It feels like ingame credit is sort of pointless

To start with, I currently have about 200 mil credits in cash, 200 mil in ships/modules. So that sums 400 million credits in total assets.
Please do note that I pose absolutely zero intentions of bragging about my possessions, since I know there are truck- erm, Type-9 loads of CMDRs who have billions and billions of credits in their disposal.

The thing is, once you get past the Type-7/iClipper/Python milestone so that you can finally establish a steady and meaningful inflow of credits through commodity trading, it becomes trivially easy to gain an awful lot of credits in a relatively short period of time.
For me, I'm making average 20-30 million credits per evening which involves 3-4 hours of loop trading in my 'Conda which I don't even pay full attention to while I'm at it.

And to speak of risk, with a bit of cunning, you can avoid(not flee from) AI interdictions altogether so risk involved in trading is comparable to crushing an ant with your thumb. PvP interdictions should be a notch harder to evade but I have yet to encounter a single player pirate in more than three months of sporadic trading in my 'Conda. At least none in non-CG related systems.

So earning credits is fairly easy and safe. But let's put that aside for a moment now.

Because I'm not writing this post to cry 'Elite is too easy' or 'Nerf trading' like many others that were before me.
What I believe is that credits feel like they are pointless not because they are too easy to make, but because there just aren't enough activities in the game that you can spend your credits with.

Basically, the only purpose credits serve now is to buy ships/modules with them and nothing else. That means once you have bought your desired 'end game' ship and modules, credits have effectively outlived their usefulness at that very moment. For me, once I fully kit my Anaconda with the best jack-of-all-trades loadout, I wouldn't know where i could spend credits on any further. Probably I'd going to need some few extra millions for rebuys in case I blow up my Conda accidentally but that is more or less it.

Credits should serve more purpose, IMO. For instance, I think synthesis materials, engineers components, rare manufactured commodities, so on and so on, that in fact almost all stuff that exists in-game, should be allowed to be purchased with credits. Probably not from all stores galaxy wide, probably some rarer goods should only be available in certain select locations, or black markets for illegal goods(so that we can actually benefit from black markets), but generally I don't see why we can buy gold, silver and palladium but not vanadium or yttrium from markets. Or why we can sell painite to the market but not buy them from markets anywhere. It just doesn't feel fair. Of course, this change will make parts modding through engineers very, very trivial, so additional tweaks should be made on this side as well to keep the level of challenge unaffected.

More options to spend money on could be the power play. When you have like 2 billion credits in your pocket, wouldn't it be a more logical move to flat out go talk to the celebrity, and toss him some dozen million credits as donation and demand a higher position in their hierarchy? Rather than go hop in your T9, trucking materials yourself for many tedious hours?


The whole point is, once FDev has realized that they have made earning cash too easy, they chose the easier path to just avert away from the problem, rather than tackle it outright. So instead of rebalancing the credits earning/spending, they just chose to make credits irrelevant by adding things after things that you need but can't buy with credits. Naval rank was one, then Powerplay ratings, after that synthesis, now engineer favors/reputation/materials shenanigan.

Please, show some love for the credits. It is purely arbitrary and ridiculous that you can buy some stuff from the market but not others without any proper explanation. It's like going to a grocery store, and the clerk tells you that you can buy all the onions you wish, but for apples you're out of luck - the only way for you to get one is to plant an apple tree in your backyard yourself and pray it bears fruit in the coming fall.
 
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IMO the reason fdev nerfed creds is to make "old money" players grind for new stuff, just as newer players have to do.

No amount of creds are gonna unlock Qwent or prof. Palin.....This is by design.

It's called powercreep. A staple of an evovling MMO.
 
The game is too big for them. They've proven again and again that they don't know what they're doing: Powerplay, Engineers (how many micromaterials are there?), CQC, and now instant ship transfer.

The game is a bloody mess. Trying to imagine another season of this ridiculous, inconsistent game-design is giving me a headache.
 
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Whats missing is a real player driven economy and emergent gameplay. I couldn't be less interested in the BGS than I am and the present economy is little more than some scripted borefest. Its why trading is refered to as spacetrucking, because thats all it really is.

As for credits there are heaps of players wondering about with many billions they got via various exploiting opportunities.. FD did nothing about that btw.
 
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The very point of making credits useless beyond a certain point is to balance trading, as its a lot more profitable than the other professions. If they make everything accessible with credits, then trading will provide an even more unfair advantage over doing anything else.

The game is too big for them. They've proven again and again that they don't know what they're doing: Powerplay, Engineers (how many micromaterials are there?), CQC, and now instant ship transfer.

The game is a bloody mess. Trying to imagine another season of this ridiculous, inconsistent game-design is giving me a headache.

That's your opinion, man. Imo FD is starting to learn that ED is actually a game, and they're simply starting to treat it as such instead of pretending it's a simulator.
 
Whats missing is a real player driven economy and emergent gameplay. I couldn't be less interested in the BGS than I am and the present economy is little more than some scripted borefest. Its why trading is refered to as spacetrucking, because thats all it really is.

As for credits there are heaps of players wondering about with many billions they got via various exploiting opportunities.. FD did nothing about that btw.

Lol real player driven economy and emergent gameplay in this themepark game? It's a pipedream.

The solo players would be up in arms in about 2 seconds because there are other players "manipulating" and "abusing" their economy.

People don't even want credit transfers or trading rofl
 
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I'll agree with most of that. If I can sell it, I should be able to buy it, SOMEWHERE. I also agree that some stuff should be available only at select locations. If we have black markets, you'd think we could buy restricted items with a little extra money or even a lot, depending on what you want. It seems to work that way IRL.
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And credits, at least when you get past a certain point, are indeed useless. I can generate 4-5 million an hour in my 'Cutter without doing LR delivery missions. That's an obscene amount of money considering how long it took me to get my first Asp. I have over 600 million in CASH but nothing to really spend it on. More ships ? Why ? I have the ones I want with the modules I want.
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Aside from new ships, there's nothing to spend credits on. Things like funding new space stations, or owning part of one have been discussed. In a true live market, I should be able to pay 10 million to a rookie Asp pilot for the exploration data some engineers want. I always thought it was stupid that I had to wait 20 minutes, or pay to 'hurry up' loading another measly 20 tons of war materials in PP. If I'm paying, I should be able to just pack that thing full in one go. In the end it turns out to be a zero-sum game in PP anyway. You'll spend 50 million to get it back.
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My only thought is that 'old money' players could steam roll anyone/everything with cash. Not that they can't do it anyway. Killing hundreds of ships in WZ/CZ/HazRES is nothing for a decked out 'Vette or 'Conda, just a time sink. The only thing keeping that scenario in check is rank requirements for the top tier ships, and certain materials that can't be purchased.
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Although, you'd think some enterprising individuals would offer to drop some items in deep space, if someone else was offloading gold at the same spot... PITA to do it that way, but it still happens.
 
That's your opinion, man.

Thanks for pointing that out, who would've thought.

Imo FD is starting to learn that ED is actually a game, and they're simply starting to treat it as such instead of pretending it's a simulator.

Yup. Simulating the whole galaxy and implementing FSDs with relativeley intricate ways to calculate jump ranges just to make jump ranges mostly irrelevant. Introducing money, then making money mostly irrelevant etc.. They don't know what they're doing. They have no consistent game concept, but they have to chew out updates on a regular basis because customers paid for it. They are alrady behind on schedule, and the person who seems to be responsible for most of the terrible game mechanics is apparently chained to his chair, so I don't expect things to get more consistent in the future.
 
Whats missing is a real player driven economy and emergent gameplay. I couldn't be less interested in the BGS than I am and the present economy is little more than some scripted borefest. Its why trading is refered to as spacetrucking, because thats all it really is.

As for credits there are heaps of players wondering about with many billions they got via various exploiting opportunities.. FD did nothing about that btw.

How many times would the player economy have crashed now due to exploitable credit farms. What was the most recent one? The DG crystals at 70k/ton? In some fanciful version of Elite this could function, but not in reality.
 
Yup. Simulating the whole galaxy and implementing FSDs with relativeley intricate ways to calculate jump ranges just to make jump ranges mostly irrelevant. Introducing money, then making money mostly irrelevant etc..

Just because there are simulation elements doesn't mean the game should be treated as a simulation instead of what it is... a game.
 
The very point of making credits useless beyond a certain point is to balance trading, as its a lot more profitable than the other professions. If they make everything accessible with credits, then trading will provide an even more unfair advantage over doing anything else.



That's your opinion, man. Imo FD is starting to learn that ED is actually a game, and they're simply starting to treat it as such instead of pretending it's a simulator.

You mean they're starting to aim it at a new, totally different audience becausee the original backers have already largely paid what they are going to pay.

It's just business and business is just money.
 
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