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

You also say that it's an issue that concerns quite a lot of the player base, where are you getting these figures from? How much is 'quite a lot' Just looking at the responses to this post it seems that most players are against it.

That was a little irony, me bad :D I asked this question of the shouters in the other thread and received no answer, just abuse.
 
No hard restrictions/limits, just a fairly balanced earning model that keeps things fun. Certainly no restrictions to cash reserves. That would not work.
FDev should take care not to let the economy in the game overheat by clearly ridiculous profits.
Players get a very distorted view of the value of credits that way.

FDev should add more reasonable costs to the game.
Solid acceptable money sinks are desperately needed in the game.
For example:

- Docking fees should have been in the game from the start, just like in the old games.
- Adding special effects to modifications might have cost a little bit of money too.
- Fuel is a bit too cheap at the moment.
- I would like a damage and repair model that feels a bit more substantive and is more than just a thoughtless click on a 'repair all' button. Repairs could be a little bit more expensive too.
- Speed charging of shields in stations could be a special service we have to pay for.
etc.

Yeah, with profits and earnings I really wonder why running costs hasn't been up there. Ok, hull damage is still costly, but still peanuts comparing to insurance. I want to see wear and tear to be actual thing. At the moment there are several disjointed mechanics, but nothing common.

The Quinces, Sothis's Robigo's , Massacres' , Smeaton's, got people playing the game. Pulling those vehicles completely would result in a decline in the player base in my opinion.

You have wrong impression there. I have queried lot of people after last several outrages about exploit fixes and they dont care about playing game. They only join when there's another golden mine. They don't even care to play for reason why they exploit game in first place.

So no, if you want to fly big ship, it is huge responsibility. Period. If you can't handle - well, there's tons of fun in smaller ones.
 
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As much as they want or can make, its not real so why does it matter, and noone qoute me and give thier reasons for why it should I really have no interest in them.
 
Oh it doesn't influence other players at all I agree.

Case closed. :)

It doesn't matter what anyone may think otherwise. The game does not disclose or in any way provide players with the financial status of any other player in the game. Therefore, any complaints regarding mission rewards and/or any perceived exploits in these areas have no relevance in the game.

Each player is free to choose whether or not to do missions that are high paying or otherwise considered exploits in credit earning. The small percentage of players who can't stop obsessing over the earnings of others, despite having no ability to prove or disprove those earnings is always going to be beyond the control of the game's developers.

There is nothing Frontier can do to fix stupid. ;)
 
I'd turn the question on its head. If you're actively completing missions in an hour, I'd say the FLOOR should be 20 million credits/hour.

A fully kitted big boat is 500-1,000 million credits. That would set owning a fully kitted big boat at 25 hours of focused game play BEFORE engineering.

For a casual 5 hour / week player, that would be more than a month (not including rep grinding and engineering).

The Quinces, Sothis's Robigo's , Massacres' , Smeaton's, got people playing the game. Pulling those vehicles completely would result in a decline in the player base in my opinion.

Nice thought about this as a floor. Thanks.
 
Case closed. :)

It doesn't matter what anyone may think otherwise. The game does not disclose or in any way provide players with the financial status of any other player in the game. Therefore, any complaints regarding mission rewards and/or any perceived exploits in these areas have no relevance in the game.

Each player is free to choose whether or not to do missions that are high paying or otherwise considered exploits in credit earning. The small percentage of players who can't stop obsessing over the earnings of others, despite having no ability to prove or disprove those earnings is always going to be beyond the control of the game's developers.

There is nothing Frontier can do to fix stupid. ;)

You, Sir.

Deserve all the rep.
 
- Fuel is a bit too cheap at the moment.
Fuel at stations in non-scoopable star types without refineries or agri worlds should be exorbitantly expensive. I don't think this would make a huge difference to credit balances, but it would give a bit of variation to the Hydrogen markets.

- I would like a damage and repair model that feels a bit more substantive and is more than just a thoughtless click on a 'repair all' button. Repairs could be a little bit more expensive too.
Non-linear module unit repair costs. The last 5% cost as much as the preceding 95%.
 
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"?

Every faction, power, and superpower should issue their own incompatible currency and all the outfitting facilities should require different combinations of these currencies in order to buy modules or refuel or whatever. Basic services like refuel, restock, or repair could be purchased with just the local currencies, but for a new module you would have to spend local as well as powereplay-specific currency plus a certain amount of Federal, Imperial, or Alliance currency on top of that. Installing modules into Federal ships would emphasize Federal currency, imp ship modification would use more Imperial, etc. The higher the module grade the more superpower currency you would have to spend, with lower-end, more "civilian" type modules such as mining lasers and E-rated modules using more of the local currency.

Every mission or activity you do would earn you a semi-randomized amount of each currency type, but you would get more of each currency type depending on the mission type, the mission giver, and the location of the mission. (E.g. Federal factions would give more Federal currency)

There would be no limit to how fast you could earn money, but each currency type would be capped at 100million, after which point you would not be able to acquire any more of that currency and all earnings in that category would be thrown away.

There would also be a Currency Exchange Broker, located in high-population stations at the edges of two territories, and in tourist stations, where you could exchange one currency for another but at a substantial loss.

I think this would fix the earnings problem and really add to the Sense of Progression you have in the game, and there are no drawbacks or downsides to this system whatsoever. Please leave your feedback in a different forum where I can't see it and won't read it. Thank you, and You're Welcome.
 
It seems that FD hammer anything beyond around 20 million per hour. That appears to be their target endgame level for money-making activities. I say this because anything greater than that gets the nerf eventually - the Ram Tah mission particularly was around 40 before they nerfed it to 20. Which is roughly where massacres, LYR exploration, and cutter trading now sit.

I say open the floodgates and let it rip. Bring back all the old moneymakers and let us CHOOSE our own gold rush, rather than playing whackamole with every new thing. Guaranteed there is already a new gold rush out there (maybe 2 or 3) that just aren’t known yet.
 
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You have wrong impression there. I have queried lot of people after last several outrages about exploit fixes and they dont care about playing game. They only join when there's another golden mine. They don't even care to play for reason why they exploit game in first place.

So no, if you want to fly big ship, it is huge responsibility. Period. If you can't handle - well, there's tons of fun in smaller ones.

A huge responsibility. In a video game? That's pretty serious.

You said it yourself "They only join when there is another golden mine."

Big credits motivate players to play. What job should I take the one that pays me 10$/hour or the one that pays me 20$ an hour? I don't even get out of bed if I'm not making $100/hour!
 
Case closed. :)

It doesn't matter what anyone may think otherwise. The game does not disclose or in any way provide players with the financial status of any other player in the game. Therefore, any complaints regarding mission rewards and/or any perceived exploits in these areas have no relevance in the game.

Each player is free to choose whether or not to do missions that are high paying or otherwise considered exploits in credit earning. The small percentage of players who can't stop obsessing over the earnings of others, despite having no ability to prove or disprove those earnings is always going to be beyond the control of the game's developers.

There is nothing Frontier can do to fix stupid. ;)

"My workplace does not disclose or in any way provide workers with the financial status of any other worker at the company. Therefore, any complaints regarding pay rates and/or any perceived inequality in theses areas have no relevance to the job. "
~ You
 
"My workplace does not disclose or in any way provide workers with the financial status of any other worker at the company. Therefore, any complaints regarding pay rates and/or any perceived inequality in theses areas have no relevance to the job. "
~ You

Oh please!

That is hardly a relevant/viable comparison Mr. Drama Queen. Unlike your ridiculous comparison, everyone in this game has access to the same missions and money making avenues as any other player. It is up to the individual as to whether or not they engage in taking advantage of them.

Obsessing over how other people choose to spend their time, and thus in some cases make 10 times the amount of CR per month as someone else is nothing but a personal choice.

I get it... You and others are incredibly envious/jealous of the accomplishments of other players, and so you want to eliminate or limit their earnings to make you feel better about your own lackluster accomplishments. ~ You

Like I said... Nothing Frontier can do, or will do to fix STUPID!
 
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The whole quest for credits mentality that some define their whole gameplay experience on is something i find bemusing. In no way does how many credits you earn define how or what you can do in this game. There are so many choices that it does not require the most kitted out and expensive ship to do everything. Besides what is the point of amassing trillions of credits when you can't do anything with them? It's not like you can buy your own planet.
I am a pc player since alpha with over a 1000 hours of playtime and also play on ps4 so I have been round a bit. I am happy sitting with an amount I find adequate in the bank and just doing the things I enjoy.
 
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