I have heard the subject pop up many times and I agree with it so I'll make a thread for you about it to comment on it. And make possible solutions.
It's money. The unfortunate process where traders earn too much money too easily and that eventually leads to activity drop. here it goes:
Easy, fast money -> Players reach their goals faster -> Less time trading -> Less transports in space -> Less target for pirates -> Less pirates in space -> Less target for lawfuls -> Less lawfuls in space
-> LESS ENCOUNTERS
Solutions:
-1) I think a general solution would be inflating cash. Lower profit on all the goods by at least 30%. The devs made a step to the right direction by lowering ore sell prices. But it was a mere 5-10% drop which is not enough. -2) Also I would increase prices on all items (ships, armor, guns) a bit. (Only a bit because then CAU8 Battleships could easily reach 2 bill character cash limit thus corrupting them) -3) Another option would be INCREASING the buy price on every commodity A LOT. No more 200$ buy prices with no-risk routes. Not even on manufacture points. Make them 1500 or even more. Leave a few but with only a minimal profit. The key word is RISK here. You have to fear losing your cargo to add a thrill to boring trading. And that would also reward pirates more which I already stated will lead to more encounters.
The cycle of "Pirates -> Transports -> Lawfuls -> Pirates" is one of the most interesting in the game. And one of the riskiest. I believe there are opportunities waiting to be exploited out there. (Before you ask I also trade. I do not have infinite billons of cash)
Everyone has a right to want a ship they are the most comfortable in or what they think is the best tool for their RP (or pvp) interaction within the server. People fly battleships not only because a mislead thought that they are all powerful, but also because the idea of RPing a captain is appealing. Or perhaps it is because the ship itself looks amazing.
Not to mention, you are forgetting that the moment you will make moneymaking much more harder, it will instantly bring up a lot of protest: vets get to keep billions of credits in the form of ships, equipment or actual credits, while everyone else gets it harder? I doubt it anyone would enjoy that.
Unless we are ready for a hardwipe, there should be no drastic changes in how money is earned or spent. It would simply be unfair to anyone who did not have money in the first place. If what you say is true, you are not hurting anyone who already has the money and does not trade. You are targeting people who are currently working on getting there.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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You are totally right. But how do you touch those huge piles of cash? Only way to do that is to make money sinks. Like early PoB madness that drained billions.
By the way if someone has the cash he needed he is out of trading either way. So the solution to that would be finding new ways of extracting those huge amounts of money from players in exchange for something valuable. Natural curiosity keeps the thing going too. I have dozens of ships but I still keep experimenting.
Perhaps the devs were right after all to make a tiny 5-10% reduce in profits. Rather 10 tiny reduces than 1 radical. Less rage from traders that way.
Apart from all these, my point was to increase activity through inflation of money that should happen naturally.
Thanks for the comment Sindroms.
A moneysink would be preferable, and there is no better example than our current armor system. Not to mention, didn't Cannon mention he simply had forgotten to enable the cloaks and other POB products to have a small chance to drop off if the ship was destroyed?
Obviously that could be exploited as hell, because cloaks cost 100-400 mil and you only need 30 to set up a bomber....or seven.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Oh, also, there is one flaw in your statement. Noboy trades for the utter lulz of it. It means they have a ship to get. If they stop trading, it means they are elsewhere, flying said ship. The encounter does not decrease in number, they just relocate. Once they are tired of that ship, they will sell it off for another.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Pretty much what spazzy said, it only hurts those who don't have money. If you want to deal with the big piles of money, add something to the game that costs big piles of money (without also costing a big pile of time like POBs - in fact I'd say POBs generated more money than they ended up costing - people just traded ore on their way to wherever they needed to go for base materials)
I was gonna say....this doesn't decrease.activity or encounters. It just changes the nature of the encounter. People don't just stop playing after they've earned X amount of cash. They spend it in ships and equipment....or dare I say on RP situations (escorts, bounties, bribes) or they donate it to help out new players....or even to attract them.
With the recent addition of new materials and making older commodities, like Hull Segments and such, you now have to travel to dangerous sectors of space, like the Omicrons, to make a great deal of money. Also, the other is mining materials, like Hydrocarbons, and get to a world that pays the most. As for travel, its really unpredictable, unless you take tricky routes.
the game itself should provide more action instead of filling your credit card
add my cargo delivery plugin, it brings a truely unique gameplay feature as well as interaction (would be a true fun to bring a convoy of 10 cargo bricks in safety through sirius)
instead of perma death, add loss of codenames (but buff them before) and other unique equipment which could not be sold at regular bases, but through craft blueprints
add wreck generation each server restart to be explored and salvaged
if those features could be implemented (ye I can do them but blame Blodo and other devs since they just mod same stuff over years, kinda potential of this activity ended with 486), freelancer would live far more longer since its all about gameplay rather than shiny graphics