What is reasonable Cr/h - post your opinion!

So many factors to consider in terms of difficulty of task, risk of death, legal vs illegal, solo vs wing to name but a few

I prefer to just grab a pick and mix of missions and plod along, incorporating some mat gathering along the way - more fun and game never feels grindy

If you're just out and out after credits I feel 50-150% of your current rebuy per hour would be a fair return on your time
 
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for me, it must depends on factors:

- faction rank
- trader/combat/explore rank
- power-play rank
- minor fraction rank
- difficultly of mission

In short. Some sort of progression from zero to elite.

~ 50k/h for zero ~ 50M/h for elite


And hand to hand completly reworked missions difficulties, and choosing difficulties on mission board should be nice too.
Also get rid of high pay missions in sidewinder...
 
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Game needs a whole reset. Without that, talking credits and logic is just pointless.

The game is so incredibly broken now that you have people with more credits than Zaonce, running around in Cutters they can replace all day.

There is no place in Open for smaller ships in the grand scheme of things because the bigger ships do everything better and can handle themselves in PVP.

Players squawk that others riches do not affect them, well they are just wrong. Unless you are hiding in Solo or private group. Other players with more credits are stronger and will be more risk free than you.

Sadly because of the stupidity of the 3 modes sharing a universe, this issue just results in less players feeling that open is viable.

In the good times when everyone had smaller ships and the risk of losing said ship made you play with a little reserve, it worked. Traders got fat from trading, pirates had stuff to pirate and bounty hunters could hit a pirate and not engaging in a 15minutes 1v1 meta off.

Just give everyone unlimited credits, all the ships and instant god rolled modules and just turn this game full arcade. Its pretty much there now.

No one hides in any 'mode'..they just don't want to play with random people....sorry you don't like this aspect of the game....majority does...as well as the devs.

If the rebuy mechanic is now broken..let's just get rid of it. That WOULD help the population of Open some...at least for those that are sensitive to the cost of lsoing a ship.
 
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On my side, I don't see the game as a "farm creds per hour".
The creds I earn enable me to access part of the games that interests me.

Sometimes I try mining, sometimes trading, exploring, trying a vessel and going back to my asp-explorer.
Depends on how I feel like playing.

If I spend too much time farming stuff instead of playing the game, I get bored and I play something else.
Then, if there is something interesting to discover in Elite like a new game mechanics new patch, I log in again to try them out.
 
Depends on how far you're into game.

For a new player - something like 200KCr\hour would be nice. Reasonable money, enough to outfit start ships without too much grind.

For me (triple Elite, Admiral & King, all engineers unlocked, all available permits unlocked except CQC system) - no less than 150MCr\hour.
 
20 mil per hour is way too low, because you force people to play the game full grind mode for 200 glurs straight to afford the most expensive ships in the game. People don’t have that much time on their hands, and they will burn out before they finish. More reasonable is being able to make 50-100 mil credits per hour, with the upper end being stupidly risky and tons of fun to do.
 
Hmm. What is the minimum wage in the ED universe?

Let's say it is 10cr per hour for a 10 hour working day - or 100cr per day. Let's give them weekends off, and a combination of public holidays and annual leave that totals 20, so 24,000 credits per year.

Now how many times the minimum wage should a pilot earn? What multiple would make for a fair and equitable society? I guess several hundred million times is probably fine, isn't it? That's not an unreasonable gap between the rich and the poor, is it?
 
In the light of the recent events and discussions - what in your opinion is a fair reasonable and objective amount of Cr per hour that players should earn in Elite?

No arguments or backing up your statement needed, just post the number that you think is fair and reasonable, but be objective, try to look at a game as a whole, from both new and experienced player point of view.

Good question.

If I am to pick a single number for all circumstances I'd be happy with 10mCr/Hr.

However I think that only needs to apply while levelling up (eg until Trade rank is achieved), there could then be 'elite' missions (or similar for naval ranks etc) to allow greater earning based on skill.

Once you have progressed past a certain point any extra funds don't really affect the multi-player experience, but during the early stages of the game (first 500hrs or so) progression is also a learning experience.
 
Hmm. What is the minimum wage in the ED universe?

Let's say it is 10cr per hour for a 10 hour working day - or 100cr per day. Let's give them weekends off, and a combination of public holidays and annual leave that totals 20, so 24,000 credits per year.

Now how many times the minimum wage should a pilot earn? What multiple would make for a fair and equitable society? I guess several hundred million times is probably fine, isn't it? That's not an unreasonable gap between the rich and the poor, is it?


Gosh, Elite should be a game not a real life simulation...
If I have to work to earn Elite Credits, they might as well create an Elite Dangerous Crypto Currency that we could use to buy real life items.
At least my time would be used to produce something tradeable if the fun is sucked out of the game.
 
20 mil per hour is way too low, because you force people to play the game full grind mode for 200 glurs straight to afford the most expensive ships in the game. People don’t have that much time on their hands, and they will burn out before they finish. More reasonable is being able to make 50-100 mil credits per hour, with the upper end being stupidly risky and tons of fun to do.

I realise this might come as a bit of a shock to you, but not everyone (as has been posted many times here in the forums) is hell bent on getting the big ships. Some of us have no interest in getting a big ship, they don't fit into our playing styles, into the roles we have adopted in the game. There have been numerous posts over the last 12 months or so from Commanders who have spent every moment in the game grinding for the so called end game ships, only to realise that once they got them, they had no damn idea on what to do next, nor how to really use said ships.

Unfortunately, any new player coming into the game jumps on the forum and all they read is how they must make Xm credits per hour because 'everyone does that, if you don't you aren't playing properly'. What these new players don't realise is those making these grandiose statements have already done the grind, got the big ships they set their hearts on and can easily make those type of credit/hour claims. It is just never mentioned that they can't do that in their brand new Sidewinder.
 
In the light of the recent events and discussions - what in your opinion is a fair reasonable and objective amount of Cr per hour that players should earn in Elite?

That's hard to answer because the equation should be relative to what you are doing, and where you are up to in the game.
A novice player earning 5 Million credits an hour doing anything doesn't seem entirely appropriate. I am happy for them, but it doesn't make a huge amount of sense.

Combat rewards:
An experienced player risking a high rebuy taking against wings in has res / conflict zones should be properly rewarded - 1 or 2 hours of high risk combat should equate to nearly 3 million /hr.
I only ever pull away with about 1 or 2 million at the moment, and I'm pretty sure that's more than an hour too.
Similarly the massacre missions sometimes pay out okay credit-wise, but very often taking out 24+ pirates for a massacre mission means dealing with a horribly low spawn rate where you can spend half a day just waiting for 1 mission target to appear anywhere in the system / nav beacon haz res etc.

Follow-on / Chain Missions
This is where FDEV have really failed to provide players with a reason to even look at the follow-on missions. All I ever get is planetary scan missions following on from data missions. Pay out is low, interest is low. Personally I don't care for this and how the mechanics just do the same thing. If it paid out well, I'd probably jump on them.
Similarly, why do I get mission offers to deliver something for someone (I assume someone that I've helped before), for 20K credits as I'm blowing up a conda in a has res?
These missions are of no interest (more-so if they are linked to something I've done previously), and if they are such pathetic pay for crap work.
Point being follow-on missions should be a great per hour earner. You have rep/influence in the system, you've done basic jobs prior, then eventually you get the gold rush of 1-3 million per hour because you're allied, and a good little worker bee.

Rank grind contract missions
You should get a whack tonne of money for any rank-up contract mission with the feds or the limps. Not just a same same but different mission for poor pay. Doesn't really fall into per hour credits, but it's in a similar context.

Passenger Missions
I don't care for this activity personally, but I figure these pay out okay for taxi-work. For wanted passengers, or if the interdiction threat really existed, payout should be higher based on allied with system faction mission-giver, distance to travel etc.

Guardians / Thargoids
Anything to do with Guardians and Thargoids should be 1-3 million per hour. Not just whacking-off Ram Tah for days on end in and out, up and down, round in circles for a lump sum after having your eyes pop out of your head.

Community Goals
All of these should be proper gold rushes. FDEV could do nothing about increasing/balancing mission rewards in general (which is my expectation), and just at least make community goals worthwhile. Proper rewards 3 million per hour. Not 700K-20 million per week. Oh I just had a flash back to trying to find black boxes the other week. Gawd that was tedious.

And...TIME IS OF THE ESSENCE!
An extra caveat here for the mission system. If it comes down to credits per hour, why are so many missions giving you 12-24hours to complete? If it's worth millions, you should have to do it with real urgency, real quickly. This would resolve the missions stacking situation somewhat, because there's not going to be any point loading up 20 missions that pay out 3 million each when you have to complete them super-quick.

end rant. fly safe cmdrs o7
 

verminstar

Banned
A simple question but a not so simple answer...every single player will have a different answer and no two will be the same...objectively speaking.

Ye know why I used to love eve back in the day? The game allowed me to scam and con and steal from other players...theres no sweeter feeling than to con a fellow con...that was just the best gameplay ever which brings me back to this point Im trying to make. The harsher ye make the credit farming, the more desirable and tempting exploits become which in the long run, actually makes the problem so much worse.

Bit like real life...the taboo and the downright illegal is the most in demand...we constantly crave what we are told we cannot, or should not have. Worth bearing that in mind when trying to dictate boundaries...if theres no way around the credit issue because FD have tightened things up too much, then some may be tempted to outright cheat and go straight through.

Everyone loves a shortcut...in real life and in a game...so make it possible fer players to make billions if they choose to...with consequences. In real life, people with money have to protect themselves as they make enemies along the way...its inevitable really. Bodyguards, mercenaries...big business because the threat of losing their fortunes is real...protecting their fortunes is an industry in itself.

Thats what currently missing from this economy...consequences to having billions in the first place...itself a consequence of a stale, family friendly age related FD controlled economy where everyone is forced to play fair. This whole credit issue is self inflicted on those who want to restrict player freedom...the solution would ergo to stop putting restrictions in place and start thinking about a bit more outside the box ^
 
In the light of the recent events and discussions - what in your opinion is a fair reasonable and objective amount of Cr per hour that players should earn in Elite?

No arguments or backing up your statement needed, just post the number that you think is fair and reasonable, but be objective, try to look at a game as a whole, from both new and experienced player point of view.

With current prices, I would like to be able to earn about 20-30M per hour in my T-9

As is stands, I generally earn about 2-5M per hour in a T-9. With the latest upgrade, it seems a bit closer to 5m/hour.
 

Deleted member 38366

D
Income per hour?

100k-500k in a Small Ship
500k-2.5M in a Medium Ship
2.5M-10M in a Large Ship

Spiced up by events somewhat rare in occasion that yield a temporary income spike.
- the occasional "Super-Asteroid" for Miners
- a CG for CG-runners
- the occasional "Tier 1 Bounty Wing" for Bounty Hunters
- non-Cargo/Data-based "Special Data Stashes" (or similar Exotic things to find and Scan w/ Data Link Scanner) and "Unusual Anomalies Detected within System" finds for Explorers (= UC paying a heavy premium)
- the occasional "TipOff Special Mission" for Mission runners
- the occasional "we pay Premium" Missions for all Professions
- special Missions i.e. by Engineers (like Ram Tah Missions)
- special Missions occasionally offered to Players by Powers and SuperPowers

You know, the occasional Perls that Players of any profession can stumble upon and catch a very nice Bonus for.

The Combination of healthy "daily routine job" income, augmented by occasions of respective "Treasure" moments. That should keep large/expensive assets in reasonable reach.
The concept is very similar to free "Loot Boxes" that provide occasional boosts and keep folks motivated.
All while still keeping base income contained (no Hyperinflation) but still offer a clear progression similar to old days that affords new CMDRs to gain the crucial experience needed, all without putting Newbies basically "unfit for duty" into Large Ships way too early.
At the same time, no single profession is put into any "Low Income" corner nor any single Activity type being crowned "Meta" for the usual min-maxing.
 
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Credits / hour, don't like the concept, it's too homogeneous.

Should be much variation, sometimes you should be able to pull in silly earnings, sometimes earnings should be low.

Perhaps certain pockets of the bubble should have boosted earnings for a short period, and move that round.

Perhaps leveraging the chained missions are the way forward, make them longer, increasing in difficulty and increasing in reward.

Certainly anything that brings in a massive income should not be infinitely farm-able till Frontier step in.
 
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I think average is 5M to 10Million an hours. with one specific type of mission, and we should be able to get 5 to 10 Million with doing any types of mission we want without being the most officient.

But there should be a possibility to get 30 to 40Million an hours. not everywhere okey, in some specific place, and people who would want to pvp could also go around those place to get some bountys/cargos or fight. and it would make an "hot" zone.
 
Gosh, Elite should be a game not a real life simulation...
If I have to work to earn Elite Credits, they might as well create an Elite Dangerous Crypto Currency that we could use to buy real life items.
At least my time would be used to produce something tradeable if the fun is sucked out of the game.

You have a vivid (if pessimistic) imagination!
 
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