ANNOUNCEMENT Game Balancing

What FD should also take a look at is "get full bounty for firing at the shield once" bounty system.

It is easy to wait at the nav beacon, fire once at a wanted ship and then watch it get destroyed by the authorities while holding back.

A solution could be:

do more than 60% damage, get the full bounty
Bounties for everything below scale with the damage done to the target.
 
game modes wont make powerplay better.

The players who participate in powerplay and specifically avoid other players will just easily do so in open as they do in solo by playing with their networking. (on top of the actual intentional way instancing behaves not guaranteeing a shared instance even if a slot is open on all associated players instances).

so... it's kind of pointless to talk about open-only anything as a way to improve balance / fairness.
 
I'm a bit disappointed. I thought that Bruce would hang around for more than 15 minutes to address things in this thread. Same old, same old I guess.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
For the benefit of any doubt.

Moderators are allowed to hold an opinion and are at liberty to express them.

But, attacking a moderator for having an opinion is akin to farting in a wetsuit.. It's only the perpetrator who's going to suffer.

Please, be excellent to each other and us poor mods.
 
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

Perhaps "follow-up missions" could pay increasingly more for combat missions - so if the first one was paying 3M the next in chain could pay 5M and so on up to a limit (call it faction loyalty bonus or something). This way players would still need to find system in suitable state to stack those missions and earn way more money than normal.

Would love if AX combat paid more... way more.
 
Hooray for the balancing, and do think about both CQC and AX in the next rounds: CQC needs a lot of love (pretty please do something about the power-ups (and the cheating)), while the AX interceptor payouts also need a second look. Is a Basi 3x worse than a Cyc? And a Hydra 0.5 nastier than a Medusa? No they're not :)
 
Will there also be any patch notes or fixes along with these tweaks to mining, because the Pulse Wave Analyser has been broken for a VERY long time and mining is really weird to do at the moment anyways. It's been one of the highest voted things on the issue tracker and nobody seems to be addressing it.

Edit: It's been broken since the small update in September and 166 people have mentioned that it's broke, hell, I was having the issue all day yesterday: https://issues.frontierstore.net/issue-detail/19374
That's actually a very good question that I also would like to hear an answer to. It seems redundant to balance a gameplay mechanic that is not functioning as it was intended to.
 
I see this has started already as the games flooded with more errors and server time outs. Never seen so many different coloured Ships ( Error messages ) Certainly not Assure though. Atropos is extremely faulted and i can't log in just now to play. But fixing the game is a must and i'm sure screwing it up more, may be whats needed to recode it :p Well done Frontier
 
People wrote about it already, but I want to pile on top of it. AX Combat should pay the most when it comes to PvE Combat or even PvE in general, I don't think there is a higher skill ceiling outside of PvE in Elite. A good AX pilot should be able to make 100 - 200 million/h easily, or whatever mining can do with the new update + 25% - 50% on top.

You need a good ship, decent skills, unlock all kinds of tech, engineer the ship heavily - no profession requires that much investment and it should reflect that in its payout.

Yes I know there is some danger in this being too strong when we are talking people hunting in wings and taking out interceptors left and right (especially with that heart bug thingy), but it should still be the best paying profession no matter what.
 
Id like to thank our super commanders that use live feeds/streams and post weekly youtube videos. Without them. Frontier does'nt notice the faults. Not even with submitted tickets or bug reports. Does ED work better on pc or xbox??? or is it as buggy as ps4? considering a switch
 
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
Hi, I was just wondering if now would be a good time to bring up the balance of PVP, it's got a big community and we just wrapped up the Season 5 PVP league, the pvp Community has gotten together twice and even written an entire document about what we would like to see changed balance wise to pvp, to shift the meta that has existed for 5 years and to give all ships a chance in combat. So my question is as I say, is now a good time to bring up pvp balance, we pvpers play this game more than most and use every system the game has perhaps beyond its intended use with thousands of hours each, it would be great to see something shift after so long.
 
What one or many can do and what is right to do is a different pair of shoes. And smart people needs just a few words.

I talked with smart people with different opinions, without arguing or getting warned because of my point of view. Now go on other forums and check what I wrote and I can't say again even if it's more a violation of my right to contest something, than a violation of terms and rules i did attain to. Somebody can do criticism, others cannot.

And I wouldn't be offended if I got a warning before, if somebody thinks it was due i accept the weigh of what I stand for. Even tho I am one of the few considering it worth fighting for
 
cqc needs to be split into it's own game and divorced from the elite dangerous game altogether. It has no real purpose in being tied to it.

Instead, there should be a place or two or more where we can goto land and participate in the underground SRV races, stunt tracks and battle royales.

These would be accessible from within the main game and via entering an elevator pad in your srv on the planet's surface. lowering you down into a lobby where you pick your matches / track type. Then periodically they would have championships and the winners get periodic access to certain srv variants and fame in galnet if they break any records.

That would be fun. CQC is a waste of time with a crappy lore reasoning and no redeeming value to the actual game.
 

Yaffle

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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.
Powerplay I can live with. The BGS is a big no. It would single-handedly destroy solo/player groups in one fell swoop.

Now we're talking about balancing. Are you guys going to sort out the ridiculous way wing missions are rewarded, as they make little to no sense.
 
I really dont think mining is a issue, its the payout off all the other styles of play.
We need larger payouts for combat bonds for AX combat, Maybe some missions? Killing a Hydra pays 15mill and can take a hr or more of game play taking 1 down alone, and then the recourses remanufacturing amo, repair limpets adds to the cost. and then loosing a ship in battle costs us 5mill in rebuy fee's.

In the real world its mining that is billionaires, they will be the 1's to push us out to outer space looking for resources in real life.

Mining absolutely IS an issue. I want to mine, but I don't want to do it feeling like I'm ruining the game's progression for myself by making enough to buy a fleet of anacondas in a matter of days. And no, venting into space all my billions in profit is not an option.
 
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