to another need a remap, i want the old day with 300Ly voyager loop route and i want make money with it, now the only good that help is Agronomic Treatment, the others are useless to make a profitable route. Rare gods should be buffed in quantity and money earned for new loop routes !

Combat is a lot better now, instant kill a cyclop is the new mining frontier with almost no risk ^^

Passenger mission i have the premonition that will be like Taygeta: Buff missions, Robigo will be the new frontier of money so it will be over nerfed and will became useless, a story already saw.
In my opinion the Passenger mission have 3 major issue:
1) Dolphin, Orca, Beluga should be the top notch ship for passenger mission, but they are useless ship at the moment. They need reserved internal compartment for cabin and should transport a lot more passenger instead of other ships and should have less choice for optional internal.
2) Lack of Luxury passenger mission, a system with economy Turism should give a lot of luxury mission
3) Money given. The long range mission: should give 25Milion every 1000Ly for normal cabin and 30Milion every 1000Ly for luxury. If you consider a ship of 60Ly jump range, you should take around 35min to go and come back and it seem fair, so mission at 7KLy will become interesting. Normal range passenger mission are a bit difficult to balance, but should be the union of the LY + LS in my opinion, something like 200K every Ly and 10K every 1000Ls. All earning are considered when one is ally with the faction and elite rank,

My 2 cents
 
Payouts remain relatively high and will be monitored for any further necessary adjustments.
ehm... not winging or anything but it's safe to say You guys a bit overdone it. from 2-3mil per mission when allied to 50-60k is a bit over-kill nerfing tbf. are You planning to consider community feedback/concirns and readjusting those? I mean if I have to travel x amount of Ly to get required cargo, spend 15-20k credits to get paid those sums and work out some silly profit (on 180T missions...) that is not something a lot of people will be ready to do. And those fines... yes I want odyssey, and by all means do focus on that, but at least acknowledge that You read those posts and take them into consideration? I believe there are a lot of pi**ed off cmdrs out there.
 
Mining must be re-balanced, was right to nerf it, but not how is now. My suggestion is to: 2x more chunk in deep core mining, 2.5x more material in the asteroid with SSD and 3x more material in asteroid with surface mining. It shouldn't be complicate to implement and should have a significant effect without touching nothing else. Considering the material price and time consuming, it should be almost ok, also should help all surface mining material to find a place in the market.

Commerce mission are killed, Taygeta is nerfed to the point where is almost useless, before the buff the mission given where ok in terms of credits / h, then you over buffed it, and again you over nerfed instead of a little step back and that have ruin all these type of missions to the point is almost useless to spend time on.
The Commodity Market used to commerce from a station to another need a remap, i want the old day with 300Ly voyager loop route and i want make money with it, now the only good that help is Agronomic Treatment, the others are useless to make a profitable route. Rare gods should be buffed in quantity and money earned for new loop routes !

Combat is a lot better now, instant kill a cyclop is the new mining frontier with almost no risk ^^

Passenger mission i have the premonition that will be like Taygeta: Buff missions, Robigo will be the new frontier of money so it will be over nerfed and will became useless, a story already saw.
In my opinion the Passenger mission have 3 major issue:
1) Dolphin, Orca, Beluga should be the top notch ship for passenger mission, but they are useless ship at the moment. They need reserved internal compartment for cabin and should transport a lot more passenger instead of other ships and should have less choice for optional internal.
2) Lack of Luxury passenger mission, a system with economy Turism should give a lot of luxury mission
3) Money given. The long range mission: should give 25Milion every 1000Ly for normal cabin and 30Milion every 1000Ly for luxury. If you consider a ship of 60Ly jump range, you should take around 35min to go and come back and it seem fair, so mission at 7KLy will become interesting. Normal range passenger mission are a bit difficult to balance, but should be the union of the LY + LS in my opinion, something like 200K every Ly and 10K every 1000Ls. All earning are considered when one is ally with the faction and elite rank,

My 2 cents
I agree with you Passenger ships should be the best ships for passenger missions, otherwise what is the point in having passenger ships in the game. Cargo missions now have been made almost pointless for credits. Probably the only reason to take cargo delivery missions now is for reputation, or engineering materials, the financial incentive has gone.
 
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