Is it really going to be 40 million an hour?

Yes, mining, along with other things, needs to be nerfed. 10m/hr is beyond reasonable for a solo player to achieve.

Rank-locked missions is something else I'd like to see again. This was the way when I got started, and should be again.

I don't care if the maximum is as low as 10 M/hr as long as there is no rebuy cost in organized wingfights.

If there is (which is the case as things stand now), I vote against anything lower than 100M/hr. It would be utterly stupid having to grind for 1 whole hour doing some braindead boring PvE activity, every single time I get shot down during a match.
 
It's a general you, encompassing those who lobbied for the current situation wrt progression and balance and/or those who seem opposed to the idea of going back to saner times.
I dont really care one way or the other what credits come from mining, I haven’t been mining since it was first updated.
I just find it mildly amusing that people are complaining that their single player game is being affected by someone else’s single player game

Economy was used as a reason for opposing the Robigo smuggling missions, but nothing in the game was really affected
 
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I don't care if the maximum is as low as 10 M/hr as long as there is no rebuy cost in organized wingfights.

If there is (which is the case as things stand now), I vote against anything lower than 100M/hr. It would be utterly stupid having to grind for 1 whole hour doing some braindead boring PvE activity, every single time I get shot down during a match.
For me this is (and just my interpretation of why FD said mind you) but it is a basic missunderstanding of the game FD were meant to be making. In ED I always thought our ships were meant to be looked after, destruction something to avoid if at all possible. Not some crappy (imo) shooter where ship loss is nothing. I would suggest for you game play FD should be looking to expand CQC and not gimp the core game.
 
For me this is (and just my interpretation of why FD said mind you) but it is a basic missunderstanding of the game FD were meant to be making. In ED I always thought our ships were meant to be looked after, destruction something to avoid if at all possible. Not some crappy (imo) shooter where ship loss is nothing. I would suggest for you game play FD should be looking to expand CQC and not gimp the core game.

IMO the core game should be hard, but it should also provide 'ways out' of hardship. Its why Powerplay had its perks- for example Denton Patreus has a -90% reduction on ammo. Now, if rearming was really expensive that might make sense but its next to useless with credit inflation. The game needs these options that can get you rich but for a price.
 
For me this is (and just my interpretation of why FD said mind you) but it is a basic missunderstanding of the game FD were meant to be making. In ED I always thought our ships were meant to be looked after, destruction something to avoid if at all possible. Not some crappy (imo) shooter where ship loss is nothing. I would suggest for you game play FD should be looking to expand CQC and not gimp the core game.

How would anything I said gimp the game?
 
Even with current prices 40m/h is on the lower end of current possibilites. You can still get to like 100-150 (or more if you find some poor soul who still buys LTDs forr 700k/t) an hour.
 
I sure hope the money making is knocked down to around 40 million an hour!

I'm saying that even though I know it will make building up my new accounts much slower in the future!

As Braben has said in the past, the game will be more fun if the money making is balanced and player aren't encouraged (as much) by the game to do the same game play over and over.
 
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As Braben has said in the past, the game will be more fun if the money making is balanced and player aren't encouraged (as much) by the game to do the same game play over and over.
And yet whenever a new thing is brought out FDev actively try to push players into engaging in the same game play over and over
 
The bizarre part is you being so fussed bout mining incomes.
Is it also bizzare that i thought the rockforth exploit should have been removed, if we're just going in to bat for poorly implemented mechanics which spin money for no logical reason? Since "why should anyone care how much money another player has?"
 
I always thought thargoid combat makes most sense to be the outlier when it comes to profit. It requires engineering unlocks, guardian unlocks, decent ship, synthesis, risk of rebuy is higher and is the most difficult pve combat, maybe even most difficult pve activity in general.

So you have quite a few things you need to do first, before you can engage in a higher profit activity. As you get better and more experienced, it rewards you with completing that activity faster, in return faster cr/ph.

Mining being as profitable as it was, never really made sense, gameplay/progression wise
 
I can almost picture it.....

The Basement dwelling devs, come out of the "its an office not a basement mum" basement, after working on Spacefeet for 2 years.

Basement dweller dev: "ok guys" he says to the cool upstairs devs. "hows the game holding out any problems while we were in the ""Office"" making spacefeet.
Upstairs Dev: "nope all is fine"
Basement dweller dev: looks at stats for Elite "OMG jesus H..... why does that guy have 1.4 trillion credits and the average player has 20billion !!!"
Upstairs Dev: "We have stats ?"
Basement dweller dev: Get me the blood of a virgin we need to wake DAVID !
All the Devs scatter ....
 
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.
 
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