Frankly I think I finally get what the fuss this is all about :
Some players enjoy playing various gameplay loops without having to face colossal grinds.
(In the sense of repeating the same trivial task a very large number of times for an extrinsic reward, here credits)
For them those gold rushes are a god send. Because instead of doing loop A that they don't like 734 times to access
to loop B (e.g. soloing a thargoid), they just do 1 or days of the gold rush and done. Time Tax to access content is gone.
For other that are more into the Euro Truck simulator style of gameplay and into slow increase of the success metric (credits)
it's an aberation. This type of players (IMO) like to be clever about making an extra credit and playing the trade game.
(Well, I do like to be clever about making an extra profit margin when trucking). Shortcutting the whole gameplay loop
feels not nice and gamebreaking in the sense of making the trading gameplay loop pointless.
Both sides are right. Being forced to play Euro Truck simulator for 100's of hours before being able to play you favorite Alien shooting game
is terrible. So is seeing people shortcutting the whole gameplay style you enjoy when you are a trucker.
How to fix it :
If the gold rush becomes part of the game, and has reasonnable earning level (not too high, nor too low), truckers will get in. Players seeing credits as a gameplay enabler will get in. An the discussion will be over.
And yes, I bought a cutter chrome job once I figured out that the insane imperial rank grind was mostly painless now.
Some players enjoy playing various gameplay loops without having to face colossal grinds.
(In the sense of repeating the same trivial task a very large number of times for an extrinsic reward, here credits)
For them those gold rushes are a god send. Because instead of doing loop A that they don't like 734 times to access
to loop B (e.g. soloing a thargoid), they just do 1 or days of the gold rush and done. Time Tax to access content is gone.
For other that are more into the Euro Truck simulator style of gameplay and into slow increase of the success metric (credits)
it's an aberation. This type of players (IMO) like to be clever about making an extra credit and playing the trade game.
(Well, I do like to be clever about making an extra profit margin when trucking). Shortcutting the whole gameplay loop
feels not nice and gamebreaking in the sense of making the trading gameplay loop pointless.
Both sides are right. Being forced to play Euro Truck simulator for 100's of hours before being able to play you favorite Alien shooting game
is terrible. So is seeing people shortcutting the whole gameplay style you enjoy when you are a trucker.
How to fix it :
- Test the damn missions better. Monkey type inputs, and do every possible of tests of parameter combinations. There are softwares for this.
- Make gold rush gameplay a core part of elite gameplay and universe mechanics. Heck, have a litteral goldrush to some cold diamond asteroids arround a neutron star or what not. With missions for it, and exhaustile supply. Automate the process to generate them. Ensure that they pay more than the regular activites. Eg. +50%.
- Choose a reasonnable earning "cap"/"target" that players should achieve in ED. E.g. 1 rebuy / h (i.e. ~30-40M at top end). Balance activities and professions around this. No more piracy pays 1M/h but passengers will pay 100M/h.
If the gold rush becomes part of the game, and has reasonnable earning level (not too high, nor too low), truckers will get in. Players seeing credits as a gameplay enabler will get in. An the discussion will be over.
And yes, I bought a cutter chrome job once I figured out that the insane imperial rank grind was mostly painless now.
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