The inordinate amount of individual reward is one thing (not to mention the grey market credit grinding services available), but it is not the worst effect of board flipping. It is an exploit that allows people to affect the BGS unduly, forcing everyone else who wants to compete with them into using the technique.
Learn. Grow. Change.
Well my own career in BGS manipulation is currently about five days old so I'm not really part of the problem there. I did spend some effort trying to keep four factions in one system locked into wars/civil wars for as long as possible back before passenger missions got the chop because they were spawning lots of delicious refugee/aid worker missions but other than that, although I know plenty of theory around the BGS and how to affect it, I haven't been an active participant in working it until literally last weekend.
As for learning, growing and changing, you seem to be responding as if I'm some veteran board flipper. I can't be bothered logging back in and screengrabing my stats but over the three years (next month) that I've been playing my income is spread pretty evenly between all activities with the exception of A > B trading because it bores me rigid.
Learning, growing and changing are great ways to live your life, in fact I'd go so far as to say someone who reaches adulthood without having developed the ability to do those is probably in for a fairly hard time as the years pass.
This is not my life. It is a recreational activity and as with any other recreational activity, if it ceases to be enjoyable I will simply stop it and do something else. My preference would be for it to remain enjoyable though.
If you haven't noticed yet by the way I'm not particularly defending board flipping. I'm totally relaxed about the fact FDev want to end it, not because of the specific issues you've raised but because I tend to believe that they don't implement significant back-end changes just for the fun of doing it, so presumably they have identified a benefit in terms of stability.
I merely want the game to provide adequate opportunities for me to derive entertainment from it.
When 2.1 was released engineering meant my Cobra MkIIIs were no longer uncatchable, and the increased AI challenge meant I could no longer fly unarmed. I still enjoyed my time in those ships running mission templates that are no longer in the game though.
Sometimes the meta changes & you have to adapt. I don't board flip habitually & the largest dedicated passenger ship I have in my permanent fleet is a Dolphin.
That's fine but what is the purpose of the larger ship then? I haven't undocked my Beluga for maybe six months because there is literally no point in using it unless I want to make docking more difficult than it needs to be and not be able to land at outposts. It not only provides no benefit over my passenger Python, it is considerably less useful for what is supposed to be the entire reason it was created to begin with.
I've never particularly chased the meta to begin with, I just find the concept of ships being rendered redundant by a lack of available missions to be somewhat at odds with good game development.
I agree with you in the desire to have greater variety of missions on a mission board. I think thats a given for everyone.
I would also say that this change to the mission system will affect everyone one way or another. Just as the current board flipping meta impacts those who dont flip as it has repeatedly resulted in frontier nerfing certain missions eg Passenger mission payouts, long range smuggling missions, skimmer missions etc.
My biggest hope for the new dedicated servers is that it allows frontier to properly balance the distribution, variety and payouts of missions, then allows them to introduce new mission types in the future. I dont expect things to be perfect from the off, it will take some tweaking, however the current system im sure everyone agrees on is not ideal.
On the highlighted line you'd certainly hope so but I have to say I've seen some posts in this thread which would seem to fly in the face of that assertion.
With regard to the nerfs, I suppose I'd have to do the devil's advocate thing first and say that if only 2.8% of players board flip, I'm not sure that's a sound basis on which to nerf anything really
However of the things you listed, passenger mission payouts were nerfed because the formula they used to calculate the reward was borked in being too heavily biased in favour of distance from the star. Long range smuggling was nerfed because the payouts were again an unanticipated consequence of the reward calculation - there was no need to flip at all to make a fortune from them, I filled a Python on many occasions just from what was on the board when I landed. Skimmer missions were nerfed because they screwed up royally by allowing one target to count for multiple missions - stacking obviously contributed to that but it hardly required board flipping - there were stations with pretty much nothing but skimmer missions on the board. I hardly ever did them myself but I definitely saw places where I could have picked up 20 missions immediately on landing as long as I didn't care which factions I did them for. Same with massacres, it was the multiple counting of targets which was the real problem. Even now I see 8-10 massacres on mission boards all the time - that's exactly why I'm concerned about the variety of missions that will be available after this change.
In short, I can accept that flipping may have exacerbated those problems to a degree but in each case there was a fundamental design flaw that created the initial problem. I'm as sure as I can be that all of them would have been hit with the nerf hammer regardless of any board flipping issues.
Especially if 97.2% of players weren't doing it anyway.
*giggles*
I agree that it's going to take some time to shake out when they change it. I just hope that their focus is going to be on providing an entertaining experience for all play styles and as you say, that there is sufficient quantity and variety of missions to allow those of us who mix up our play style to be able to choose what we want to do on a given day rather than being led by the game to a point where it feels like a second job.