ANNOUNCEMENT Fleet Carriers - Content Reveal Announcement

So if I've got this right......I can buy a carrier......fly into the black.....do loads and loads of mining ....Then sell it in the carriers shop that I have set the prices at....LOL
You set tariffs not base price. tariffs are taxes and addons, that will be explained in video for those who dont deal with added taxes like VAT and sales tax..
 
Why should 'getting massive credits' involve only doing limited activities that some players don't enjoy? That's what confuses me, because this is a buy-to-own videogame.

I am not a casual player, in fact I would probably go so far as to bet I am a lot more proficient and experienced at it than many rich miners, but I don't have 5bil in my wallet because the activities I enjoy aren't remunerated well, if at all. I would get use out of a carrier for restocks, BGS support for our faction and storing my 20+ ships. I don't seem to fit between these lines you've drawn.

For clarity, I will grind the credits required - it'll be easy, slow and incredibly boring. Videogames.

It's profoundly weird to me... to agree fully with your previous post on 'good game design' and yet completely fail to see how this fits into that vision you've clearly laid out.

Fdev rotates which activities they allow to be extremely lopsided over time. It's been trade many times, combat sometimes, exploration for a short while, even passenger missions. Now it's mining. It's easier for them to allow these things to happen than to do the real fixes.

They can't and shouldn't just buff income of all kinds of activities to these 150+ million per hour credit rates because credits/mats are the only real goal in the game currently and once you acquire as much as what you need to purchase everything, you're done. The game has nothing more to offer (which is where many many players have been since before something with such a high price tag was introduced). Fdev would be making a huge mistake by eliminating their only current point of doing anything in the game by allowing it to be so easily eachieved by everyone. Since a grind is only a grind if it's doing something you dont like and that tends to be a large population of people throughout their lopsided "oopses" over the history of the game. So it still deters many players from eliminating credits from mattering.

What they should do is eliminate those lopsided credit avenues immediately whenever they pop up. But like i mentioned, it's the lesser of two evils for them to leave them open. Because the only way they can successfully eliminate grinding being so widespread of a problem is by making the point of what you do in the game something other than acquiring currency since what you use that currency on is finite in variety and offerings and that's a very poor goal for an open ended game to rely on.

tldr; suck it up... it's mining now. it'll be something else after the patch. it's how it's always been. Unless they alter course.
 
What they should do is eliminate those lopsided credit avenues immediately whenever they pop up. But like i mentioned, it's the lesser of two evils for them to leave them open.

So, in essence, your excuse for bad balance is incompetent game design? We might have finally reached an agreement.
 
Obviously it's incompetent game design. The kickstarter is the source of this incompetence because to gain the money needed from nostalgia addicted investors they promised that they could create a game that was a single player narrative + a multiplayer mmo + a sandbox and that they'd all be playing together in the same game (everyone would get what they want and reality be damned). Unfortunately the mechanics of each of those game types that players who enjoy playing those kinds of games are in many cases mutually exclusive to the other game types.

Single player narrative games have immersive stories and invest heavily into the gameplay experience that the player has and they're heavily role based and tend to allow control over the game if desired via mods and players can experience the entire narrative each time they start.

multiplayer mmo's tend to have a narrative that is dictated via the player actions with a heavy reliance on player to player interaction and communication. The community creates the content often with benefits to being in the game longer. They offer power over other players that dont exist in other games.

I could go on but the point is what you end up with in elite is a compromise that pleases almost nobody. Some of those compromises lead directly to the grindy mechanics that currently exist and the unbalanced game mechanics. It's always a balancing act on what action will lead to the fewest public outbursts because no matter what they do, it's not going to balance well for the single player crowd, or not going to balance well for the MMO pvp crowd, or not going to balance well for the sandboxy pve casual crowd. I highly doubt they'll decide to finally pick an identity and finally realize that the cost of the level of compromise they are forced to make with elite is worse than losing the fraction of the playerbase that they alienate. Maybe that's new era. But unlikely.
 

Serenity03

Banned
This is such disappointing news ...an "Upkeep" cost of a billion per week. I am a solo X-box player with only a few contacts in this game. There is no way I would be able to grind 1 billion a week to keep the carrier that I have already spent so much invested time in buying. Fdev...you screwed us good. GOODBYE!!!
 
This is such disappointing news ...an "Upkeep" cost of a billion per week. I am a solo X-box player with only a few contacts in this game. There is no way I would be able to grind 1 billion a week to keep the carrier that I have already spent so much invested time in buying. Fdev...you screwed us good. GOODBYE!!!
Uhh, what?

Is this an April Fools joke, or did you just fall victim to one? ;)
 
Obviously it's incompetent game design. The kickstarter is the source of this incompetence because to gain the money needed from nostalgia addicted investors they promised that they could create a game that was a single player narrative + a multiplayer mmo + a sandbox and that they'd all be playing together in the same game (everyone would get what they want and reality be damned). Unfortunately the mechanics of each of those game types that players who enjoy playing those kinds of games are in many cases mutually exclusive to the other game types.

Single player narrative games have immersive stories and invest heavily into the gameplay experience that the player has and they're heavily role based and tend to allow control over the game if desired via mods and players can experience the entire narrative each time they start.

multiplayer mmo's tend to have a narrative that is dictated via the player actions with a heavy reliance on player to player interaction and communication. The community creates the content often with benefits to being in the game longer. They offer power over other players that dont exist in other games.

I could go on but the point is what you end up with in elite is a compromise that pleases almost nobody. Some of those compromises lead directly to the grindy mechanics that currently exist and the unbalanced game mechanics. It's always a balancing act on what action will lead to the fewest public outbursts because no matter what they do, it's not going to balance well for the single player crowd, or not going to balance well for the MMO pvp crowd, or not going to balance well for the sandboxy pve casual crowd. I highly doubt they'll decide to finally pick an identity and finally realize that the cost of the level of compromise they are forced to make with elite is worse than losing the fraction of the playerbase that they alienate. Maybe that's new era. But unlikely.
I think you've summed up quite well there, I recently returned to the game and obviously got back in with the flight and all (riding a bike) but something I noticed straight away (my past years of ED have mostly been spent in the black) was near every mission was about doing something unpleasant, kill this, assassinate him, massacre them, steal this, blow up that... really? what about 'find little Susie?' what about go do a complete system scan on 'this' system 5000lys away?, what about'search for science team 10000lys away?, what about rescue dad from Ice planet zebra? there doesn't need to be combat other than the environment.

And when I though about why there weren't any missions like that I realised that missions are not a face to face thing they are twenty words in a block on the screen with directions and you make the story yourself, or you don't make the story and just go shoot something a bit or a lot, and collect credits, there's nothing personal at all, but the sad thing is it seems there is no provision for adding that personal touch, missions are rubber stamped and that's it, so really the single player isn't even included in the design, it's just some missions are watered down or ramped up to allow both groups and single players to complete.

Maybe Legs will allow single player adventure from bars and other meeting places, and those just wanting to sit in a seat shooting stuff can still do that without missing out, surely it can't be that difficult to do something pleasant!
 
Still a lot of vague areas here, we know the upfront cost, yes. but there is still so much to be clarified for example;

- How much are the Upgrades to these ships? (separate ship additions were disclosed a while ago that help extend the use of the carrier's facilities) Are these upgrades significantly more expensive overall (pushing the overall max cost over 10Bn) or are they moderate in cost? (100-300M each)

-How hard is it to obtain this new Tritium commodity? will it require too much effort for a single player to acquire?

-'Upkeep' was mentioned before, but to what end will this be a factor? ( will it be aggressive so that numerous players are forced to contribute every week to avoid debt, or passive in that it may take a couple of weeks of total neglect to generate losses)

-when a Carrier is decommissioned, is the player reimbursed the full sum of what was payed? otherwise if you have a High risk, low reward system these thing are going to be immensely unpopular amongst certain players.

-Finally, how much do they stand to earn? If I am going to slap down 5Bn of my credits and some more for upgrades I want to be 110% sure that this asset is capable of paying itself off eventually (be that 1-2 years that is fine). otherwise there is no point, I could just buy Belugas and pay themselves off every few hours doing the Roibgo run until I have 5Bn cerdits worth of Belugas that DON'T expire or require upkeep.....
 
I don't exploit all goldrushes and i haven't problem as you :)
You can earn money by "just playing game" so...
Are you considering dozens of hours mining or repeatedly doing something akin to the road to riches "playing the game"? I find it hard to believe a casual player could make 5 billion credits without serious time or grid investments. I suppose if I could have played 20 hours a week for the past 5 years just putzing around, I might have that much... or if I spent a couple of hours a night for about a month money maxing my grind.. then maybe. Just wondering what "playing the game" really means to people.

If Obsidian Ant's poll is any indication of reality, this might be a feature only 25% of players will get to fully experience. I'm a money-grubbing grinder, so I'm not worried for myself, but it's a shame other players that "play their way" and don't grind or haven't spent 20 hours a week for the past 5 years playing this game may not get to fully experience carriers.
 
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