Beyond: Economy rebalance?

With Beyond being about improving the core game I was wondering has any thought been put in to an economy rebalance?

I've got two accounts one I've played since alpha and the other that I reset frequently so I'm familiar with the veteran gameplay as well as regularly seeing how things are from a fresh accounts perspective, it does seem as though many parts of the economy are a bit out of alignment.

New player pacing seems pretty good, it's easy to get new players up and running quickly, the rewards from tasks vs the cost of gear allows for decent acquisition of upgrades. Moving on to the medium and large ships this jumps drastically, mainly down to the scaling cost of modules. I'm fine with things taking time, I've earned my ships and cash slowly by playing the game rather than grinding but some things about how the game is balanced irk me both in terms of gameplay as well as 'realism'.

Many activities pay out very little and some pay out a lot, with payouts for other activities seeming pretty nonsensical. The recently added salvage broker for example pays out so little in comparison to other activities as to make it pretty pointless. On the other hand even as a fresh new player it's pretty easy to make a million doing a mission that involves shooting a generator/skimmers, carrying a few bits of data or cargo a short jump can pay out more than the cost of a low level ship. I often think to myself 'why would people in this world pay so much for something so simple' it's like paying someone £6000 to take a package to the next town. Why would I get more for delivering a letter than it costs to buy a small vessel or to ship some passengers and get multiple millions of credits. Why does this module cost more than a ship. I know it's a game but it's incongruous.

The devs consulted with scientists to develop the realistic galaxy but have they ever considered hiring an economist to look at the flow of funds within the world? It seems that the game has fallen into a sort of inflation arms race where the devs have to buff some activities to make them more worthwhile but as a result they dont make sense from a world perspective.

A lot of the prices of things at launch seemed pretty arbitrary and just thrown in for release but now after years they've not been adjusted based on watching player trends. Many multiplayer games have stat squashes or re-balances as their games age and inconstancies arise over time. I think an economy rebalance both of the income streams and purchase costs could be in order to try to bring things back in line. From playing the game and reading a lot of threads I think that the disparity between general play income and module cost is one of the main drivers that encourages so many people to grind or look for quick money makers. Maybe reduce the scaling in costs of the ship modules, I think its fine that the ships cost what they do but in my opinion some of the large ship modules are really out of whack.

The game is always going to have 'better' and 'worse' ways to make money, I understand that the game needs long term goals and that some players will grind regardless but I still feel some developer attention to the economy wouldn't go amiss. Narrowing the gap between the top and bottom earning activities, with a mind to making them fit within the game world as well as looking at the 'progression' curve of the ships & modules would be good for the long term health of the game.
 
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