ANNOUNCEMENT Game Balancing

If somebody wants to be a PvE pirate he has plenty of opportunities to do so, i.e. use wake scanners, search for convoys, interdict haulers, robb miners in RES. There's no need for nerfing station defences. It would only serve ganks and nothing else.

And as I explained to you, this change benefits PvE, making the space around stations an actual place for interactions like the 84 Elite.

Well, lets break it down.

Average PvE haul run.

Player takes off in total safety- no NPC attacks. Player does not need to drop to a NAV (not always, but 95% of the time), SC has interdiction (ineffectual with NPCs). Player drops into total safety of a stations guns. In all that time, across all gov types you are totally safe. People complain that SC interdiction by pirates is samey and boring- well thats your reason- because its the only place it can happen. Powerplay, pirates...its all the same. As soon as you get to a station all NPCs simply give up, so each run is the same as the last.

And no, I don't care if I'm ganked. I'm pretty competent pvp pilot, have a lot of cash, almost 50 ships and a carrier. I can afford being killed on a daily basis. But I don't want to wake up one day with open full of gankers, griefers and no one else.
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You do know gankers are everywhere right? SC, inside stations, outside stations, all over? This idea is not going to change Open from what exists now.


Wellll- if you had to actually dash to safety (like in 84 Elite) maybe you'd build better? Actually use a shield? You know, learn skills and move about rather than watch Netflix and the DC?
 
And as I explained to you, this change benefits PvE, making the space around stations an actual place for interactions like the 84 Elite.

Well, lets break it down.

Average PvE haul run.

Player takes off in total safety- no NPC attacks. Player does not need to drop to a NAV (not always, but 95% of the time), SC has interdiction (ineffectual with NPCs). Player drops into total safety of a stations guns. In all that time, across all gov types you are totally safe. People complain that SC interdiction by pirates is samey and boring- well thats your reason- because its the only place it can happen. Powerplay, pirates...its all the same. As soon as you get to a station all NPCs simply give up, so each run is the same as the last.
I agree. I always thought the drop out point was too close to the stations. There should be an area of uncertainty, then the no fire zone starts which is out of range of the station weapons at first, so the patrolling security have a reason to be there and then the area where the station weapons are in range.

And I'm a predominantly PvE player.
 
Do you even trade?
Time is money. We don't have a time to fly to the stations (especially in large, slow haulers like T9) - the closer we jump out, the faster we can dock and sell our cargo and get another mission.
Yes I do trade. But I'm not interested in credits per hour, I'm interested in fun in my computer games, including trade. Going from point A to point B with zero risks is just boring.
 
I wish they'd include more long-distance shipping missions. As-is, almost all missions are just one jump, which seems silly, and rewards just making your ship be a boring cargo hauler with no need to optimize at all.

Give me missions to travel a few hundred light years. Pay me accordingly, of course; reward me for having put the effort into making an engineered ship.
 
I like boring if that would mean no 7x interdictions in one SC run.
We weren't talking about interdictions, but about drop out points at a station. Interdictions should be virtually none existent in high security systems anyway. But common in anarchy systems. Personally I've never had 7x interdictions in one journey. But I'm always scanning ships and trying to avoid the pirates.
 
I wish they'd include more long-distance shipping missions. As-is, almost all missions are just one jump, which seems silly, and rewards just making your ship be a boring cargo hauler with no need to optimize at all.

Give me missions to travel a few hundred light years. Pay me accordingly, of course; reward me for having put the effort into making an engineered ship.

Agree, would love some long distance haulage missions.
 
I wish they'd include more long-distance shipping missions. As-is, almost all missions are just one jump, which seems silly, and rewards just making your ship be a boring cargo hauler with no need to optimize at all.

Give me missions to travel a few hundred light years. Pay me accordingly, of course; reward me for having put the effort into making an engineered ship.
Agree, would love some long distance haulage missions.

No problem. There are missions to Colonia, you can find some in Exioce, for example. :3
 
I wish they'd include more long-distance shipping missions. As-is, almost all missions are just one jump, which seems silly, and rewards just making your ship be a boring cargo hauler with no need to optimize at all.

Give me missions to travel a few hundred light years. Pay me accordingly, of course; reward me for having put the effort into making an engineered ship.

The jump distance power creep from engineering + guardian FSDs really affected this. 50 ly being a single jump would've been unthinkable. With a fuel tank you can feasibly cross the entire bubble diameter nowadays, no need to even stop to fuel scoop.

I really liked the coalsack hauling CG - a 300-400 ly trip with a considerable part across unpopulated space, pretty refreshing.
 
The problem is that these hauling missions are based on the type of commodity being hauled AT ALL.

Why should a truck driver get paid more for hauling a more expensive package? If I ship a bar of gold via postal service, does the mailman get paid more? Of course not, don't be ridiculous.

The increase in payment should be based on the fact pirates want to interdict you more with a more valuable cargo, not the value of the cargo itself. If you ask me to move 200 tons of biowaste vs 200 tons of gold, I should get paid very nearly the same amount. <cut>

Well if I were that truck driver, either in the game or in real life, I would just flip a finger and tell mission giver move his/her biowaste / gold with own ship (assuming neither pay good and both are interdiction hazards, gold especially for "highway robbers"), and would go do something else.

In real world market economy would force that change, so that gold transporters more likely to be "robbed while on road" would get paid more than biowaste transporters (my father used to get very high extra bonus from transporting hazardous / explosive / fragile transpot even before I were born).

But in ED there is no real economy to up the rewards on missions even if people doing them is at all time low.
 
Well if I were that truck driver, either in the game or in real life, I would just flip a finger and tell mission giver move his/her biowaste / gold with own ship (assuming neither pay good and both are interdiction hazards, gold especially for "highway robbers"), and would go do something else.

In real world market economy would force that change, so that gold transporters more likely to be "robbed while on road" would get paid more than biowaste transporters (my father used to get very high extra bonus from transporting hazardous / explosive / fragile transpot even before I were born).

But in ED there is no real economy to up the rewards on missions even if people doing them is at all time low.

Agreed. If the reward payout gold pays more per tonnage than biowaste, it should also include more challenging gameplay. Biowaste delivery for low payout, low difficulty. Gold for high payout, high difficulty.

I could see a proper pirate operation to have a scout on stations, scanning everyone that leaves it to know their cargo and pass on the information.

Alas, the difficulty never gets into unavoidable interdiction & combat territory and I feel like if they just make all payouts purely based on tonnage it would be just acknowledging that they won't do anything about the difficulty part.
 
Well if I were that truck driver, either in the game or in real life, I would just flip a finger and tell mission giver move his/her biowaste / gold with own ship (assuming neither pay good and both are interdiction hazards, gold especially for "highway robbers"), and would go do something else.

In real world market economy would force that change, so that gold transporters more likely to be "robbed while on road" would get paid more than biowaste transporters (my father used to get very high extra bonus from transporting hazardous / explosive / fragile transpot even before I were born).

But in ED there is no real economy to up the rewards on missions even if people doing them is at all time low.
That would make sense if there were a meaningful difference in difficulty, but there isn't.

Missions to deliver actually hazardous cargo would be nice. Thargoid stuff, for example.
 
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.
it looks as if odyssee patch reverted prices of those "mining commodities which can be bought" back to pre balancing - galactic average of gold: 10957, Palladium: 14101, Silver: 5601 again as of now...

- is this a bug/mistake, or intention to revert it back @Bruce G ?

thanks @Danieros for bringing it up in another thread!
 
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