Or do they not care and "economy" is totaly over ?
The economy has been broken since the beginning.
- there's a massive price spread: an well-fitted Anaconda is 10000x the price of a basic Sidewinder. It's better than the Sidewinder too, but not 10000x better.
- different professions have different cost-effectiveness curves. The same couple of cheap modules will turn that Sidewinder into a maximum-profit exploration machine. The Anaconda can't do better there. But for trading or mining the Anaconda can earn more than the Sidewinder ever can.
- players have vastly different skill levels. For the same task there'll be a 10x or more spread in earning rates between "doing it" and "doing it optimally".
The combination of those means that any earnings balance which lets an average player progress in the game at all, especially before they get an Asp, will let a more experienced player with a high-end ship earn huge amounts of credits.
In 3.7 Frontier introduced the Fleet Carrier with a cost of 5 billion credits. This implies the need for it to be possible to earn 5 billion credits in reasonable time. And this means that anything which costs a tiny fraction of 5 billion credits (i.e. everything else) can be obtained very quickly indeed.
But then, in 1.0 Frontier allowed players to buy the Anaconda, for a fully-equipped cost of around 500 million credits. Most of the ships in the game at the time cost under 50 million fully equipped, so the ability to get Anacondas at all made getting anything cheaper really easy
for those players who knew what they were doing. Commander One_Percent - the first Triple Elite - had their three ranks within a month, and their first rank and the Anaconda they used to do the rest after the first week. By the end of that month they had enough money to buy one of everything in the game at the time.
Think about that - a week from a new account they had enough money to buy the most expensive asset in the game. Within a month they had enough to buy one of everything. In the 1.0 economy that everyone seems to fondly remember as hard times, we flew uphill both ways to earn 3 credits and a piece of bread, and sometimes they were out of bread.
The 3.7 economy, it's unsurprisingly still possible to get the most expensive asset in a week and everything in a month. There are more assets and the most expensive one is more expensive, but the basic pattern hasn't changed.
I do wonder in general why the rush to gather
all the credits - as Orodriun said - a few hours mining and you have all you need for years - meh, people eh?
Before Frontier priced the Fleet Carrier at 5 billion I'd have agreed with that. All the new stuff between the Cutter and the Carrier was priced to be relatively cheap - mostly medium ships, new weapons, etc. No point in getting masses of money.
Now it's clear that the next big thing whenever it comes will be priced based on high-end player incomes too, so there's an incentive to keep up with those so you can buy that too.
It's a false incentive: the most efficient way to make large amounts of money for something coming out in five years time is to wait five years - by which time average and peak earnings will be 10x higher - and then raise the money. But it's still a fairly compelling one if you believe the rumours that Frontier always nerfs anything that pays more than 3 credits and a piece of bread.