I see you're recovering well from your triple-sarcasm bypass operation.So a commander that is Elite Explorer and Elite Trader but less than Deadly in Combat can't get an Anaconda?
Like that is surely going to work. NOT!
I see you're recovering well from your triple-sarcasm bypass operation.So a commander that is Elite Explorer and Elite Trader but less than Deadly in Combat can't get an Anaconda?
Like that is surely going to work. NOT!
I see you're recovering well from your triple-sarcasm bypass operation.
Depends on what you see as the purpose of the gameplay.
Many games are designed to not give players instant access to the end game features.
the desire is for an even playing field with well thought-out income balance among professions and options within those professions.
Player owned ships like Anacondas were expected to be a rare sight, intended by design.
2 mill credits/hr was a good amount for a RES bounty hunter like I was in my early days and each small ship upgrade felt like an accomplishment. Every day was a little more progress made toward greater goals.
But times have changed. Instead of being a rags to eventual riches story given enough dedication, many players are now more like kids who quickly get access to the million-dollar trust funds their parents left them. The meaning of the accomplishment is lost on players using quasi exploits to buy such ships only a couple of weeks into ownership of the game. How could it not be? Achievements in gaming are always more satisfying when done without cheat codes, exploits or semi-exploits. I'm somewhat indifferent, but a lot of people who feel they more honestly earned their end game rewards aren't always going to be completely apathetic to you. When it becomes hard to distinguish those who worked hard for their fleets and those who took advantaged of broken in-game mechanics, some people get moody and feel it demonstrates a lack of respect for the game, the goals FDev had, and its players. I'm sure none of that is a new or unexpected concept to you unless you're new to life.
What? Do you mean legless or dead?
No, no and no!Im pretty sure if a new player goes to a certain periphery system and spends two days grinding a certain repetitive mission type, it's possible to be in an Anaconda.
Seeing harmless players in Anaconda's is breaking the game IMO, It just looks wrong.
And breaks all the effort on the part of FD to make the first 40 hours of gameplay meaningful and seems to be totally at odds with this ethos.
I've been playing since release, and just got my first 'conda today. To be fair, I've had one account reset in between, and have had the money to get it for a while.
But yeah, now I've got mine, we should totally lock it behind Pioneer exploration, Deadly combat and Elite trader.
Right on commander! Congrats on the conda! Now, you'll see why a lot of us sold ours.![]()
Still have mine. Only ship I've ever sold was a Vulture, and that's because, at the time, I wasn't skilled enough for it, didn't really grasp a lot of concepts that have since become nearly second nature, and since then I've bought one, outfitted it, engineered it and enjoy it where appropriate.
And that's something there is no way to shortcut - experience.
That's the real End Game. That's the real Progression.
So, you rebought the vulture too? *cough hoarder cough*![]()
Still have mine. Only ship I've ever sold was a Vulture, and that's because, at the time, I wasn't skilled enough for it, didn't really grasp a lot of concepts that have since become nearly second nature, and since then I've bought one, outfitted it, engineered it and enjoy it where appropriate.
And that's something there is no way to shortcut - experience.
That's the real End Game. That's the real Progression.
Right on commander! Congrats on the conda! Now, you'll see why a lot of us sold ours.![]()
At least twice now the argument has been presented that Anacondas were intended to be rare.
I'm genuinely curious about where this idea originated? Is there some official or developer related source? Or just an idea extrapolated from the barriers put in place?
Also, I'd like to know how it was expected that they would remain rare over time? Player attrition? Increased losses counteracting positive wallet balances long term? Moving goalosts as the op suggests? What would maintain their scarcity?
I get the feeling that quite a few commanders that could move on to a Corvette/Cutter/both did so.Sold?
Are we being sarcastic?
Too many years have gone by for me to remember that and it's difficult to find those discussion threads (I just did some searching but really don't even know where to start looking). We're talking literally years ago (a couple of springs ago in my case), with discussions about why the Anaconda was more or less the best ship at every role (including exploration) in the game at the time: Because it was designed and intended to be the end-game ship. The big dog. That was discussed as part of the reason why it was so agile despite its size. It was the ship that would take several months and hundreds of hours of play to acquire due to the low credit/hour state of the game then. This is when ship progression (owning several ships along the way) was the only way to play because income was low ($1m cr/h was considered quite good). It was slow and methodical and you had to scrape and claw to move to the next ship. It was too slow for many and has regularly been tweaked and usually increased.
The game has changed considerably since then. Ships are no longer the end game experience. It's shifted to Engineering which can't be fast-tracked (and a much lesser degree military rank). That's why I'm very apathetic in general to credits and ships; by increasing average income and related options by several fold, FD has generally declared credits worthless. While we see occasionally nerfs to mechanisms that grant $30m cr/h+, we have been given access to single missions with payouts up to and above $20 million. Sometimes people overlook these since they're not making $100 million in an hour, but there is no reason to struggle for money for any reason in ED other than lack of rank or general burden of knowledge for available and perfectly legit activities.
In fact, I'd be in favor of them making all the ships largely free or relatively low cost. Credit inflation is just a round-about way of doing exactly that.
Anyway, you might find the discussions in some of these threads entertaining if nothing else. Different era when we were all poor:
https://forums.frontier.co.uk/showthread.php/55428-E-D-Ship-Progression-in-a-Nutshell
https://forums.frontier.co.uk/showthread.php/143416-Ship-progression
I'm sure you can find discussions on it if you look.
I get the feeling that quite a few commanders that could move on to a Corvette/Cutter/both did so.
Personally, my Anaconda gets the least flight time of any of my big 3...and none of the big 3 get all that much flight time for me personally, as I've gone back to small ships that are less likely to make me fall asleep in while in combat. It's a great and well-rounded ship, but I think a lot of people that have owned one for awhile have moved away from it being their daily driver.
Im pretty sure if a new player goes to a certain periphery system and spends two days grinding a certain repetitive mission type, it's possible to be in an Anaconda.
Seeing harmless players in Anaconda's is breaking the game IMO, It just looks wrong.
And breaks all the effort on the part of FD to make the first 40 hours of gameplay meaningful and seems to be totally at odds with this ethos.
It was the ship that would take several months and hundreds of hours of play to acquire due to the low credit/hour state of the game then. This is when ship progression (owning several ships along the way) was the only way to play because income was low ($1m cr/h was considered quite good). It was slow and methodical and you had to scrape and claw to move to the next ship.
Too many years have gone by for me to remember that and it's difficult to find those discussion threads (I just did some searching but really don't even know where to start looking). We're talking literally years ago (a couple of springs ago in my case), with discussions about why the Anaconda was more or less the best ship at every role (including exploration) in the game at the time: Because it was designed and intended to be the end-game ship. The big dog. That was discussed as part of the reason why it was so agile despite its size. It was the ship that would take several months and hundreds of hours of play to acquire due to the low credit/hour state of the game then.
This is when ship progression (owning several ships along the way) was the only way to play because income was low ($1m cr/h was considered quite good). It was slow and methodical and you had to scrape and claw to move to the next ship. It was too slow for many and has regularly been tweaked and usually increased.
The game has changed considerably since then. Ships are no longer the end game experience. It's shifted to Engineering which can't be fast-tracked (and a much lesser degree military rank). That's why I'm very apathetic in general to credits and ships; by increasing average income and related options by several fold, FD has generally declared credits worthless. While we see occasionally nerfs to mechanisms that grant $30m cr/h+, we have been given access to single missions with payouts up to and above $20 million. Sometimes people overlook these since they're not making $100 million in an hour, but there is no reason to struggle for money for any reason in ED other than lack of rank or general burden of knowledge for available and perfectly legit activities.
I got mine in April of 2015, in 1.x economy. There is no achievement now that comes even close. In dedication, time, trade calculations...
You oldtimers here will know what I'm saying now: I wish FD reinstate 1.0 economy for a month. With ammo more expensive than the bounty, expensive fuel, astronomical repairs, great income of 300K per run, the works.
Just for a month. After that 90% complaints would stop.