How much money (credits) should players be allowed to earn/have in game?

I've had close to 10 Billion CR in my account at times over the last three years of playing ED. You don't need some magic developer button to get that kind of $$ in this game. You just need to PLAY the game and work smart.

Granted...You are not going to become a Billionaire over night. But if you honestly can't handle doing some work in the game to earn your millions, you need to take a hard look at your obviously entitled existence. ;)

No one owes you a living. Either earn it, or find a more casual gaming experience that caters to the self entitled, I WANT IT ALL NOW generation.

LOL I do earn a living... from 7:30a to 5ish PM every day... I go into space to have fun mate.

Not everyone wants their games to be job-sims... I cheat on every game (never multiplayer tho, I don't want to hurt others) every chance I get.
 
What would the consequences of a Lonely Galaxy with 'Creative Mode' enabled be? A sandbox with no influence on the bgs or other players.

I suspect that even an All-comers Private Server CQC on this basis would not be enough for some players, who would want to experience all the content, ie high level BGS, Powerplay or taking on unfolding content Thargoids etc with these godmode craft.
 
There are people who define "progress" through possession and then there are people who define it through action and then some who do both at once.

There is however, one common variable between them- which is the perspective or attitude they take before doing either.

When you've solved this riddle- you'll have found the key to happiness... not only in this game, but in life itself.
 
Don't care what your reserves are, or how many credits per hour you can make.

It's the "You can buy your own ship for that!" mission rewards that make my teeth ache.

Oh, wait. I just got home from the dentist. :p
 
It was a simple question I asked elsewhere but didn't get an answer so I'm throwing it out there:

How much credits per hour or day should a player be allowed to earn?

How much cash reserves should a player be allowed to have?

I'm only asking because apparently this concerns quite a lot of the player base.

Genuinely I am interested because there is definitely a "too much", allowing some players to proceed at an insane rate, but logically if you decide there is a "too much" then you also need to define what is "enough"?

I would say they should be able to keep just one credit less than causing a register overflow.
 
What would the consequences of a Lonely Galaxy with 'Creative Mode' enabled be? A sandbox with no influence on the bgs or other players.
The consequence would be I would play nothing but that with all my free time and probably buy every piece of DLC for the game they released :)
 
What's with all of the worrying about how other people play a game? Not to put to blunt a point on it, but mind your own business? ;)

Disclaimer: I'm poor compared to most folks here, and it doesn't appear to affect my satisfaction with the game one way or another. :D
 
Why should there be a limit?

Because without a limit C&P and insurance means nothing. Which is fine, but then I would like people complaining about FD not acting against 'griefers' to stop. There is this permanent disconnect in this community (not you, in general!) where the poster wants everything to be easy and convenient and lenient when it concerns them, yet super strict when it concerns others.

Police should be much stricter! Wait, I only shot that cop a couple of times, not fair!
Griefers should care more about insurance! Wait, dont nerf my 200m cr/hr exploit!

etc etc.

I think the real answer to this (that no one would want and would absolutely wreck the game, but maybe for the better in the long run) is to give players a TRULY solo vs. ONLY open mode. Keep the modes separate. Solo = You can do whatever you want, console command/cheat engine your way into 10 trillion credits, perfect god-ships, teleport your way around the galaxy should you choose, but keep Open having its own progression separate, that is more fair to the PvP experience. Pretty sure solo players (like myself) don't care that much about BGS anyway. :)

That is a whole can of worms there mate. :D I agree, conceptually it would solve a lot. But that ship sailed long time ago. And grown men start crying when you bring it up. ;)
 
LOL I do earn a living... from 7:30a to 5ish PM every day... I go into space to have fun mate.

Not everyone wants their games to be job-sims... I cheat on every game (never multiplayer tho, I don't want to hurt others) every chance I get.

You don't have to cheat to earn big bucks in ED. Just do some research and work smart.
 
You don't have to cheat to earn big bucks in ED. Just do some research and work smart.

Its a game. Some people dont want to 'do some research' and 'work smart'. Thats what I do in the lab, and I can see why people would want to not do that when they get home. If you want to do it, fine, but please acknowledge it is also fine if people have different preferences when it comes to entertainment.
 
I figure there are three kinds of player (obviously IMO):

1. Those that like the real feel of properly earning their way through life in ED.

2. Those that want to be able to play all the game relatively quickly as SavingPrincess expressed so well above.

3. Those (like me) who've played and fully experienced ED via first way for a couple of years and now just want to relax and not worry about rebuy etc.

I firmly believe that all three types of game-play are all acceptable and don't impact each others ability to enjoy the game.

This. graxxor is type 3. He did it “properly” until passengers. But he was already maxed out 3E K/A 2BCr. 20 ships. So I don’t see the harm. Just a laugh for S&G.

Now I’m playing Rick Sanchez (3L-173) who flies an old beater bright yellow sidewinder called the Evil Morty. So he’s doing nothing for credits. Heck, he never even fixed the paint job. Ever.
 
Because without a limit C&P and insurance means nothing. Which is fine, but then I would like people complaining about FD not acting against 'griefers' to stop. There is this permanent disconnect in this community (not you, in general!) where the poster wants everything to be easy and convenient and lenient when it concerns them, yet super strict when it concerns others.

It was a rhetorical question but thanks for your reply. Although I have to say that I don't think it was a really a good reason. Take the first bit about the re-buy. So, if I fly a sidewinder and I have 50 million credits, then the re-buy is meaningless. If I fly a Cutter and have the same amount, then the re-buy is significant. So should we then restrict the ships that one can buy as well so that the insurance is always significant? At some point, whatever ship you have, the re-buy will become insignificant. Putting a cap on the amount of credits a player can have will not change that.

The last bit should be written in bit letters at the top of the forum! Permanent disconnect indeed.
 
It was a rhetorical question but thanks for your reply. Although I have to say that I don't think it was a really a good reason. Take the first bit about the re-buy. So, if I fly a sidewinder and I have 50 million credits, then the re-buy is meaningless. If I fly a Cutter and have the same amount, then the re-buy is significant. So should we then restrict the ships that one can buy as well so that the insurance is always significant? At some point, whatever ship you have, the re-buy will become insignificant. Putting a cap on the amount of credits a player can have will not change that.

The last bit should be written in bit letters at the top of the forum! Permanent disconnect indeed.

A cap on the 'wallet' is silly, I agree. But not on cr/hr. It is true, small ships have 'meaningless rebuys'. But their impact on the BGS and other players is tiny as well. IMHO the bigger the impact you want to make, the bigger and more meaningful the possible. consequences should be.
 
Credits accumulation are just fine. It is so often about knowing what you are doing versus wondering how everyone else is doing it better. Traders who got the rep for a Cutter, outfitted it, became allied with many factions and learned the profitable trade routes can make millions with every run and effect the BGS in low population worlds. They didn't figure this out on day eight.
 
cr/hr limit?

Clever psychologists should work it out per character type.

This "type" should be ascertained by an in game algorithm that gives each player the opportunity to earn whatever credits per hr keeps them playing the game the longest.
 
A cap on the 'wallet' is silly, I agree. But not on cr/hr. It is true, small ships have 'meaningless rebuys'. But their impact on the BGS and other players is tiny as well. IMHO the bigger the impact you want to make, the bigger and more meaningful the possible. consequences should be.

Ah, right, I see what you mean. My main objection is that the "rewards" for doing things don't make sense. The more risk or the more effort required to do something should automatically garner higher rewards. It's nonsense to have passenger missions from Orang to Karid for 300k, a journey of 11ly and 5 minutes but the same number of passenger to Colonia (or further) and back, a journey of many hours, is just a mere 30M. The reward for a 44,000ly journey should be considerably more than a journey of 11ly. And that's just one example.

As for the bulk passenger 1.8Mly missions, well yes, 200M Cr/Hr is perhaps a little over the top, half or a third that would be more reasonable to my mind but this mismatch of seemingly RNG rewards is driving everyone crazy.

But I'm still not sure that a cap on the Cr/Hr achieves anything much except to limit what players are willing to take on as missions. However, we're off topic and this question can wait for another time, I think.
 
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