ANNOUNCEMENT Game Balancing

Can I just say THANK YOU? I've come back to Elite after a year since you guys started pumping life into the game again. This is what the game needs - feedback from Devs. What you are doing, why you are doing it, listening to feedback and occasionally (lets be real, some of our feedback is whining) going along with it. Please - keep up this atmosphere! (y)
I got back into Elite after a couple years of not playing and it feels good to see new life being breathed into the game prior to Odyssey
 

Robert Maynard

Volunteer Moderator
I'm pro Open-only Powerplay and BGS personally.
I expect you'll find a few friends on the forums with that stance. :)
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.
I'll be interested to hear what is proposed in that regard - and how it affects those players who don't enjoy PvP, in a game where other players, and therefore PvP, are an optional extra.
 
For players talking about smuggling - we're don't intend to change the rewards for illegal goods just yet. First, we'd like to have Authorities deliver more dynamic fines based on local conditions, not just the galactic average.

Until then, we risk it becoming essentially the same as regular trade but more powerful and we'd prefer it to be a 'higher risk, higher pay' alternative rather than strictly better.




While I think of it, in terms of AX combat bonds, one of the main concerns that I've seen brought is insta-killing thargoids and it's possible means of exploiting it, wouldn't it be more efficient to allow thargoids to emit some sort of pusle wave to push back ships the moment damage is inflicted on it ? It's range is equal to effective damage range of weapons such as Shard Cannons, the common instagib weapon of choice.

Allowing this, would perhap enable combat to be more streamlined and effectively validate the skill and risk needed to fight thargoid interceptors in general. And in turn, such risks gives out the balanced reward needed.
 
While I think of it, in terms of AX combat bonds, one of the main concerns that I've seen brought is insta-killing thargoids and it's possible means of exploiting it, wouldn't it be more efficient to allow thargoids to emit some sort of pusle wave to push back ships the moment damage is inflicted on it ? It's range is equal to effective damage range of weapons such as Shard Cannons, the common instagib weapon of choice.

Allowing this, would perhap enable combat to be more streamlined and effectively validate the skill and risk needed to fight thargoid interceptors in general. And in turn, such risks gives out the balanced reward needed.
Shard cannons are only used to instagib cyclops, everything above that is done using gauss cannons.
 

Ozric

Volunteer Moderator
For players talking about smuggling - we're don't intend to change the rewards for illegal goods just yet. First, we'd like to have Authorities deliver more dynamic fines based on local conditions, not just the galactic average.

Until then, we risk it becoming essentially the same as regular trade but more powerful and we'd prefer it to be a 'higher risk, higher pay' alternative rather than strictly better.
Does that mean you're also happy with the incorrect 25% penalty attached to selling stolen goods.

I have started to outline higher risk stakes in my thread, and many other people have done over the years. They would need to be done together ideally, but even if initially you remove the 25% penalty then it will be a start.

Again, while I'm happy that Frontier are looking at balancing things, balancing the same things that have already been balanced many times over the previous few years. Means that the ones that have been left, are still being ignored. Despite the fact that many of them (Smuggling, PP, CQC) are main components of the game.
 
Oh also, I didn't read through everything, but I really appreciate the Devs approaching us with hard numbers, ahead of time.
Big surprises that affect how someone may play long run, and be working towards a task, then to have that unexpectedly whipped out from under them creates a bitter experience. Which has been done in Elite several times.

Again. I, for one, appreciate hard fact information like this.
 
Our goal is to have rewards better match the level of skill, effort, and risk each method requires.

Please make sure you take Fun factor into consideration.
For example, mining might be rewarding, but is also boring as hell... especially laser mining, but core mining too (to a lesser extent tho)
That's why i always considered mining rewards having to be very big to be able to compensate for the Zzzz factor.

I know Fun Factor is rather hard to quantify - but i do think it's the main reason only a small percentage of the player base is a multi-billionaire - the vast majority cant stand mining and/or cant stand hunting for stations that can offer them a decent price (this is another issue) worthy of their effort.

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.


There is a huge gap between Void Opal prices and LTD. And LTD can be Core Mined too.
Not sure the current ratio of LTD asteroids in a Void Opal Hotspot, but before all the ... changes... that happened immediately after Carriers launch that lead me to stop mining all together - those LTD asteroids happened a lot in a Void Opal hotspot

So either consider an increase in the number of fragments dropped by LTD cores (80-100% more fragments than those released Void Opal cores) or even consider removing LTD as a core mining resource
 
@Bruce Garrido with regard to the mining balance...

Currently I can laser mine Painite at approx 200t per hour which with peak trading at 600KCr = 120MCr
Some nights I’m lucky to find 1 core asteroid in a hour that yield VO in their hotspot which would yield less than 20MCr

Are there plans to increase core asteroids?
Will hotspots have more of the correct core asteroids?
Will tonnage per hour be reduced for laser mining?
Will the PWA be fixed to find the core asteroids to help us test this properly?

Thank you for some much needed balance work and good luck
 
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I expect you'll find a few friends on the forums with that stance. :)

I'll be interested to hear what is proposed in that regard - and how it affects those players who don't enjoy PvP, in a game where other players, and therefore PvP, are an optional extra.
IMO Powerplay is a player versus player game mechanic, so why are players able to avoid PVP when hauling? Patrolling contested systems seems like a wonderful way to promote organic PVP, but it's just pointless now and forces players devoted to Powerplay to haul. Currently hauling in open is an honor code and players are perfectly free to haul in Solo.
 
Are you serious?!?!?!
Note the word 'personally'. Its an opinion. So yes its serious. Whats wrong with having an opinion....especially different opinions?

Diminishing returns could certainly help with this - good thinking!

As long as the 1x is equal to now in CQC at least. Theres a tiny pool in CQC as it is and on Consoles even less. Other PVP I dont do so wont comment. Also in CQC does encourage battering the new player even more...they may not come back after all if they dont enjoy it. Better balance in CQC is quicker recharging Power-Ups or it resets for another player immediately, or get rid of them altogether. And make the maps smaller with less obstructions or better radar, Id like to see one 'inside' a Dyson sphere or something, where the hideaways are on the outskirts and the battles mostly takes place in the centre where you can see all round. Much better if 2 or 3 players as can easily find each other and good for 8 all going at each other.
 
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.
There's probably other balance issues that need addressing in the BGS before modes are considered. I'd love to see weighting applied to "relevant" transactions under the right circumstances, but most transactions don't matter what mode you're in as the majority of the work is done outside the system of interest. The main exceptions are those related to scenarios in the system such as conflict zones, installations, assaults/murders, and so on.
Applying a weighting to conflict actions that scaled with the amount of traffic in open versus private/solo would be interesting if it were such that a backwater player group that weren't being opposed in open could play in private without being affected, while people playing in open would receive favourable weighting over those in other modes, but that still wouldn't address other platforms, people on consoles without premium, and so on.
 
Please make sure you take Fun factor into consideration.
For example, mining might be rewarding, but is also boring as hell... especially laser mining, but core mining too (to a lesser extent tho)
That's why i always considered mining rewards having to be very big to be able to compensate for the Zzzz factor.

I know Fun Factor is rather hard to quantify - but i do think it's the main reason only a small percentage of the player base is a multi-billionaire - the vast majority cant stand mining and/or cant stand hunting for stations that can offer them a decent price (this is another issue) worthy of their effort.
My instinct is that the axis that the game's balance has been built on to date has been boredom/reward. So bulk trading and mining pay the most, becasue they're the most sedate, whereas AX and piracy pay the least, because they're the most 'thrilling'.

This new balance effort from Frontier aims to change that, to move the axis from boredom/reward to skill and effort/reward.

Personally, I'm happy to trust that they will not go too far the other way - but you are right that the more 'sedate' activities should not be nerfed into oblivion.
 
While I applaud the effort to finally look into balancing credit earning, have you also considered looking into credit spending? Currently the only real recurring spending you can do with credits is FC upkeep, which is IMO a big contributor to the credit inflation problem we've seen over the years. There's just not enough to spend credits on! This got worse with the introduction of materials, which are in practice the real valuable currency since credits lost their meaning for most long-time commanders.
 
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