I refuse to participate in another one of these threads!
And that post isn't even true!!!
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I refuse to participate in another one of these threads!
First off, it is not an exploit because it uses game mechanics that are commonly available, even if the outcome is unintended. An exploit produces an unfair advantage, and this was available to everyone.
In regard to it breaking the game, the economy has been broken from initial release. Your argument is founded in leveling logic, but the game doesn't use leveling to manage the content. As a result, you have Mostly Harmless AI running around in Anacondas. A player just coming into the game takes one look at that and thinks, I should be able to do that. When they figure out that the AI doesn't follow "the rules" in ship generation, the player goes looking to balance the situation.
The fact of the matter is that Elite: Dangerous uses a hash of gaming techniques in an attempt to control "progress" without following the development strategies those control methods are made for. Risk/reward doesn't exist in the game because the pay is dependent on your rank with the faction. Cash gates are in place, but the AI doesn't "level" with you, meaning that the gate doesn't offer a sense of achievement, only a sense of restriction. The "rank" locked ships are effectively cosmetic because they are not superior to normally available ships and the pirate AI gets them regularly. I could go on, but the I believe point is well established.
Added to all of that is the fact that many players don't engage in continuous money flow mechanics, explorers being the primary example. Once you get the ship you need to do what you want, you stop playing the money making game because you have literally left the economy for extended periods of time. To those players, the money needed to do what they enjoy is nothing more than a large gate.
One of the great stories from Distant Worlds 3302 was the Sidewinder that made it to Beagle Point before Engineering. That was done through the massive efforts of the community, otherwise it would not have been possible. Now, stop and think about that not as an incredible story in cooperation and determination, but in terms of technical capability. A starting player couldn't have done it, even with Jump Boosters, because the drive isn't capable. To that theoretical player, DW 3302 was an unavailable option.
Money is more than just a score.
I've noticed in my time playing elite, I'm still new, not even hit 1000 hours yet. That there are some "passionate" ambassadors of what they deem unfair play. They lobby faster than any politician, have more weight than an entire political party and cry "unfair Miss!" faster than Jimmy from my first year at school.
So I'll keep asking the question. Why do credits matter to gameplay & FD? The type of player that wants instant cash will just leave. Thanks for your purchase. The player that understands there is more will remain, regardless of the cash injection. Cash will not unlock engineers, cash will not get you a Corvette or a Cutter, cash wont get you Exploration/Combat rank. So why, PLEASE why do the players that fight so hard for the removal of it by lobbying the forums at Frontier get listened to?
When I first started I made 600mil from a "cash cow". It didn't end my game, it started it. A game that I felt alone I could not play. 99% of you will never have seen or heard of me. That's because I have about 10 commanders on my in game friends list. So fair to say I'm not a community player. I spend countless hours just wombling around getting nowhere. But once I got my first "BIG" ship, that's when I was in. That's when the cost of modules seemed even possible to afford! Then there's the rest of the game to play!
Just let the ones that want cash have it, even pop in a cheeky gold rush in once in a while. How can it possibly hurt?
o7
I don't think it's either, because old timers should be thinking sandbox first, and in a sandbox you can do whatever you want.