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nerf bounties #33024
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nerf bounties #33024
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So basically do not do bounties and instead grow cash crops and sell machines, got it. |
They killed atmosia and they're going after cargonia next |
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I dislike 90% of the nerfs here, but for some of them, the only way to fufill them is buying them, in which case you should at least break even.
This just moves cargo into relying on salvage picking up coins for cash. If salvage don't do that you're stuck at the desk saying "no money right now" with no way of actually getting money.
bounties will be straight up useless with this as most of them right now are ordering things to resell or make something with for profit, with no profit (a lot of them are even losses) they will just be completely ignored |
slop tier pr |
where is Emisse at when we need speedmerging obviously good PRs |
#31073 |
Is it just me or are bounties the lamest part of cargo as is? It's 25% scavenger hunt, 75% begging other departments for shit. It feels like a placeholder for other money making systems. |
what if: |
Frankly sweatshops are already the way and such heavy nerf would for most part reduce techs to salvagers if they are not delivering supplies or getting plants from botany because other than that its either not worth the time at all or outright detrimental... or thieves simply become not an antag but common cargo occupation(and they already have reputation for being cleptomaniacs). |
right now salvage is in this limbo until someone picks it up, nerfing bounties for a better system that won't ever come is not something we should do, at all this is probably the reason why the PR was derelict and left open |
Fucking trash which killing cargonia totally. We already made salvage gameplay harder, nerfed frezon and now THIS. The result will be a really poor cargonia in 90% situations, cuz of not so much ways to getting money in game rn. Salvagers just cant obtain sufficient resources to cover all financial needs of departments. As a result, we will get that other departments 'll be idle, due to the lack of necessary resources and equipment, because the cargo does not have money for them. Until the game has a sufficient number of other mechanics for earning money, making such a "pseudo-balance" is a completely stupid decision. |
Some of the bounties probably do need a nerf, but the nerfs in this PR are way too big (most of them being reduced to 10 or 20% of their original value) and this just kills any incentive to do bounties. |
consider that with those prices it'd be more profitable over time to just steal and sell machines from or not from maint, so cargo will return to making money via stealing again because bounties are a joke |
About the PR
Reopened #31073 cause Emo leaved SS14 and it seems derelicted
Nerfs cargo bounties
Why / Balance
Most of these ballpark bounty prices were set back when bounties had an actual time limit, adding a layer of urgency and challenge to the task. Balancing a high payout with the need to rush completion gave it a rewarding risk/reward factor, as it was quite common to run out of time before gathering everything needed. This added pressure kept bounties engaging and competitive, as players had to strategize how to collect and deliver in time.
However, ever since bounties lost their time constraints, this balance has completely unraveled. Without the pressure to act quickly, players can now leisurely collect items at their own pace, making it much easier to stockpile and then sell items off for excessively high prices. This leisurely pace has inflated the bounty economy, leading to major oversupplies of cargo items for practically zero effort, eliminating the sense of challenge and excitement that was initially intended.
The aim here is to recalibrate these bounty payouts to a more reasonable level. By doing so, we hope to restore the incentive to work efficiently and prevent bounties from becoming a trivial task that oversupplies cargo for minimal effort. With balanced prices, the bounties can return to their original purpose: providing a rewarding challenge that requires planning, quick action, and a little bit of luck.
Technical details
Media
Requirements
Breaking changes
Changelog
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