Notice Notice regarding supply and demand of high-end minerals

While I understand the feeling that some people have that are confused by the implementation of these adjustments around mining and even the desire for further adjustments the facts as I understand them are these:

1. The implementation is not yet complete and it's still being tweaked.
2. FDEV believed and atleast a DECENT percentage of the community agreed that some adjustment was necessary on excessive mining profits.
3. FDEV has already stated in writing IN THIS THREAD that they have clearly heard that a large portion of the community is not quite happy with the exact manner of the adjustments and THEY don't feel that the system performs as well as they intended and it's something that the team will be looking to improve in a future update. (See the post of Stephen Benedetti at 10:47 EST on Tuesday Feb 04th).

With these 3 stated facts It seems prudent to me for everyone to just chill out a little and allow these people an opportunity for them to correct the implementation on the first part, let the market settle to truly see the performance of things now and then decide how they wish to adjust this for the benefit of all. As to those who are just unhappy with any kind of a nerf I would point out that a lot of other players have stated that they would be quite happy to see mining come down a little and combat go up a little so while you may PERSONALLY want X,Y and Z to happen in whatever time frame that FDEV has a responsibility to make the decisions they feel will best work for the long term viability of their product and the enjoyment of a large population who may have differing views. And in the end if it takes you 20 hours of effort to earn X amount or 60 hours to earn that same amount its still completely doable its not mining got turned off, it just takes a little longer. So throw on Babylon5 or Battlestar Galactica on that second screen or perhaps some Pink Floyd and get to cracking rocks. Have some fun out there!
 
Also for those who wish to ask a game development company for change in their game I'd like to direct you to an EXCELLENT article in Polygon that can help give you advice on how to make your request as successful as possible. So if you really want FDEV to do something maybe take 5 minutes out of your life to read the artical and hopefully it can help you phrase things in such a way as to give you the best possible chance of achieving your goal!

 
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Also for those who wish to ask a game development company for change in their game I'd like to direct you to an EXCELLENT artical in Polygon that can help give you advice on how to make your request as successful as possible. So if you really want FDEV to do something maybe take 5 minutes out of your life to read the artical and hopefully it can help you phrase things in such a way as to give you the best possible chance of achieving your goal!

Oh deary, deary me. I may or may not read the artical article, but please, ixnay on the condescension there, Chet.
 
To be honest this one doesn't seem to be a massive issue, were only at 23 pages after a while, some issues with ED hit hundreds of pages by now.

As we've been told it will settle down after a while as supply and demand gets balanced in the system I am willing to wait, from what I can gather the ones who are up in arms over this are the ones that wanted the insta-annaconda but now have to work for it. Sorry guys it's a MMO game it's about the journey not the final destination.
 
I don't mind giving us getting more balanced prices for these mined commodities, as the initial prices attached to these items when the new mining changes released a year or so back were just stupidly mind blowingly bonkers high for the effort involved in collecting them.

However - basing the price given to you on the number of items in your hold rather than the actual demand at the station, is just a massive kick in the face to people working in wings.

Wingmates should NEVER get wildly different prices per ton if they are all selling at the same station at the same time. That price should only be affected by the demand at the station at that time, and if demand is very high or very low, then those prices per ton should be very similar across the wing. That is not the case right now if a wing arrives and each member is carrying different tonnages of the item in demand. Please fix this.

How is 100 million an hour bad for void opals. It takes 7-10 hours to get 1 billion.
 
THIS really P!@#ES ME OFF. Firstly, there is NO indicator that lets you know what that cap even is. I turned in 157 LTD's this morning. The market price at that station was just above 1.2M/T with a very high demand, but MY rate was just over 1M/T and it was only 157T. There is no threshold display that lets you know where the price difference takes place just that you are essentially punished for actually doing the work.

Secondly, a 20% cut is absurd. I'm inclined to believe the Dev's don't play this game, because if they did they would know how hard and painstaking it is to even mine LTD's. I'm fairly new to mining so it isn't exactly an art form for me, but it took me like 2hr maybe 3hrs to mine that many between core and laser in a pristine double hotspot outside the bubble.

This pointless mechanic needs to get axed. It serves no purpose other than punishing people who work harder to get more in a single trip. Think about it realistically. the Dev's are assuming that someone who brings in 50T and a person who brings in 500T are the same. they are not. The person who brings in 500T takes about 10x longer to mine that amount. So it isn't about fast cash. The 50T miner makes more trips and mines faster where as the 500T takes less trips but mines longer. Punishing someone for mining longer shouldn't be a thing. It is like FDev doesn't WANT people to play their game. The dev's think they are encouraging fairness but they are not, because if they were smart enough to see the difference between the 50T and the 500T they would see that it IS fair. The time spent equals out. The 500T miner isn't gaining a massive advantage over the 50T miner at all, because, if you put them side by side on a 5hr clock they would mine roughly the same amount of minerals (with exception of who is the more efficient and skilled miner).

I am all for the Supply and demand system as long as it works like it should. A fluctuating market where the HOT seller changes with the market. One week it could be Painite, the next it could be Voids. After that it could be LTD's and then maybe Alexanderite. Depending on the market fluctuations based on supply and demand. THIS is a good system that keeps the mining game interesting. but your damn tariffs are fracking stupid and discourages players from participating in the game and appreciating your work.

So consider THIS player feedback when you decide to make a balance change. Maybe your team lead needs to enroll in a class for economics before they decide to make economy changes in your game that make no sense.

There should be something that keeps void opals going. They are the only resource only found in cores. They should be special as an end game thing. And because they take a big longer to get.

Or make the dynamics actually accomplish this somehow.
 
And as of today, we are still making 50-100M+ an hour triple hot spot laser LTD mining. Pop in, mine 100-120T, then off to sell. Done in an hour to 90 minutes, and you just made 100M+. Yeah, I don't really care much for how they went about implementing this "nerf", and sure you can no longer make 1B in 5 or 6 hours, but the profits are still there, and in abundance. It's the nerf that wasn't really much of a nerf. I get the annoyance, (every change annoys someone after all), but not the rage over this.
 
I miss the bulk amount. I like just getting it all done in one go and getting to do other things for a bit. That is why I did void opal mining. I do the same with exploration and other things. I go for set bulk end profits.
 
There should be something that keeps void opals going. They are the only resource only found in cores. They should be special as an end game thing. And because they take a big longer to get.

Or make the dynamics actually accomplish this somehow.
Ya. Like i said. The supply and demand should work as a supply and demand. But it doesnt. All core mining commodities should be more valuable than laser. Ltd's break this honestly. They can be found in every mining method. They should choose one like core only. Core mining isnt worth the effort involved due to the time it takes to mine them, let alone find a dang core. Rng is horrendous with core count. I can often search for 10+min before finding a core and then it may not even be the core im looking for.

At the end of the day. I am fine with S&D. But it should reflect real S&D. Where all commodities are subject to market change. This is sort of represtented. But not too well.

It shouldnt be exclusive to mining. Outbreak cargo missions should raise the price of the commodities needed more. Thargoid and war and piracy should effect the supply of certain wares as their manufacturers could be destroyed or robbed or whatever.

Just more accuracy would work well.
 
It shouldnt be exclusive to mining. Outbreak cargo missions should raise the price of the commodities needed more. Thargoid and war and piracy should effect the supply of certain wares as their manufacturers could be destroyed or robbed or whatever.
This already happens for other commodities though... specifically for the outbreak case basic medicines go from being 300-400-odd, to up to 5000cr/t. Same applies for, well, almost every BGS state and various goods. Failure of economy-related missions leads to economic bust. Likewise, Supply and Demand figures can lead a normally-profitable good to purchase to actually turning a loss... Palladium, as a commonly traded cargo by players and, probably, bots, is a great example of this, without including any state effects.

All that works fine. What's missing is the activities to cause those states. I've been banging this drum a while, but FD seem intent that players shouldn't cause "negative" states[1]... so we're stuck with a fairly static environment unless the RNG gods throw one of the new states such as blight/infrastructure failure at you.

[1] I say "negative" because they're achieved by "bad guy" means... they can actually be good states for game activity though; Famine is fantastic for buffing a factions influence quickly and making good cash.
 
THIS really ME OFF. Firstly, there is NO indicator that lets you know what that cap even is. I turned in 157 LTD's this morning. The market price at that station was just above 1.2M/T with a very high demand, but MY rate was just over 1M/T and it was only 157T. There is no threshold display that lets you know where the price difference takes place just that you are essentially punished for actually doing the work.

Secondly, a 20% cut is absurd. I'm inclined to believe the Dev's don't play this game, because if they did they would know how hard and painstaking it is to even mine LTD's. I'm fairly new to mining so it isn't exactly an art form for me, but it took me like 2hr maybe 3hrs to mine that many between core and laser in a pristine double hotspot outside the bubble.

This pointless mechanic needs to get axed. It serves no purpose other than punishing people who work harder to get more in a single trip. Think about it realistically. the Dev's are assuming that someone who brings in 50T and a person who brings in 500T are the same. they are not. The person who brings in 500T takes about 10x longer to mine that amount. So it isn't about fast cash. The 50T miner makes more trips and mines faster where as the 500T takes less trips but mines longer. Punishing someone for mining longer shouldn't be a thing. It is like FDev doesn't WANT people to play their game. The dev's think they are encouraging fairness but they are not, because if they were smart enough to see the difference between the 50T and the 500T they would see that it IS fair. The time spent equals out. The 500T miner isn't gaining a massive advantage over the 50T miner at all, because, if you put them side by side on a 5hr clock they would mine roughly the same amount of minerals (with exception of who is the more efficient and skilled miner).

I am all for the Supply and demand system as long as it works like it should. A fluctuating market where the HOT seller changes with the market. One week it could be Painite, the next it could be Voids. After that it could be LTD's and then maybe Alexanderite. Depending on the market fluctuations based on supply and demand. THIS is a good system that keeps the mining game interesting. but your damn tariffs are fracking stupid and discourages players from participating in the game and appreciating your work.

So consider THIS player feedback when you decide to make a balance change. Maybe your team lead needs to enroll in a class for economics before they decide to make economy changes in your game that make no sense.

Apologies for picking on your post but it seemed to be one of the most emotive posts on the subject; I could have picked others...

Anyway, I have only been playing about a month, and I realised early on that the economy was different to Eve and artificial. My observation of the game economics was that it was balanced and challenging up to the point where I learned how to fit a Seismic Charge Launcher, Abrasion Blaster, and Refinery to my hard earned Cobra Mkiii. After I was able to core mine the challenge of the game in terms of finances was over. It is far far far too easy to make money core mining.

In my opinion, When you think about the effort and time investment and materials you need to upgrade your ships with Engineers to make them more profitable for missions and combat, the ease of making money mining is really out of whack.

I think the developers have a tough job to keep the game challenging while rewarding effort and skill.

That's my 2 cents - happy blasting ;)
 
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