This was in a medium ~250 module station along the highway ring, which didn't have an issue before 4.0.GCU Grey Area wrote: ↑Sat, 10. Apr 21, 19:46Wow, 14->180? Really? What on earth were you doing? If I had to guess huge mega-complex supplied entirely by a single low-yield core sector, totally reliant on the bug which meant that miners would continue to gather resources even in sectors which were utterly depleted?
The game never displayed the yields of anything pre 4.0 or I have never seen it. Ships were doing their thing and the world was fine.
Eventually the ultimate downside will end up being the fact that these changes require the simulation of that many more ships, slowing things down well beyond what used to happen, effectively limiting the scale of what you can do.
Also the ship limit per station, causing a cluttered property list with stuff that ought to be assigned to a station.
I didn't have the billions when I started obviously. I don't think I ever had a billion in my account in that save.Slashman wrote: ↑Sat, 10. Apr 21, 20:28If you've spent billions on top of billions then you were already rich and therefore not making money at an accelerated pace really doesn't put you out does it? I mean you already spent billions to put up the shipyard...those billions could have been spent on fleets or other stations so I'm failing to see what the issue is here. The shipyards are not unprofitable...they are simply not as profitable as you want/believe they should be...two very different things.
It started as a small station that produced goods, being advanced into a shipyard over time.
Also a billion is easy to spend on blueprints. The S/M module blueprint itself is north of a hundred million credits. A single XL blueprint is north of 100 million.
So no not really.
That is highly subjective. I can also say that capturing ships is way too rewarding and has not nearly enough of a downside. Quite a few people would likely object.
The fact of the matter remains that one style to play the game got nerfed hard, whereas others haven't been touched, despite also making the player billions of credits.
What makes you say that I (or others for that matter) cannot adapt or figure out other ways to do things? Quite presumptuous.
Regardless it's less about not being able to adapt than it is to being forced into a certain style to play (at least if you want some kind of ROI / efficiency). Especially considering we're talking about a single player sandbox game that prides itself on player choice and there being many ways to play the game.
Personally I couldn't care less about the asteroid crystals for example, as I find it way too boring and tedious finding them in the first place. Others may enjoy it, which is fine. I can ignore them.
Pilot levels are meh, gave up on those ages ago as it's way too much of a grind getting them (or the seminars for that matter) for my taste. They either get there on their own or they die before that ever happens.
Especially considering they did that mid game, rather than on a new game properly balancing it there with the rest of the stuff. Also wouldn't screw people over that way.dtpsprt wrote: ↑Sat, 10. Apr 21, 21:14the nerfing down to 5% of original values on the resources around the "ring" (and even those are already "in use" by NPC's).
It shows some "lack of thought" for all kinds of players who use the game, vanilla should not be "accommodating" to only one (maybe two) types of players or the "sandbox" should be taken out of the description.
Definitely shows a lack of thought.
Good for you. But having the more sane shipyard of pre 4.0, or crystals, or mining efficiency doesn't change any of that. You still could've done the same thing you did with the same rewards and experience.Slashman wrote: ↑Sat, 10. Apr 21, 21:23there was no lack of anything to do to make money. What I found myself encouraged to do was to try different things at differrent times to make my money. But really...after you have enough for a couple mining ships and a large trader, what money woes could you have?
That is kind of the problem with all of it really. It's detrimental to one way of enjoying the game which didn't even have any effect whatsoever on other ways to do the same. In the end it's forcing people that enjoyed to play the game a certain way to doing stuff they might not enjoy quite as much, or at the very least deal with a worse experience and way more micro.
Just because something doesn't affect you does not mean that very same thing isn't bad.
You could opt to sell at 50%, or you could opt to not sell any ships to anyone and just produce your own ships only, if you so choose. Perfectly valid and doesn't hurt anyone. The point is it would be each individuals **choice**, which now we don't have anymore.Midnitewolf wrote: ↑Sat, 10. Apr 21, 21:55This is my argument as well. Ultimately this is a single player game and it is up to you yourself to control the experience. That being said, if you found that a Wharf made too much money and kind of cheapened your gameplay experience, you could always choose to not build a Wharf or reduce your margins on sales. I mean I do tons of things like that.
Exactly, it's just stupid to see that you sell ships including equipment for less than 90% of a single piece of equipment on that very same ship. Effectively you're offering that piece of equipment at a discount, and give away a bunch of other equipment, the entire ship and a bunch of weapons and time for free on top. That is just stupid.Midnitewolf wrote: ↑Sat, 10. Apr 21, 21:55they left the Shipyards making the I am going to call it, the "correct" amount of credits. I call it "Correct" because it is very unrealistic and immersion breaking to be selling ships at 10% of what you could buy it for.
I don't think the slider ever was a markup on top of the regular price. It rather is the percentage of the regular ship price you want it to sell at to other factions. So your choice was always selling it at a discount (of up to 50%) or at a markup (or up to 50%). Selling a ship that was worth 100k could be sold anywhere between 50k and 150k. That made perfect sense, either you give them away for cheap to a faction in order to boost their military / economy (or your sales volume), or you wanted to make some extra money.Midnitewolf wrote: ↑Sat, 10. Apr 21, 21:55Of course I felt that the mechanics behind Wharfs and Shipyards was broken in the first place because it should have been a rare occurrence to be able to sell ANY ships at 150% mark up. Instead is should have been demand based and you would have found your actual sell prices range between 10% (which it is hard locked at now) and 150% depending on how desperate the NPC factions were ships. I expect if it had been working correctly, 10-30% markup would have been the norm which would in general mean you earned more than you do now but significantly less than you used to earn. Personally I am less opposed to earning less than the immersion breaking and unrealistic locked 10% markup.
As such I wouldn't outright call it flawed.
That being said, I can agree on it seeming weird at times how they flocked your shipyard. It could have been more demand based, and they would prefer to use their own shipyards, then order at the players wharf when their own are low on resources (and thus cannot produce) or they just need a few ships right now. Whether you were selling at the regular price, 20% markup or 50% markup would dictate whether they'd rather wait for their own wharf to be stocked or done building, or pay the extra price and order the ship with the player. If you were to sell discounted, they could then even prefer yours over their own depending on resource levels.
Your standing with them could also play a role, so that when you're a good friend they would be more willing to order at your wharf compared to when you're just some other random person.
Of course it would still have to be reasonable, in that they would still order at your own. If they're in a war or have Xenon knocking at their door they would even be willing to pay the 50% extra, as it's either that or get their rear kicked for example.