Which might lead to a meaningful mechanism for exploration CGs.Perhaps away from credits only and on actual exploration like finding types of planets and other bodies....?
Which might lead to a meaningful mechanism for exploration CGs.Perhaps away from credits only and on actual exploration like finding types of planets and other bodies....?
I'd be against an Open only BGS, mainly as its not designed that way really.
Open Powerplay though? Game on.
By having both set like that you broaden the experiences ED gives you.
You do get exploration rank progression points for stuff like that, for example when you first find a raw material that was new to you, or even for just driving around an SRV in a distant system. However, the rank points you get from selling data are much higher than all the rest, so much so that most people don't even notice that those exist.Perhaps away from credits only and on actual exploration like finding types of planets and other bodies....?
- Can we give whiny gankers something to do other than shoot at unshielded starter-level ships and claim they're skilled
- Can we get AXCZ's back?
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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.
I disagree this is not supposed to be a game where you have done and got everything in a few hours.This is objectively bad design. So your telling me a grown working adult who puts in 60+ hours a week that you are nerfing core minning to make it competitive with laser mining? Try again just dump this terrible idea in a fire and try again. How is +25k a ton... but not on void opals a perk. It already takes 60 hours solid to get a fleet carrier if your lucky are you messing with us? I can already here the devs "Oh but fleet carriers are an endgame goal" if that is true then why are the Community Goals built around them???? This supposed "rebalance" .... "over time and well thought out" ... is just a swing of the nerf bat call it a day. Paying no attention to the fact that you would have to be a raging idiot to core mine with these prices lemme see I can sit and make oodles of creds or I can noodle about for hours and maybe eek out some equivalence core minning.
TLDR quit being stingy with the core minning space buts or we are all gonna hunt for exploits make trillions on bugs we find and then let the game collect dust.
No adult wants to come home to a 2nd job figure out your gently caressing credit balance fleet carrier should take 10 solid gently caressing hours MAXIMUM.
You do get exploration rank progression points for stuff like that, for example when you first find a raw material that was new to you, or even for just driving around an SRV in a distant system. However, the rank points you get from selling data are much higher than all the rest, so much so that most people don't even notice that those even exist.
You do not really need to exclude solo/private players from PP or BGS. Offer instead higher BGS or PP progress points when playing in Open and you will achieve the same risk/reward incentive without excluding any players.
How is it not? Conflict Zones are prime for that, along with the high wake trails players leave that would let you follow them into nearby systems.
As soon as they cave in arbitrarily dropping the actions of two of the game modes in PP, it will be a double standard not doing it for BGS aswell.
For a Hydra, definitly 100M cr reward considering the time and skill needed to do it.
AX fighters are highly skilled by that's not the case of everyone. I'm not a pro nor a noob, but i never killed a basilisk (maybe because i'm a skinflint with heatsinks).
My suggestions:
Cyclop=10M, Basilisk=20M, Medusa=50M, Hydra=100M. For the scouts, they are currently at 10,000cr. Even the stupid shieldless harmless bot in a hazres give me more reward than a scout, but it takes me 2sec to kill the bot and more than 2min to take down the scout...
For the exploration items (Small and Large Data Cache Surveys) as they are rare to find, pls consider to multiply their prices by 10: Large Data should increase from 200k to 2M which isn't a great increase and won't impact game (as they are rare).
As guardians are a dead civilisation, their items should be more rewarding: multiply by 10 too. A guardian relic would pay 100k and a guardian key 250k or even 500k (don't forget it takes more than 1min to obtain a key and the repetitive process is time-consuming).
Anyway, even if i rage often against you devs about updates completly out of touch, i must admit that this time i'm happy you listened to the community and really hope that the balance will allow us to have activities rewarding DECENTLY instead of being forced to "mine forever". I didn't buy the game to shoot rocks.
And while we are with mining, just my 2 cents: if i can have a decent payout from an activity, i won't waste my time to look for low tritium price but simply buy the full price; More important: i won't exploit the next money maker if i know that i have a secure way to make some when i need it.
Thx for reading.
You do not really need to exclude solo/private players from PP or BGS. Offer instead higher BGS or PP progress points when playing in Open and you will achieve the same risk/reward incentive you seem to be in favor of but without excluding any players.
The main issue has always been some kind of progression balance. At the moment, it's far too easy for new players to get past the beginning ships (which is a bit of a shame because those are fun) and it takes too long to get the huge modules for the large ships later in the game. I've seen newbies manage to get an Anaconda quite quickly but then get taken apart by PvP'rs because they haven't had time to learn how to fly the ships properly.
[...] This has allowed even brand new Commanders to become wealthy enough to buy the highest performing ships very quickly. [...]
Why dont you just Nerf PP completely, 5 Systems each and Open Only? Guaranteed action and BGS is left alone mostly for separate play.
Average run-of-the-mill player don't care for space politics and are happy to remain independent.
Weighting (which Sandro suggested) only really works in Powerplay if you remove the old CZ combat expansion design since you can exploit it via heal beams and AFK turretboats.
Wouldn't even have to change much - just adjust the upper limit. Dragging a load of rares from the Bubble to Colonia should pay at least as much as a load of Painite.Lot of comments about increasing profits on rares.
Good idea, seems like an easy improvement.