(06-15-2020, 12:04 PM)Relation-Ship Wrote: And then focus on making trading more fun and/or buffing profits from it.
"Don't nerf this, buff that other thing" is kinda the mentailty that led us to the heavily inflated economy we currently have today. At least compared to what it used to be almost a decade ago. Even though there is literally no difference between the two methods regarding relative balance, the difference is purely psychological. But I digress...
At this point I'm just waiting for PvE Rework Phase 2. Profitability can stay like this for all I care, if devs indeed gonna make good use of focused and concentrated activity.
(06-15-2020, 12:04 PM)Relation-Ship Wrote: And then focus on making trading more fun and/or buffing profits from it.
"Don't nerf this, buff that other thing" is kinda the mentailty that led us to the heavily inflated economy we currently have today. At least compared to what it used to be almost a decade ago. Even though there is literally no difference between the two methods regarding relative balance, the difference is purely psychological. But I digress...
At this point I'm just waiting for PvE Rework Phase 2. Profitability can stay like this for all I care, if devs indeed gonna make good use of focused and concentrated activity.
Either way, I feel like it's unfair to blame the Missions for the short-comings of Trading and the Economy. LaWey described it best.
Does the fact that the BS is able to get 17M with single mission offends you in one way or another? Does it ruins your gaming experience? Being jealous? Make one yourself and do the same!
It's breaking a balance? How something that does not exists could be broken anyway?
Srsly, guys, don't you realize, that the golden age of Disco FL is already in history? To keep players here in game being active, money should be given nearly just for staying in game!
Fun, goddamned fun what keeps players here. Creating conditions when players are required to grind, doing repetitive boring (yes, trading is boring) actions over and over again won't help keeping ppl in game.
Many players won't just see investing their time into game not worth it.
Let ppl generate huge sums quick, so they gona make more different chars, participate in actions in many parts of Sirius and so on. This will create fun which keeps ppl in game.
(06-15-2020, 09:36 AM)Karst Wrote: But with their current profits there's literally no reason to use transports anymore, and that's not to mention the massive imbalances within the mission system.
I can't help but see the hypocrisy of you saying that current missions are giving no reason to silently f2 f3 go to pob f2 f3 go to pob when silent ore trading gives no reason to do normal trading. Ore trading makes so much more money than regular trading you're pretty much forced to do it if you want to make any actual money. I know that you're the ore expert, but come on. Why the hell would anyone run regular cargo when ore exists.
And I'd rather neck myself then continue to do the silent run between Dublin and Frankfurt. It's so fucking boring and the only reason I've done it was to make money. Now that missions are out, I'm choosing to make 30m/h in a gunboat instead of going back to ore. But yea I think I'll swap to higher level missions seeing how much better they are.
Rich missions should be close to enemy and generate MMO interaction and activity. Safe missions far from front shouldn’t bring big money.
We all consider annoying someone on a mission as a dicky move. But he’s an enemy making 130-150M every hour in front of our nose. That should change, not missions.
All of you who are saying one variant or another of "but missions are fun and it's great that they are profitable" are missing a very important point:
(06-15-2020, 09:36 AM)Karst Wrote: there's literally no reason to use transports anymore
Transports no longer have any reason to exist besides supplying bases. As I said, I do like making money with missions, but I quite literally have no reason to log transports anymore. Why bother? I can make more money in greater safety with missions.
For its whole existence, disco's basic game concept has involved traders tempting pirates, who in turn tempt lawfuls. I think there's a fundamental problem with transports no longer having a purpose, and it's kind of hard to believe that anyone wouldn't see an issue with it. I get that powertrading is relatively "boring", but it's kind of a basis of interaction. If money-making is based entirely on PVE instead of trading, the entire game will become nothing but combat ships.
(06-15-2020, 01:29 PM)Charo Wrote:
(06-15-2020, 09:36 AM)Karst Wrote: But with their current profits there's literally no reason to use transports anymore, and that's not to mention the massive imbalances within the mission system.
I can't help but see the hypocrisy of you saying that current missions are giving no reason to silently f2 f3 go to pob f2 f3 go to pob when silent ore trading gives no reason to do normal trading. Ore trading makes so much more money than regular trading you're pretty much forced to do it if you want to make any actual money. I know that you're the ore expert, but come on. Why the hell would anyone run regular cargo when ore exists.
And I'd rather neck myself then continue to do the silent run between Dublin and Frankfurt. It's so ***** boring and the only reason I've done it was to make money. Now that missions are out, I'm choosing to make 30m/h in a gunboat instead of going back to ore. But yea I think I'll swap to higher level missions seeing how much better they are.
Buff regular non-ore trading
I agree with this actually. Ore profits and regular commodities should be much closer together than they currently are. But that isn't really the subject here, I think standard ore profits should be the maximum that any activity can make for you, the fact that an income type that's substantially more profitable exists now is problematic.
(06-15-2020, 12:04 PM)Relation-Ship Wrote: And then focus on making trading more fun and/or buffing profits from it.
"Don't nerf this, buff that other thing" is kinda the mentailty that led us to the heavily inflated economy we currently have today. At least compared to what it used to be almost a decade ago. Even though there is literally no difference between the two methods regarding relative balance, the difference is purely psychological. But I digress...
At this point I'm just waiting for PvE Rework Phase 2. Profitability can stay like this for all I care, if devs indeed gonna make good use of focused and concentrated activity.
It still takes shitloads of hours and hashtag nolife for a newcomer to make money for shiny stuff they want
Believe me
My friends haven't seen me much at all last 2 months :]
Not sure what inflated economy you're talking about - it must have been awful for new guys before if it was worse
(06-15-2020, 01:34 PM)Karst Wrote: All of you who are saying one variant or another of "but missions are fun and it's great that they are profitable" are missing a very important point:
Quote:there's literally no reason to use transports anymore
Transports no longer have any reason to exist besides supplying bases. As I said, I do like making money with missions, but I quite literally have no reason to log transports anymore. Why bother? I can make more money in greater safety with missions.
For its whole existence, disco's basic game concept has involved traders tempting pirates, who in turn tempt lawfuls. I think there's a fundamental problem with transports no longer having a purpose, and it's kind of hard to believe that anyone wouldn't see an issue with it. I get that powertrading is relatively "boring", but it's kind of a basis of interaction. If money-making is based entirely on PVE instead of trading, the entire game will become nothing but combat ships.
In greater safety? Don't know about that when anything logged in is a walking PvP target. As a Lawful I'll shoot Unlawfuls that farm missions. There's no point to use transports because they're not fun to fly. People will fly things if they're fun, and transports are not.
Think of it this way: instead of thinking "how can we nerf missions to make people fly transports?" ask "how can we make transport gameplay more fun?". If an interaction or type of activity isn't fun people won't do it. That's the fundamental issue here. Even when I was dirt poor I'd still just rather sell my ships, pester people for money or not play the game at all than trade outside of events.
And yeah I agree with people that silently f2/f3ing transports are infinitely worse at activity contribution than missions are.
(06-15-2020, 01:45 PM)Lucas Wrote: Unpopular opinion that instead of nerfing missions, transports should be buffed. 5.5k/6k cargo haulers for actual shipping factions like Imperial Shipping? Please..?
There should be progression in transport cargo sizes. Right now you start off with a dinky freighter, get a medium transport, and quickly find yourself in a 5ker. Regions should have clear transport progression sizes, and a larger range of them at that.