It's great to be back but I have a big concern

Buying in game assets for real world money is more or less the definition of pay to win.

However, buying a Type 9 is closer to pay to lose.... yeah, its got great cargo space, but its a slow beast and has a terribly low MLF for such a big ship.

Now, if you were to buy a Cutter....
How about you buy the T9 from store, do profitable trading runs and earn the money for a cutter 7 times faster than in the T6!

How sure are we the cutter won't be coming to the store next?
 
Do you think saying 'ships are not progression' is true for how most normal players feel, or just true for you now you have 10,000 hours in game?

Is there a danger you've become very out of touch in the same way billionaires can't relate to normal people?

I wonder if when you first bought and flew the Anaconda for the first time whether you felt like you'd not just progresssed? Let's be honest, we both know you absolutely felt like you'd just levelled up.
Nope. I actually sold it lol. I originally picked it up for exploration but I didn't like the cockpit view and how slow it was. I continued exploring in my DBX. These days I'll take out a DBX or Asp for exploration. Also at the time the best money maker for me was the Python because the loop I was doing required a medium landing pad. So the Conda was pretty useless to me.

I only recently started using it again for mining. Specifically for really long sessions while listening to audiobooks where efficiency isn't the goal but just staying out there for a long time.
 
It's not competitive because Solo mode exists:

This might also help clarify things:

Power Play has existed for a long time and it's had zero impact on the galaxy at large. It's mostly about your own personal progression (earning power play modules). All player-versus-player competitive aspects of the game are entirely opt-in and not really designed with real profit/loss in mind.
You can win and lose system control in solo and open play with PowerPlay, because it's designed to be a competitive player vs player system it is competitive.
Are you defining competitive as only pvp dogfights? That's not what most people understand the meaning of competition to mean! 🤣 You can play PowerPlay from solo and engage in the competition from there by acquiring, reinforcing and undermining other players systems.
That's why this game currently contains pay to win elements because real money can help influence that competition.
 
Point one is a misunderstanding of the gameplay loops. The game neither seeks nor benefits from noobs being fodder for old-timers. The only loops that are vaguely competitive work best when everyone engaged in them has access to the gear they want; compete on strategy rather than grind

Point two also seems like a misunderstanding of the game. Firstly, you're trying to apply "end-game" to an unending game. Secondly, if the purchase would devalue a player's experience (as it would for me) then the player does not purchase and it therefore does not devalue their experience. The option to purchase is for people who want it to enhance their experience; maybe a dad who wants to quickly try out another profession before committing to it because they only get an hour a week to play. I can't speak for why they might buy because I'm not that person, but neither their nor my option to purchase hurts my experience. I think a player with low self-awareness could hurt their own experience, but players have always been their own worst enemy

Point three is a misunderstanding of the game because (as people keep trying to explain and you keep not hearing) YOU CAN'T WIN THE GAME.

Point 3B which you didn't state but inadvertantly make a good case for is that game store quick-start options might be off-putting to potential players who mistakenly assume it's p2w, but hopefully they'll talk to players and be put right
 
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How about you buy the T9 from store, do profitable trading runs and earn the money for a cutter 7 times faster than in the T6!

How sure are we the cutter won't be coming to the store next?
I never felt like ships were progression because a more expensive ship never felt like a "level up". Some ships are better for certain tasks but I wouldn't categorize those tasks as "next level".

Ships like the T9 aren't all that great for making credits. I do have a T9 and I only use it to transfer large loads to and from a Fleet Carrier. Large haul trading has never been the best for making credits. There have always been better ways and pretty much all were achievable in cheaper medium ships.

Ships are utility and making enough to buy them comes very quickly. The real progression is in engineering, ranking up, exploring, and setting your own personal milestones. None of that is monetized.
 
Nope. I actually sold it lol. I originally picked it up for exploration but I didn't like the cockpit view and how slow it was. I continued exploring in my DBX. These days I'll take out a DBX or Asp for exploration. Also at the time the best money maker for me was the Python because the loop I was doing required a medium landing pad. So the Conda was pretty useless to me.

I only recently started using it again for mining. Specifically for really long sessions while listening to audiobooks where efficiency isn't the goal but just staying out there for a long time.
I see, I'm a little sceptical there wasn't a feeling of progression via gaining access to bigger and better ships in your first 200 hours though, but I do understand where you're at now is these ships are different tools and often the biggest and most expensive is not the best, although often it is. Like you say colonisation is now one of the late game progressions, well again whose gonna get their base materials delivered 1st, the T9 from the store or the T6'er, bigger ships are often progression to achieve things we want in game but not always.
 
You can win and lose system control in solo and open play with PowerPlay, because it's designed to be a competitive player vs player system it is competitive.
Are you defining competitive as only pvp dogfights? That's not what most people understand the meaning of competition to mean! 🤣 You can play PowerPlay from solo and engage in the competition from there by acquiring, reinforcing and undermining other players systems.
That's why this game currently contains pay to win elements because real money can help influence that competition.
For it to be competitive there needs to be something to win and something to lose.

If your power loses a system you haven't lost anything. The power did lose a system but you, as the player, haven't lost anything. You don't lose merits. You don't lose rank. You don't lose credits. In fact Power Play was designed in such a way that it's basically impossible for the entire power to "lose" it all. It's never even come close to happening.

So let's say two players start the game and only one person buys a T9 in the store. Assuming they both engage in Power Play: the player with the T9 isn't taking anything away from the player who didn't buy the T9.
 
Point one is a misunderstanding the gameplay loops. The game neither seeks nor benefits from noobs being fodder for old-timers. The only loops that are vaguely competitive work best when everyone engaged in them has access to the gear they want

Point two also seems like a misunderstanding of the game. Firstly, you're trying to apply "end-game" to an unending game. Secondly, if the purchase would devalue a player's experience (as it would for me) then the player does not purchase and it therefore does not devalue their experience. The option to purchase is for people who want it to enhance their experience; maybe a dad who wants to quickly try out another profession before committing to it because they only get an hour a week to play. I can't speak for why they might buy because I'm not that person, but neither their not my option to purchase hurts my experience.

Point three is a misunderstanding of the game because (as people keep trying to explain and you keep not hearing) YOU CAN'T WIN THE GAME.

Point 3B which you didn't state but inadvertantly make a good case for is that game store options might be off-putting to potential players who mistakenly assume it's p2w, but hopefully they'll talk to players and be put right
Wow there's a lot you said there that isn't true, lets just start with an easy one 'there is no winning or losing in elite dangerous'
You can win and lose at the game, there's lots of ways here are just some examples:

PowerPlay Control: Win by successfully controlling systems; lose by losing support or territory.

PvP Piracy: Win by successfully hijacking cargo or defeating another player; lose by being destroyed or escaping with no loot.

Exploration (Mapping and Selling Data): Win by discovering valuable systems and selling data; lose by dying and losing the data.

Trading Profits: Win by making profitable trade routes; lose by bad market fluctuations or piracy.

Bounty Hunting: Win by claiming bounties from targets; lose by failing or being destroyed during a hunt.

Mining (Commodity Prices): Win by finding high-value resources and selling them; lose if you're destroyed with cargo.

Faction Alignment: Win by gaining reputation and spreading factions to neighbouring systems, lose by failing missions, losing rep and seeing your faction system influence diminished.

Exploration (Rare Materials): Win by finding rare materials like Thargoid artifacts; lose if destroyed before selling them.

Are none of these real? What do you do in game, just sit in the ship docked in the station?
 
PowerPlay Control: Win by successfully controlling systems; lose by losing support or territory.
You don't gain anything by winning systems and you don't lose anything by losing systems.

The reality is that the system is designed in a way that no one ever loses.

It's not like Eve Online where losing territory will affect your industrial output and will cause the loss of actual items you own in-game. In a game like that P2W can be damaging because players who pay real world money are taking things away from players who are not paying real world money.

PvP Piracy: Win by successfully hijacking cargo or defeating another player; lose by being destroyed or escaping with no loot.
Completely avoided by playing in Solo mode.

Also, even if you opt-in, paying real world money will not help you here. Neither as the pirate or as the one being pirated.

Exploration (Mapping and Selling Data): Win by discovering valuable systems and selling data; lose by dying and losing the data.
This is entirely a single player activity. There's no player on the other side competing with you.

Trading Profits: Win by making profitable trade routes; lose by bad market fluctuations or piracy.
The economy in Elite is not zero sum. Supply and demand is generated out of thin air. There is no in-depth economic simulation where you're competing against other players.

Bounty Hunting: Win by claiming bounties from targets; lose by failing or being destroyed during a hunt.
Against players this is totally opt-in by going into Open. Against NPCs it doesn't count as competitive because... it's against NPCs.

Mining (Commodity Prices): Win by finding high-value resources and selling them; lose if you're destroyed with cargo.
Resources are never exhausted. They are infinite.

Faction Alignment: Win by gaining reputation and spreading factions to neighbouring systems, lose by failing missions, losing rep and seeing your faction system influence diminished.
This is all single player.

Exploration (Rare Materials): Win by finding rare materials like Thargoid artifacts; lose if destroyed before selling them.
There are infinite resources so there's nothing to compete over.

Are none of these real? What do you do in game, just sit in the ship docked in the station?
P2W only damages the game when it affects the balance of player-vs-player competition.

If someone buys a T9 in the shop it has zero impact on other players. If they want to skip the early credit earning gameplay then that's fine. Personally I enjoyed it so I'd have never bought it. It really doesn't matter.
 
What do you do in game, just sit in the ship docked in the station?
Clearly we are not playing the same game and are failing to convince or be convinced, so I'll move along.

As my parting contribution to further discussion: I have it on good authority that none of the store purchases can ever be pay to win, because Codger already won . The rest of us are just keeping the servers warm so FDev can save on winter heating ;)
 
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How about you buy the T9 from store, do profitable trading runs and earn the money for a cutter 7 times faster than in the T6!

How sure are we the cutter won't be coming to the store next?

Its not the money for the Cutter that is the issue, its the rank grind. You could earn the money required in a Sidewinder quicker than you could do the rank grind.
 
Its not the money for the Cutter that is the issue, its the rank grind. You could earn the money required in a Sidewinder quicker than you could do the rank grind.
Ah I see, yeah I do like that it works that way, hopefully protects it from being a store purchase anytime soon.

Taking a step back, it really comes down to this, I want the impressive stuff in Elite to be earned by in game hard work, I remember the first time I saw a player flying a giant ship in game and I got that "wow they must know what they're doing, maybe if I work hard I'll get there one day", this is one of my favourite things in mmo's, I get others don't like comparing themselves to others but I do feel in a mmo like elite it's a core part of the social experience, we like to do things to impress others on some monkey brain level. Swiping for big ships just devalues that for me, same thing with EvE online or retail WoW, the game world loses it's meritocracy.
 
Ah I see, yeah I do like that it works that way, hopefully protects it from being a store purchase anytime soon.

Taking a step back, it really comes down to this, I want the impressive stuff in Elite to be earned by in game hard work, I remember the first time I saw a player flying a giant ship in game and I got that "wow they must know what they're doing, maybe if I work hard I'll get there one day", this is one of my favourite things in mmo's.
Then you see ships as progression, i don't really see them as that, i see them as a tools to enhance my own gameplay. I still have to make the almost 1000 ly journey to Ancient guardian sites and so on. If anything i've handicapped myself for going all in on credit making, rather than beginning to farm rep and unlock engineers.

I'd say they're more like WoW's lvl boosters, you get to skip the leveling and go straight for the new content and receive some okayish starting gear , but you still have to farm everything else rep and gear.
 
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I was one of the many players who got into the game at launch but eventually left because I lost faith in the development direction, or more specifically the lack of development altogether.

Experiencing the new sandbox pvx direction has been awesome and colonisation feels like the missing piece of the puzzle for Elite, to support the developers I've been spending real money on cosmetics and renaming stations. Working on something like this is extremely expensive and I want the devs to make as much money as possible.

However the paid ships store is very concerning to me, Elite has many gameplay loops and some of them are pvp and competitive in nature, for example PowerPlay where you battle other players for territory control via various activities, right now in the store you can buy a A class T9 with engineered parts, you can then use this ship to do massive hauling runs in competitive activities and have far more impact than a player who didn't buy it, earning a similar spec ship in game actually takes hundreds of hours of play and specifically taking high pay activities (rather than doing what you find fun) it's a lot of work.

The solution is difficult, but the alternative of baking pay to win into the ship store will eventually destroy the game, it's not going to stop at A grade engineered T9's, the pressure from the monetisation team will be to offer the absolute best of everything in that store and once that has been done then it will creep into other areas of the game just like it does in every game, if players dismiss it now it'll get worse, next will be a WoW token equivalent that essentially lets you buy in game credits with real money.

The monetisation for colonisation is great, paid ships for solo players who don't want to contribute to a pvx galaxy is fine too, but you can't have paid ship commanders in open play influencing pvx stuff, the designers need to separate it off, I think when you play elite, if you want to buy in game progress you should permanently convert your commander to a status that can't influence the pvp, PowerPlay content in the game. We don't tolerate cheaters in online game's because we all value fairness, so why do we tolerate developer sanctioned cheating with money?
Folks can stay in Solo or PG, i don't see the problem 🤷‍♂️

O7
 
Alright then. If it's pay to win, we've had these ships for a year now.

1. How come no-one has won?
2. How were the functionally invincible gankers doing it two years ago? There was no pay-to-win then?
Pay to win doesn't mean a literal winner screen pops up 😂 it means buying in game advantages to competitive gameplay.
 
Then you see ships as progression, i don't really see them as that, i see them as a tools to enhance my own gameplay. I still have to make the almost 1000 ly journey to Ancient guardian sites and so on. If anything i've handicapped myself for going all in on credit making, rather than beginning to farm rep and unlock engineers.

I'd say they're more like WoW's lvl boosters, you get to skip the leveling and go straight for the new content and receive some okayish starting gear , but you still have to farm everything else rep and gear.
I think the WoW analogy is fair, it's largely the same and there's still stuff to do past owning ships, I'd argue the buying new ships is one of the cooler part of the game rather than some reputation rank etc but that stuff totally can be enjoyable to unlock too, I don't disagree it's just the ships are kinda the 'wow' factor trophies for me right now vs reputation rank or engineered parts.
 
he's about 30 hours in and just bought a e class Dolphin and he has 1 mil in the bank, he owns no other ships, I think an A class T9 is pretty likely not gonna be in his reach by hour 100 unless he meta games and grinds.

Seriously, have you ever done exobiology? If you buy an artemis suit with your starter cash, FSS scan the Odyssey starting system and land your sidey on the moon with 7 bio signals, you can be at 20 million credits in a couple of hours (no need for a surface scanner, the place is covered with bios, buy one after cashing in your first haul).

Is it meta-gaming to do this? Only if you think not playing completely blind is meta-gaming. Learning FSS scanning and exobio early is entirely reasonable if 1) you're interested in exploration game loops or 2) you want money and have researched enough to know that exobiology is an excellent way of getting it.

I want the impressive stuff in Elite to be earned by in game hard work

Depends just what we mean by impressive, and who's being impressed. To me, big ships are nice, but much more impressive when fully engineered, and that is always going to be hard work. A fleet carrier is hard work. Good combat skills are extra hard work. Your own Orbis is ... a lot of work :)

The struggle for the first few million credits that characterised the game a decade ago is gone now, just a fact, and I can sympathise with regret for its passing. Maybe the epic scale of the colonisation game loop can go some way to replace it :)
 
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