Cut mission rewards in 25% make every mission
NPC drop an unique item that we can buy special things or
NPC drop an unique commodity that we can haul to a far away place
Both requires teamwork and a "transport" hauling things to ensure that we both have fun pewpewing ships and you can also do a trade run that is pretty risky but very rewarding.
So to get the maximum profit, you need to cooperate with people
However, 50% of people logging in are not active in discord nor forums. We need an ingame portal where people can talk.
You need to take into account the skill of the player. You're registered since 2009, surely you have better PvE skills than someone who has been playing for a week. If we balanced the mission rewards around veterans, new players will hardly get much money out of it.
In addition, trading is a lot more relaxed than missions, especially for non-veterans. Discovery is one of the few games where I can do something relaxed while still making progress (by earning credits). Missions are cool, especially when you want something to do while you wait for the enemy to log, but I can't see myself doing them all the time to make credits - way too stressful.
(06-15-2020, 01:58 PM)sajuuk111 Wrote: Cut mission rewards in 25% make every mission
NPC drop an unique item that we can buy special things or
NPC drop an unique commodity that we can haul to a far away place
Both requires teamwork and a "transport" hauling things to ensure that we both have fun pewpewing ships and you can also do a trade run that is pretty risky but very rewarding.
So to get the maximum profit, you need to cooperate with people
However, 50% of people logging in are not active in discord nor forums. We need an ingame portal where people can talk.
Pilots. Make all NPC pilots as (or more) expensive as (than) Rogues/Xenos/Pirates/Outcasts in Pennsylvania, Cruiser Captains and Admirals even more so, with more sellpoints. Problem solved.
Posts: 3,100
Threads: 96
Joined: May 2012
Staff roles: Balance Dev
I think it's been said that it's already coming with phase 2: Missions just need to be less profitable when done in random locations all over the game universe, with the most profitable ones only being in very specific areas. That way they'd be much less safe (people would see you in "Mission Running System A" on the player list and know what you're up to) and more easily interrupted.
They're probably also not perfectly balanced. I'd like mission running in fighters to be both more difficult and more profitable, perhaps requiring duos or larger groups to really do efficiently. I think every class of ship should have access to a decent mission option in the highest "tier", and I'd like that tier to be difficult enough that you can actually die while doing it unless you come prepared (i.e. with friends).
I do think that killing off the Transport-Pirate-Lawful cycle with highly-profitable missions available all over the place is bad long-term.
I think the recent mission update going balance itself for this moment. Mission runners in O. Delta already stumbled upon unhappy Nomad players that showed them how things are running in Omicrons once or twice, some goes with the Tempest swarms in O-47. Though in the long term it means we are going to experience more caps around in the sacrifice of snub gameplay, which requires a handful of tricks any pilot should know to fight properly. Not to mention an inflation on player market that will put many traders at a disadvantage and will make capital ships itselves as not something rewarding and difficult to aquire.
With all that in mind, the possible solution is either raise trading profits on the same levels of credits per hour, or to lower mission reward to the same amounts of gain as you were trading instead. Increasing a number of trading events same to the recent Rheinland coup ones or Zoner Immigrants is also a considerable variant.
That ore rework hit us very badly. It just killed Lib -Bret and Lib-Ku trade circuit and forcing/arm twisting us to go to Gallia. That Theta sell point is a big joke with traders it should be Delta or Kappa(with increased sell price) not theta. Why people like to kill trade circuits?
Less people are interested to do that as compare to pre-ore rework.
PVE is going good but yeah it still need more improvement for lower classes and big Groups.
Missions should be more hard and rewarding for PVE groups.
Let people have fun + PVE means more interaction between players . It is an alternative way to make credits , a lot of people dont like boring transporting with all the forum work etc.
(06-15-2020, 01:41 PM)Relation-Ship Wrote: It still takes ***** 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
Okay, let's do some math then.
Iirc the Sunburst is the starter ship, if not for every restart, then for at least one, beginner, miner, house civilian, idk which. In case neither, it's still just $300k, cheapest in its category. Rolling on normal 2.5 CSU routes with its 540 cargo means $1350 C/s, $4.86m C/h, so its price comes back in roughly 16 minutes, rest is profit you can spend on equipment and guns, later on bigger ships. Armor is pretty standard equipment, costs $5.25m, takes 65 minutes of trading, and when mounted it reduces profit to $4.68m C/h.
Mammoth costs $10.1m, requiring 2 hours 10 minutes of trading, increases your hold to 2200, your profit to $19.8m C/h, returns its cost in just a bit over 30 minutes. With your armor upgrade mounted the profit is still $19.62m C/h.
Serenity costs $39.1m, requiring 2 hours of trading, increases your cargo hold to 3600, your profit to $32.4m C/h, returns its cost in 80 minutes. The more hardcores go for a CAU8 (4.0x) armor for transports, but I'd say for casuals a HAU4 (3.0x) would do just fine, that one costs $48m, takes 1.5 hours of trading, and when mounted it reduces profit to $30.87m C/h.
Bison costs 108.6m, requiring 3.5 hours of trading, increases your cargo hold to 4300, your profit to 38.7m C/h, returns its cost in 2.8 hours. Mounting HAU4 reduces profit to 37.17m C/h.
Mastodon costs 150.6m, requiring 4 hours of trading, increases your cargo hold to 5000, your profit to 45m C/h, returns its cost in less than 3.5 hours. Mounting HAU4 reduces profit to 43.47 C/h.
From start to flying an 5ker in 13.25 hours, implying the purchase of only the ships and the armor, no hostile encounters on the way, but also that you aren't hauling contraband, ore, or event cargo, nor are taking a loan. Skipping the Bison step could even cut the time down to 11 hours 38 minutes. Taking a $215m loan can instantly get you a HAU4 Mastodon with $16.4m extra cash for other equipment, and can return the loan in 5 hours with normal trading, less than 2.5 hours with the $100m C/h profits people keep mentioning regarding ore trading.
So I've no clue what you've been doing for 2 months, but it doesn't really sound like "hashtag nolife", when you can max your profits with actual nolife trading in a day or two.
(06-15-2020, 02:39 PM)Haste Wrote: I think it's been said that it's already coming with phase 2: Missions just need to be less profitable when done in random locations all over the game universe, with the most profitable ones only being in very specific areas. That way they'd be much less safe (people would see you in "Mission Running System A" on the player list and know what you're up to) and more easily interrupted.
They're probably also not perfectly balanced. I'd like mission running in fighters to be both more difficult and more profitable, perhaps requiring duos or larger groups to really do efficiently. I think every class of ship should have access to a decent mission option in the highest "tier", and I'd like that tier to be difficult enough that you can actually die while doing it unless you come prepared (i.e. with friends).
I do think that killing off the Transport-Pirate-Lawful cycle with highly-profitable missions available all over the place is bad long-term.
I would state that people need to be careful about making a PvE zone, to only then attract PvP to that zone. Especially since, you can, just wait for a person to start a mission then go in and kill them during it. Essentially you would be encouraging greifing. Not to mention people like to mission run, either by themselves or in a group, to farm money. Interrupting that process will inevitably piss people off. (Much like piracy)
You can get really intense fighter missions, those are usually in the 'cap' section of the mission lists for GBs. Most of the time its fighting large swarms of snubs.
Since you are able to freely take a mission, based on its difficulty/reward. There is already a scale you can choose from. Higher end will see you smacked if you're in the wrong ship class for that mission or not with friends.
The Ore rework has done wonders to kill off the already infrequent cargo piracy. With the hard reset to basic, its killed off a lot of the sell points for pirated ore. I've had a few people cite to me the reason they switched to mission running was the ore rework. (Although, if that's because the missions are better, the rework is bad or out of spite is in the air.)
(06-15-2020, 02:39 PM)Haste Wrote: I think it's been said that it's already coming with phase 2: Missions just need to be less profitable when done in random locations all over the game universe, with the most profitable ones only being in very specific areas. That way they'd be much less safe (people would see you in "Mission Running System A" on the player list and know what you're up to) and more easily interrupted.
They're probably also not perfectly balanced. I'd like mission running in fighters to be both more difficult and more profitable, perhaps requiring duos or larger groups to really do efficiently. I think every class of ship should have access to a decent mission option in the highest "tier", and I'd like that tier to be difficult enough that you can actually die while doing it unless you come prepared (i.e. with friends).
I do think that killing off the Transport-Pirate-Lawful cycle with highly-profitable missions available all over the place is bad long-term.
I would state that people need to be careful about making a PvE zone, to only then attract PvP to that zone. Especially since, you can, just wait for a person to start a mission then go in and kill them during it. Essentially you would be encouraging greifing. Not to mention people like to mission run, either by themselves or in a group, to farm money. Interrupting that process will inevitably piss people off. (Much like piracy)
You can get really intense fighter missions, those are usually in the 'cap' section of the mission lists for GBs. Most of the time its fighting large swarms of snubs.
Since you are able to freely take a mission, based on its difficulty/reward. There is already a scale you can choose from. Higher end will see you smacked if you're in the wrong ship class for that mission or not with friends.
The Ore rework has done wonders to kill off the already infrequent cargo piracy. With the hard reset to basic, its killed off a lot of the sell points for pirated ore. I've had a few people cite to me the reason they switched to mission running was the ore rework. (Although, if that's because the missions are better, the rework is bad or out of spite is in the air.)
This is why I think there should be two per region rather than one. If the PvP comes after you in one system and you die, you can at least go to the second system and grind there. Otherwise, you're then put into a position where you can't really PvE.
That's the issue created when you put everything of something on one system. Take Delta for example, pretty much all Omicron mining and PvE is concentrated there. If you die you are locked out of 95% of regional activity until the death timer runs out.