Credits ... Are we making too much or too little?

You are missing the point. Trade seems for the most part consistent with earning. Other areas aren't. So if people have 1 hour a week they earn more or less 1/7 of what a 7 say 1 hour would be. Scaled per ship size of.

Not all activities have this consistency nor do they have the same risk/reward. Not everything should be the same but it's worth discussing over your unhelpful post.

It should be rewardong to scale. I could never earn 15m/hr in a conflict zone despite my best efforts. In fact it's a rate significantly lower than this because of the time it takes. This is where the balancing comes in - perhaps not everyone likes to trade/explore erg.

I don't like the fact that a vocal few seem to want to crush the enjoyment out of one's if you want this game to grow.

I don't really understand what point you're trying to make, although I did pick up on the salt.

The game will yield proportionally similar income to everybody carrying out similar tasks regardless of the time spent.

Spend 1 hour in a CZ and you'll earn 1/10th of what somebody who spends 10 hours in a CZ earns.
 
I don't really understand what point you're trying to make, although I did pick up on the salt.

The game will yield proportionally similar income to everybody carrying out similar tasks regardless of the time spent.

Spend 1 hour in a CZ and you'll earn 1/10th of what somebody who spends 10 hours in a CZ earns.

I'm not sure if you are deliberately being obtuse.
 
I'm not sure if you are deliberately being obtuse.

It's not deliberate.

It's just the only possible response to what you wrote.

As far as I can work out, you're attempting to suggest that people who spend less time playing the game get fewer opportunities to make credits.

Which is nonsense.
 
It's not deliberate.

It's just the only possible response to what you wrote.

As far as I can work out, you're attempting to suggest that people who spend less time playing the game get fewer opportunities to make credits.

Which is nonsense.

Incorrect I am suggesting the other activities are less consistent for the same effort. Maybe that's where the problem lies.
 
Incorrect I am suggesting the other activities are less consistent for the same effort. Maybe that's where the problem lies.

I'm afraid we're back to me not being any sense of what you type.

"Other activities are less consistent for the same effort"

I'm afraid that's just word-salad to me. [sad]

My best guess is that you're suggesting some things in the game can yield disproportionately large rewards as a result of spending longer playing.

So, for example, if you spend 1 hour per week doing passenger missions you might earn Cr1m whereas if you spend 10 hours doing the same thing you might earn Cr30m rather than the expected Cr10m?

If that IS what you mean, I'm afraid I'm going to need examples because I can't think of anything where this is actually the case.
 
Incorrect I am suggesting the other activities are less consistent for the same effort. Maybe that's where the problem lies.

I get what Stealthie is getting at, and I get what what Redomus is getting at as well.

Now let me spell out some things and see if I can't settle a few things here.

A data runner should never make what a miner makes.

A miner should not make what bounty hunter makes.

Not in the terms of credits per hour.

A data courier puts them self at little risk.

A miner takes more of a risk, and has more work to do.

A bounty hunter is putting their life on the line every time they engage.

Should data couriers expect a certain overall pay rate? Sure. They're the equivalent of hamburger engineers and certainly not worth $10/hr.

Should a miner expect a certain average return? Sure.

A bounty hunter? A Mercenary? An Explorer? Yes, they should see consistent payouts for their occupations. A little +/-% flux here and there, sure, but overall they should be consistent.

And I'm pretty sure they are. I think the +/- flux is a bit out of sorts from Frontier over-fiddling with it since around 2.1 or so, but overall it does tend to be rather consistent FOR EACH PROFESSION, as it should.
 
No as in 5 minutes looking up eddb for a trade route for 15mil for an hour as the example was given vs 8mil for 108 ships over 3 hours in a conflict zone. Significantly more risky and time consuming.

I'm not saying bring everything down to the lowest level but address the imbalance where required.

What indigo said sums it up nicely
 
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I get what Stealthie is getting at, and I get what what Redomus is getting at as well....

A noble effort but none of that relates to whether the time spent playing ED impacts your earning potential.

It doesn't matter whether you play for 1 hour a week or a hundred. Your income from any of those tasks will be similar, proportionally, to anybody else doing the same thing.

I might be wrong, in this case, but the crux of these discussions tends to be "I can only play for 3 hours a week but I want all the same stuff as somebody who plays for 20 hours" and I'm afraid that's just not a reasonable demand.
 
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No as in 5 minutes looking up eddb for a trade route for 15mil for an hour as the example was given vs 8mil for 108 ships over 3 hours in a conflict zone. Significantly more risky and time consuming.

If you can do a 15 mill an hour trade route you have a ship well suited to trade.

Only 8 million CR for 108 kills in CZ is unusual (most of these missions are Deadly/Elite and pay 15-25 mil), and if it takes three hours to shoot down or tag 108 ships, your ship is not particularly suited to conflict zones.
 
Yes a federal gunship is not suited to the task..

That level of pay happens a lot more than not. It's been a while since I saw anything over 10mil.

3-4 hours because I now have to kill 208+ ships to earn the same monetary value let alone creds/hr. consistency is what I'm asking for. 2 mil for 100 ships is one of the worst I've seen to date
 
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I seem to recall that some of the cheapest places to buy the most profitable commodities in the game are platforms which only have medium pads. ;)

I know trading can sound cryptic to people who just want to be told "Go to X, buy y and then take it to Z and sell it" but there's really no secret to it.
It's just a case of using EDDB to find cheap sources of stuff, places where it can be sold for maximum profit and then deciding if the distance between those two places is reasonable.

I also recall, for example, that one of the cheapest places (possibly the cheapest place) to buy gold is only about 20-odd Ly from the place where it fetches the highest price in the game.
That kind of thing isn't some "big secret". It's just the result of 2 minutes playing with EDDB.

The thing that I found out within the first 2 minutes of using Eddb.io, is that imp slaves are where the money is.
 
"Credits ... Are we making too much or too little?"

What's with the 'we' nonsense? If you feel you're making too much money, throw some of it away (preferably in my direction...).

With all the different ways to make credits in-game, and time spent pursuing those ways by the players of this game, this question seems pretty silly.
 
If you're happy with only the third best profit, carry on. [up]
If I want the first best, I'll go to Rhea ;).
"Credits ... Are we making too much or too little?"

What's with the 'we' nonsense? If you feel you're making too much money, throw some of it away (preferably in my direction...).

With all the different ways to make credits in-game, and time spent pursuing those ways by the players of this game, this question seems pretty silly.

The OP is asking because half the player base says money is earned too fast, and the other half says money is earned too slow.

As I've said, that's a good indicator for being spot on the money (pun intended, sorry).
 
I don´t think this is a question that should be raised on the forums. Almost everyone here knows how to read guides and they know how to make money.
You should go and interview people in-game instead.
 
If you're happy with only the third best profit, carry on. [up]

Actually 5th best profit.

I'm the keeper of a particular smuggling racket that nets an average of 14 times what Imperial Slaves bring in, but I've never shared it, and I'm not about to because I don't want to see it nerfed to hell. It's challenging, risky, downright deadly, but the rush is more intense than mainlining yourself with adrenaline.
 
Hardly relevant since the OP's post is not asking how, but for my part I'll answer.
The first time around I made my first 100mil trading (i was only going for an A-spec Clipper at the time). At the time that was about half the rate it is now (>4800/ton for an A-B-A route is common just now). Today for best rates it usually revolves around the Torval control systems that sell ISlaves at a sharply reduced rate. Simply selling medicines in outbreak systems will net you 3000 1-way, and you can usually grab something to return with for another 1000. People post routes on Reddit and such, and while these will get hammered pretty quickly, they at least let you see what makes a top-end route. Actual cr/hr depends entirely on what you're flying and how quickly you can run the route.

This time around I got to 20mil with random missions and a CG. After that I decided on what I wanted - costing about 100mil - I went about pushing toward that with passenger missions (this was just a couple days ago, for reference). I wanted to do this in the simplest way possible (I have a chosen activity I want to focus on for this account), so I flew out to systems near Medb (1.5 million LS to dock) and started hopping boards/stations to fill my 32 (2x 5E) economy cabins. As it turned out I could usually fill up these with 3 missions averaging 6 million each, plus whatever data courier missions came up for around 500-700k each. 4 x 40 minute SC trips and ~80 mil later, I'm there and no longer concerned about moving forward. Note: it doesn't actually matter which system near Medb. Provided it's within 15ly it can send passenger missions there. Having multiple stations to check boards, low-ls distances, these things are useful but it's worthwhile to jump around to different systems nearby if you find things drying up.

Edit: the latter method & rate, which I suspect is the only one close to fast enough for you, requires only something large enough to hold 32 economy cabins in whatever configuration. Pretty small ship, though not the smallest. Bigger = more per trip, but a longer time hunting the right missions.

Hi.

I must be missing something, and it would be lovely indeed if you could steer me towards how you stuff 3 missions into 2 cabins. I would swear that I have done this once or twice in the past, but how I did it eludes me. I had thought that it was something in the right-hand panel, where the cargo/mats/data/cabins are located, but I can't seem to interact or get any options from the cabins.

Also, this can only be done with Economy Cabins, right? The snootier folk don't like to share, it seems, if I remember correctly.

Thanks,

Riôt
 
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