What is the median CR balance for all commanders?

I would laugh hard if carriers require an entirely new set of materials in order to commission rather than credits. Making the previous year of easy credits moot.

Actually... IMO this is probably exactly the type of thing they need to start doing.

Get this game out of the whole "gotta grind a ton of credits to be on win" focus and more into the actual gameplay aspects. They had somewhat the right idea when it came to the CG thing. Problem was, the CGs they came up with really weren't enticing nor incentivizing to the vast majority of players and most were rather subjective in nature. Make them accessible to all modes, make them something that people actually want to participate in, tie them into the lore of the game and make them fun to do- and not just a chore. Make the rewards something people would actually use/utilize no matter what their gameplay styles or mode they play in.

PowerPlay became popular to some because of the modules that could be gained only through participation. Sure, there are those who wanted the whole galactic domination aspects, too. But I can almost guarantee that if the end choice (either/or) were between the modules or just awarding influence points, the vast majority would be picking the modules... not influence.

Similarly, meaningful tangible rewards can do wonders to incentivize players' participation. Well, at least IMO, anyway.
 
23bn in cash, 4bn in ships/assets on top on my primary
212m on my new alt; I can attest to the "play for a weekend and get a load of cash" comment. The new player experience is excellent, and I'm really enjoying being "poor" and having no ships or engineers/permits. It makes the game new and huge. My primary account goes back to release and I did everything manually - I didn't make billions in mining or anything. I just played. I doubt I'd have the patience to do it all again!
 
After watching replies throughout this thread, I've come to the conclusion that some are seriously out of the loop when it comes to connection to reality. I'm of the belief that most CMDRs really don't have "billions" and there are very few that actually do.

I'm not really sure what you mean by 'some are seriously out of the loop when it comes to connection to reality'. Do you mean that those who have billions of credits have lost touch with reality? Or, perhaps, that many who claim to have billions do not? In either case that's not really a very nice thing to say.

My apologies if I have misunderstood.

I'd speculate the actual "average" is < 500 million credits in assets with around 250-500 million in credit reserves. The outliers seem to be either new players, or players who've been around a while with > 2 billion in assets. (a few with even more)

And so it is in reality; a very small number of folk are either very rich or very poor. I see no reason why the, admittedly artificial, economy of a game should be much different.

I'd also speculate the disconnect is relative to the amount of playtime each person has available to them. The more time you have in-game, the more assets and wealth you're likely to acquire. Not everyone is "retired" or "unemployed" or lacks real world responsibilities that allow them copious amounts of time to be spent in games.

What 'disconnect' would this be? This comes across as very hostile to those with large in-game wealth, and I don't understand why you should apparently feel this way.

Of course time spent in-game is a major factor in wealth accumulation, but so is attitude and (dare I say it?) skill. I am neither "retired" nor "unemployed", and I assure you I take my real world responsibilities very seriously. I choose, however, to spend a fair amount of my 'free' time in the Elite: Dangerous universe and have adventures vicariously through my in-game characters.

I imagine my main Cmdr to be along the lines of Mal Reynolds - something of a scallywag but basically a decent human being, but always always with an eye on how to make the greatest profit. I have ships to maintain and a creww to look after, after all. I have taken part in IIs, CGs and AX activity with the latest incursions. Due to the way I choose to play pretty much every activity has returned a very nice profit. Just the Universal Cartographics fees from exploring on the way home from the Witch Head incursions provided >150 million cr, while I earned maybe 300 million cr from fighting Thargoids (and the associated missions) while out there. Last night I switched to a mining ship and spent maybe 2 hours burning rocks for another 300 million cr or so. Maybe I'll do the same today or maybe I'll wander off and do something else, but whatever I do you can be sure it will be as profitable as I can reasonably make it.

I don't think Fleet Carriers should be priced too high to be unattainable by anyone who wants one, but neither do I think they should be cheapened to the point of meaninglessness. After all, it takes a fair investment of time and effort to acquire the Anaconda, Imperial Cutter and Federal Corvette. Would it be unreasonable for Fleet Carriers to cost maybe the combined price (+/-3dB) of those three? Fleet Carriers may be 20 million cr or they may be 20 billion; either way I intend to be as prepared as I can be for when they arrive.
 
Now that I have a deadly ranked NPC combat pilot and two other NPCs waiting to be leveled, I refuse to grind for credits as those greedy NPCs will take a massive chunk of it. It takes ages to find a NPC pilot that does not look like it has been hit in the face with a baseball bat.
 
I'm not really sure what you mean by 'some are seriously out of the loop when it comes to connection to reality'. Do you mean that those who have billions of credits have lost touch with reality? Or, perhaps, that many who claim to have billions do not? In either case that's not really a very nice thing to say.

What 'disconnect' would this be? This comes across as very hostile to those with large in-game wealth, and I don't understand why you should apparently feel this way.

The disconnect is with those whom believe everyone else out there must or should already be as space-rich as they are. Not everyone has the same amount of time available to them to dedicate to a video game. Split hairs or mince words however you wish, my point was made.

And as in all things- if the shoe fits... by all means, wear it.
 
Well, take the grind out of the game and you have no game at all. There is always grind in all we do. The grind is what we do to feel an attachment to something, its what we have to go through to achieve whatever goal we may have set, and then makes the achievement of that goal worthwhile because of the grind. The more sweat you put into something, the more you appreciate the accomplishment. So, I for one, don't mind the grind. I don't mind driving around in my SRV looking for a specific material, its kinda fun. But sometimes it does become frustrating when you are unable to find what you are looking for that you know is supposed to be there in large quantities, yet the programmers decided to put a low probability number to it and so you can't find it all. But knowing that it can sometimes be like that will not deter me from continuing to look or continuing the grind.

I like this game and have high hopes for its potential, otherwise I would not have played it for as long as I have since launch. And to think the only reason I got this game in the first place was because I got in on the ground floor of Star Citizen and had hopes for its potential, but back then it had a 2 year window before it was supposed to launch. Yeah, I was stupid, I fell for the scam. But ED was already a game, albeit a new game, and not fully fleshed out, but hey, it was playable, and still is.....
 
your definition of grind is not how everyone uses the term.

Grind is objectively negative. It's a behavior associated with achieving progression thru repeating an activity the game designers created with the intention of it being intermittent filler between exciting but less frequent gameplay activity. Players will choose to do this more mundane and boring activity because it's super easy and repeatable compared to the more difficult and engaging activity either because they lack the skill / ability to do the harder activity in the game or when you do the math, you acquire more in the same amount of time .....if you can ignore the cost of wanting to kill yourself.

Ordinarily grind is not a real problem because it's totally the player's choice to play the game that way. However in Elite, I'm not sure what people think the alternative is other than just not playing at all. Unless you consider playing make-believe in your own head that there's a whole role based game you're engaging in as acceptable ....there's really not much else to do but the repetitive easy activities that the game has. So yes, everything is a grind. But it shouldn't be. It's not an attachment. It's not supposed to be how you play any game. Game designers dont design games to be grindy on purpose. It can get that way though because of a lack of forethought in the game's design, upper management interfering with the developers, or simply putting out an incomplete game (since the grindy stuff tends to be the easiest to implement, it gets done first).

What motivates players in good games is a combination of story (whether that's narrated or user created) and experience as well as rewards. How you make that meaningful varies across game types but in general, good game design would make the player show their mastery of the game's mechanics in various / engaging ways.

Elite is interesting because even when they implement something that does try and make the player think and utilize skill across various parts of the game, they hide those activities in optional and rare points of interest and gives the player no real incentive to engage in them and doesn't force the player into their path. On one hand, everything being optional is part of being a sandboxy type of game, but those kinds of games are done best when they either are single player and basically let the player choose to do whatever they want in their universe via mods etc... or they're multiplayer and players create most of the content in a way that forces other players to engage... Elite is neither and so does neither.
 
The disconnect is with those whom believe everyone else out there must or should already be as space-rich as they are. Not everyone has the same amount of time available to them to dedicate to a video game. Split hairs or mince words however you wish, my point was made.

Now that's quite interesting; I've just been through this thread from the beginning to the current and cannot find a single post that even implies the poster thinks that 'everyone else out there must or should already be as space-rich as they are'. The closest I can find is the (possibly sardonic) comment that:
I haven’t done any mining in months and usually used a Keelback when I did. I’m left to conclude that a) credits are ludicrously easy to accumulate b) Open isn’t so dangerous and c) I probably play too much.

It would be instructive if you could help me out by pointing out the offending posts.

And as in all things- if the shoe fits... by all means, wear it.

Not to mince words, I am content to wear my own boots thank you. They are hand made from finest Cordovan leather by a little shoemaker I know just off Bond Street. They fit superbly, as they should.

Now why doesn't everybody enjoy such footwear? ;)
 
I'd actually be very surprised that there are that many squadrons with more than 1 active player and the rest are dupe accounts or players who no longer play.

But if the assumptions are right, the biggest take away is how biased the forum population is to the top 10% or less of players.

Which means fdev really would be smart in not really listening to anything the forum says that isn't somehow communicated from the remaining 90% of players
Hey, not listening to what this forum has to say is always sound advice :D
 
I'd actually be very surprised that there are that many squadrons with more than 1 active player and the rest are dupe accounts or players who no longer play.

But if the assumptions are right, the biggest take away is how biased the forum population is to the top 10% or less of players.

Which means fdev really would be smart in not really listening to anything the forum says that isn't somehow communicated from the remaining 90% of players
Your right about some squadrons being single player, mine is a example.
It might have 2 or 3 members, but as there's mostly only me playing, it's not going to trouble the leader board any time soon.
I've more got the squadron to bag the name that matches my cmdr.
So I'm guilty of name hogging it
.. Sorry 😏
 
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