best argument i have read on the forum for ages,you are both right in youre own way,now meet in the middle and play on cmdrs,lol.
It would seem a reasonably solid bet that FD have considered funding tactics quite thoroughly prior to the introduction of Arx purchased EA ships.I've offered up my thoughts on alternate funding in at least two posts in this thread already.
Increasing funding (which according to @Ian Doncaster the funding from Arx sales is not a major contributor to the game's financing, but probably pays for their production with a little excess) for new toys by selling them off for Arx before credits appears to be successful enough to continue with a further 4 ships to the originally announced 4, and, who knows, may even bring more in the next years.My concern is about FD's modus operandi here.
The current CG handing out engineered cargo racks, following the release of the PC II, might be considered underhand, it is true, but if it does bring in more revenue because folk are convinced they can't get in the top 75% without spending money, it can only be good for the continuing development of new assets, which benefits everyone who playus the game.
And? Seriously, this matter has sailed long time ago with first ARX ship release. Nothing new in that regard happened since that. There are some advantages coming with each ARX ship, this is just a plain fact. PC2 as is offers me use my spare gaming time more efficiently ... and this is all, what is for me personally important.One of the typical rebuttals used in the P2W debate over FD selling ships for real money is "How can it be P2W if there is nothing to win?"
Its a rather narrow view of what P2W is, but let's look at the current CG from the perspective of that particular point.
The new CG is a hauling CG, one that provides extra rewards (credit on completion, extra cargo racks for those in the top 75%, plus massive profits on each unit sold as part of the CG).
FD just released the biggest hauler in the game by far in terms of capacity for real money (if anyone dares to say "But you can buy it with ARX earned through playing the game" please go step on a lego - it would take almost a year of playing to get enough ARX to earn it without paying cash, the CG would be long over).
This means that those that paid cash for the PC have a (EDIT: because people kept quibbling about the number) 1.4x advantage over anyone who hasn't paid for the ship. Those who don't have the PC will be able to haul less (and the Type 9, the next biggest cargo ship has a worse jump range, meaning deliveries take longer), earning less credits, and less chance of getting into the top 75%.
When looking at P2W its worth comparing two people who are of the same skill level, have the same amount of play time, etc, the only difference being is one of them opened their wallet and the other didn't, then ask the question, did the person who opened their wallet gain an advantage denied to the other person?
I think the answer here is a resounding yes. The new CG is in effect an extra reward to those who opened their wallets.
As I read things, the issue was raised as the PC2 is currently on advanced access and will become available for credits down the line, but two(?) days after release a hauling CG started. As far as I am aware, I am old and do forget things, apart from AX stuff, we may not have seen an advance access ship followed closely by an activity that having such a ship gives an advantage. A cunning plan to some, the thin end of the wedge to others. I can go along with the decisions taken so far.And? Seriously, this matter has sailed long time ago with first ARX ship release. Nothing new in that regard happened since that. There are some advantages coming with each ARX ship, this is just a plain fact. PC2 as is offers me use my spare gaming time more efficiently ... and this is all, what is for me personally important.
So you like to invest your own money and time to be someone else's game content?Well, one advantage by buying ship for real cash is you don't need to worry about the rebuy cost, so when a griefer kills you with two shot you can just say oh my, and press rebuy and smile, because it was free!!!
To anyonecrazydedicated enough to get into the top 10, that amount of money is a rounding error they won't even notice. That's all I'm saying. But fair enough. Let's just agree to disagree.
Or leave those who are happy to cough up twice for the ships to do so, and carry on playing at no extra cost.Then all that matters is if we accept it as a necessary evil to keep the game alive or don't and quit playing. I'd rather not quit playing but...
You're right, I haven't played in 2 years (just can't be bothered to do the bindings again) and my position is just the same. Maybe Frontier will entice me back, but it seems unlikely.You just get to the realization that nothing you do matters and there's no actual point to doing anything faster.
Perhaps you would be content with a forced subscription model to fund the game's development?
That would lose me as a player, instantly, but, for those who would prefer FD stopped asking for half a pizza every few months, it must surely be more palatable?
Well, one advantage by buying ship for real cash is you don't need to worry about the rebuy cost, so when a griefer kills you with two shot you can just say oh my, and press rebuy and smile, because it was free!!!
So you like to invest your own money and time to be someone else's game content?
there's nothing in this game that could be considered "pay to win"....this cg or otherwise.
What is winning in elite?
There's nothing special that the richest player in the game can do that some newbie 1 month in can't. The activities available in the game that you start playing with are the exact same activities that very literally all players are doing. There's no special thing anyone else is doing that you can't. The bar to making credits meaningless is extremely low and everything else is just a matter of spending time to grind. Once you have whatever items that grinding provides, then what? What are you going to do with all of it? Create more npc stations ? There's no end-game in this game. It's just keep playing on the neverending merry go round ...the same one you have been playing since you started.
I really dont see what advantage to doing the same grind loops and same activities any player has regardless of whatever they have acquired is. An advantage in what? space trucking ? swapping which meaningless faction is in power in which meaningless system ? An advantage in pew pew'ing dead simple npcs ? What? Nothing that you can do in the game really impacts the gameplay for anyone else, or even yourself really. So...where is the win? If i could pay some amount of money to get to this mythical non-grindy win gameplay I would. Cuz i've been playing the same grindy game loops since launch. But that doesn't exist, so until then, the idea that there's a "Win" state for someone to cheat their way to by paying or otherwise is just ridiculous. You can't win in elite. You just get to the realization that nothing you do matters and there's no actual point to doing anything faster.
I understood it. But its not really important. At the end of the day, there is no winner elite dangerous, its a game that you could play for the rest of your life. Someone get more than you at a CG because he has a bigger ship then you. So what, it shouldn't matter. I do my trade CGs in a T8 and there are platers with much bigger ships then mine. They don't win.I feel like you're being deliberately obtuse with that response. You read my comment, I'm certain you understood it.
Completely and vehemently disagree.
Progressing towards one's goals, whatever those goals may be.
There doesn't need to be an objective end-game for there to be goals to be attained. Indeed, I probably wouldn't have ever picked up the game had it been one where my character's goals (beyond the basics of survival) were predefined, immutable, or had an end. That doesn't mean there are no win/loss conditions, it means there are an unlimited number of them.
All those things you describe as meaningless are the game for a great many people. I certainly feel Frontier has been diluting the game through context violations and a general lack of consequence, but those who have come to your conclusion, who don't believe what they do matters, have generally left, or don't engage with the game enough for anything they buy to skew the setting much for those who do. For everyone else, who have in-game goals that require one overcome in-game obstacles to get in-game feedback (even if the mechanisms are often dubious), there are going to be win states. These goals and win states are often in opposition to others, so how efficiently they can be achieved, mitigated, or forestalled, will matter, to them.
Well, everything's faster than a T9 lol. It's slower than my Cutter though.The PC2 isn't just bigger, it's faster. I'm hauling at least twice as fast as I was in my T9. So for every 2 hours I would have been hauling to reach whatever in-game goal, I have won back an hour to spend in-game or not. It's the first ARX I've bought and it was worth it. It is a massive game-changing advantage for me.
nope, i just go to solo however if and when it happens in open, i really dont care that muchSo you like to invest your own money and time to be someone else's game content?
Absolutely imaginary gameplay is what you speak of. Head cannon goals and head cannon consequences. They only matter in your head because you imagine them to matter. That's not winning in elite.
Your percieved disadvantage to people cheating (buying) is indistinguishable from players who spend way too much time min-max grinding
...it's the same experience players have had since launch.....well before arx. Paying in this case doesn't skip some skilled gameplay you have mastered...it just skips a temporary and small time barrier of grind mechanics that do not require any skill to do....just time.
If you're argument is that you want your time to mean something for what you've invested in the game, then your argument has nothing to do with paying to win, and everything to do with the game mechanics of this game.
I see no value in protecting time sinks and boring repitition
Let me know when there are skilled activities being circumvented by paying cash. Or activities that objectively change the game for others such that i'd actually have to care. I really could not care less about how hurt someone is about their pretend game role since it doesn't impact the actual game in any meaningful way. Nothing is stopping you from pretending your opposition is just much stronger than you at the moment. the argument against sounds like what newbies complain about pvp cambat with someone much better, (they must be cheating, no way could they fly like that and take no damage). Instead of maybe knowing your opponent skipped the boredom of a time sink to do something, just pretend there are more of them. Being dedicated grinders. Same outcome for you. And nothing such skipping ahead is more than a temporary percieved advantage in any case.
Imagining a role is not what this is about, it's imagining that the activities you do in the game actually mean anything to the game. They do not.Imagination plays a significant role in literally any game where one is playing something other than what they are. That applies, perforce, to a title about taking on the role of a Pilots' Federation Commander in a far future fantasy setting.
It's not wholly imaginary, because the game offers numerous feedback mechanisms to facilitate the depiction of this fantasy and immerse one's self in the roles available. If it were absolutely imaginary, there would be no need for a BGS, or a graphics engine, or a UI, or any game at all.
It's irrelevant if it's in the game's context or not because, as i mentioned, there is no distinction from any player's perspective between a group of grinders or a smaller group of people skipping some of the grind...in or out of game context. Again, this is the same argument open vs solo has been having for over a decade. Game modes are also just as 'external' to the game context as buying something with arx and the exact same arguments are made around that. This is the same debate with the names changed.Min-max grinding is something that can be done entirely within the internal context of the game itself. The distinction between in game and out of game should be clear.
Yeah, especially when the only game mechanic relies on your time to scale reward. That's a crap game limitation, not something worth defending.Being able to do more in less time is a big deal.
And open vs solo's argument in if i can avoid the difficulty of opposing human players by using a mode or blocking them so i only have dirt easy npcs to contend with, then that's a lower difficulty game that shouldn't be rewarded the same as players who partcipate against other humans.My argument is that if one can pay Frontier to get any kind of mechanical advantage that is acknowledged by any in-game mechanism, it's pay-to-win.
Fdev monitized grind when they introduced engineers and stopped game mechanics at a single tier. Paying is just them recognizing this. It existed long before arx. So i dont see how your cause and effect are meshing with reality. The game is grind mechanics and only grind mechanics. Paying to skip some isn't creating more nor was the lack of buying ships leading to a decrease or change in direction.Nor do I, which is one of the reasons I'm against pay-to-win mechanisms.
Pay-to-win mechanisms monetize the existence of grind by offering an out-of-context workaround to it. This incentivizes the inclusion of more time sinks, more busywork, and more grind walls. It sets up a feedback loop of perverse incentives that will only stop when maximal extractable revenue is reached.
You assume there is a chance they would resolve those 'problems'. I dont. Nobody should, there is no evidence to back that assumption up. Fdev made the game this way and kept it this way long before buying ships and there is zero reason to think that would have ever changed.Profitable solutions to problems that shouldn't exist doesn't make those problems go away, it makes those problems worse.
I have no idea how you define skill and certainly don't I expect anyone to care about other players, beyond how it affects their own experience, but neither thing is particularly relevant here.
Your assertion that the the game is wholly imaginary is false and objectively so. The outcomes of contests aren't subjective; they are reflected in the changes to the setting that we all experience. If I've failed to achieve my CMDR's objectives, I know the opposition is stronger, what matters is how and why (numbers is a strength, patience is a strength, endurance/tolerace of boredom is a strength, superior coordination and tactics are strengths, the willingness to expend Arx is a strength...though I consider the latter to be unlike the others in a uniquely negative way, as it has no in-setting context). Imagining none of my foes are using the tools they've been encouraged to use does not inform my counter-gameplay skills, it would just be wishful thinking or outright delusion. If I'm going to achieve my CMDR's goals, I'm going to need my eyes open, not blind myself to game actually being depicted. As long as I'm playing with others, it cannot be completely subjective, because I'll be confronted with contradictory viewpoints. Indeed, that is the purpose of playing a multiplayer game for me; the consensus of those involved creates a baseline of objectivity allowing biased outlier narratives to be rejected. We can all see who's name is on a system, or what the outfitting and commodities are available and for what prices...it would be nice if consequences were strong enough that victories didn't need to be so abstract (sending someone to that rebuy screen when you know they can't afford it and will be financially/mechanically unable to annoy one for a while is definitely something that I see less of than I used to in the early game), but what we have is still enough for a game. It provides the framework to build shared imaginings upon.