• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General News and Announcements
« Previous 1 … 25 26 27 28 29 … 46 Next »
Discovery 4.87: Conquest - Update 6

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (10): « Previous 1 … 4 5 6 7 8 … 10 Next »
Discovery 4.87: Conquest - Update 6
Offline Connor
03-08-2014, 09:01 AM,
#51
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

(03-07-2014, 11:57 PM)larzac Wrote: I like the idea of patch but...
WHY ruin texas and junker activities?????
Scrap price: Dresden 1560!! Really????
And i dont speak of others sell point who are at 893 max...
This has to be a joke...

I suppose I'll be getting rid of anything junker now....

[Image: Snoopyman.gif]
Reply  
Offline Cashew
03-08-2014, 10:05 AM,
#52
Member
Posts: 1,140
Threads: 89
Joined: Nov 2013

(Sad face) No extra prawns?

[Image: 3YkXBHr.png]
Reply  
Offline Lythrilux
03-08-2014, 10:27 AM,
#53
Edgy Worlds
Posts: 10,356
Threads: 737
Joined: Jan 2013

Is it intentional that Adv. Deep Scanner has a 6K Range?

[Image: Lythrilux.gif]
Reply  
Offline Kazinsal
03-08-2014, 10:35 AM,
#54
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

(03-08-2014, 10:27 AM)Lythrilux Wrote: Is it intentional that Adv. Deep Scanner has a 6K Range?

I think the scanners are reverted to 4.86 style. I'll get back to you when I have a confirmation as to whether or not that's an actual intended change.

Retired, permanently.
Reply  
Offline Sath
03-08-2014, 10:56 AM,
#55
Member
Posts: 1,575
Threads: 62
Joined: Dec 2013

Event commodities?I am interested in that.Can anyone brief me more about how it worksand what is the fun part of it?
  Reply  
Offline Lythrilux
03-08-2014, 11:00 AM,
#56
Edgy Worlds
Posts: 10,356
Threads: 737
Joined: Jan 2013

ok, so I know this is a lot to ask for, but is there any chance we can have an in-depth changelog?
I'm finding things that are put in the OP as minor tweaks, however I'd say the change things up quite a bit. Like how the Bottlenose has 75,000 armour and can mount 240 cargo space. Thank you for that addition by the way (inlove)

[Image: Lythrilux.gif]
Reply  
Offline .Gypsy.
03-08-2014, 04:07 PM, (This post was last modified: 03-08-2014, 04:11 PM by .Gypsy..)
#57
Member
Posts: 496
Threads: 43
Joined: May 2010

(03-08-2014, 06:02 AM)JudgeYohance Wrote:
Quote:People making a quarter billion credits per hour by mining scrap right next to Beaumont was kind of a problem.

I seriously feel like I have been under mining if people could make that kind of cash per hour but I assume this has to do with Large ship groups and not solo miners.

I normally mine up in the Burgandy field with a Salavager. Prior to the update, my over under was 80mill an hour give or take 10mil depending on other players, sever lag, etc.

Running the new numbers with the new sale price and the return of the old drop rate. It is now 45 million give or take 5 million barring the same factors. This ranges a 43%-46% drop in the value of scrap mining now.

I do understand the issues with balance, but this is a massive hit that no longer makes it viable as a money method (Average profit of my solo trading routes was 62 million per hour.) In role play, I do think junkers should be making a large profit if only because they are running a virtual monopoly on the industry.

If we at least brought the sell price back to 1000 instead of the 750, it will at least be a match against trading and would still stop this "power mining" that is occurring, without it killing the Junker faction.

Thats my two cents, otherwise I really like the fixes in this update.

Yeah that's an exaggeration I think. I don't think anybody here mines more then I do (or rather did) in TX, IF you had the right miner turret setup, you could make 100 mil in just under an hour (maybe 45 min if your fast, But I always sold in the smelter in PR for max price) In any case yes you could make money fast, but I'm not sure what fast is/should be considered.

In any case do Junkers get any ore bonuses? Or only Scrap? Because if only for scrap, then Junkers are dead as a credit making entity (intentional I take it?). I guess I personally can switch to a IMG ship/ID but I don't really know jack about where the good ore spots are (and FL companion refuses to work for me) But I'll give it a shot as I'm done trying to argue any points here on Disco. and just play while its fun.

[Image: ShadowTek.gif]
Reply  
Offline Nerva
03-08-2014, 04:30 PM,
#58
Member
Posts: 460
Threads: 6
Joined: Sep 2012

(03-08-2014, 04:07 PM).Gypsy. Wrote: Yeah that's an exaggeration I think. I don't think anybody here mines more then I do (or rather did) in TX, IF you had the right miner turret setup, you could make 100 mil in just under an hour (maybe 45 min if your fast, But I always sold in the smelter in PR for max price) In any case yes you could make money fast, but I'm not sure what fast is/should be considered.

I was making 105 mil in 30 min (Burgundy). After about 10 loads the yield reduced to 1/2 so the profit dropped.
Right after the field depletion was disabled it was possible to make way more than that in 1 hour. Probably about 250 mil/h.
Reply  
Offline .Gypsy.
03-08-2014, 04:51 PM,
#59
Member
Posts: 496
Threads: 43
Joined: May 2010

(03-08-2014, 04:30 PM)Corundum Wrote:
(03-08-2014, 04:07 PM).Gypsy. Wrote: Yeah that's an exaggeration I think. I don't think anybody here mines more then I do (or rather did) in TX, IF you had the right miner turret setup, you could make 100 mil in just under an hour (maybe 45 min if your fast, But I always sold in the smelter in PR for max price) In any case yes you could make money fast, but I'm not sure what fast is/should be considered.

I was making 105 mil in 30 min (Burgundy). After about 10 loads the yield reduced to 1/2 so the profit dropped.
Right after the field depletion was disabled it was possible to make way more than that in 1 hour. Probably about 250 mil/h.
Ok, not doubting that, Im only familiar with TX. Guess I was mining in the wrong spot, not that it matters now anyway.

[Image: ShadowTek.gif]
Reply  
Offline JudgeYohance
03-08-2014, 05:42 PM,
#60
Member
Posts: 89
Threads: 13
Joined: Aug 2011

I personally never mined the Texas field but I have in Burgandy for months.

Before Field Depletion was disabled and at the original mining rate was in place, yes I could make about 100mill to 120 mill an hour depending on when I logged in. At the lowest point, I'd make about 60 mill an hour were the depletion was at it's worst. The field depleted quick enough that I normally could not make more then one full hour before the drop would start making it no longer worth the time. (I use my 60+ mill trade runs as the benchmark for what is worth it and what isn't)

During the short period where the depletion was off but before the drop rate was reduced I made 600 mill in about 3 hours. So roughly 200mill per hour.

After they turned it off and cut the drop rate, the number was consistent. 6-8 minutes to fully load the ship, each load worth about 10.5 mill, my profit was consistent at between 80 to 90 mill.

The new buy price to the new field rate, I can load the ship in 2.5- 4 minutes with the profit being roughly 2.4 million. With an average of 45-49mill per hour now. That comes out to the 43-46% reduction in profit from what I was making.

I honestly don't know who was making 250mill an hour doing this. The fastest I could ever manage to undock, fully load, sell and return to mining was 6.21 minutes (Prior to the most recent update). I just can't see where that number came from.

I do understand where the devs are coming from but the nerf is just too high. It's going to drive away players from playing Junker since the money is now far too little to be worth it and they are the single most active faction we have right now. Considering the activity level of the server over the last year, I am not sure we can afford to make it so unappealing to play as this group.

[Image: 2ed7c923-08ca-42fe-b8bd-052e6d3e2a3d.jpg~original]
BIS Judge Core Info
BIS Judge Core Message Dump
BIS Judge Core Recruitment Thread


Reply  
Pages (10): « Previous 1 … 4 5 6 7 8 … 10 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
2 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode