LTD mining is overpowered and it kills all other activities

That's the point. LTDs would drop, other will rise. Then the other way around. Then something new will appear. The point is not to have a one single best-profit thing in the game.

I think you'll find a dynamic economy will cause more issues than it solves, which is why FD have not created it like that.
 
I generally agree with the OP that laser mining is a crazy easy, low risk, low skill, activity that involves mindless grinding to get rich with ingame credits with almost zero risk. This gives noobs and players of low skill easy access to higher-end ships and FCs, which is easily perceived as "game progress" or "end game content".

An easy way for FDev to make mining less of an easy grinding path to riches for unskilled players is to make it more dangerous. Mining can remain just as easy and lucrative for established players, just increase the risk. Increasing risk would allow established skilled players to continue making riches for items like FCs with ease, while new and less skilled players would need to go through the regular progression of getting a good ship, equipping a ship for defensive capabilities, and generally getting good at the game.
 
I'm considering this possibility, though I'm mostly a game programmer, and for such features the one mostly required is a game designer.

Best of luck with that then. Be prepared though to find out exactly why FD do the things they do and that there are solid reasons for it.
 
Hey FDevs,

The LTD mining is way too overpowered and it renders all other activities to be mostly useless from the in-game perspective.

Right now there are two different issues with mining:

1. Respawn bugs on re-login and even when flying away (~25km) on a launched fighter (while the ship is near the asteroid!).
That one I guess should not be explained and definitely need to be fixed.

2.1. Overall resources hotspot mechanic. It can be slightly changed to avoid imbalanced things such as Borann triple-spot and the new COL system triple spot.
The only thing need to add is to deplet the hotspot in general if there are a lot of resources extracted (by all the players). After it's depleted, a new spot can be spawned in some time, on another random place.

I guess the hotspots places are bound to the random seed and so they have fixed positions, but I believe it should be near to trivial to use time/date-based random for the hotspot spawning positions, separate for each hotspot.

2.2 Another spawn related issue is that for each instance the asteroids have own resource pool. It can be improved that the asteroids are exactly the same for all the players, and if one asteroid is depleted by a player, it should be marked as such for all the players, so can't be mined by relogging or using different accounts. That will also fix the "mapped mining" thing.

2.3 Another way is to make all the asteroid moving in space, in addition to rotation. Can be difficult to make since it will create a lot of chaos and probably will require a lot of performance if done naively, but I believe it can be implemented via semi-random trajectories based on time, so each client can calculate the asteroid's position at any moment.

3. Implement supply/demand mechanic - stop stations to buy the resources over their demand, or reduce prices dynamically based on how much items are sold or purchased by players. E.g. if players sell A LOT of LTDs, then stations should stop to buy them or reduce the price significantly, not just for a single station, rather for a whole region, at least.

4. COMPLETELY different approach: to make other activities to be more useful, such as missions, bounties, etc. Though it will require to huge rebalance for all the prices…

Hope for any feedback from FDevs on the mining issues…
Yep, you'll get no contest from me - seeing noobs getting a cutter in three days shows how broken the game is.
 
The LTD mining is way too overpowered and it renders all other activities to be mostly useless from the in-game perspective.
I couldnt agree less , its not a race to see who has the most money , its a sandbox that lets you play the game you want to , if you dont like it dont play it , but don't try and ruin it for others.
 
Anybody else ever notice the peculiar parallel between very simple repetitive low skill laser grinding of Low Temperature Diamonds and the classic low skill strip mining for diamonds in Minecraft?

Anybody that has done both for several hours hours should see the obvious parallel. Simple easy repetitive task as you travel forward, searching for and collecting diamonds. So easy an 8yo can easily do it.

its a sandbox that lets you play the game you want to , if you dont like it dont play it , but don't try and ruin it for others.

I think many of the ED players are looking to play a game that sits at a higher level than vanilla minecraft survival mode. A game that adults aren't embarrassed to tell friends and people at work they play.
 
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Yep, you'll get no contest from me - seeing noobs getting a cutter in three days shows how broken the game is.
ah yes the old 3 days to get a cutter bit. but here's the rub the only people that can get a cutter in 3 days are the old established players that already have they set up to pull 100/hr (they did already change how the triple overlap works thus nerfing it already).
a new player can not get a cutter in 3 days and for one simple reason.... its rank locked and that rank grind is gonna take them a long time to grind out that rank. none of this of course address why earning lots of credits is a problem it's just stated that it is a problem as a fact..... why is it a problem? why is an issues that a player can quickly grind up the money needed to buy and fit a cutter? it also ignores that an A rated cutter is still trash compared to an engied cutter and to engie that cutter in the first place is gonna require said player to invest more than 3 days into it.
 
LTD mining is overpowered and it kills all other activities
I've been hauling Tritium in my T9 instead of mining, as I find this a nice change of pace. If nothing else it removes the RNG factor. I'm doing a single-hop run for about 33 million profit, both stations close to the sun, so I make an average 300 million per hour (give or take) doing this. I could probably make more if I hunted down the best prices, but this gets the job done. Hopefully I can save up for my FC before Frontier nerfs it.

My point being that mining hasn't killed trading for me. I'm actually enjoying my T9 again, which until recently was collecting dust. Friends could even wing with me and provide fighter escort for a share of the profits, which is a unique way of making combat pay a lot of credits as well.
 
Ok, what's the point of missions? or bounty-hunting?
Why is this so much an issue for you? Did it ever occur to you that n00bs who crossed over from NMS (and other space games) or who're new to the franchise (because of the upcomming space legs feature) wouldn't see this as an issue? Why do folks like you continually push YOUR gaming styles and censorship preferences on everyone else?

If LTDs are OP, then DON'T MINE THEM. Either mine other resources or play other career pathways. :rolleyes:
 
It wouldn't.
Because every activity still adds money to the "economy" and nothing consistently removes money from the economy (except Fleet Carrier upkeep).
Sure for a dynamic economy will need to have some money sinks. Rebuys costs are meaningless most of the time, FC upkeep can't work for all the economy, so it should be something new. Maybe significant increase for the integrity repairs (or repairs in general), but it would be boring.
 
I couldnt agree less , its not a race to see who has the most money , its a sandbox that lets you play the game you want to , if you dont like it dont play it , but don't try and ruin it for others.
The point that it's a sandbox is working mostly in favor of my thoughts. The sandbox must be balanced, otherwise it won't be interesting enough for all the players (most of them).
Right now the issue with the sandbox is that the economy part and everything related to credits are completely thrown away. If economy/credits are not an important part of the game - let's remove them completely, so you can take any ship/module with no credits at all
 
Why is this so much an issue for you? Did it ever occur to you that n00bs who crossed over from NMS (and other space games) or who're new to the franchise (because of the upcomming space legs feature) wouldn't see this as an issue? Why do folks like you continually push YOUR gaming styles and censorship preferences on everyone else?

If LTDs are OP, then DON'T MINE THEM. Either mine other resources or play other career pathways. :rolleyes:
As I said many times in this thread, it's not about my preferences or gaming style, it's the issue for the overall game's design.
Sure you can earn credits with missions... 10x times slower than with LTDs mining... But why should I spend 10x time into the game, if I have faster way?
One more time: I'm not talking about getting fun or something like that. If you're enjoying running missions - that's completely fine.
But in case if your goal is to earn some credits - then the only sane way left is to go mining LTDs.

I did not get the comparison with other games. Other games have completely different designs and it's ok. I'm not playing NMS, I'm playing ED and not sure it's a good thing if ED will become NMS.
 
Ofc you can choose to earn credits 10x or 100x slower, game gives you freedom of choice, mining and trading are preferred methods to amass credits, as it should be.
There is a reason why soldiers and veterans go homeless and industrialists/ traders don't, it is what it is.
 
However, fairly soon you'll have all the credits and then you can do something else with them. And you'll be able to make a better start at doing it because you've got all the credits you need.
 
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