the_greatest_dane Oct 18, 2013 @ 9:14am
Too hard to earn credits in PvP now
Although the recent update made some things better, it also made some things worse, and one of the worst qualities of the update is that the cost of repairing and restocking ships has been increased to a ridiculous level. Before the update, if I had lost all three of my ships in a battle, I needed to spend a little over 30K credits to repair and restock all of them. With an average of about 60K gross credits earned per PvP battle, that resulted in an average net gain of 30K credits for every battle, and those earnings had the capability of increasing if only one or two of my ships were destroyed in battle instead of all three. After the update, however, repairing and restocking only TWO of my ships costs a ludicrous 65K credits. Again, with an average of 60K gross credits earned per PvP battle, that means that my net credit change if I lose two ships is now -5K credits. If I lose ALL THREE ships in a battle, it is now impossible to have a net gain in credits even if I have a really high score. The ship of mine that costs the most to repair and restock requires 40K credits to do so, so if I lose ONLY that ship in a battle and recieve 70K gross credits, I would earn the same amount of net credits as I would have earned if I had lost all three ships and earned 60K gross credits in a battle before the update. Put simply, repairing and restocking ships costs about two to three times as much as before. I know that PvE battles are the best place to earn credits, but it shouldn't be so hard to earn them in PvP. If ST_Team reads this post, was this change in costs intended to be permanent, or will there be a possible decrease in the future? I really like this game but if PvP continues to net me anywhere between -5K and 20K credits per battle, it's going to get old really fast.
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Atavar Oct 18, 2013 @ 3:46pm 
It's become too much of a grind now to remain competative, being able to unlock a faction rank before the last update, meant that all I needed was the earned credits to purchase the upgrade I wanted from that faction rank, NOW we have to earn the credits and the faction tokens for every single upgrade item, it's just too much of a grind, and one I am not prepared to constantly skip over by using Gold standard (the currency you buy with real-life-cash)...

It just looks to me that the developers are pushing us towards having to give them more and more cash to keep playing their game.

I already buy a license, have some Premium ships, have used Gold standards to transfer synergy to level up ships... but this latest money grab is too much. It's not a good experience, it's ruining what little fun there is to playing to begin with.

Couple that with squading up with in game friends, all in only Tier 3 ships, to be dumped in games with T5 and some T4.. rediculous.

You are putting me off playing, you are making me not want to play this game, and if you continue to do that, you will also lose the real-life cash I give you for the extra features that cash allows me to use. I won't do the grind you are now asking of us, it's just boring and far too repetative.
Reisack Oct 18, 2013 @ 4:26pm 
I concur with the OP... the durability penalties are too much now. That should stay as it was before. The only result now from this... is driving people mad and away from this game. C'mon Devs...you can do better than this.
kermitfrog1992 Oct 26, 2013 @ 3:57am 
I have also felt the "credits crunch" after the recent release. However, as I have unacceptably long wait times to utilize my T5 ships (and thus fewer battles and consequently focus on other games)...it has not been too troublesome. ;)
Deranzeef Oct 28, 2013 @ 10:07am 
PvE -> Blackwood -> Rank 7 - 15 -> 15 minutes -> Profit (250/300k without license, 350/400k with license)
Mr. Taillow the happy hatter Oct 30, 2013 @ 4:57am 
I also agree with OP, and why should we have to repair if we used one ship, and never took one bit of damage?
the_greatest_dane Oct 30, 2013 @ 10:31am 
Originally posted by Deranzeef:
PvE -> Blackwood -> Rank 7 - 15 -> 15 minutes -> Profit (250/300k without license, 350/400k with license)

Although that is some very helpful information considering that my usual PvE match gets me a max of 200K credits per win, my point in my original post was that I shouldn't have to play PvE to make money. If I have to play PvP to get only synergy and PvE to get only credits, then I end up gaining credits and synergy less quickly than I would if PvP were to give me a higher credit gain than it does currently. For example, if you get paired with bad team members for PvE (which happens fairly often for me), you probably won't finish the match and will receive few or no credits. Conversely, if the opposing team in a PvP match is really good, you probably won't get as many kills and therefore won't get much synergy. Before the update, if the opposing PvP team gave your team few or no chances for kills or beacon captures in a match, you could still leave the match with a good amount of credits if you had a high score compared to your teammates, but under the current update, the same situation would result in little to no profits after repairing and restocking your ships.

On top of all that, PvE is incredibly boring and repetitive. Forcing players to play PvE matches to gain credits is wrong and defeats the purpose of the game. Yeah, co-op is cool, but I don't want to have to play against bots half the time on a game that I downloaded for competetive multiplayer.
Hapxier Oct 30, 2013 @ 12:27pm 
I strongly recommend turning off auto-repair. The repair cost has a linear progression based on the durability that has to be restored on your ship, and durability has no impact on ship performance. It typically takes four deaths on one ship to reduce durability to zero, and here's the important part- any deaths after hitting zero durability cost you nothing. Even the death that puts you at zero durability is essentially discounted, because you lose ~30 durability per death, so #4 just costs you ~10 durability points. Because repair cost is linear, that fourth death is much cheaper, and if you die several more times on that one ship in the match, you get a big discount. I've probably saved millions because of this. Back in ye olde days, this was just about the only way you could play T4 matches and not lose money like crazy.

The latest tweak to credit income has brought back some of that old style, but now there are several options for slashing your expenses instead of only micromanaging your durability. You can go into battle without equipping ammo, though you lose the benefits of such (Important: Contrary to basic logic, if you take missiles into a battle and never use them, you still have to pay to reload them afterward). You can choose to play a single ship instead of multiple ships, since unused ships don't incur reload costs (Important: You have to fly a ship for it to be considered "used." Merely having it sit in your active lineup won't cost you anything.) You can even bring in low tier ships into upper tier matches, effectively inflating your credit earnings, but there are only some ship classes that can be useful when facing higher tiers- I suggest disablers like Recons, ECMs, and Tacklers since their abilities tend to involve minimal scaling.
Bot Oct 30, 2013 @ 2:26pm 
Originally posted by Hapxier:
I strongly recommend turning off auto-repair. The repair cost has a linear progression based on the durability that has to be restored on your ship, and durability has no impact on ship performance. It typically takes four deaths on one ship to reduce durability to zero, and here's the important part- any deaths after hitting zero durability cost you nothing. Even the death that puts you at zero durability is essentially discounted, because you lose ~30 durability per death, so #4 just costs you ~10 durability points. Because repair cost is linear, that fourth death is much cheaper, and if you die several more times on that one ship in the match, you get a big discount. I've probably saved millions because of this.

Don't give them ideas

aaaaaand they've patched it
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Date Posted: Oct 18, 2013 @ 9:14am
Posts: 8