online multiplayer games work that by their nature when designed in a way that assets can accrue indefinitely. Unfortunately that's how fdev designed the game so that players who started long ago will acrue more things over time and keep them than players who started much more recently.
The difficulty of acquiring stuff shouldn't get easier with time though. That's not how things work in a online multiplayer game. Once a proper balance is found, it remains pretty much static or is dictated by the economy if it's player based. Either way it's normalized over the length of the game unless it's very broken at some point.
The fact that older players can get tired of the grind is a different matter and besides the point. I dont care how much you want to see or do and how long you spent playing the game and that you're tired of having to care about credits/materials/reputation etc. Those are the game mechanics that price rewards. This isn't a single player game where you can just run a cheat trainer or mod the game to make everything free. You dont get a break because you want one. The game should be the same game for people whether they have been playing it for a decade or just started.
The problem with elite is that these inbalances happen frequently and the economy is static and insanely simplistic so that it can't deal with them and fdev has little to no incentive to care about how it impacts anything because in the end it's covering up the fact that the gameplay needed to get credits tends to be mostly boring so nobody complains about free credits.
Well, you can always adapt to the new prices and get money like everyone else, it is not more easier for others, and if you are already an elite merchant, its normal to go for great prices to trade and leave the low for when you start, once someone trades with gold * in real life, it is unlikely that they will sell copper. *
balancing prices would be something like that all costs the same but with a difference of a few hundred credits?mine opals is a pain, gold and other products can be easily bought at any station.
and I think the price increase could be for a reason ,a plan for everyone to have access to the FC´s.
station.Was this an outpost, or main station?
station.
Can't dock at outposts in a Cutter. o7Perhaps you should see how outposts fair, as less tonnage would go through them (smaller ships).
Can't dock at outposts in a Cutter. o7
The broken economy is a totally different subject. The fact that we're mining/trading various items and all of them mean nothing in terms of making a difference to the game is a different problem (other than the hand-picked times where a certain item is needed for a certain mission).
I dont have a problem with price changes and having to adapt to them and trying to game the system to make more credits than someone who just blindly trades with the nearest station. The problem occurs when the rewards vastly outstrip the risks, devaluing the currency to nearly 0. If the goal is to make the currency worthless by giving everyone a ton, then just get rid of currency altogether because it serves no purpose.
Though a better solution than that without fixing the idiotic economy that fdev created for elite is to adjust prices for personal inflation (if you have tons of credits worth of assets, then your cost of everything you buy in the game is drasticaly increased in scale with your asset worth). So sure, you can sell painite and make billions in a few hours. But even the cost of a sidewinder is now 100 million credits. Adjusting the cost of all items into a % of total assets means there is no incentive to massively acquire credits because the cost to you will be the same anyway. You in essence, can't be "too rich" for the reward barriers of the game.
At least until a better economy is introduced so that the currency isn't infinite and based around so many other things that are infinite with 0 inflation response.
If the goal is to make the currency worthless by giving everyone a ton
, then just get rid of currency altogether because it serves no purpose.
It's almost like the massive amount of drama on the forums about this over the last couple of months has been laughably overblown.
Like I said it was.
Well, I just wanted to check the outrage tonight and we're only at page 3. Not much drama it seems, compared to the usual post-patch I'm-going-batshitcrazy threads.
It almost seems like this patch was pretty succesful.
There is no Endgame. Badum Ts!Yeah, screw progression. Every new player starts with all ships in his shipyard and goes straight to the endgame.
There is no Endgame. Badum Ts!
The economy is flawed. If you want to make money, you go mining. Full stop. We all agree, nothing makes more cash than mining.
But we have 300 or so commodities.
What for?
Why do we need water? Food cartridges? machines? Who is trading in that, other than some hardcore role player, who thinks that dropping off 700t of food cartridges will solve a famine? So you made 700x 300cr? And that in 20 minutes? That ship you are flying to deliver the 700t cost 10000 more than the meager profit you just made. Just saying.
Credits are good, the economy needs a serious overhaul at some stage.
Now THAT would make total sense.Funny you should say that. Now let's assume everything works as intended with proposed demand changes, so what happens next? Players satisfy painite and opals demand, so next batches will become cheaper and cheaper. At some point serendibite becomes more attractive than both opals and painite, so we switch to that, scoop it all up, drive the prices down too. Switch to the next commodity. Who knows, maybe some day we'll be hauling food cartriges. Result: rapid drop in prices and profitability of trading in commodities across inhabited space.
That is, provided, I interpreted the changes correctly
But the supply and collection of it in ED is trivial therefore prices would change accordingly.One ton of Panite in today's earth market would be worth about $226,800,000,000 USD!!!!. It is 50-60k per carat currently.
well thats a bit lateFeels like a game-balance decision to keep people from stockpiling billions of CR before the release of carriers.