Remove the Second nerf of smuggling

Ok,

to get things straight, before the first nerf, smuggling was very OP.

but the 2nd nerf was psychopathic move from FD in my opinion. Shouldn't it be higher risk --> higher reward?

Why smuggle and risk to get a fine if you can get more money from a normal trade route? because a lot of ppl cried and when ppl cry, FD always gives them the lollipop?


I ask from FD to remove the second nerf of smuggling. Or should I bring my friends here to cry a lot so that it does? :D
 
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+1 from me chap, I understood and did not mind the actual ''stacking of bonuses'' removal mainly because I did not do it all in my very short smuggling career.......However....the second clear attack on the actual commodities prices now make the larger fines for getting caught outweigh the benefits to me because I can earn more from trading on my one jump runs with little or no risk at all !
Risk Verses Reward.....it just does not stack up with smuggling now unless you deliberately target stations that may give you the smuggling missions to supplement your smuggling income now.....which is what I suspect FD wanted in the first place actually now I write this and think about it really, that's the only sensible reason for the second cut on actual prices.
 
Hold on. Perhaps you can explain.

What was the first nerf and what was the second? Don't assume people will know what you are talking about if you are not clear.
 
Hold on. Perhaps you can explain.

What was the first nerf and what was the second? Don't assume people will know what you are talking about if you are not clear.

b4 the first nerf, you could smuggle imperial slaves for 10k+/ton

after the first nerf it dropped to 5k-8k. Reminder here, if you get caught you get a very big fine.

I remember when I was trading (i've stopped after reaching elite rank, couldn't take it anymore (....) I could get normal trade profit for around 2.6k-2.8k.)

after the second nerf, imperial slaves smuggling droped under 3k. around 2.2-2.5k if I am not mistaken. And if you get caught......

*reminder...imperial slaves is the most expensive trade-able "commodity".
 
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If a system's security is reduced by 40% it doesn't really justify the risk vs reward tag. If it was increased then by all means have a better price paid on the black market.
 
Everything that's brings more profit than basic grinding, anyone can do without thinking, is called an exploit.
It is the same for piracy (cargo limit), legal trading (remember seeking luxuries?), military action (battleships in CZ), ...

Now we have something even better than smuggling: delivery jobs for one of our new powers! Make some fun and deliver at least ten of whatever to Jaque per day:)
 
I think that more balance is needed in order for smuggling to be use as an effective tool. I see that everyone was only smuggling Imp slaves for profit, what about fed smugglers? I agree that smuggling should be more profitable but not for one resource!
 
Meh, they removed RES farm and smuggling.

Seems FD has a very specific way to play Elite.

Since the game's dying, I say we let em' try what they can.
 
b4 the first nerf, you could smuggle imperial slaves for 10k+/ton

after the first nerf it dropped to 5k-8k. Reminder here, if you get caught you get a very big fine.

I remember when I was trading (i've stopped after reaching elite rank, couldn't take it anymore (....) I could get normal trade profit for around 2.6k-2.8k.)

after the second nerf, imperial slaves smuggling droped under 3k. around 2.2-2.5k if I am not mistaken. And if you get caught......

*reminder...imperial slaves is the most expensive trade-able "commodity".

Ah, thanks for the clarification. Smuggling is indeed a profession FD seem to have trouble balancing in terms of risk/reward. Hope they get it right eventually.

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Since the game's dying,

Citation please!
 
Ah, thanks for the clarification. Smuggling is indeed a profession FD seem to have trouble balancing in terms of risk/reward. Hope they get it right eventually.

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Citation please!

Mining too! I think it does need a further boost?
 
Smuggling needs to made harder, more challenging. More patrols, more speed needed, something. I'm glad smuggling was nerfed for T-9's etc it was just silly and really no different from trading - since the process of smuggling was not hard enough.

I am currently doing smuggling missions which push the profession back to smaller ships which is actually logical. I've blazed into a single Station and made over a million credits after loading up on missions in the surrounding systems and moving between Outposts and Stations making money the whole time.

250K for delivering a load of Space-Weed or Slaves, get 5 of those going to a single destination, very profitable.

Also if i'm "Wanted" in a system it would be nice to be actively hunted by NPC's
 
What was the risk again?

The fine?

Who was actually scanned? Anyone?

Wont touch slaves but was flying a Type 7 in full of Onion head and other Botanical from Harvest Port without a problem

At times there was One ship on Patrol around the stations, sometime there were no System Authority Vessels on Patrol around the stations.
ZERO interdiction in Super cruise.

I am all for Smuggling to be a viable Occupation, but I don't want it to be Super-Profit-Easy mode for Large Freighters Wandering in the Access-way without a care in the world.

As Cmdr Ultra says the Mission hit the role perfectly as you zip about in a small ship making deliveries.
It gives the right feel, especially when you see the mission debriefing and see you are creating unrest or a bust by delivering weapons and narcotics.

Docking just as normal and making huge Profits because there is no customs, not so much, you don't even get to see the effects of delivery 160 tones of guns or narcotics to a station.
 
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What risk ?


Smuggling is trivial.


It's not the profits that need fixing its the difficulty of smuggling in the first place.
This exactly. The profits were fine on the first pass, you could make good money on narcotics not just slaves. The problem was it wasn't equal risk to reward. It was slight risk vs massive reward.
keep the profits where they were initially but flip that on its head, gargantuan risk for massive reward. The risk should be higher than a days profit for messing up once.
to the it was an exploit crowd, yes it was that's the point of smuggling. Smuggling by definition is to bypass laws and requlations for massive personal profit.
it didn't need a nerf let alone 2, it needed a MASSIVE buff to difficulty and punishment.
More security at stations
more interdictions based on your notoriety and if carrying illicit cargo
multiplicative headhunter spawns to hunt you down with each successfully smuggle
pirate wings in high ranking large / fast ships to steal your stuff
multiplicative system security to hunt you down with a cool down debuff if you let the heat die down
triple the fines
fines placed on illegal goods over 100 tons = instant bounty
lower payout in archon space higher payout in space with heightened fines such as Hudson space.
smuggling cannot be balanced for new players, it should be outright impossible for a new player, possible in any ship minus the type 9 by only very experienced players.
expand the black market to buy and sell items and add in multiple items for alternates to slaves.
the single cheapest lowest profit item should fetch at minimum 2400 per ton profit. Putting it on par with a decent trade circuit.
 
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Smuggling should be at least risky enough that it's nigh impossible to do in an Anaconda, Python, Type-9 or Type 7. How you balance that? I don't know. Is there a way to make those ships more noticeable to Authority? Part of the reasons profits for it were so ridiculous was due to the fact that you can do it in a giant ship painted with "HERE I AM WITH MY ILLEGAL GOODS" on the side and you can still just fly right in. Add on the Power Play bonuses and yea, it become ridiculous. If big ships couldn't smuggle, the profit could be safely raised.
 
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