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

Yes, Colonia Council are very pleased with me. I'm not super worried about it, I've just never seen a mission for more than something between 1 and 2 million max. Anywhere. Other than the special ones like Ram Tah.

Hmm they'll appear, believe me. I was getting Massacre Missions for 20+ million credits each, for 90+kills in a CZ.
 
how is a new player, starting in a sidewinder, learning the game, supposed to gain this knowledge in game, without looking at the forum posts like yours, or guides, or external sources?

Your answer is basically "look at my guide on how to make money in this particular patch at this particular point in time, with this particular setup" which is exactly the problem. 2 months from now there will be some new way. None of it will be communicated in game.

The old games made you find your lucrative areas too, yes, but they were designed to encourage curiosity and experimentation, they had saves, the overall immediacy was higher, and the game-play loop from reward to reward was far shorter. Plus there were no forced patches that change everything (mostly engineers, but basically every single patch)



And now you are proposing exploits. Again just highlighting the problem.


Oh and to be clear. I`m not against such playstyles. It`s an always on-line game, it`s in a way broken by design. People just adjust, and use all the tools they have (of which we have none ingame but plenty outside of the game)

What i have a real problem with is FD trying to balance the game around all this silliness instead of letting those who like to break their game just break their game and sit on billions for god knows what reason

Since you ninja edited a previous post to include one of my later comments, lemme elaborate.

I do agree with you that the New Player Experience needs much more focus. Specially starter system protection and general and specific information on the BGS and its systems, including how to make money, where to go for it, etc.

That said, since the game itself is a full can of bugs and other stuff that doesn't work properly frequently (for example, all passenger boards are failing to be completely retrieved on PS4), board flipping is allowed. I don't personally consider it an exploit since the nerf to board flips, AFAIK you can only flip each mode once before getting the same repetitive boards. Then again, a proper mission generator would render that stuff pointless, actually FDev seem to be moving in that direction .

Edit: just an off topic addition: what's so ironic is that the people complaining about "exploits" such as Rhea, Quince etc are generally the same people who try to push for atmo landings and/or space legs, when the game can't still fully stand on its legs, BGS/credit balancing/new player experience/bug wise.
 
Last edited:

I have nothing to add here really

I think we agree in general.

As i said, i have nothing against other playstyles, I`m not condemning people playing in any way, and I`m not advocating any kind of change of payouts (because it would be yet another patch that changes everything for the unsuspecting new player), and just like you said people simply try to adjust to all the bugs and mis-designs that ED is full of. The problem, as usual lies on FD part, but it won`t be solved by knee-jerk nerf/buff cycles

There is also maybe some hidden agenda in my first post, and that would be pointing a middle finger to those that a couple of years ago tried to convince me that ED not being an offline game with multiplayer, but rather an always online game, will have no effect whatsoever on game design and my enjoyment because we will have solo.
 
And now you are proposing exploits. Again just highlighting the problem.


Oh and to be clear. I`m not against such playstyles. It`s an always on-line game, it`s in a way broken by design. People just adjust, and use all the tools they have (of which we have none ingame but plenty outside of the game)

What i have a real problem with is FD trying to balance the game around all this silliness instead of letting those who like to break their game just break their game and sit on billions for god knows what reason

I need to find where it was stated,but FDEV have stated board hoping is sanctioned.
 
Nah,

The idea of making the effort to become allied with a faction and being rewarded with better missions is fundamental part of the game.

If anything, it just needs to be made clear to the player that this is a useful thing to do.

Perhaps all that's required would be to add some text to the "mission successful" dialogue to remind new players of this?

"Thank you for your services CMDR. If you continue to assist us then you'll find we have plenty of lucrative work available"

I'm not saying being allied shouldn't be valuable, but changing the "neutral" payout to 50% of Allied rather than 33%* would still make being allied very worthwhile while boosting payments for newbies and space hobos quite a lot.

*I think that's about the right numbers, but I'm guessing from limited data
 
The reality, of course, is that I could reset my save today and have a billion credits by next week IF I wanted to, as could anybody else who plays the game for more than a couple of hours a week.

You say this...and so do others...but you all must know something that I don't. I've been playing for nearly two years now. I'd say, on average, 10 hours a week. My total assets, if I had to guess, are around 500 million. If I reset my save tomorrow, I'd be lucky to be back in my T9 before this time next year.
 
I will have to agree with Luniticisi on this to a point, making money is hard at first and it should be, why should you be able to make enough money in a week to buy a conda, you shouldn't .
It really has to do with this day and age of i want this and i dont want to do nothing for it. Ha been playing this game for over 2 years have over 4 billion in back up with about 790 mil or so cash on hand. So making money is easy if you don't complain about it. Hell i can go with my conda and do trading for a day like yesterday and cleared over 13 million in profit i mean you tell me how hard that was. Yeh you say but your in a conda i cant make that much cause i dont have one, well like i had to do use the good old hauler for a little till you made enough to jump to the type 7 and start making good money. And also if any one that reads this would like to learn and make more money i can help you but you have to wanna have fun and enjoy it also, also if you are looking for some wingmates we are here at this teamspeak address ts33.gameservers.com:9147. We are mature grown men and love to help out any one that would like to make more money, just look for viper or if your tired of playing by your self and would like company come on over and have some fun.
 
I need to find where it was stated,but FDEV have stated board hoping is sanctioned.

yes they did
but it only makes it a sanctioned exploit

you still exploit the way the game (poorly) handles things, the only difference is it now won`t put you in trouble with FD

It`s like with tax dodging schemes, they are legal and so widespread that most people nowadays don`t even care and most big companies that can afford the necessary accountants do it. It is still an obvious exploit of a system though, and those who don`t do it are at a disadvantage, and countries get less money making common folk that much poorer (obviously huge generalisations and simplifications right here)

Or like when FD promised offline then never delivered and exploited the fact that KS does not really guarantee us consumers anything. It was legal. they got away with it. But they have exploited both the KS idea and our goodwill.
 
Last edited:
What FD does is kinda stupid.

They nerf the fun doing money with several massaker missions.
Now ppl need to die with boredom on the way to Hutton.
 
I will have to agree with Luniticisi on this to a point, making money is hard at first and it should be, why should you be able to make enough money in a week to buy a conda, you shouldn't .
It really has to do with this day and age of i want this and i dont want to do nothing for it. Ha been playing this game for over 2 years have over 4 billion in back up with about 790 mil or so cash on hand. So making money is easy if you don't complain about it. Hell i can go with my conda and do trading for a day like yesterday and cleared over 13 million in profit i mean you tell me how hard that was. Yeh you say but your in a conda i cant make that much cause i dont have one, well like i had to do use the good old hauler for a little till you made enough to jump to the type 7 and start making good money. And also if any one that reads this would like to learn and make more money i can help you but you have to wanna have fun and enjoy it also, also if you are looking for some wingmates we are here at this teamspeak address ts33.gameservers.com:9147. We are mature grown men and love to help out any one that would like to make more money, just look for viper or if your tired of playing by your self and would like company come on over and have some fun.

wow man why so loud
 
...Braben said in the past that one of the chief things they didn't expect was so many people staying in the same place, doing the same thing. If you take a little time to consider that, it would seem to have a number of consequences...
Well, let's see..

✓ Make a reputation system which ultimately incentivizes making camp in one system or picking a "Home station."
✓ Make that reputation factor greatly into earning potential, so much so that earnings at low rep almost aren't worthwhile.
✓ Wonder why players stick around in one area.

:thinking:
 
Last edited:
It's also pretty insane that in these asteroid belt resource extraction zone the most valuable resource are the bounties on the npc pirates.

They have a 1:1 galaxy with mindboggling scientific realism. I will never forget that story about the galactic dust and how real life astronomers took a queue from the amount of dust FDEV had to introduce to make it look right. Such awesome realism.

And then there's this weird ecosystem where mining pays peanuts. Pirating miners is even more of a losing proposition because you will become hunted yourself for a pitiful haul (if you make a 100k you can be happy). The NPC pirates on the other hands are worth about ten times as much if not more than the rocks or the npc miners. So mining NPCs just makes more sense than mining rocks. That is just bonkers. complete . As much as I love the game, this glaring bit of bovine excrement has totally ruined it for me since someone pointed it out to me. (nice science, but their economics / ecology are !)
 
I fall on the side of FAR too much! .. Every day I see people complaining they are not making Billions in 20 mins (OK that's an exaggeration) .. but to see people moan that making a million in ten mins is "an Insult" is bizarre for me, an old Elite fan. Elite has always been about the long haul, Progression and the journey, now all I am hearing is "It's all a grind"

The progression is so messed up that in 1 hour you can move from a sidewinder to a far more capable ship .. and still i see people saying it's too slow!
I can't be the only one who remembers the joy of getting military lasers or that energy bomb and feeling that I had achieved something. I feel that credits are far too easy to come by now that the game is losing it's original identity as a long haul game.

FD please don't increase the progression speed anymore, I bet a lot of players have never seen the inside of a Hauler.
I get that people want things quickly, but that has never been Elites way.


If you look, there seems to always be one well paid option out there, it has been many things over many years, right now Thargoid materials for Palin at Obsidian is paying for my type 10.
 
Missions generally seem to be under payed but there are still big money makers if you know where to go.

I made 3.5 billion last week at around 750million a day. With good RNG 340 million per single run. Bulk economy passenger missions.
 
Well, let's see..

✓ Make a reputation system which ultimately incentivizes making camp in one system or picking a "Home station."
✓ Make that reputation factor greatly into earning potential, so much so that earnings at low rep almost aren't worthwhile.
✓ Wonder why players stick around in one area.

:thinking:

That was actually a change made somewhat later, possibly after the realization that players were camping in individual systems anyway.
Prior to 2.1 faction rep was not nearly such a huge arbiter of missions on offer. Mission running (except smuggling) was simply not a "credit-competitive" activity by any means - you can look at forum posts on the subject all the way through 1.x if you don't believe me. The very last thing you'd be pointed at to make money when I started was missions of any sort.

People camped because given their activity, there wasn't a reason to move. There were a few best systems for X activity and that was that. Bounty hunting is the obvious one, but trade revolved around even fewer system than it does now, as state impact was minimal. Passengers didn't exist.

If you think people are more tied to individual systems now than they were before...you're dreaming. There's now benefits to building rep, but state impacts on most activities mean you'll still be better off moving around for most activities. The primary exception still is bounty hunting I think, ignoring the exploit systems we've had in the past.

They've gone from an unintended incentive for people doing one activity alone to stay put, to some sort of compromise. Building rep somewhere is good, but building rep in multiple places is better.
 
Last edited:
That was actually a change made somewhat later, possibly after the realization that players were camping in individual systems anyway.
Prior to 2.1 faction rep was not nearly such a huge arbiter of missions on offer. Mission running (except smuggling) was simply not a "credit-competitive" activity by any means - you can look at forum posts on the subject all the way through 1.x if you don't believe me. The very last thing you'd be pointed at to make money when I started was missions of any sort.

People camped because given their activity, there wasn't a reason to move. There were a few best systems for X activity and that was that. Bounty hunting is the obvious one, but trade revolved around even fewer system than it does now, as state impact was minimal. Passengers didn't exist.

If you think people are more tied to individual systems now than they were before...you're dreaming. There's now benefits to building rep, but state impacts on most activities mean you'll still be better off moving around for most activities. The primary exception still is bounty hunting I think, ignoring the exploit systems we've had in the past.

They've gone from an unintended incentive for people doing one activity alone to stay put, to some sort of compromise.
I started playing Nov 2016 (Patch 2.2), so I didn't get to experience any of that. All I know is that when I began playing, I wanted to drift around doing random missions for random dudes (a true nomadic freelancer), but found that to be uneconomical because getting offered missions for ~10k everywhere was just not paying the bills.
 
I started playing Nov 2016 (Patch 2.2), so I didn't get to experience any of that. All I know is that when I began playing, I wanted to drift around doing random missions for random dudes (a true nomadic freelancer), but found that to be uneconomical because getting offered missions for ~10k everywhere was just not paying the bills.

Indeed. The primary change in question is that you can now build rep to get better missions. Before you'd get nothing better until your PF rank (s) increased, a vastly slower process. Everything was about "careers" not missions. If you wanted to make >10mil/hr you were looking at trade or bounty hunting or CZing. Robigo smuggling missions are the earliest exception I can think of as the distance involved, and the relatively high payouts of smuggling missions in particular, combined to powerful effect.

Edit: I think there were two goals and they're a bit contradictory, hence compromise.
-Rather a lot of people wanted to see factions "remember" what you've done for them, given you're always working for a faction in most activities, and reward you for loyalty.
-State impacts on missions, trade, etc, seem meant to promote moving around, finding the best place at that moment.
 
Last edited:
Back
Top Bottom