ANNOUNCEMENT Game Balancing

Could you also (as an incentive) lower or negate rebuy costs in Powerplay if you and your opponent is pledged?
I saw a couple posts regarding power play tweaks and have honestly had this rattling around in the back of my head:

All of the reward modules should be available in all class sizes, similar to how prismatic shields can be fit to any size shield slot. Weapons should be able to fit as small, medium, large and huge hardpoints, with a similar stat distribution compared to their non power play counterpart at the same size.

(I also think that having the pack hounds having the same missile size at each weapon size and just decrease/increase the number of missiles fired and magazine size to be in line with the size/damage estimates)


As for balancing the remainder of power play, I'm honestly not sure as it's been a while since I actively participated.

I for one would love a huge Mahon Retributor. It might cook my lasagna properly this time :D
 
As a PC using non Powerplayer who doesn’t deliberately do BGS stuff I am opposed to open only anything until console players can join in without having to pay for premium access.
I fail to see where lacking crossplay relates to powerplay being open only
 
The point is that by opposing a player faction/power, you run the risk of getting punished by someone working for that group who happens to see you. That's interesting gameplay for both parties.

The things you mentioned are obstacles that need to be adjusted rather than reasons why BGS should not be open-only. And timezones are a completely different story.
How can you adjust things ingame to avoid blocking? In an Open BGS a tiny cricket can sit on the system's lonely outpost's only medium pad and all others have to wait forever.... The same as a megaships only large pad. And how to avoid being killed after somebody travelled 500k ls distance for half an hour to get some blackboxes? The same with after an hour long surface settlement SRV mission - then killed before docking? etc.etc. These only result players will be run away from BGS, and only combat cmdrs would have a fun.

Its the same idea as "Mining only in Open" as the hotspots only would appear on the Nav Panel in Open, or miners forced to mine only in Resource Extraction Areas.
Seems dead?
 
Why does PvP have to be a zero sum game? It would be nice to participate in PvP even with crappy ships, skills and luck without needing to cover the all too frequent losses.

Why not introduce a 0cr rebuy when participating in PvP against a competing powerplay faction, to endore consentual PvP. Or allow military career as a fighter pilot without rebuys.
 
There is no fire without smoke, the risk may be worth it.

But I am sure that there are plenty of ways to reduce malicious intentions as much as possible while ensuring a bounty system specific to interesting players, based on the notoriety system or the accumulation of bounties on the same person, etc. ...

In any case, I can assure you that a bounty application between players will be welcome for a good number of people, with the exception of some gankers I guess.

This is the other thing. At that point you are breaking the 4th wall (like EVE) and bringing your CMDR persona into real life, Don't you think side feuds outside the game will just spice the Universe up?
 
Personally, I have no problem with mining prices to be nerfed, but I would like to see hotspot yields buffed. There's nothing more frustrating than going to a Painite hotspot and not find a single asteroid with Painite after an hour of mining. This is the stereotypical RNG that Elite has become infamous for over the years. When I go mining, I want to mine, not play "pin the tail prospector limpet on the donkey asteroid."

In Space Engineers, when I find a hotspot, it gives me a very reliable supply of that ore. Now actually finding said hotspots can be a challenge, but when I finally do and get my mining equipment out, I can then focus on mining.
 
I'm really happy to see income balancing. I have to admit that mining's incomes have been quite off since the introduction of the new mining mechanics.

On the other hand, I'm really looking forward to combat incomes improvements and I really hope they'll also affect combat bonds / AX combat.

Thanks FDev !

o7
 

rootsrat

Volunteer Moderator
Greetings Commanders!

Game balance has been at the heart of many discussions around Elite Dangerous, for a long time, and rightly so. At its core, Elite Dangerous is about blazing your own trail and we want all Commanders to feel fairly rewarded for whichever path they choose.

To this end, we have taken a close look at the current state of the game and where we would like it to be. Using our data combined with your feedback, we have created a plan of incremental changes we hope will bring the key gameplay mechanics more in line with each other.

What's Changing?

Elite Dangerous has seen a lot of changes since its release in 2014. Among many other aspects of the game, these changes have affected the core gameplay elements and how players earn credits. Over that time, while we have made some balancing adjustments, these elements have inevitably grown out of sync.

In response to your feedback, will bring a series of balancing adjustments to the rate at which credits are earned in each core gameplay mechanic: mining, trade, combat and exploration. Our goal is to have rewards better match the level of skill, effort, and risk each method requires. This means we'll see increased credit rates in some activities and reductions in others.

Crucially, this re-balancing will be an ongoing process where we spend time observing how the changes affect the game and how you, the community, respond both in-game and with your feedback. This may mean several adjustments are needed for each type of gameplay before settling on final values. Giving each method attention in isolation will allow us to more accurately see the results and tweak accordingly, hence the step by step approach, but ultimately they all need to work in the context of each other.

Mining and combat stand out from your feedback as needing the most attention with regards to balancing. As such, we will begin with mining, bring the top range down to a point we see as fair and look at which aspects of mining should offer the greatest rewards based on the skill required.

After this, we intend to look at increasing bounties and solo combat missions in the weeks that follow to meet expected levels. From there we can turn to the still important but less pressing elements such as other mission types and exploration.

These changes will be woven into Elite Dangerous lore and introduced through the narrative. The first can be expected early next week in the form of a GalNet article.

Mining and Trade

Mining has been the most lucrative role within Elite Dangerous for a long time. While this makes perfect sense as pilots find, extract, and transport huge quantities of precious minerals, the gap has become disproportional. This has allowed even brand new Commanders to become wealthy enough to buy the highest performing ships very quickly. For the health and longevity of Elite Dangerous, we're going to considerably reduce the payout of this activity so that it remains lucrative but players won't feel compelled to head out to the latest triple hotspot whenever they need credits.

The following changes will be implemented early next week as a starting point:

These approximate maximum prices offered by markets for the following commodities will be introduced:
  • Painite - 600,000
  • Low Temperature Diamonds - 700,000
  • Void Opals - 1,300,000

To recognise and reward the extra effort and skill needed for core mining, the majority of minerals extracted this way will see an increase in price, barring Void Opals mentioned above. Several mining commodities which can be bought will have the range of their prices increased, resulting in a higher number of goods with strong profit margins (25,000+) when commodity markets are in suitable states.

To benefit trade, we'll also bring the following changes:
  • Commodity markets will offer the average price rather than minimum price when selling in bulk. This will affect all commodities.
  • The base prices of a number of general salvage items will be increased.

What's Next?

As above, these first changes will happen early next week. We'll spend time observing their effects and listening to your feedback before deciding whether further adjustments are needed.

Next, we intend to adjust combat rewards in the form of bounties and mission payouts. You can expect to hear the planned changes before the date is announced in a post similar to this one.

Thank you in advance for your patience and understanding that this isn't a fast process and it will take time for the effects to become clear.

We would also most importantly like to thank you for your continued constructive feedback on this topic, which will be invaluable during this process!

Thanks for your support,

o7

Thanks guys. These changes are long overdue IMO and it's great to finally see them being implemented. I am especially happy about the salvage prices going up! Also massive kudos for doing it lore-friendly way, rather than hacking it in "just like that".

(y) :cool:
 
I'm really glad to see "Health of the game" discussed. I think if that is ultimately the long term goal you guys are very much on the right track.
 
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