Decent credit buff in all areas

What do people think ?

Should all areas for generating credits be given a decent increase, doubled, tripled or even more

As it is it takes many many months to get enough credits to buy the big ships and decently equipment them without getting grinding burnout from doing the same repetitive tasks over and over.

Would it be more fun if this could be done quicker say in a month or two of hard work.

I've been playing just over a year have a decent bank balance and a couple of nice ships but the credits needed to go to the next level doesn't seem particularly appealing. I know its not about how much money you have but you do need a certain amount if you want to fly most of the ships.

I imagine everyone whose been playing a while has put huge amounts of time and effort into the game to get to where you are but would you like it to be a bit easier to earn money.
 
I'd like to see a reduction of all ship-related prices instead. Refund all players who own assets for which prices will go down. Then implement mechanics which introduce running costs, like ship crew members, so that larger (and in theory more expensive) ships require a higher income to operate. Players in big ships should not fear a high insurance cost, they should know beforehand that going to war in a big ship is going to cost. Finally, balance out the game professions which currently make obscene amounts of money compared to the others.
 
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So long as illegal professions make the most profit provided you don't get caught. I would also like to see big buffs to piracy and to sandbox smuggling with big "nerfs" to reprimands if caught along with an increase in difficulty.
id like to see all legal professions be more or less equal in potential profit with some variation of course depending on skill, simulation, and time investment.
that way you can choose how to make money without being forced into a profession you would otherwise not like.
 
At least quadrupled, the average campaign on a typical game is 6-8 hours, after that you move one and play something else, elite is not a typical games so I reckon earning 1 billion should take 5 days at 8 hours a day, the sweet spot is around that mark.

We as a species are governed by hours, weeks, months and years, after the weeks period stuff gets stale, by a month you should be able to master any game and if you can't then the game is at fault.
 
I'd like to see a reduction of all ship-related prices instead. Refund all players who own assets for which prices will go down. Then implement mechanics which introduce running costs, like ship crew members, so that larger (and in theory more expensive) ships require a higher income to operate. Players in big ships should not fear a high insurance cost, they should know beforehand that going to war in a big ship is going to cost. Finally, balance out the game professions which currently make obscene amounts of money compared to the others.

Actually, this could be a really good idea, +1!

Do you mean time dependent maintenance and running costs which will apply should you fly the ship or not or do you mean costs that apply only while you are flying? So if I have 5 ships total, will I only be paying for the ship I'm currently operating or will all my ships burn through credits constantly? The latter could be problematic for players who don't play for very much since they'll be burning money without making any for long periods of time.

If you mean the former though, lowering initial costs to ships and equipment but increasing running costs would be a good way to balance the game with a better mechanic than just insurance costs dependent on purchase value.

In addition to this, I would like a tiered income balancing to be implemented. What I mean by this is, there should be tiers of income represented in cr/hr, which will pay about the same regardless of the activity, based on the risk taken. So, be you a miner, bounty hunter, trader or explorer, you should have the option to choose from a set of activities separated into risk/reward tiers. The game already has a similar aspect with illegal activities generally paying more and higher profit trading being generally more dangerous but I don't think it's very apparent and it doesn't scale very well. Also most of the high paying stuff is hidden behind reputation or rank walls instead of emergent difficulty of the activity itself. A player should be able to attempt a very high risk job with a high reward regardless of their rank in game. To balance, the job itself should involve activities requiring actual experience in game, be it a very short time window, tough opponents etc.
 
I see novice CMDRs flying Anacondas. Also making 10 million per hours with ease and more with a little effort doesn't sound to me like months to get big ships.

Still takes a long time to get a big ship. Consider that a Decent Corvette is 400 Million and flying my Anaconda while making more than 6 Mil / hour is hard, and it is a very long grind to a corvette. Almost 70 hours worth of making credits. I have to say I am a bit burnout and just waiting for patch 2.1 to hit.
 
No. If anything its too easy to make money. Way too easy, personally id like to see it be harder. The last HAZ RES i ran i pulled out 55 million credits in about 90 mins. It doesnt take long to buy anything, other than rep requirements.

That's over 600k per minute! My experience of Haz RES is that targets don't arrive that frequently to sustain that level of income. Are you including any Powerplay (Hudson, I guess, is 50% atm) bonuses in that?
 

Jane Turner

Volunteer Moderator
I see novice CMDRs flying Anacondas. Also making 10 million per hours with ease and more with a little effort doesn't sound to me like months to get big ships.

For players who choose to measure their progress by how big their ship is, making credits will never be fast enough, and for people who don't, its irrelevant! I've made 50million this week just by running missions - that is completely ridiculous already
 
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At least quadrupled, the average campaign on a typical game is 6-8 hours, after that you move one and play something else, elite is not a typical games so I reckon earning 1 billion should take 5 days at 8 hours a day, the sweet spot is around that mark.

We as a species are governed by hours, weeks, months and years, after the weeks period stuff gets stale, by a month you should be able to master any game and if you can't then the game is at fault.


It's way too easy to make multi millions in no time at all as it is.

This thread is just about lazy impatient greediness.
 
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dayrth

Volunteer Moderator
Still takes a long time to get a big ship. Consider that a Decent Corvette is 400 Million and flying my Anaconda while making more than 6 Mil / hour is hard, and it is a very long grind to a corvette. Almost 70 hours worth of making credits. I have to say I am a bit burnout and just waiting for patch 2.1 to hit.

You say that like its a bad thing. Took me nearly a year to get a python. That was a year of great gameplay because I didn't grind to get the biggest ship asap. I played the game. Had fun and because I upgraded now and again it keped the game fresh and interesting. Get all the money you want and buy the biggest ships strait away and it won't be long before you are bored of the game. Nothing left to work for or look forward too.
 
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They should do the opposite! Most of the ships in the game are fairly cheap, so there's plenty to choose from without needing hundreds of millions. Buffing income or making things cheaper would only reduce the longevity of the game.
 
At least quadrupled, the average campaign on a typical game is 6-8 hours, after that you move one and play something else, elite is not a typical games so I reckon earning 1 billion should take 5 days at 8 hours a day, the sweet spot is around that mark.

We as a species are governed by hours, weeks, months and years, after the weeks period stuff gets stale, by a month you should be able to master any game and if you can't then the game is at fault.

Yes, that would be a sweet spot to be in....having five days where I could play Elite for 8 hours each day.
 
I am good with how it is. But I do feel as if there needs to be extra high paying missions for people at "end game". Running 500k missions in a billion dollar ship seems a bit silly.
 
What do people think ?

Should all areas for generating credits be given a decent increase, doubled, tripled or even more

I think the rates are ok at the moment. The grinding effort is a lot but not too bad. I personally would like to see gameplay that is not linked to grinding, which enslaves the player to repetitive tasks but rather give me enough credits from the beginning to fully enjoy the game. But the problem is, grinding is a major part of the game/play so ... Don't know. I'm thinking about how I could establish meaningful multiplayer tasks within the given game mechanics that allow me to have decent fun playing with other players. The CG @ Chi Lin (BH) was kind of fun but this can only be a tiny step to an emergent breathing multiplayer gaming experience.

Is FDev selling a new space game? Because the game that is shown in the video trailer over at elitedangerous.com is not exactly the game that I'm playing. *hehehe* ;-)
 
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Is this a serious thread?

As someone who bought a second account when horizons went on sale I was wondering how difficult it was to start again now. The answer is its simple, It took about 3 hours to get enough to buy a Cobra and then the next 2 hours to get 20milion in the bank. Once you are in an asp you can make 20million an hour on shadow runs with quite literally zero effort involved at all.

With about 10 hours down I have an A rated asp and 50million in the bank and I've gone off exploring (original purpose of the account).

Quadruple, are you serious?
 
I would like to see a better balance between mission payout. Alway`s find it stupid to see text like "We are here to make good money" and see a payout for 750 kredit...
 
I think some ratios are wrong for earning.

Mining for example. I'm probably just terrible at it, but out of all the things I've tried, mining was the most dull and slowest earner.
Smuggling on the other hand pays extremely well, with a great risk vs reward ratio. But maybe a little too well?
(Single missions are fine, its when you stack 20 of them its somewhat unbalanced!)
Trading is meh. Dull and low profit.
bounty hunting is earn loads, but feels very grindy after a while, same with CZs.

Deep space exploration is the only thing I haven't tried.

All in all, its not bad though. I got my Vulture in a week, and a Python (in 1.4) in under a month, with very part time gaming (8 hours a week Max), and a fully A rated FDL soon after(sold the Python). And that was mostly pre-shadow delivery.
 
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