[Obsidian Ant] Elite Dangerous - The Credits Problem: A Case of Feeling Unrewarded?

A great example of how the pay for activities in ED is just ever so slightly off*, is by beginning with mining.

You can drop in to a ring, and start mining.
An NPC Pirate shows up, and if you're equipped to kill it, you can earn more money in those few seconds, than you will in the next 'whatever it takes to find a good asteroid' minutes.
Then a PvP pirate can show up, relieve you of your cargo, and sell it for even less than its worth. Making less money than the miner would have, had they sold it legally.
Then a bounty hunter can show up, blow up the PvP pirate, and make a loss, because the ammo cost more than the bounty reward.


Meanwhile, a CMDR can ship a single passenger a few ly, and earn more than all of them combined.

CMDR Cosmic Spacehead

*Extreme exaggeration.

one thing with mining is tho, that the more people youve got, the more/easyer money is made.
still not saying it pays well enough to put the effort in.
 
Everyone's a Marxist when it comes to games....all careers must pay the same. It's like a microcosm of RL discussions around distributive justice.
 
Everyone's a Marxist when it comes to games....all careers must pay the same. It's like a microcosm of RL discussions around distributive justice.
It is more that games don't function under a system of economics.

They function under a system of Divine Control which traditional economic theory has laffo to say about.
 
Regardless of what is said here, people will vote with their feet and move on when it gets to a point they can no longer be bothered.

This is a sad state of affairs as this game needs to retain its player base to evolve into the product we all want but if FDev keep tinkering and making it worse in the process they will be updating for a few thousand diehards who dont mind the forced down a path type game play.

Personally, I am hoping From Other Suns fills the gap for me until FDev put some heart and soul back into this game, at present it does feel pretty empty and pointless from my point of view.
 
It would be better if instead of paying for each ton of X, the money was based on contracts, kinda similar to how powerplay rewards work.

You sign up for a job in a station, and they pay you a fixed amount of X every week as long as you meet the quotas and bonuses for going over the limit.

Mining contracts would require less materials than trading contracts because it takes more time to mine, or it would offer a higher pay.
There could also be police contracts to defend one system in particular which sends you missions from time to time to arrest criminals while you are in that system, or assassination contracts to kill or capture wanted criminals in other systems.

Also in addition to faction reputation you could get more reputation for doing jobs which allows you to apply for better contracts.

That system would be far easier to balance than the current one, but of course, its too late for that, the world is full of billionaires in Cutters and Corvettes, money is meaningless now for most people.
 
I don't buy "I would do those tasks if they are rewarding" sorry. Problem is lot of players just look for quick fun. They want theme park where to pick activity right out of the gate, not such game as ED. That's why I really don't believe these moans about activities paying too low. If you want experience an Anaconda, well, you have to earn it.

ED is hard for goal oriented people. ED is good for people who just want to explore their possibilities, not engage in very specific one. People who want that specific goal in Elite will feel that everything else is just there to stand in their way, and while activities being more developed might make to change their minds, most stubborn won't.
 
It is taboo. Original backers that I have experienced will come down hard any time I broach this subject. Has it been the same for others
 
Last edited:
Everyone's a Marxist when it comes to games....all careers must pay the same. It's like a microcosm of RL discussions around distributive justice.

FDEV spend so much time and resources balancing PvP... Wish they'd balance professions!

A mining session in your 'big ship' at a good spot should easily net equal or more to the old Sothis squaffalue.
 
One of OA vids was about taking on a Thargoid in a Gunship - I thought I'd have a go at that - it's taken almost a week and I'm finally all set to try it tonight.
Why a week? well first I had to rank up from Chief Petty Officer to Ensign to buy a gunship.
This took quiet a few nights of doing BORING missions that made me next to nothing in credits and doing some donation missions - the result is I'm down on credits by about 10M.
So do I feel rewarded for my efforts ? for the hours of dull uneventful gameplay grind ? do I have a sense of achievement ? - No.
Last night I flew to the system where I plan to fight Thargoids in my AspEX ( massively better jump range than gunship ) so then I docked and did the ship transfer to get my gunship to where I need it - that was going to over an hour - so that was that night over with. ( I have a day job, a wife and a dog - gaming time is limited! )

-10M getting rank
-140M getting and fitting Gunship

Tonight I'll take on a Thargoid - this will probably not end well for me - I'm expecting to fail a couple of times ( 6M+ rebuy )
if I actually succeed, then how much will i urn ?

How many Thargoids will I have to kill to get back the 150M I've spend so far on the endeavour ?
 
One of OA vids was about taking on a Thargoid in a Gunship - I thought I'd have a go at that - it's taken almost a week and I'm finally all set to try it tonight.
Why a week? well first I had to rank up from Chief Petty Officer to Ensign to buy a gunship.
This took quiet a few nights of doing BORING missions that made me next to nothing in credits and doing some donation missions - the result is I'm down on credits by about 10M.
So do I feel rewarded for my efforts ? for the hours of dull uneventful gameplay grind ? do I have a sense of achievement ? - No.
Last night I flew to the system where I plan to fight Thargoids in my AspEX ( massively better jump range than gunship ) so then I docked and did the ship transfer to get my gunship to where I need it - that was going to over an hour - so that was that night over with. ( I have a day job, a wife and a dog - gaming time is limited! )

-10M getting rank
-140M getting and fitting Gunship

Tonight I'll take on a Thargoid - this will probably not end well for me - I'm expecting to fail a couple of times ( 6M+ rebuy )
if I actually succeed, then how much will i urn ?

How many Thargoids will I have to kill to get back the 150M I've spend so far on the endeavour ?

Why do you have to take on Thargoid with specific ship you didn't have nor you were prepared to do so?
 
Everyone's a Marxist when it comes to games....all careers must pay the same. It's like a microcosm of RL discussions around distributive justice.

Everyone? If you had read my comment you'd see that I'm all in favour of industralised competition between factions and systems for commodities and resources, instead of the current fixed pricing format which undermines the game's economy and drives the poor standard of mission payments in trade and mining. Please don't consider yourself a lone warrior in wanting to see the game move away from a Marxist balancing act, towards a more realistic format that credits players for partaking in missions that take time, investment, skill or risk instead of a flat fee format which disregards these factors. Factions should be more flexible in offering competitive rewards, and picking missions should be less of a pick 'n' mix and more about negotiating payments, becoming loyal to a faction, maintaining relationships with factions for long-term commitment, etc.
 
It would be better if instead of paying for each ton of X, the money was based on contracts, kinda similar to how powerplay rewards work.

You sign up for a job in a station, and they pay you a fixed amount of X every week as long as you meet the quotas and bonuses for going over the limit.

Mining contracts would require less materials than trading contracts because it takes more time to mine, or it would offer a higher pay.
There could also be police contracts to defend one system in particular which sends you missions from time to time to arrest criminals while you are in that system, or assassination contracts to kill or capture wanted criminals in other systems.

Also in addition to faction reputation you could get more reputation for doing jobs which allows you to apply for better contracts.

That system would be far easier to balance than the current one, but of course, its too late for that, the world is full of billionaires in Cutters and Corvettes, money is meaningless now for most people.

@Iori: rep for your avatar!!! I love that anime : O

and... your idea about contract is not bad, but the "every week plan" sounds a bit too "extreme" ... I would simply like to see rewards upwards for the least profitable sectors (mining on all).

The most important thing is one: ALL the activities of the game must be equally profitable, it is not possible for a single type of activity to be the only one to offer great rewards (long distance passenger transport).
 
Last edited:

Deleted member 38366

D
I'm an original Backer and I wouldn't say it's taboo.

What alot of folks (just judging some vocal Forum opinions) want is "Instant Access" to everything, despite income having seen massive boost already.
To a point, where there are Python/Anaconda CMDRs out there that don't even know the basics of the Game, let alone advanced Combat or even the mechanics and limitations of the Rebuy Screen.

If a Beginner can now have what oldfarts worked hard for over several months - within a few mere Days of casual play (!), if anything - income isn't "too hard/not enough".

One issue, however, is that what used to be a rewarding progression ladder (with distinct choices to make inbetween) has already become a "Fast-Forward Teleporter".

20M / hour? 50M / hour? 100M / hour?
I don't say any of those numbers were "right" or "wrong", "good" or "bad".
All I say is : Any of these numbers has consequences.

On top, "Instant Gratification" folks tend to get bored very very rapidly.
They get their "get rich schemes", experience the resulting cheap thrill of "fake progression" (like a cheat code in old 8/16 bit days) by absorbing those heavily inflated numbers.
Then they quickly adopt those as their "new normal" or even define them as their "minimum wage" motivating them to keep playing... and then - get bored. Big surprise.
They never had a chance to appreciate building up Ships, leapfrogged entire Ship classes and eventually find themselves "unfit for duty" in a large rig with only Reality itself being able to teach them that harsh lesson anymore.
To them, their way was "normal". And having burned through all that content in record pace, they're impatient for the next thrill, which may or may not come. Devs couldn't bring it that fast anyway, noone could.

IMHO it's plain unhealthy, but it's not my job to call the shots on that.
Too late to fully correct it anyway, we're already strongly hyperinflationary thanks to unpatched Credit Exploits that just keep coming.

PS.
To me, my assets mean something, because I know how much I did to get them.
I appreciate my Sidewinder, because I remember how much time I spent in it. Same reason I still appreciate my Hauler or Type-6 for that matter.
All these things have a history with me, which I remember and appreciate. I've spent time with all these things and it wasn't a bad time.
 
Last edited by a moderator:
Everyone's a Marxist when it comes to games....all careers must pay the same. It's like a microcosm of RL discussions around distributive justice.

It's a game. It's purpose is to entertain players.

A way to achieve this is to make all activities in this game equally valid in terms of reward and awarding doing them.
It doesn't have to be via equal payment for all activities or cr/h.
It should be a fair reward for all activities though.

This has absolutely nothing to do with what Karl Marx wrote btw. - thinking about it, it's actually more the contrary.
But, as I wrote, it's about a game and not about RL politics or ideologies.
 
I'm an original Backer and I wouldn't say it's taboo.

also I am a original backer... Does our voice matter more? I do not think so.

What alot of folks (just judging some vocal Forum opinions) want is "Instant Access" to everything, despite income having seen massive boost already.
To a point, where there are Python/Anaconda CMDRs out there that don't even know the basics of the Game, let alone advanced Combat or even the mechanics and limitations of the Rebuy Screen.

If a Beginner can now have what oldfarts worked hard for over several months - within a few mere Days (!), if anything - income isn't "too hard/not enough".

One issue, however, is that what used to be a rewarding progression ladder (with distinct choices to make inbetween) has already become a "Fast-Forward Teleporter".

20M / hour? 50M / hour? 100M / hour?
I don't say any of those numbers were "right" or "wrong", "good" or "bad".
All I say is : Any of these numbers has consequences.

On top, "Instant Gratification" folks tend to get bored very very rapidly.
They get their "get rich schemes", the resulting cheap thrill of "fake progression" (like a cheat code in old 8/16 bit days) by absorbing those heavily inflated numbers.
Then they quickly adopt those as their "new normal" or even define them as their "minimum wage" motivating them to keep playing... and then - get bored. Big surprise.
They never had a chance to appreciate building up Ships, leapfrogged entire Ship classes and find themselves "unfit for duty" in a large rig with only Reality itself being able to teach them that harsh lesson anymore.
To them, their way was "normal". And having burned through all that content in record pace, they're impatient for the next thrill, which may or may not come.

IMHO it's plain unhealthy, but it's not my job to call the shots on that.
Too late to fully correct it anyway, we're already strongly hyperinflationary thanks to unpatched Credit Exploits that just keep coming.

I'm happy that Obsidian finally made a real constructive critique for the game.

The most important thing is one: ALL the activities of the game must be equally profitable, it is not possible for a single type of activity to be the only one to offer great rewards (long distance passenger transport).

Players must be free to do what they like and receive a fair reward. The reasoning: "do what you like for the taste of doing it" is simply ridiculous ... who thinks this one forgets that ED is a game, it's just a game: in the games to the action of the player must always follow a reward or punishment ... an objective reward or an objective punishment ...OBJECTIVE.

I can hardly convince my friends to come back to play on ED, why? because they are deceived and tired of the way FD is doing.
The FD has to stop listening to only the most vocal and noisy groups of players ... everyone deserves a fair reward for the in game activities, achieving this goal has priority over everything.

people are bored not because they want everything instantly or because they have too much money ... people get bored and leave the game because they are not free to choose the path they prefer due to the inequality of rewards.
 
Last edited:
The only time we actually see prices rise for goods, in a realistic way, is in trade CGs... but even then, it's not realistic in terms of suppliers setting high prices to provide goods, since its the recipient setting the price they want to pay. ED economies lack forms of market exploitation, as exist in the real world... there is no form of price negotiation, no way of undermining other suppliers or over-charging desperate customers. This how real markets work. But ED is too simplified and only offers bare-bones economy mechanics.. there's no real substance to it. Trading is almost as weak as mining in terms of lacking opportunies to seek out specialised markets and to use them in advantageous ways.

You can thank the Veruca Salts of the community for that. That kind of game play was essentially commented out after some players complained that version one of the Economic Sim was a bit too realistic, and their profits crashed once local markets reached equilibrium, primarily thanks to "best profit calculators." Keep in mind this was during Premium Beta, a group that you would think would be the most hard core about that kind of thing.
 
Top Bottom