When 4.85 was introduced you had the OP miner ID to pirate haul and mine at the same time like boss untouched. Admins nerfed it after a month or two since 6.10 violations are the hardest one to report and it is almost not possible to report them.
It was a huge mistake but your brought it back in 4.86 for unknown reasons even it proved itself as mistake.
Before first 4.85 updates killed trader dropped as much as it he had in his cargo hold.
In one of the 4.85 updates you reduced it to 3000 units.
I was ok- it is fair to be 3000 units so you cannot take all from the traders, pirate transport have 3400 cargo after all you cannot haul alone 5000 so you effectively killed group cargo piracy- because single P-transp could carry the loot of every transport. And there is intensive to bargain for the trader and pirate since for both is good if the pirate takes 3k and trader stays with 2k instead of nothing.
In 4.85 you nerfed junker cargo piracy in house space- I also abused it I confess and I find it good to do so.
So far so good but...
In 4.86 we got trade run circuits that have 195 cr/s and take only 20 min from Point A to B and back again to A- and the cherry- some are even in the single house - you need to fly 4 systems in ONE House only and one is Capital system- so damn hard to pirate on that routes- and tons of docking places for traders.
- the old Niobium Diamond route looks like noob route now.
Yesterday I hired a miner in Dubin to full my Titanic- I paid him 15 m and he worked less then 10min to full 4780 Gold ore that I sold 10 min later in New Tokyo- even with the money that I paid if you try to calculate the cr/second I am sure I am over 400cr/s.
Meanwhile you nerfed Pirate transport cargo hold and now it cannot even haul the whole dropped loot.:angry:
Meanwhile you nerfed all transports not allowing them to use fighter turrets-
fighter turrets were good balanced for attacking transports(t.e Pirates only who else use transport to attack something? ) because they offered good efficiency but really less DPS and really less Range then the transport turrets- you are not able to kill any snub with fighter turrets on transport but they were effective in piracy.
Meanwhile you buffed the smuggling routes adding retarded smuggler ID that make every lolwut to shoot you because it is written on the ID-
It makes smugglers to avoid pirates and lawfuls and sneakily silent smuggle on their OP trading routes- so one more kind of traders with other name.
So my question is what the hell are you doing?
And why you do it?
Suggestions:
You could at least make the pirate transport with 3000 cargo since now it is useless as hell- you could use other transports for attacking transports with better effect. Same with the Raba- useless. Because you need armour on them- preferably capital one since everything and his dog shoots you.
You could make the transport ships to drop all the cargo that they haul when they die. It will encourage cargo pirates to work in groups in order to pick up the cargo.
You could nerf the trading routes a bit.
Till then I will demand all the cargo of all transports that I find because you broke the balance really bad.
I also urge other pirates to do so too.
I also urge people who trade only and find demands like 10 mill unreasonable not to post here since they are biased.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
Posts: 6,561
Threads: 361
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
The short trade routes still go through the same choke-points. Even if they don't, piracy isn't supposed to be easy - it's hard. You have to work for your money. That means you may not get the same rewards for camping that one particular lane in California any more. I don't see what you're complaining about really. More logical economy? Oh no!
You have a valid point about the rest though. The dev team seems to have implemented several features that they really should know better about. Then again, the IDs were all hastily written in the last 2 days before mod release, with most of them being wrong. I guess they'll all be sorted in time.
' Wrote:The short trade routes still go through the same choke-points. Even if they don't, piracy isn't supposed to be easy - it's hard. You have to work for your money.
I know that better then anyone around since I made 3-4 b from piracy.
But when I as experienced trader(brought my trading brick a week ago) make 50 mill per hour.... in 4 system route in single House space then there is something wrong....
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
Posts: 6,561
Threads: 361
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
' Wrote:I know that better then anyone around since I made 3-4 b from piracy.
But when I as experienced trader(brought my trading brick a week ago) make 50 mill per hour.... in 4 system route in single House space then there is something wrong....
Trading was made more profitable on purpose. You're thinking in old profit margins, which is precisely where your argument skews off the road and veers flaming, into a ravine. New system, new mindset.
Still, if you think that particular route is an exploit, report it. Xoria made a thread specifically for that purpose.
Sorry but if you can make Battleship in less then a week after you join here with the proper trading we will see only tons of cap ships in next month- since I encounter that every second that is in-game is new. I don't really like that mind-set.
I don't need to report any trade route- they are obvious- 90% of the new commodities routes are a way more profitable of what they should be- all are over 180 cr/second and at least the half are over 190cr/s.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Sorry but if you can make Battleship in less then a week after you join here with the proper trading we will see only tons of cap ships in next month- since I encounter that every second that is in-game is new. I don't really like that mind-set.
I don't need to report any trade route- they are obvious- 90% of the new commodities routes are a way more profitable of what they should be- all are over 180 cr/second and at least the half are over 190cr/s.
I think a lot of these price and cargo hold woes will be sorted out in due time. The high prices for the new trade routes might just be a way for them to test the new routes, get people interested in them and so forth.
Posts: 6,561
Threads: 361
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
' Wrote:I think a lot of these price and cargo hold woes will be sorted out in due time. The high prices for the new trade routes might just be a way for them to test the new routes, get people interested in them and so forth.
Nah, this is the rate it'll stay at, for the most part. People have been saying to buff trading for years. It happened. Now people are complaining? Good routes go from between 240-270 cr/s. That's mostly contraband and Gallic commodities at the top end though.
I am not complaining for it in any way actually. I am complaining why cargo piracy get constantly nerfed and trading get constantly buffed. If the pirate transport get its old 3400 cargo space and traders do drop their whole load adding BS scanners as must for Battleships too- it will be np.
And you are wrong about 270 cr/s routes- because they are mostly smuggler ones- this is bad bad indeed- since it makes the smuggler with 4200 cargo to make the same profit as trader with 5000 cargo- and this should not be the case because in game smuggler and trader function in the same way- transporting stuff from point A to B for profit- if the smugglers get less then traders they would work to actually smuggle stolen stuff- like it should be- because now there is no way to attract smuggler to work for pirate since he makes more money "smuggling"- t.e. other name for trading. So now I wish you good luck in finding Junker or other Smuggler who would work for you as pirate. Not a chance. This effectively killing cargo piracy together with the other 3 nerfs:
Dropped cargo nerf
P-transp Nerf
Fighter guns nerf
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
Seriously, dude? Your complaining that a ship that kicked the crap out of everything got balanced? The ptrans is still an offencive nightmare to other transports, and solo piracy is supposed to be difficult. You want to haul the entire cargo? get a buddy.
From your entire post it sounds really like your only goal in pirating is to ruin the other persons day, so placing a balance argument based on that seems kind of assinine.