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.Get me the blood of a virgin we need to wake DAVID !
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.Get me the blood of a virgin we need to wake DAVID !
ANYONE?Where does the 40 mil even come from?
Have you never watched a Dev stream ?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.
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.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
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.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'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.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
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...That's why I'v played this game for 6 years now, building up credits if I want to.
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 daysI'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've no clue either.Where does the 40 mil even come from?
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.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![]()
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.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.
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?"
Yes quite true, those were the early days, when it was much more slower to progress than now.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...
But that is precisely what we supposed to be doing in this game. Create our own adventure. Blaze our own trial. No??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.
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.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.
Where did you get that 40 mil/h target from?The target level for incomes?
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.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?