Hi Commanders
As I’ve seen this forum evolve over the years (from launch) I’m sort of scared what response I’ll get, but here goes ...
Yesterday I used the current reputation gain missions mechanic to rank up to Rear Admiral.
My personal view is that previously it was far too slow to try to achieve this rank, although I had tried at points.
Some will think of this as an exploit and, some I guess, will feel agitated that I’ve done this in a shorter time frame than they achieved
This is the thing I don’t get.
I’ve been playing since launch and have assets of about 1.5 billion. In that time I’ve gained Elite trader status, but have got a long way to go in terms of the ships I want etc.
I’ve never done any skimmer missions and I believe that recently it was possible for people to earn billions in hours.
What I don’t understand is why people really feel aggrieved by this?
Why does it matter if people take a route to get somewhere they want to be in considerably less time/effort than it may have taken themselves?
I play the game for my enjoyment and don’t balance out that to what others are doing. I really don’t get it.
I feel it would be better just to appreciate everyone who loves the game, whatever that game means to them.
I maybe missing something I guess so I would welcome others views (albeit with trepidation!).
Fly safe.
It's not an exploit, although FD might 'rebalance' (nerf) the values to get the new multiple option reward system working the way they initially intended.
Congratulations on the promotion! I'm glad you're still enjoying the game and hopefully the unlocks that come with that Fed rank will help you add the ships you want to your fleet.
On why some people feel aggrieved? I think it's a sign of the times. A lot of people, especially wealthy, well educated, very middle class ones, seem to have a terrific sense of entitlement these days. They assume that their world view is the only possible 'correct' one and take a very dim view of wrongthink. In this game setting of ours the exploits they used were totally legitimate, because reasons, but anything that deviates from their one true and righteous path to glory is just low down cheating and needs nerfed yesterday!
Personally I couldn't care less if every player in the game had an Anaconda and ten billion in the bank. If they're enjoying themselves and a reasonable number of them buy enough stuff from the store to make FD think it's worth keeping the servers up and the developers working on new content, I'd be delighted with the situation.
Adhock me old- who took the jam from your doughnut, mate?
Oh look. Another one of these threads....
That's because you weren't here in the beginning. You think earning 40mill/hr was hard?
Try earning 10k.
Yep. You kids really have it easy these days. When I first played around 1.2, earning 10k in a single go was a big deal to me.
So there's always the bitter factor in that people who are just starting have it much easier then we who were the first around have it.
The other problem is that while money=enjoyment, we have to suffer on the forums. Following the first big Gold Rush, there were endless topics about Rebuy and complaining that it was too expensive. The conclusion we drew from this? People were playing in ships they weren't ready for.
Frontier is trying to simulate a 'realistic' cost to these ships. Small ships which are limited in scope but because of that, are very inexpensive. You can lose as many of these as you want but because it doesn't take as much time/resources/manpower/space to make, they can manufacture these in vast numbers with little cost to the buyer.
Bigger ships however because they're massive, they need more of everything. Therefore all that cost gets passed on to the buyer.
The intent being as follows: One trains in a smaller ship to gain the necessary experience that you can't get in a tradtional game that is "Spend points/More Powerful". There is an actual layer of player ability necessary to master through hours of actual practice. I can't tell you how many times I've been blown up in my Viper 3.
However I learned from it.
And now I can fly my Viper 3 for hours in combat without incurring a rebuy unless I do something REALLY stupid.
I got familiar with my ship. It now fits like a second skin.
Every time I went up a ship size, I had to relearn to fly all over again. Carefully inching forward to learn the limitations and how to manage certain situations. Otherwise bite off more then you can chew and there goes your investment.
The problem is that people see bigger ships and think they're more powerful. With the amount of money they sink into those ships they think they're invincible and quickly find out they aren't.
See the Trope of "Karma's A B-" (The "I am Invincible!" edition)
So they want to remove the consequences for having their big powerful "invincible" Frigate by reducing the cost and rebuy. The very consequences necessary to train you into getting better.
So by allowing the removal of consequences, those who took the time to get better are going to suddenly find Elite far more harmless then they already do and they'll get bored. Those who wanted the consequences removed are not going to get any better and they're still going to find themselves at the Rebuy screen more frequently then before.
Essentially, anybody who supports Gold Rushing is trying to treat this game like WoW where there's a clear progression making you the biggest and baddest on the block.
Abridged Kirito puts it best (See 3:23):
https://youtu.be/tTOzLTOQ9OU?t=3m23s
Elite Dangerous is not WoW.
Bigger numbers, are not always going to save you here.
Case in point:
In WWII the Japanese Zero Fighter is considered the most legendary fighter of it's time boasting a 12-1 killing ability.
The US was forced to adopt better aerial tactics in order to counter the Zero fighter in their more inferior machines. These better tactics won the day and negated all the advantages the Zero Fighter had.
The only inferiority the US fighters had against the Zero? They were heavier.
The Zero fighter was the most maneuverable of it's time and able to easily outmaneuver anything the US had. When the US however devised a new squad tactic to ensure that there was always a fighter supporting it's wingmate, the Zero was helpless against the heavier caliber weapons due to it's lack of armor.
This is not to say the Zero fighters couldn't fight back. They continued to inflict massive damage when they caught planes unsupported and out of position before and during engagement.
Elite Dangerous is meant to support those who help themselves. Those who look to real life examples of squadron flying and pilot ability. It does not cater to "I have the biggest and most expensive gear therefore EYE EEM EEENVEEENCIBBLLLEEEEE!!!"
Those who rely on Gold Rushing are showcasing their lack of skill and/or ability to learn as they want to be the best NOW.
They're not interested in enjoying the journey it takes to get to where they want to be. And then when they get there, not only do they have the funds but the skill necessary to use said gear properly.
So you have the rich spoiled kid who drives around in his expensive car without knowing what the car is capable of. As opposed to a professional racer who has spent most of their life behind the wheel of increasingly faster cars and has a support team who keeps him up to date on things they do to the car to make it faster.
The first one got everything they wanted right then and there but lacks the know how gotten over the years of driving slower cars building up similar to the Racer.
The good news is, it doesn't take years to be good in Elite Dangerous. I'm certainly not the deadliest pilot behind a stick but practice has made me better then most. When I shy away from something because I'm not good at it, that's something I need to practice more on.
Ultimately? Those of us who enjoy Elite Dangerous and don't want Gold Rushing to be a thing understand why the game does what it does. The consequences are in place to make you a better player. Those who want Gold Rushing see the consequences as unfair obstacles and rather then learning how to climb over them, want someone else to move them out of their way.
That's why we're aggravated. We put time and effort into the game learning how it ticks and pushing back when it pushes against us.
Seeing other people complain until they get their way? Why should the bar be lowered and render all the effort we put into overcoming it be worthless?
(See Treatise on Elite Progression)
Firstly, the OP stated he(or she) was here from the start and notes that rank was difficult to grind out. That point was addressed before you replied. No-one mentioned credits or gold rushes- maybe the OP agrees with you on that; OJ's at a billion and a half after over three years, not the sort of tally a gold miner has lying around. I don't know if you realise you're doing it, but you're strawmanning pretty hard there.
Onto the Zero. Sorry mate, I know this is a sci-fi board, but I'm not letting that go.
The little Mitsubishi was nowhere near as capable as you're painting it. Wikipedia is full of crud like '12 to 1 kill ratio', but if you put all those ratios together you'd need more planes than were in the conflict to balance the books. Nine Zeros were shot down over Pearl Harbour, one by a pilot still in his pyjamas with a defective MG! No special tactics required, even the P-36 could knock down Zeros, on the first day of the war!
Most Allied aircraft could out dive it, many could out turn it at fighting speeds. It used fabric ailerons, meaning that contemporary Allied fighters like P-40s, Spitfires/Seafires, Wildcats, Hellcats, P51s and even P-47s could out turn it above 200mph. At lower speeds it was very agile, thanks to it's low weight and sleek aerodynamics, but few dogfights ever got that far in the real world. We hang around a lot longer in our modern flight sims than young men fighting for their lives ever did- or should have.
The manoeuvre you're describing (I think) is the 'Thatch Weave'. It was a defensive measure that relied on the Wildcat's superior roll and more powerful engine. Useful if you get bounced, but it was a measured response to an attack, not some 'I win' button American pilots could push. It didn't make the Zero helpless, it gave the Grumman pilots a better chance to survive an attack. It's worth noting that slower rolling Allied aircraft had to come up with different moves- Spitfires tended to dive away, P-40s became adept at the high Yo-Yo, for example.
The myth of the Zero was useful for the Allies propaganda to fall back on- a super plane employed by the enemy is a lot easier for the public to accept than realising that supposedly well trained and led forces were hopelessly unprepared for actually fighting a war. 1942 was a complete shambles all over the Pacific on the Allied side, but it wasn't down to one rather good 'plane employed by the Japanese, any more than the utter pummelling the Japanese took afterwards was down to any one factor or aircraft on the Allied side. Newer aircraft made the Japanese kit obsolete, better training countered the ever shrinking pool of experienced Japanese pilots, Allied logistics were slick and efficient, where Japanese outposts were struck down with appalling shortages and suffered terribly from tropical diseases that they lacked the medicines or facilities to treat.
None of which has anything much to do with Elite Dangerous. I've yet to see anyone, in video, or in game, practice anything I recognise as a Basic Fighter Manouevre. We just roll into a vertical turn and gun down bots, or flip around Starbuck style and shoot backwards. There's not much scope for WW2 style flying or mutual support from your mates. Il 2 or DCS is where that's at!
I take your point mate- a gradual progression makes you a better pilot. Well done you. But the OP was about earning federal rank- your rant missed the mark entirely!