Discovery Gaming Community
Economy in 5.2+ - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: Community Feedback (https://discoverygc.com/forums/forumdisplay.php?fid=627)
+--- Thread: Economy in 5.2+ (/showthread.php?tid=205804)

Pages: 1 2 3 4 5 6 7 8 9


Economy in 5.2+ - Enko - 11-23-2024

Hello all,

First of all I want to premise this by saying this is not an official dev post, for while I work on the Economy this is something for me (and possibly other staff members) to look at that might help give me a feel for how people think and see things with the Economy as it is. No changes are promised just because things may be talked about in this thread, but it certainly will help.

So my question to you all, as a chance to voice your opinion on the current state of affairs. What do you think is going right or wrong with the economy? What sort of things do you want to see added, changed, removed? What gameplay loops do you feel might be nice to add, etc?

Anything at all that is economy related, fire away.


RE: Economy in 5.2+ - Amba - 11-23-2024

Military Surplus feels very subpar, same with passenger commodities,Niobium is missing a bunch of sell points, having commodity price origin points in Alaska is a bad idea seeing as only 3 factions can actually go there, Industrial Materials need sale points accessible to unlawfuls, toxic waste has weirdly inconsistent prices compared to MOX, promethene needs an overhaul. These are things I've either seen or heard from others.

As for stuff that'd be nice to add, more NuMining will always spice up a system. Tho more stuff unlawfuls can do would be nice too, features have been very corpo/lawful-centric


RE: Economy in 5.2+ - Ashyur - 11-23-2024

having stuff that actually makes a big difference (a massive imbalance ) only available to old players due to steep entry price can make new players leave or not do some stuff (I'm talking about player build ships and equipment)

overall prices for commodities are adjusted to a player base of 200 while we can only gather 20 players most of the time, economy should be used as a tool to gather players in fewer systems

ideally we should aim for Dublin (mining system) , cortez/Magellan (first piracy encounter) , liberty (single contraband sell point), Colorado as gold sell point (if we add more it would be avoided through player list or discord bots )
platinum for the way back


RE: Economy in 5.2+ - 9th.Legion - 11-23-2024

A lot of things should improve tbh. First of all, all unlawfuls cant reach certain materials that are important to players for Weapon crafting or modular crafting, that should change ASAP. We got shitload of morons running around, busting up transports for stupid reasons.

Uranium is way too far for unlawfuls, especially with the new Omicron update, it's WAY too damn tiring to bring a singular load of Uran to the Omicrons. Same goes for the Industrial Materials, Optronics, Super Alloy and many more items. SINGULAR field of Water, wont do the trick. All HOMEWORLD systems should have the neccesary Water fields, unless the IFF has a very close location(MAX 1 system away) for a cheap resource of Water.

-I dont wanna speak about prices, they seem to be fine for now imo. Toxic/Scrap metal, should always remain cheap or with a closer access, with mining bonuses that all IFF's to be able to benefit. It's just my opinion, not my demands so don't bash me Big Grin


RE: Economy in 5.2+ - Major. - 11-23-2024

Do something for Junkers, with the new prices of Scrap and Toxic Waste, it's not even worth to mine it any more for a PoB, so even that got removed for us.

Otherwise, unlawfuls lack a good amount of sell points and so on.


RE: Economy in 5.2+ - TheSauron - 11-23-2024

I would echo the issues with unlawful sellpoints. Running a pirate base for a faction that doesn't sit on a gold mine (figuratively or literally) is pretty much pointless unless you're really into your faction of choice or hate having credits, or both. The moment you consider the practicalities, corpos are the only real option.

Besides that, I think the overall unlawful economy is missing a couple of commodity links to properly function. Generally, if an unlawful base is a big importer of stuff but doesn't export anything, you have nothing to carry when heading back to the export base. Using Gaians as an example, their only exports are Slog and Military Surplus, both sourced from Skye. At the same time they also import a lot of shipyard stuff to Torshavn, but there is nothing you can carry on your way from Torshavn to Skye to complete the loop. I am willing to bet there are plenty of such gaps across all unlawful factions.


RE: Economy in 5.2+ - Karst - 11-23-2024

Lots of stuff has been said already.

No low-tier commodity mining is viable anywhere.

The Promethene fuel recipe is unviable.

The Prisoner labor recipes are unviable except in a single location (which is still far from amazing).

Platinum in numining is unviable if you can't export to Gallia, which almost none of the factions that can mine it can do.



RE: Economy in 5.2+ - Petitioner - 11-23-2024

We need more places for platinum to go to.
The promethene recipes are still horrible.

Nu-mining in Galileo is the most fun I've had mining since I was 15. It's a great system, I'm happy to do it for hours all on my own, it's awesome. I want to see this rolled out to other mining zones. It would give miners an incentive to actually log. Old mining is absolute ass and I hate it, not to mention that it's physically painful.

Make sure that every base has something to connect to another base with, as Sauron said. Heck, I'm fine with hauling Oxygen and Water if it means I'm actually making some kind of a profit on an otherwise decent route.



RE: Economy in 5.2+ - TonyB - 11-23-2024

(11-23-2024, 03:21 PM)Petitioner Wrote: We need more places for platinum to go to.
The promethene recipes are still horrible.

Nu-mining in Galileo is the most fun I've had mining since I was 15. It's a great system, I'm happy to do it for hours all on my own, it's awesome. I want to see this rolled out to other mining zones. It would give miners an incentive to actually log. Old mining is absolute ass and I hate it, not to mention that it's physically painful.

Make sure that every base has something to connect to another base with, as Sauron said. Heck, I'm fine with hauling Oxygen and Water if it means I'm actually making some kind of a profit on an otherwise decent route.

For info : All miners i have talked to since the change hate this.


RE: Economy in 5.2+ - TonyB - 11-23-2024

We need more replies from the "actual" miners. Green or orange colors should not make the difference. The last patch was very good, so why change this again ?