Credits now meaningless? Might as well remove? Discuss

I could use a bigger trade ship right about now (at least 1,000t shielded cargo capacity), and repairing damaged stations seems like the sort of scenario where charitable donations would allow players to feel they were helping without grinding. Both are optional ways for there to be benefit to having lots of cash.

Perhaps a better solution to the repair station issue is not to require a billion units of cargo to repair them.

And a bigger trade ship would mean more credits can be made, not exactly going to solve the issue of too many credits.
 
I'm not sure what your mate has been doing for his 30 hours.

I've watched his stream on steam and been around to his house, so I can answer that

He's been

  • setting up his controls so he can fly his ship / use the UI
  • doing the tutorial missions
  • flying around trying to understand difference between, roll, pitch, lateral thrust, boost etc
  • learning about pip management
  • reading the commodities market
  • checking what missions are available
  • browsing the shipyard
  • looking at outfitting
  • reading the codex
  • learning the obtuse chat UI
  • doing some multicrew with me
  • navigating the galaxy and systems map
  • learning how to launch
  • practicing docking
  • flying around just looking at stuff
  • doing data delivery missions
  • asking me loads and loads of questions
  • scanning systems
  • playing around with the camera angles
  • looking at loads of stuff in VR
  • having lots of fun

We've not even got onto engineers, material gathering/trading, power priorities, exploration, mining, different builds, bounty hunting, pvp etc

I miss those early days when everything is bright, shiny and new. The luster fades after several thousand hours playtime.
 
Perhaps a better solution to the repair station issue is not to require a billion units of cargo to repair them.

And a bigger trade ship would mean more credits can be made, not exactly going to solve the issue of too many credits.

I covered this in my first post in this thread:
Credits are still important, it just depends on how you choose to play.

While power creep is an inevitability that should be delayed as much as possible (it is easier to give benefit than to take it away) the increased earnings potential serve not to diminish the value of the credit, but to diminish the value of having lots of credits. It allows new players to catch up to the longer standing players, neatly avoiding an early adopter advantage.
 
I been doing a bit more "roaming" in the Bubble, and I'm downright annoyed that just "driving through" a populated system rewards me almost as much as if I'm out in uncharted space purposefully using the FSS and DSS. I'm probably making more from "discovering" the planet I'm running cargo to than I am from the actual running of cargo!

I don't like it :(

So make it your personal mission to crash your ships inside the mailbox slot. Or on the nearest landable planet. Rinse and repeat enough times until the insurance reduces your credit balance to 1000cr.
 
So make it your personal mission to crash your ships inside the mailbox slot. Or on the nearest landable planet. Rinse and repeat enough times until the insurance reduces your credit balance to 1000cr.

Two wrongs don't make a right, and it's not about the credits (both of my CMDRs are swimming in credits they "earned" through proper gameplay), it's about the "This doesn't make a lick of sense!" aspect that drives people like Drew and myself crazy.

Here, have $100 for reading my post. I'll give you an extra $250 if you rep it ;)
 

Deleted member 115407

D
Problem is that the game doesn't make any kind of effort to take the credits away once you have them.
 
Credits always become absurd after playing a game like this for a while, whether it's original Elite, any of the XBTF games or ED.
That's why I don't buy things like fuel scoops etc. as having to pay overheads keeps the life in the game for longer.

It's true that any in-game currency loses its value for experienced players who spend huge amounts of time on the game, as long as earning potential is greater than expenses players who spend an infinite amount of time will always end up with infinite funds.

However, in Elite's case, earning potential has increased by orders of magnitude while operating costs have barely changed (some things were added, such as ship transfer, but we have also seen price reductions to fuel and repairs, plus engineering has made the galaxy safer). It's not just the dedicated core fanbase who spend 40+ hours a week in the game who have more money than they know what to do with, but players can achieve that state of financial ennui with just a few hours a week now.
 
Combat rank for being interdicted.
Trade rank for viewing the Commodities screen.

It makes as much sense as Exploration rank for flying past a planet.
Yeah. I never liked the ranking system for exploration. I think ranks should all be related to missions. Just like the fed/imp ranks, the other ranks should be mission based. You build up to the next 100%, but then you have to perform a specific task to bump it up. For instance, exploration could be to go to SagA* for Path Finder, but Beagle Point for Elite.
 
So you have to limit that potential, avoid the over-rewarded activities, get rich quick schemes etc.
In X3 Albion Prelude we had a stock market where you could affect the prices by having a ship full of a commodity pass through a system, stock prices collapse buy all shares and jump the ship out. Stock prices immediately go through the roof and you made an instant fortune.
This stuff kills the game but once you know that you can avoid it.
 
Some people like to see a high score counter on their games (which is itself useless) and some people like to bank a lot of credits (useless or not).

Get over it.
 
It's not so much the size of your bank balance, so much as the fact you earned it, or feel like you earned it, rather than it dropping out of the sky or something.
 
Yeah. I never liked the ranking system for exploration. I think ranks should all be related to missions. Just like the fed/imp ranks, the other ranks should be mission based. You build up to the next 100%, but then you have to perform a specific task to bump it up. For instance, exploration could be to go to SagA* for Path Finder, but Beagle Point for Elite.

Agree with the principle, but it shouldn't be just about distance traveled.
First discoveries should count for something, as should rares like ELWs. Actually, the Codex could have been used for Exploration rank, with new discoveries, rather than just visiting an already reported location, giving rank boosts.
 
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I suppose you could keep a tally of 'unearned credits', find a noob in a sidewinder and drop enough gold for 'conda.
Watch it corrupt his mind and drive him mad... [/Smaug]
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I know this is going to be controvertial, but i just don't see the point of credits any more. Players can go from sidewinder to anaconda in a week. Money is so easy to make, rebuys are a joke....

They can't remove them as so much of the game is build around credits, but a re-balance would be a good idea. I think they really need to adjust risk/difficulty to reward levels, and maybe add some shiny new things to buy. Also they REALLY need to nerf the whole void opal thing.
 
As a noob, I'll add my tuppence to this billion credit enigma. It's not going to be welcomed, but it is my viewpoint and I suspect as a noob I'm a voice in the wilderness and its turned out to be an unexpectedly lengthy post so I apologise for that too.

I don't have a problem with the way rewards are issued. It may be too easy and now pointless for players that already have the time, experience, warehouse full of ships etc already invested to multiply their accounts quickly, but for a noob who can only play a few hours per week it is difficult enough and I feel the rewards ( for my lifestyle) are not as excessive as I'm being led to believe.

As an example, it has taken me three months of play to upgrade to a Challenger. It took me a week of play to pay for a military armour upgrade ( would have gone reactive but that was cr75,000,000 and would have wiped me out. That took me down to 3 rebuys for this ship (circa Cr7M per rebuy) which meant I had 2 extra lives left to go play with.

First day out in a Hazres, an alliance gunship gets in a war of attrition with me that I am just coming out ahead in, then due to me not having reset my module priorities from 'run-away' mode to 'inyaface' mode resulted in a canopy blowout, all my weapons going offline and my sensor failing. Cue a low-wake to home base leaving a trail of Maltesers (TM) behind me, only to find that I can't dock without a sensor.
Anyway, after the station blows my Challenger to bits, I have a hefty rebuy which I can only afford one more of before bankruptcy beckons.
Out comes the Cobra III, and it takes 2 days of grafting to generate another 'extra life' for the Challenger and give me some leeway for some more Hazres with sensor priority switched to 1 instead of 5.

My point is cash means nothing when you have so much of it that all you are doing is buying Condas and A rating/engineering them for specific purposes so you have a fleet of mission specialised death stars, but when you can't invest the hours/days/months/years then anything more restrictive becomes frustrating.

I gave up FPS online games due to being unable to invest the time to 'rank up' to remain competitive so that I ended up becoming cannon fodder for armoured titans and gaming was too frustrating and simply no longer enjoyable. I have 2 kids, 2 stepkids, 3 grandchildren, a dog (totally insane sprollie that needs walking half a light year a day) and a wife and a full time 6 days a week job to balance and if the devs were to make missions less lucrative/ upgrades and ships more expensive/difficult to obtain then I imagine I would walk away from this as I did FPS's with the advent of Battlefield 2.

I like how things work in ED as there are gains to be made, but they don't come easy and take some effort. If there were no more noobs like me taking ED up and everybody were billionaires several times over then I would agree with many of the points here, but as a noob I can't. And there's no faster way to kill a product than preventing new users from enjoying it and only catering to those who already have all they need and insist that for their enjoyment the only way forward is to make it even harder for new players to get a foot on the second rung of the ladder.

I appreciate my voice may be one in the wilderness as I have only been playing a few months (max 6 hrs per week or thereabouts when Wifey isn't looking for me with a frying pan in hand) but the balance of gameplay is in my case pretty damn good. Any game where it takes about 4 hrs of mistake free play to earn an 'extra life' for a mid range ship isn't going that far wrong. And earning a Conda in a week? It's been three months and a Conda is still a pipe dream due to the limited play time I get.

I can currently finance about 6 Challenger rebuys, which to me is one bad night in a hazres away from restarting with a Spiderwinder, or 30 minutes in Open...... My goal is to become an AX assassin, which I estimate may take more than a year of investment in time and effort. If somebody told me that due to complaints from the "asset rich" that changes were being made to make that goal take a player with my lifestyle 3 years to accomplish, then - as enjoyable as I find this game - I'd be uninstalling this and switching to Red Dead 2 (which I have, but ED is just too damn good, tbh. So good I've already begun writing a novel chronicling the adventures of a noob's journey to AX God.)

I feel most people want to 'ring-fence' this game and deter new players from becoming involved unless they are happy to be cannon fodder for gankers/grievers whatever they are called. The struggle to reach the level that 90% of players are already at is mountainous for a noob, and to make it harder would only encourage them to turn to something else.
 
As a noob, I'll add my tuppence to this billion credit enigma. It's not going to be welcomed, but it is my viewpoint and I suspect as a noob I'm a voice in the wilderness and its turned out to be an unexpectedly lengthy post so I apologise for that too.

I don't have a problem with the way rewards are issued. It may be too easy and now pointless for players that already have the time, experience, warehouse full of ships etc already invested to multiply their accounts quickly, but for a noob who can only play a few hours per week it is difficult enough and I feel the rewards ( for my lifestyle) are not as excessive as I'm being led to believe.

As an example, it has taken me three months of play to upgrade to a Challenger. It took me a week of play to pay for a military armour upgrade ( would have gone reactive but that was cr75,000,000 and would have wiped me out. That took me down to 3 rebuys for this ship (circa Cr7M per rebuy) which meant I had 2 extra lives left to go play with.

First day out in a Hazres, an alliance gunship gets in a war of attrition with me that I am just coming out ahead in, then due to me not having reset my module priorities from 'run-away' mode to 'inyaface' mode resulted in a canopy blowout, all my weapons going offline and my sensor failing. Cue a low-wake to home base leaving a trail of Maltesers (TM) behind me, only to find that I can't dock without a sensor.
Anyway, after the station blows my Challenger to bits, I have a hefty rebuy which I can only afford one more of before bankruptcy beckons.
Out comes the Cobra III, and it takes 2 days of grafting to generate another 'extra life' for the Challenger and give me some leeway for some more Hazres with sensor priority switched to 1 instead of 5.

My point is cash means nothing when you have so much of it that all you are doing is buying Condas and A rating/engineering them for specific purposes so you have a fleet of mission specialised death stars, but when you can't invest the hours/days/months/years then anything more restrictive becomes frustrating.

I gave up FPS online games due to being unable to invest the time to 'rank up' to remain competitive so that I ended up becoming cannon fodder for armoured titans and gaming was too frustrating and simply no longer enjoyable. I have 2 kids, 2 stepkids, 3 grandchildren, a dog (totally insane sprollie that needs walking half a light year a day) and a wife and a full time 6 days a week job to balance and if the devs were to make missions less lucrative/ upgrades and ships more expensive/difficult to obtain then I imagine I would walk away from this as I did FPS's with the advent of Battlefield 2.

I like how things work in ED as there are gains to be made, but they don't come easy and take some effort. If there were no more noobs like me taking ED up and everybody were billionaires several times over then I would agree with many of the points here, but as a noob I can't. And there's no faster way to kill a product than preventing new users from enjoying it and only catering to those who already have all they need and insist that for their enjoyment the only way forward is to make it even harder for new players to get a foot on the second rung of the ladder.

I appreciate my voice may be one in the wilderness as I have only been playing a few months (max 6 hrs per week or thereabouts when Wifey isn't looking for me with a frying pan in hand) but the balance of gameplay is in my case pretty damn good. Any game where it takes about 4 hrs of mistake free play to earn an 'extra life' for a mid range ship isn't going that far wrong. And earning a Conda in a week? It's been three months and a Conda is still a pipe dream due to the limited play time I get.

I can currently finance about 6 Challenger rebuys, which to me is one bad night in a hazres away from restarting with a Spiderwinder, or 30 minutes in Open...... My goal is to become an AX assassin, which I estimate may take more than a year of investment in time and effort. If somebody told me that due to complaints from the "asset rich" that changes were being made to make that goal take a player with my lifestyle 3 years to accomplish, then - as enjoyable as I find this game - I'd be uninstalling this and switching to Red Dead 2 (which I have, but ED is just too damn good, tbh. So good I've already begun writing a novel chronicling the adventures of a noob's journey to AX God.)

I feel most people want to 'ring-fence' this game and deter new players from becoming involved unless they are happy to be cannon fodder for gankers/grievers whatever they are called. The struggle to reach the level that 90% of players are already at is mountainous for a noob, and to make it harder would only encourage them to turn to something else.

Important bit first:
If your sensors get destroyed you can use the 'Reboot and Repair' option which will cannibalize other modules to get your sensors working again, so you can dock.

Thanks for the input - having the opinion of a new player is definitely welcome. It sounds like the credit 'difficulty' is pitched reasonably well for a newbie with limited time, since you're having to plan ahead and actually consider what you're doing based on the credits you have available. That said, if you wiped your save and started again with what you have learned, you'd probably be back in a Chieftain in a week :)
 
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It took me years to learn how to break through the credit grind. All the way from original Elite on the NES to X3Reunion I was effectively stuck in an endless grind without much to show for it. I learned how to breakout from that across Terran Conflict/Albion Prelude and replaying the earlier games it was shocking how much faster I got setup and could get to the meatier game-play.
The key idea is 'Think Big', expand your credit making (trade?) operations as a priority and see the combat ships as liabilities. These games are trade simulators with combat tacked on as decoration, which is why they work and became classics whilst the ones that concentrated on combat with trade as an afterthought (eg; Dark Star One) wound up in the bargain bin.
 
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Perhaps that's because every time FD tried to add a money sink the forums exploded with cries of not touching people's credits. Every time FD tried to rein in credit generation people cried nerf. When FD (either through accident or design) added a way of getting massive amounts of credits people celebrated.

The community has spoken, don't touch their credits and make it easy to get them.

Damn plebs.

What should FD add that they could spend their billions, while they are still generating billions more? Bigger ships? When then when they have their bigger ships? Even bigger ships? Space stations? Whole solar systems? Galaxies?

The line has to be drawn somewhere.

Obvious and simple quick fix that DOES NOT require space legs (although that would be nirvana):

1. Follow the sandbox mode of success that SC, Space Engineers, The Sims, Minecraft, TES, Fallout & New Vegas have allowed players to do: make their mark on the game world through customization of their gamespace.

Basically craft mats from stuff you already collect around the galaxy. Then use your billion cr balance to buy real estate (ranging from a small orbital/planetary plot of land to an entire planet) from the 3 main faction station authorities. Restrict this purchase to homeworld/HQ systems only i.e. Earth in Sol for the Feds, Alioth for the Independents etc. So if you want to build anywhere in Fed space you need to first visit Earth/Sol etc. There are more than enough landable procedural generated planets inside the bubble, let alone the ones between the bubble and Colonia, or DW2 and beyond. Of couse you can run the risk of squatting and illegally occupying land/orbit without a deed. But such trespassing would result in stiff $$$ fines to KOS (if you're already wanted in that system). Next,

2. Give players the ability to buy blue prints for existing star ports or generic planetary settlement. Commission the existing engineers to draw up the plans once you've collected & mined the necessary mats. Then finally,

3. Do a X4 meets the Sims/Space Engineers and allow the player to build whatever the hell they want. Want a personal large ship landing pad for your Conda/Cutter inside your own customized Coriolis space station? A small/med landing pad on planet side of a remote ice planet near Colonia for your Asp X? Buy the blueprints from the respective Engineers, collect & craft the necessary mats and build it.

The space/planet settlements would double as player home base, so players could access the hangar feature upon docking. And so be able to safely log out/in without concern of their ship being deconstructed by over zealot PvPers incapable of controling their pew pew urges whenever they chance upon another Cmder's ship.
 
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