rootsrat
Volunteer Moderator
@Bruce Garrido Considering that you list Mining as a separate core activity, are you planning to introduce a separate mining rank in addition to Combat, Exploration and Trade (and CQC)?
A bit off topic, but yes, I would agree that anyone killing a Hydra solo actually should qualify for immediate combat elite.There’s been a lot talk about increased AX payouts am not sure if this has been covered but saying AX combat is the hardest and most risky PvE in a elite I think the experience you get from a kill should be increased as well with each interceptor giving you more with bigger thargoids. I don’t think you should gain the same amount of experience towards your combat rank for killing a scout and then get the same for killing a hydra will this be looked at?
That will require a bigger PP rework. As is
a) Fortification doesn't really care about solo or open - a few potential rebuys, but a dedicated effort to fortification will always succeed.
b) Undermining on the other hand is doomed to fail the moment you are spotted in doing so => see a).
Speaking of which and getting back on-topic - currently dropped PP cargo has no (black) market value - it would be great to earn some extra credits by sending hatchbreaker limpets at my targets before I kill them. Right now all I get is a bounty and worthless but illegal cargo...
As a brand new player (week old), this really makes me want to stop playing.
It is a major challenge to start a game that has been ongoing for years. While I could go on & on about the enormous amount of new player friction that is built into the game, that is a separate topic.
Making enough money to be able to afford to meaningfully participate in various activities is one of many walls new players hit.
For a Hydra, definitly 100M cr reward considering the time and skill needed to do it.It's certainly open for consideration. Let us know how you think AX combat payouts should be adjusted.
As a brand new player (week old), this really makes me want to stop playing.
It is a major challenge to start a game that has been ongoing for years. While I could go on & on about the enormous amount of new player friction that is built into the game, that is a separate topic.
Making enough money to be able to afford to meaningfully participate in various activities is one of many walls new players hit. I get that money has been easy to come by for years & that has caused many of the older players to play in what amounts to a post scarcity society. Where they have so much money, that it means nothing. They can afford to lose ships left, right & center & not blink.
Have the devs stopped caring about getting & retaining new players?
I can promise you that new players will be looking up guides & finding a ton of resources saying that players for years were able to ride a gravy train to money but they won't be able to because devs decided that the money hill needed to be steeper for new players.
Just another new player friction brick on the wall.
That's a tough one as alt accounts might never be "friends" in game so you could rack up a large bounty on one, then have someone claim it, then reciprocate with their alt account. I presume you have no way to tie accounts with all their alts, a unique machine ID generated from the hardware or similar probably violates some rule somewhere. Plus, this doesn't happen if they have multiple physical, or perhaps virtual machines to use.
The easy stuff (to implement)..
These will make the process of gaming the system slower and more involved and that might be enough to reduce the occurrence to a low enough number to be satisfactory.
- Rule out bounty payments to people who are, or have been friends within some time frame.
- Rule out bounty payments for people who have claimed a bounty from that same bounty target within some time frame.
- Rule out bounty payments for people who have had their own bounty claimed by the bounty target within some time frame.
Unfortunately some of those impact legitimate scenarios, particularly #3, as you might be claiming a bounty in vengeance/retribution and this would prevent that, but perhaps revenge is enough?
Even #1 impacts the scenario where people have a falling out, or someone is discovered to be 5th column, etc.
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 thetailprospector limpet on thedonkeyasteroid."
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.
Looks like AX will get a huge increase.. Cause now fdev listens to complains... Can not wait to see the next exploit.. 150 million for a hydra , speedyboi for 10 times a cyclops.. Oh yes we can instagib them... And cyclops needs no adjusting.. So a Hydra is 75 times more difficult compared to a cyclops?
I say no to the nerfs. I say yes to the buffs. If painite is a problem, then increase time of mining painite by reducing maximum number of painite to mine from single rock.
Isn't it just.Thats a mighty spicy stance there, sir.
I haven't looked at CQC rewards enough to know how it currently works, but I support the notion that it should pay much more than now.
On the interaction between players part, I think it should be fine to simply increase rewards depending on how many players participated in the match. As it becomes more difficult to gather more people "just to game the system". It would also be rewarding to players as matches with more players are more difficult in my experience (it's easier to "gang up" on others). Well, I say this, but I obviously don't want to say that it should be the only factor affecting payout here
I believe CQC should at least pay as much as mid-level bounty hunting (500k-1M per hour roughly) on the low end and as much as high-level conflict zones (5-8M per hour) as I'd argue the challenge to the player hovers in that area.
Isn't it just.
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.
I'm Elite in CQC, and have earned 16.5 million in 15 months of playing. Even if Frontier DON'T increase credits payout for CQC - I think getting ARX for it, is at least a compromise...
But it doesn't,
I sincerely doubt that they are suddenly going to shift to a player run economy at this late date.Hence my use of the words 'or should', base on what they said in the LS about it, it should and that may be the approach they are taking.