ANNOUNCEMENT Game Balancing

I seem to rember this to go live on monday (maybe it was said in the stream?), but I guess it's too late today, so maybe tomorrow?

Update: https://community.elitedangerous.com/galnet/uid/5fbbaf8df406bb624f1153ea

Pilots Federation ALERT

Volatile trading markets have caused widespread price changes on several commodities, with a focus on the mining sector.

Alongside general market instability, unprecedented stock levels for a range of mined materials such as painite – once the gold standard of many systems – mean they now have uncertain futures.

Many financial experts predicted this correction to the markets, and saw it as an inevitable change. Others see this as a direct result of escalating tensions between the Empire and the Federation, with a few dismissing it as a minor anomaly and that prices will rapidly return to normal.

Professor Ophelia Kaufmann, head of economics at Orion Independent University, observed:

“There is certainly historical precedent for volatile markets during periods of political instability. Whatever the real cause or outlook in the short term, commodity values have become far more susceptible to market forces.”

“This is a notoriously difficult field in which to make predictions, but it is likely that prices for some lower-value goods may increase. The only certainty is of further fluctuations, but their severity will largely depend on how the precarious situation between superpowers is resolved.”
 
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Because said shortcut-takers are getting their bottom handed on a plate, usually don't even have a rebuy, and then it's suddenly the game that's bad when they're back to square one.

And they are right about it. There isn't anything within the game that would give players the information they need to understand it and to successfully play it. That is a big flaw of ED and not the fault of the players.

Sure you could massively reduce every possibility to make money in the game and hope that players somehow magically understand the game, gather more experience and become able to successfully play it after struggling for a couple years. Strangely, players aren't going to do that because the game is way too boring to keep playing it, especially when you can't make good money in the game.

But if the game were rich in information and would allow players to learn all that information buy playing and exploring the game, it wouldn't be so boring.

Elite has 35 years of history. Lots of people would be willing to provide content and information even without getting payed for it. But it look at it, the game is totally empty, and that is its downfall.
 
Just a question as someone who has infrequent visits to forums. what does this mean \o/
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Ok 150 mil an hour - what's fair? bet I'm closer with the first answer.

As a maximum? I have no idea, depends on the activity. 15 mill is ridiculously low for any experienced player. 300+ mill an hour is also ludicrous for strip mining. The team seem to be moving in the right direction, we'll all test and hopefully they will listen to the sensible feedback.
 
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If there are people like you, who like to use exploits to get to stuff sooner than intended then the game should allow them to do it, but in a different way, some more complicated and hidden way, that wouldn't affect the gameplay of others.

There shouldn't be any exploits needed to get stuff/lots of money. Why shouldn't players be able to work for their stuff/money and get it pretty fast?

As was pointed out, you still need experience or all the stuff/money aren't going to be very useful. The stuff/money only makes it possible for the player who has them to learn this.

A player who doesn't have them can't learn that because the game doesn't allow it. And /that/ is a flaw of the game; it's not a matter of exploits or not allowing players to get stuff/money fast and not a matter of cranking commodity prices and rewards.
 
My second account which I am 12weeks 7 days into was created so that I could go through the game without using too much of the current "it's an exploit" "it's not an exploit" scenario. I have amassed a measly 5.6 billion and never bought a carrier. I am going to sit on it for a while and see what time brings as I don't need the upkeep.

If it does go to 15 mil an hour there will be far fewer carriers and an explosion of "screw this I'm off" posts.

We always needed a place to store all our ships and materials and take them with us but Not at this price!
This also needs balancing.
 
As a maximum? I have no idea, depends on the activity. 15 mill is ridiculously low for any experienced player. 300+ mill an hour is also ludicrous for strip mining. The team seem to be moving in the right direction, we'll all test and hopefully they will listen to the sensible feedback.
Give it a go. what do you 'Think' is fair? seriously. Regardless of activity.
 
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The problem is people expecting owning one [a big ship] to transform their experience of the game and when they get one finding it doesn’t and getting disillusioned. They then blame the game for being a grind fest or too penal.
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That is a problem for the longevity of the game and the retention of new players
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You seem to be saying that the game is giving players a poor experience which doesn't improve when they get bigger ships. Therefore, players should subject themselves to the poor experience for longer amounts of time because it would be good if new players wouldn't quit playing so soon.

I agree, except that I'd rather see the game changed so that it gives everyone a better experience. Then players wouldn't quit so easily because they wouldn't want to.
 
There shouldn't be any exploits needed to get stuff/lots of money. Why shouldn't players be able to work for their stuff/money and get it pretty fast?

As was pointed out, you still need experience or all the stuff/money aren't going to be very useful. The stuff/money only makes it possible for the player who has them to learn this.

A player who doesn't have them can't learn that because the game doesn't allow it. And /that/ is a flaw of the game; it's not a matter of exploits or not allowing players to get stuff/money fast and not a matter of cranking commodity prices and rewards.
A long time ago in a galaxy far far away we used to have temporary gold rushes...

The stars would align, the system state would click and suddenly the mission board would light up with tempting missions that were paying unusually well, not ludicrously well, but above average...

I made it my self appointed task to locate these rare systems and let the guys over in the newcomers forum know about them so they could join the party and make some credits. Watching the traffic report swell as cash starved cmdr’s flowed into the system was glorious...

After a day or so the system would dry up and we’d all be on our way, discussing our profits, spending our coin and eagerly looking for the next opportunity.

This, in my opinion, is what’s been missing from ED for the last few years.

Now we just quietly pull up a website and go shoot rocks, there’s no need to collaborate. We can all have whatever ship we like after watching a 5 minute YouTube video...

That’s not right in my opinion.

I’d clear my CMDR tomorrow to have that old galaxy back.
 
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