Nobody is saying their game experience is affected by someone else's game.
A players experience is affected by blatantly unbalanced and broken mechanics which make no sense and remove any logic in the game.
The game is unbalanced and it is supposed to be, because its a pve game.
If elite was balanced, then you would on average fail 50% of missions. That's what a balanced game has 50/50 win/loss average
This makes no sense in a PvE game.
Someone above mentioned the dopamine that grindy games can produce and I think this is the reason why people are upset at above average credit activities.
They hunt out the highest paying activity regardless of what it is, because it gives them the biggest dopamine hit. But then that hit becomes normalised, the same amount of credit gain no longer gives the same hit.
I remember when I first gave in and was like "f£#% it - let me see what this double painite mining is all about"
I was running mainly in system trade, and was pretty happy plodding along in my T10 making 2k per tonne from tea runs which had a third out of system point where I would bounce back to Cabana market and make a 'sizable' 4k per tonne.
I was making credits, I was space trucking with my own little route that I had found without any website use.
I'm sure that any player who is serious about space trucking would laugh at those profits.
Then I discovered coriolis, and this thing that was reactive surface composites. I wanted it, but at 250+million cr it would have simply taken too long. So I googled the location of a double painite hot-spot and on my first attempt made something like 80mill - oh wow what a rush!
Excited I fitted my ship with an excessive amount of limpets and started adding anything not painite to the ignore list. Next run 150mill - again, what a rush.
But soon that rush disappeared - I was now playing with other ships, the new credit influx allowed me to hone my skills at combat, as ship destruction didn't mean I'd lost 10's of hours (days worth) of progress.
The extra cash also meant I could be a little less frugal with outfitting etc. Try some crazy builds, because I could afford the modules and it didn't matter so much if I failed and died.
But some people play this game, I believe, because they are addicted to the dopamine hit of credit gains and false/hollow sense of achievement it brings.
It's really interesting to see how they complain about other activities not paying enough in comparison, and no word on how shallow a lot of that content is, or any talk about fun.
And this talk of balance in a PvE game I feel is a sign of addiction. They are addicted to the dopamine of the credit gain, and so any parts of the game that become stop giving that credit dopamine hit, stop being fun. Thus the amount of gameplay that becomes viable shrinks and shrinks.
The issue is, that while credits are not supposed to be end game content drivers, they are the gameplay driver for many in end game
Credits are there for new player progression.
The arguments put about logic, balance, believability just don't hold up - they don't.
For a start, if you remove tech companies from the menu (as you can't start a tech company in Elite) the biggest companies in the word are involved in resource extraction and mining. By a long way. These companies are so big they can get wars started, where real people die - So yea, it totally makes sense that a primary activity like mining would make the most money.
The balance Fdev need to find, is one where the normal players and credit dopamine junkies are both happy.