Re: Cosmic rage activities, my thoughts so far.

I was around when they fiddled with the mineraly system. The basic problem? They added cargo tanks and mining drones, which made getting huge amounts of minerals a trivial, passive process. Players would transfer their gains, and since they'd be delivering millions of minerals at once sometimes, they got more ranks and credits from the activity than the hosts thought was propper. It got so out of hand, the economy was really unbalanced. So the hosts began slashing payouts all across the board, until transfering minerals at planets wasn't worth anythign anymore and people just harvested for factory development. In the beginning, this mean there were lots of players stranded around level 200 or so with no legal way to get ranks. So things like trash cleansing were rushed out, which were mindless activities designed to fill the level gap. Now you have this weird situatio nwith literal trash being worth more than new minerals. The thing is, since cleansing and grabbing are a thing, there's no more reason for the hosts to adjust the whole system around harvesting, and no one complains about it since they can just level their way past cleansing and grabbing, and by that time, they'll have access to things like factories, large mineral harvesting upgrades, and big cargo bays on player made ships. Plus, at this point, most players will own factories which are much better uses for minerals. It's one of these things Nate and his team could have addressed differently, by say, adding a more dynamic supply and demand system which would tweek rewards as people transfered more and more minerals at one place, or by not letting mineral cargo capacity and big numbers get as out of hand as they let them get. At this point, the payout system will probably remain untouched for a few more years, until Nate looks through his code again and finds a new shiny thing to work on which happens to be part of the mineral system.

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