Is it really going to be 40 million an hour?

I'm just curious if someone forced David to buy a fleet carrier when they first came out, would he forever asteroid mine to get one.
Have you never watched a Dev stream ?
Example :
Today guys we are going to take a trip to Beagle Point from Shinrata.
Screen goes blank for 5 seconds.
Ok here we are, finally made it....
 
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
No, balance doesn't mean 50% win/loss ratio, not even in PVP games. In pvp games matchmakers are (ideally) designed to give you a 50% chance of winning, for every match/round, not force the 50% win/loss ratio. That's a very common misconception that people tell themselves when they tilt and go into losing streak "game placed harder opponents to force a 50% win/loss ratio". No.

In this case, a pve game, balance would mean to have your time and effort invested proportional to reward. In elite that is completely out of balance as mining, basically an effortless activity with minimum requirements nets you big profits while much harder activities with much much bigger requirements make little to nothing.
 
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.
I disagree..... OK the mining sure mining COMPNIES may get rich..... I can tell you from direct experience. The only thing my wife's uncle got from being a coal minor back in the day is....... Wrecked lungs.
In elite we are the miner not the mine owner. A tiny cog in the machine.


I agree FD DO seem to deliberately make each and every new feature pay stupid amounts

That does not mean I have to like it. The joke is David Braben himself.made a video about how important balance was and that every role in the game it was vital was viable and if you did it well would ball park potentially earn as much as any other feature. He even used mining an example of a feature which must NOT pay more than everything else.
 
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I've been playing since day 1 - with 10k+ hours on my game clock.
I was lucky if my credit income in the early days was 40mil/two months, let alone per hour.

The games industry in general IMO, has been ruined by the 'want it all now & don't want to work for it' attitude of the game player's mindset.

The industry's not bothered.......buy game on day 1, finish playing it on day 3-4, go buy another game.

Then a game like ED comes along & players are all 'W T F is this, it's too slow & has no end game, I have to spend too much time to do anything, I already have a full time job!'

That's why I'v played this game for 6 years now, building up credits if I want to. Listening to others boast how quick they can do this, how many creds/hr they make, like it's a contest.
Then there's me 🐢.

There'll be other cash cows for the speeder's to 'exploit' in the coming years.........just not today!
 
But does it really affect your game knowing a noob can get a conda in one sitting and then quits or otherwise grinds to get an Asp but can’t face the jump to a python and then quits?
Its a sandbox, play it your own way
I've started new account and it does affect me. If rewards are too high and i'm progressing too fast gameplay is not as rewarding.
I can think of ways to avoid getting rich too fast, but it should work the other way around.
 
That's why I'v played this game for 6 years now, building up credits if I want to.
You can still do that. FDev is feeding us with this personal narrative thing, "play the game you want" etc. It supposed to be personal choice of the player how to play. I like my credits but I also like my Cobra, I am not interested in large ships, I don't do combat (yet). The way I play is my personal choice. It can be slow, it can be fast. But again, way others make money does not affect me, I still do not get the fuss of vet players saying: "when I was starting..." Those times are long gone...
 
I've started new account and it does affect me. If rewards are too high and i'm progressing too fast gameplay is not as rewarding.
I can think of ways to avoid getting rich too fast, but it should work the other way around.
I started my new Epic alt account too. Started it last Friday, knowing all the ropes, one week later I'v got a Sidey, an A rated Cobra Mk III & a T7 plus 11 mil in credits. I'm thinking Wow, the starting pace has REALLY picked up these days:eek:
 
I started my new Epic alt account too. Started it last Friday, knowing all the ropes, one week later I'v got a Sidey, an A rated Cobra Mk III & a T7 plus 11 mil in credits. I'm thinking Wow, the starting pace has REALLY picked up these days:eek:
After a week I have A-rated DBS and 1million credits, but I'm not playing too often with that account and I'm earning mainly by bounty hunting. I wouldn't mind it being slower.
 
You can still do that. FDev is feeding us with this personal narrative thing, "play the game you want" etc. It supposed to be personal choice of the player how to play.
If I want to play as trader and entrepreneur I'm going to quickly run out of "content". Earning credits just for the sake of getting them is kind of empty. Sure I can roleplay reasons and throw away credits, but I don't think that's how it supposed to work.
 
I just wonder how would your point of view change if you would lose all your stacked money gathered at times when devs implemented something unbalanced. If then you still would be happy with lowering average credits/hour income.
 
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?"

Rockforth was an exploit. Closed within days.
Mining was a legitimate activity that went on for more than 1.5 years. After being completely ignored for 4 years

But, you could say the same about shared winged massacre missions or the current trading and supply/delivery mission running, right?
 
You can still do that. FDev is feeding us with this personal narrative thing, "play the game you want" etc. It supposed to be personal choice of the player how to play. I like my credits but I also like my Cobra, I am not interested in large ships, I don't do combat (yet). The way I play is my personal choice. It can be slow, it can be fast. But again, way others make money does not affect me, I still do not get the fuss of vet players saying: "when I was starting..." Those times are long gone...
Yes quite true, those were the early days, when it was much more slower to progress than now.

I'v always said ED isn't for everyone. You've got to be willing to progress in the game at your own pace, doing what you want to, blazing your own trail.

The rules of the game are laid out by Frontier - their game, their rules to have & change as they see fit. Any player don't like that, then walk away.

I'm with you cmdr, I couldn't care less what other's do or earn, I might pick up the odd idea occassionally, but mostly I'm in my own little bubble.

The pace of credit earning is laid out by Frontier alone. They say Mining max will be around 40mil/hr then that's what to expect.
They make a booboo & the mechanic's allow 500mil, 600mil...1bil, 2bil,10bil per hr then it's a 'get in there quick lads, while it lasts' moment that some, not all will benefit from.

They're the rules we play by.
 
If I want to play as trader and entrepreneur I'm going to quickly run out of "content". Earning credits just for the sake of getting them is kind of empty. Sure I can roleplay reasons and throw away credits, but I don't think that's how it supposed to work.
But that is precisely what we supposed to be doing in this game. Create our own adventure. Blaze our own trial. No??
 
I just wonder how would your point of view change if you would lose all your stacked money gathered at times when devs implemented something unbalanced. If then you still would be happy with lowering average credits/hour income.
And that's the point at which each individual player would decide if Frontier's implementation of that rule, was fair considering what they put into that unbalanced mechanic.

If you didn't like that change & feel it unfair then you would walk!
 
There simply isn't a credit sink in the game... without credit sinks you quickly get to a credit level that makes any form of loss meaningless and therefore no reason to hunt for more credits...

If you don't put a credit sink in then you eventually get to a point where a conda becomes your starter ship and whatever supersized monster ship of the month is the target for the next day of grinding.

Yes there many ways in which you can 'slow' or artificially sink credits and there are a few players who still fly what/how they want regardless of the credit balance but lets face it ED has a huge image of being "miles wide, inches deep" and one of the main reasons for this is it is simply too easy to blitz past a lot of the game to get to the 'endgame' ships only to find out that ED doesn't work like that and get fed up or bored and move on.

To make credits have meaning you have to make them actually mean something, and the ability to lose them is one excellent way to do so...
 
Rockforth was an exploit. Closed within days.
Mining was a legitimate activity that went on for more than 1.5 years. After being completely ignored for 4 years

But, you could say the same about shared winged massacre missions or the current trading and supply/delivery mission running, right?
But Rockforth's only issue was an ability to earn an inordinate amount of credits compared to everything else in the game, so if we're not meant to care about the amount of credits an activity can make, why did that have to go? Unless of course, the ability for a single activity to make an inordinate amount of credits compared to other activities is a problem for the game.

Ask yourself, what made it an exploit? If instead of earning millions in seconds, the same Rockforth Fertilizer issue was only earning 1 credit per tonne flipped in this way, would it have been nixed as fast? I doubt it.

And yes, stepping aside from the point I'm making there, shared wing massacres, the current trading and supply/delivery missions, despite the fact I'm unavoidably benefiting from the latter right now, are way out of whack, and hopefully will be addressed as the balance pass progresses[1]. I continue to maintain for delivery missions, the primary driver of reward should be volume instead of goods value... because 180t of biowaste has the same shipping and effort as 180t of palladium. Rewarding nearly the cost of a ship (or more, depending on the ship) required to ship those goods is ridiculous. Supply missions? They should get tempered a little, but wing supply missions need a buff.

Meanwhile massacres? FD's problem there was before they nixed stacking, massacres earned not much more than an assassination (about 1-2m). That meant well-stacked massacres actually weren't a big deal, and if you wanted to put the effort into stacking, then bully for you (unlike the issue stacking power generator missions where you could knock over twenty =~ 1m credit mission with a single missile, that's pretty dumb). When FD changed stacking mechanics to what they are... they reduced stackability by around 2/3rds... instead of being able to fill up on 20 missions from one board, you could at most get maybe 7. But they buffed the rewards on massacres by over 10-20 times.

Personally, were I dealing with massacres, I'd completely rework them to function more like Assassinations... where a massacre has you taking out a specific wing(s) of ships at a specific USS... use the "attack wave" scenario mechanics to track your progress and only award the mission once all waves are cleared. Then go ahead and claim your 20m for that one mission... remove stacking entirely. As for wing massacres? Same thing, but make them fully engineered targets, just like wing assassinations.

EDIT: [1] Unless, of course, FD's intention is to balance costs around this rate of income too, and plans to increase the cost of ships by an order of magnitude.
 
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