My concerns with credit selling are as follows:
- As the acquisition of credits or the items for which credits can be exchanged are the underlying core of all perceived success in a game like ED then paying money for them circumvents game play. This defeats the point of the game and so harms the user's play experience whether they are cognizant of it or not
- Although many will cite fairness for the time poor as a justification I suspect the reality is that those more likely to spend big on credits are those that are also spending a lot of time playing
- If there is to be a player influenced economy in a game then selling credits will inevitably have a destabilising effect on that economy
On your first point that is YOUR idea of core gameplay success. You may well find the game has a short shelf life for you. Certainly in Elite and frontier I have very very quickly acquired more credits than I could ever spend and then spent the best part of 30 years still playing the games. I am hoping for a game with a massive life of things to do once my credits exceed my needs by far. Certainly that was my experience in Star Wars Galaxies, I ran out of need for credits Many years before they shut the game down with me still finding plenty to do.
Understand that what you get out of a game is not what all people get out of the game. I had a friend for 6 years in one mmo, he bought credits from time to time. He just couldnt be bothered with "grinding" cash (in a game where the grind wasnt balanced to leverage a cash store) He enjoyed his bounty hunting which never paid off big he enjoyed his socialising, he enjoyed exploring, he enjoyed experimenting with how the game worked he enjoyed helping newer players. He never had huge wealth behind him from his credit buying it was bits and pieces here and there to fund his own form of fun. He had an in game income that allowed him to spend his time in game the way he wanted. He was a great guy but he just didn't like the in game mechanics to make an income. Different strokes for different folks, but buying credits is not guaranteed to harm someones game play it gives them the experience they want, rather than forcing them to jump through hoops that YOU find fun. Certainly I knew plenty of credit buyers who were long term players and enjoyed their game more for it. Not every one has the hamster on a wheel being fun mentality.
Look at my table of prices \ equipment on the first page. exactly how many people have both £7,000 to blow on just the hull of a ship AND have all day to spend at the pc?
If there is any player influence on the economy then there will be credits for sale from non official routes anyway. Having exactly that affect as every other mmo to date has proven. The rampant inflation will still happen but the cash will be going to sweat shop grind masters instead of going into further development of the game. Also the credit farmers are infamous for affecting regular players game play in their search for the best ways to make the credits they sell.
Some examples Ive seen of farmers being negative for gamers include, Credit card fraud. The farmers would drop off the currency then rip off their credit cards to open farming accounts. This problem was so vast that SOE had major issues with credit cards being declined because of it.
Account hijacking. Yep people would pay for gold or levelling hand over their usernames and passwords and get their accounts stolen... Guess how sympathetic the GM's were?
Spawn Camping. This was rife during the beryl shard era in Lotro. Stealth characters would camp shard droppers. absolutely great for business... the lack of available shards drove up AH prices, which made more gold for the farmers to sell, they were creating both product and demand for their product in one routine. Meanwhile legitimate players were faced with grinding mobs for cash to pay inflated prices on shards. Should their have been a legitimate source of currency the shards could have been gained through game play by the regular players.
Spam Spam Spam, although games have got better at slowly squelching the credit sale spam there is little more disruptive than seeing chat bubbles over characters heads in busy areas saying "www.mmogamesale.com cheap gold!!!"
DYSEQTA said:
To be honest I can't see any positives to selling credits for a game legal or otherwise so I cannot list any.
Well its going to exile illegal credit farmers for a start, along with all their disruptive farming in game.
It means players who dont find mindless credit aquisition can get on with what they enjoy in game. Someone may want to just visit as many worlds as possible and cant be bothered to run cargo from lave to leesti for 6 months to do so. Cash for credits isnt for everyone its for those who find fun in other areas of the game.
The simple fact is that a decade of mmo's has proven there is a good market for EXACTLY that service. There is a demand there that companies can turn into cashflow. There is a demand BECAUSE not all gamers find making money which is necesary to fund their gameplay "fun".
DYSEQTA said:
On the subject of ongoing funding for a persistent universe type game I believe that the only fair systems for collecting money are either access credits (paying for time played) or a cash store selling items for customising your play experience but that have no actual effect on game play, "bling" in other words.
Whats unfair about people with no money being able to play for free supported by willing spenders of money with cash to spare?
Bling bling bling... Euyuck nothing there to get cash out of me there either, Eve started up their noble exchange, Ive not even got round to spending my free currency there. I realise its a grand dream to have a game funded entirely by vanity, but its not going to be enough. You are entitled to your opinion that its the "only fair" method. But what about those poor chaps who love their bling but have no cash. Poor little mites are forced to remain in their working class rags even in their gaming lives. All you do then is create the haves and have nots differentiated by their digital finery... Fair? or rubbing the poors noses in it further

. To remove all doubt the last section is purely for fun...
DYSEQTA said:
Access Credits are completely fair as each player pays the same amount to play no matter whether they play a little or a lot but also means that those with easy means to pay (the gainfully employed for instance) pay less actual money than those with easy means to play (the unemployed for instance). So it's fair as in equal but perhaps not socially responsible.
A cash store based around bling is also fair in as much as injection of money into the game does not effect your fellow players and allows each person to decide for themselves exactly how much they are willing to spend. It however has other dangers. A game like GuildWars 2 is a good example in my opinion of a problem when it comes to selling cosmetic items. If the items sold are not "lore friendly" then they can literally ruin the game for others. I love GW2 as a game but I no longer play it because entering a dungeon with a Charr warrior wearing a pink plush Quaggan backpack and shooting rainbows from his unicorn bow and bashing enemies with a disco ball mace totally ruins the atmosphere for me.
Summary:
In my opinion selling credits just isn't good no matter how you look at it and if continuous funding is required then paying a fee directly proportional to play time or a cash store of lore friendly items for personalisation with no-effect on game mechanics are the only fair options I see.
That is of course your opinion and you are welcome to it. I personally see lore friendly bling is a minor additional income, I see cash for credits as something that will happen in game regardless if theres a player driven economy and player to player trading so Frontier might as well take the money. I see nothing any less fair about someone buying credits than some buying bling. Both affect certain types of "have nots" equally.
At least with credits they CAN make them through in game play and eventually be on a completely equal footing with those spending cash. Certainly by playing smarter in games Ive manged to gather currency legitimately faster than the grindingest gold sellers and have ultimately been far wealthier (in game) than any credit buyer for it.
To my mind though the game was launched from the very start in kickstarter with cash for credits on the table. My long term experience of MMO's and the supply and demand side of cash for currency tells me that the devs tapping this market is only a good thing.