ANNOUNCEMENT Game Balancing

p front then pulse before unlocking the camera and looking around. That's what I do, saves me having turn around for nothing. Additionally, I have found cores quite far away but usually just as I'm passing them. Occasionally I'll see one last minute, in fact last night I swear I SAW a core asteroid spawn in then start glowing like sunset in the corner of my eye. I captured it but I haven't viewed the video yet.
Or set up a VA macro to pulse the PWA automatically.
 
I thought the quality goes for the whole system. I can't tell for sure if I always checked the particular planet having the rings with hotspots. Maybe I'll go check what I find, making sure what the quality is. I didn't want to play again before Odessey has been released, but this might bother me enough to take a look ...

I'm not sure, I always check the planet myself. I have heard somewhere that overmined spots take at least a week to replenish, not sure where though.

I'll look into the Kinect thing, thanks.

What happens when you use two ships (in a wing), both equipped with PWSs, flying at a distance after each other? Will the following ship see the asteroids that were scanned by the first ship already glow because the first ship already passed them? Such a kind of wing mining could save a lot of time maybe?

What if you use more ships that all scan the same place, flying in some formation?

You're welcome. I actually prefer that but I just never got one for the xbone. As to the rest I have no clue. I've only multicrewed myself and briefly at that.
 
Unfortunately your thought experiment has one glaring flaw. There is no new or different content to experience with a bigger ship. All the activities you can do in a big ship you can do in a Sidewinder. Ever hear of the guys who got to triple Elite just using the Sidewinder? Or seen Exigeous’ vids of him doing PvP Piracy in a Sidewinder or the vids of solo Thargoid kills in a Sidewinder?
There is a perception that the big ships are more fun. They aren’t. Go bounty hunting in a Sidewinder and you get a real sense of danger and you have to fly well and exercise judgement to survive. Fast forward to a fully kitted out and engineered Corvette. Drop into a Haz Res site with it and blow up everything you see, zero risk. It is too easy and very boring. I have a Cutter. It is boring as hell, has the inertia of a planet and flies like a brick. Why do I have it? It is a very efficient way of hauling a lot of cargo, so I use when I need to, but swap to something else ASAP.
Some of the smaller ships are just plain better too. DBX is cheap as chips and one of the best exploration ships in the game. The FDL widely regarded as one of the best fighters. Mine fully kitted out cost less than 90 mil. An hours mining at the new rate.
The people who are going to be most affected by all this are the content creators who make how to get rich quick in ED videos. There are going to be 3 times as long now as they have to explain all the ways you can make money!

That's actually my point though. What if your grind out credits doing missions for weeks/months/ basically many many HOURS to finally get that big ship you were thinking of only to find out you hate flying it. So then you spend more credits and time to try to A rate and engineer it to "make it feel better" and you still don't like it. You've now wasted a ton of time and effort and that feels bad.

What I'm suggesting is reduce the credit wall that higher credit/hr activities provide (keep in mind, you are still putting in hours to do) that people enjoy (by having choice on what they do since they ideally pay similar rates) and then the reward is better. Let's say I spend 10 hours grinding for an A rated Anaconda and I find out I hate it. That doesn't feel great, but hey I learned something. Maybe I can repurpose it. Now if it took me 60+ hours to get it? That feels terrible. That's what I want to avoid and why I think that having lucrative activities isn't a bad thing. There is more to do after you simply purchase the hull. The ship just gives you a different playstyle and options, which is the most important part; Player choice
 
Can the mighty Anaconda, and large ships in general, be balanced against smaller and more nimble ships? The Anaconda has way too low hull mass for it's integrity, and all the larger ships have turn rates that would black out their crews from g-loads, let alone the structural problems. If the larger ships were slower to turn, and had more focus on turreted weaponry, they'd be more compelling to fly as a crew, and smaller ships and SLFs would feel more relevant to fly. And if the large ships have turn rates dialled down, mid size ships should have turn rate adjustments as well, so that it's a growing trade-off between mass and agility. As for anaconda's FSD range, it always struck me as an outlier anyway, but perhaps with it's cavernous interior space and modular design, it could get a size upgrade on it's FSD to balance out any losses.
 
That's actually my point though. What if your grind out credits doing missions for weeks/months/ basically many many HOURS to finally get that big ship you were thinking of only to find out you hate flying it. So then you spend more credits and time to try to A rate and engineer it to "make it feel better" and you still don't like it. You've now wasted a ton of time and effort and that feels bad.

What I'm suggesting is reduce the credit wall that higher credit/hr activities provide (keep in mind, you are still putting in hours to do) that people enjoy (by having choice on what they do since they ideally pay similar rates) and then the reward is better. Let's say I spend 10 hours grinding for an A rated Anaconda and I find out I hate it. That doesn't feel great, but hey I learned something. Maybe I can repurpose it. Now if it took me 60+ hours to get it? That feels terrible. That's what I want to avoid and why I think that having lucrative activities isn't a bad thing. There is more to do after you simply purchase the hull. The ship just gives you a different playstyle and options, which is the most important part; Player choice
Using your example of the Anaconda. Many players do actually hate the thing and refuse to fly it after buying and A rating it. The good news is that you don't actually lose credits when you sell modules so the loss is mostly returned, you lose a bit on the hull but like you said, you learned something...

Almost everything you do in ED earns credits, it's really one of the main motivators for undocking your ship in the first place, it's a space career and one of the reasons to have a career is to make money/credits. When the game is configured to make credits too quickly it somewhat shortens that career.

It's probably at this point I invite a severe flaming and trigger a few people but beneath all that the game is actually pretty shallow.

Once you have more credits than you know what to do with you just kind of....exist.....and you then really need to work hard at creating your own content.....some explore, some kill aliens, many lean heavily on the community to keep themselves going (myself included 🤣)...

...or you re-start your cmdr! Have another career and pace yourself and enjoy being the little guy...that's honestly where a lot of the fun is.

Many of the players who want a credit rich/'arcade mode' utopia in Elite simply won't be here next year. It's probably just not the game for them.....but I'll still be here and I won't have to listen to the crying, so that's a plus.
 
Many of the players who want a credit rich/'arcade mode' utopia in Elite simply won't be here next year. It's probably just not the game for them.....but I'll still be here and I won't have to listen to the crying, so that's a plus.
I may not be here if they don't get Private Group and Wing fixed.
 
Well the new payouts are pretty nice.
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Wouldnt mind doing those missions if they paid out like that. Sadly, Ive not seen any with those rewards. :-(

It seems to depend on risk and cargo value now. That was a screenshot I took earlier in Taygeta. High-risk delivery missions + valuable cargo = high payout.

I've also seen Wetwork missions paying 15+ Mil. Keep in mind this is while allied with the local factions.
 
It seems to depend on risk and cargo value now. That was a screenshot I took earlier in Taygeta. High-risk delivery missions + valuable cargo = high payout.

I've also seen Wetwork missions paying 15+ Mil. Keep in mind this is while allied with the local factions.
Thank you, Ill keep plugging at it then until some break loose.
 
I must say you do seem to have some problems.

I was meaning to ask you something earlier...

Have you ever tried simply adopting a home system and becoming allied with the minor factions?

Sometimes when you talk about credits and just your overall experience with progression in the game.....it seems off.

Yes, I picked Garay Terminal in Deciat as my home base a long time ago and am in good standing with the factions due to having done missions and trade.

Maybe I'm spending too much money ;)

This is getting very much off topic. I have made a new thread for this here: https://forums.frontier.co.uk/threa...s-and-particularly-mining.559513/post-8818626

PS: Commodity prices are out of whack. I couldn't resist getting into my T9 and made 20 million trading Tritium, Personal Weapons and Silver with three jumps. That makes trading fun. Or perhaps they are going into the right direction now.
 
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That's actually my point though. What if your grind out credits doing missions for weeks/months/ basically many many HOURS to finally get that big ship you were thinking of only to find out you hate flying it. So then you spend more credits and time to try to A rate and engineer it to "make it feel better" and you still don't like it. You've now wasted a ton of time and effort and that feels bad.

What I'm suggesting is reduce the credit wall that higher credit/hr activities provide (keep in mind, you are still putting in hours to do) that people enjoy (by having choice on what they do since they ideally pay similar rates) and then the reward is better. Let's say I spend 10 hours grinding for an A rated Anaconda and I find out I hate it. That doesn't feel great, but hey I learned something. Maybe I can repurpose it. Now if it took me 60+ hours to get it? That feels terrible. That's what I want to avoid and why I think that having lucrative activities isn't a bad thing. There is more to do after you simply purchase the hull. The ship just gives you a different playstyle and options, which is the most important part; Player choice
Well you must be a very happy bunny now then. The guys who have been testing mining post changes reckon you will be able to earn 80-100 mil an hour laser mining. A fully A rated and kitted out combat ‘Conda will set you back about 800 mil. Now if combat and trade can earn the same then you will be able to afford it in 8-10 hours of doing whatever you like.
 
Long, long ago, like maybe 4 years, things began to work just as you suggest when they introduced the ADVANCED SYSTEM SCANNER.
You could pop into a system, run the scan and KNOW EVERYTHING there was to know about that system. This resulted in competitions to see who could scan the largest number of systems (and collect the CR for the data) in the shortest amount of time.
If you wanted more data about the individual bodies in the system you could spend a lot of time supercruising to get into detailed scanner range but the additional data reward generally wasn't worth the trouble.

Then they introduce the FSS and changed the Detailed Scanner to need probes. This put the kabosh on the super speed "exploration contests" which I considered a good thing

That serves to show how bad the system scanner is: Players stopped scanning because it's a PITA and they don't want to use it. If it was fun to use, they would use it.

A possible solution is that everyone either automatically has the system maps of all systems within the bubble or that everyone automatically has the system maps of all systems within the bubble they have have visited. If you go outside the bubble, you have to use the system scanner to get the full map. We could argue wheather we should automatically have the maps of all systems outside the bubble that have been fully scanned with the system scanner for those systems we have visited or if we should have to scan the already scanned systems again.

That would mean that players only need to use the system scanner when it makes sense to do so, i. e. when they go exploring, and it would make sense that they get well payed for the data. It doesn't make any sense that the galactic cartographers are spending tons of money to buy data they have already bought hundreds or thousands of times. It would make exploring fun again because we're not already tired of using the system scanner long before we actually get to or want to go exploring, and it would be a separate activity in its own right. The system scanner wouldn't get in the way anymore but be a useful tool that actually adds to the gameply and the fun.

The system scanner should be optional equipment. In exchange for that, make supercruise assist built-in into the ships or at least into the docking computers.

and for me, the additional surface detail that was added to the land-able bodies was a very welcome addition since the additional data is now worth the time.

Are you saying that you can see anyhting in the system scanner, or are you referring to the surface scanner showing points of intersts/signals after you did a detailed surface scan?

[...]
When I say "INTERESTING THINGS", I am referring to ruins and crash sites mostly but early on the geological features.

You don't see any of those in the system scanner, or do you?

Inside the Bubble I generally don't bother with detailed scans.
Outside the Bubble, far enough that I am not seeing "unknown signal sources so it is unlikely that there are NPC pirates" I look at the preliminary data and if it has not yet been mapped, I map it if it is land-able. I also map rings to mark for future mining. I don't even think about mining if there are going to be pirates around since as others have noted, it is very difficult to fit a ship for general purpose mining AND combat since I rarely have more than a hour of time to play and that would mean multiple logins with cargo on board so multiple sessions of fending off pirates.
YMMV

Yep, that's exploration :) Hence my suggestion above; you gave me that idea :)

PS:

Maybe it helps: https://forums.frontier.co.uk/threa...e-game-balancing-attempts.559517/post-8818713
 
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It seems to depend on risk and cargo value now. That was a screenshot I took earlier in Taygeta. High-risk delivery missions + valuable cargo = high payout.
It's always been dependent on cargo value. Because Gold/Palladium are now worth 5 times as much, delivery missions pay around five times as much. A 180t of Gold would have been worth about 6-8m when it was galactic average of 8000. Now it's galactic average of 50,000, that changes the payout substantially. It's nothing new.

So, @John H , go check out extraction/refinery economies, since that's where you'll find the metals that have had ramped up payments.

I've also seen Wetwork missions paying 15+ Mil. Keep in mind this is while allied with the local factions.
You sure you mean wetwork and not spec ops? Spec ops pay out that easily, but wetwork never pay more than 2-3m.
 
It seems to depend on risk and cargo value now. That was a screenshot I took earlier in Taygeta. High-risk delivery missions + valuable cargo = high payout.

I've also seen Wetwork missions paying 15+ Mil. Keep in mind this is while allied with the local factions.
Wetwork missions have paid out large sums as long as I can remember depending on how many targets you have to kill. The high paying ones I have done you had to kill 60+ and that takes a while.
 
Wetwork missions have paid out large sums as long as I can remember depending on how many targets you have to kill. The high paying ones I have done you had to kill 60+ and that takes a while.
Ah right, so we are talking about Spec Ops, not Wetwork.

"Wetwork" are the illegal Assassination variant, Spec Ops the illegal massacre variant (except for Anarchy factions, who have no shame!)
 
That serves to show how bad the system scanner is: Players stopped scanning because it's a PITA and they don't want to use it. If it was fun to use, they would use it.

A possible solution is that everyone either automatically has the system maps of all systems within the bubble or that everyone automatically has the system maps of all systems within the bubble they have have visited. If you go outside the bubble, you have to use the system scanner to get the full map. We could argue wheather we should automatically have the maps of all systems outside the bubble that have been fully scanned with the system scanner for those systems we have visited or if we should have to scan the already scanned systems again.

That would mean that players only need to use the system scanner when it makes sense to do so, i. e. when they go exploring, and it would make sense that they get well payed for the data. It doesn't make any sense that the galactic cartographers are spending tons of money to buy data they have already bought hundreds or thousands of times. It would make exploring fun again because we're not already tried of using the system scanner long before we actually get to or want to go exploring, and it would be a separate activity in its own right. The system scanner wouldn't get in the way anymore but be a useful tool that actually adds to the gameply and the fun.
Yep, that's exploration :) Hence my suggestion above; you gave me that idea :)
Like yesterday, you're asking for features that are already in the game...

Explorers didn't stop scanning because it's a PITA, they stopped scanning because they simply don't need to. After a honk, the FSS chart instantly tells you the main details about the system, bodies etc. This allows you to quickly decide if it's worth hanging around or make the next jump...

IMG_0051.JPG

Learn to 'read' this...

We already have the system map for everything in the bubble, it may be an 'unexplored' system map for your cmdr, but the actual visual system map exists. This is the same once you leave the bubble, if another cmdr has visited, scanned the system and sold the data then you will have the system map when you arrive at the system.

I recently took a mission to Nebula View which is a good 5/6k ly outside the bubble. Every system I jumped to along the path had a system map, not once did I find a virgin 'black' system. You have to go way off into space/untrod paths to find those...
 
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Can the mighty Anaconda, and large ships in general, be balanced against smaller and more nimble ships? The Anaconda has way too low hull mass for it's integrity, and all the larger ships have turn rates that would black out their crews from g-loads, let alone the structural problems. If the larger ships were slower to turn, and had more focus on turreted weaponry, they'd be more compelling to fly as a crew, and smaller ships and SLFs would feel more relevant to fly. And if the large ships have turn rates dialled down, mid size ships should have turn rate adjustments as well, so that it's a growing trade-off between mass and agility. As for anaconda's FSD range, it always struck me as an outlier anyway, but perhaps with it's cavernous interior space and modular design, it could get a size upgrade on it's FSD to balance out any losses.

Please don't make the existing ships any more sluggish. Do you want the crews to fall asleep while they have to wait for the ship to turn? Or the crew comes back later once the ship has finished the turn and does some mining in their own ships maybe ...

If you want sluggish ships, add more ships that are really big and can haul lots of cargo and/or carry lots of turrets. If carriers had been done right, i. e. as "real" ships rather than stations, you'd have already something like that.

My point is that there are limits of what you can reasonably do, i. e. make the ships too nimble and they become difficult to control and may suffer from delays the underlying network connections can not avoid. Make them too sluggish and you destroy the station when you fly a big ship, or the crew falls asleep from trying to steer, and a big which would appear to be "realistically" very sluggish would also have to be so well armored, shielded and armed that it tends to become invincible.

This isn't easy to get to work as well as it currently does in ED. I have played games in which PvP combat means that I can't see the other players' ship turning before I'm shot down ...
 
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