What's Next?
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.
Can i just say that new players don't need to make 200+mil an hour to get anywhere in this game... just saying.
If youve managed to get an anaconda within 2 weeks of playing the game... expect to fall flat on your face within a month.
Can i just say that new players don't need to make 200+mil an hour to get anywhere in this game... just saying.
If youve managed to get an anaconda within 2 weeks of playing the game... expect to fall flat on your face within a month.
And soon enough you'll be jumping on the "cutTer iz betta than EverYthin" bandwagon.
You should really think about letting us bring in wanted NPC pilots alive for a considerably large payout compared to normal combat.
Give the wanted ship the ability to jettison an escape pod prior to their ship destruction that you would need to scoop up and bring to authority contact at a station. If the escape pod gets destroyed, you would just get the normal payout for the kill.
This would be an interesting way to give players more choice, better reward combat risk, and in general make the combat loop more interesting.
I think S&R comes under the 'Salvage' umbrella.I see that FDEV wants to increase salvage prices, that’s cool, while you’re at it, can you make search and rescue more viable? I’d love a nice bonus for scooping up escape pods before engaging an interceptor. My real life career is going to be search and rescue so I love my multi tool anaconda that can help people in many predicaments but it’s not financially rewarding at all.
Excatly, the biggest fun was to watch how my ships improve. be it modules or getting a new ship. Still remember when I finally could afford my cobra III.
The current money earning system takes that away from new players. It is like sidewinder -> X -> Anaconda and then get bored or frustrated becuase you can't fly it and get blown up at every corner.
Having NSPs reliably spawn would indeed be a good start.This is a popular opinion, but I disagree with this. Why? Because the vouchers could easily be farmed, it's just nobody's doing this yet simply because they aren't worth much. But as long as things stay the way they are, trying to make getting Codex vouchers into a decent source of income could easily put farming them into "gold rush of the month" territory. The way NSPs spawn and/or vouchers are awarded for them would have to be reworked first.
It also needs to be adjusted to the fact that a Hydra in general requires a non-negligible amount of materials for synthesis and that gathering these materials takes a long time as well with no payout in and off itself. In particular, many will need premium gauss ammunition to make the fight even remotely possible.PS: some values should be adjusted since for example a Hydra takes a hell long time to solo and all that but the idea is there I guess
You mean the PP UI that updates up to like 30 minutes AFTER a delivery occurs? You can dodge that in so many ways.
In BGS the mission NPCs may send assassins and all similar stuff you'd get on PP when holding merits. If you change the specialized scanners to show what kind of work a player has been doing and current missions they have, you'd achieve similar tracking that you get when you target a player and see their pledge.
Absolutely. Bounties are already by far the most effective BGS lever in terms of effort-to-effect on top of being insanely versatile due to the fact that you can gather them in one system and use them to swing influence in another. That second part alone makes them pretty broken - if you control a haz-res anywhere and expand into a system with a long cruise to the station, a carrier with a redemption office parked next to the star will let you push your influence up to control without ever docking at that system's station.
Hey Bruce,I'm pro Open-only Powerplay and BGS personally. I understand this is a long standing debate and know a few of the reasons it hasn't happened before. Maybe we'll be ready to have that conversation again sometime in the near future.
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.
Bruce, this is very minor in comparison to the much larger and more important things in your rebalancing efforts but I sure would like to see smuggling get some attention.
tl;dr -- simple change --> illegal (prohibited) goods should sell at a premium on the black market and not a discount compared to prevailing prices in legal markets. Just have the software check the status -- apply the premium if flagged as illegal (contrasted to simply stolen).
Here's the deal: apparently the black market buys goods at ~75% of the price the same goods are going for on the open market. Apparently illegal goods are in the same pricing schema as stolen goods.... when they shouldn't be.
That 25% discount is perfectly reasonable if the goods are stolen but otherwise legal. To use a current day example, a stolen car/TV/computer/whatever sold on the street will be sold for far less than what it can be purchased for from a legitimate dealer. That's why people buy stolen goods (discount); if it didn't sell for less the buyer would simply purchase it from a legitimate seller. Since both thief and vendor have little or no investment in the goods they don't mind selling at a discount since it's still a hefty profit margin.
On the other hand, goods that are illegal are not available from legitimate dealers. They are hard to obtain. But the people who want them really, really want them... whether it's booze, narcotics, explosives, whatever....it's a seller's market. Buyers are willing to pay a premium for them and it's the premium that makes the initial investment (buying in a legal market) and the risks of fines and intervention in getting them to the black market worthwhile.
Illegal goods should be sold at a premium on the black market, not at a discount. Otherwise it makes more economic sense simply to avoid the risk of fines and sell those goods on the open market in a system where they are legal. Leaving aside any discussion of the slave trade, as it stands now there isn't much incentive to engage in game play as a smuggler -- smuggling illegal goods that aren't also stolen (low or zero cost basis) -- as the smuggler is going to take a loss every time, even if there are no fines involved. It wouldn't take much of a premium to make it viable -- maybe as little as 25%.
I've always felt that playing in open should get "slighty" more reward that the other modes, mostly because of the risk of attack from other players. As far as PP is concered, I've always throught a hybrid model would suit it better. Make the Preparation part of powerplay available in all modes and the Control and Expansion Parts Open Only. That way both solo and private group players can still earn merits for their faction (but lets be honest, mostly for the modules), while the other two parts will provide meaningful PvP whilst cutting down on the Bots which can ruin the game mode.I'm pro Open-only Powerplay and BGS personally. I understand this is a long standing debate and know a few of the reasons it hasn't happened before. Maybe we'll be ready to have that conversation again sometime in the near future.