There are so many people on the forums here that are like "Players need to EARN their credits!" which is fine in theory. The problem is at what cost? I'm not going to play for 6 months to get to the next ship. My time is worthwhile and I'm not here for a second job, I want to play a FUN GAME. This game can be fun, and having OPTIONS is what makes it so. I don't want to be shoehorned into combat on any particular day, or mining, or trading, whatever, in a BALANCED game, each one would be fun AND lucrative in it's own way.
Credits/hr should be balanced out for each activity. Miners should make money mining, Traders should make money doing trade routes, combat pilots should make money fighting and explorers should make money exploring. It's that simple. FDev has simply blown up the economy as some sort of "control" over the whole thing and it's really made the new player experience suffer.
Here's a simple thought excercise: Ask yourself "WHY do new players look for a way to make credits?" They want to experience NEW and DIFFERENT CONTENT. So many people are caught up on "IT TOOK ME 6 MONTHS TO GET MY NEXT SHIP RA RA" and fail to realize that the time in months is irrelevant. How many HOURS was that? I put in 90+ hours in my first 2 weeks because guess what, COVID happened and I happen to have a lot of free time. Just like the new people coming in through epic. We all want to experience what the game has to offer and simply slowing down progression for the sake of it is going to hurt the new player base. Plus all the "old" players have been able to take advantage of every gold rush that has happened up to this point, so why shouldn't the new players?
This whole "rebalance" was done in reverse. They should have boosted the other trades prior to adjusting mining and looked at the results. The reason so many people do mining is because it's lucrative, easy to get started in, and allows them to jump start into the various other activities. Perhaps if the other trades such as exploration, combat, and smuggling paid as well, they would outfit and start those activities a lot sooner. Even passenger missions are lucrative, but like mining, some people find it mind numbingly boring. Others enjoy the laid back playstyle. So why not just let people enjoy the content they find themselves doing? Personally I liked mining since it was relaxing and made my account balance go up for the HOURS and effort I put in. I could see a tangible result. THIS IS CRUCIAL.
If I have to grind for days on end to see ANY result, guess what, this isn't a game; it's a JOB. I have other games on my game backlog I can go play. If FDev really cared about the longevity of the game, rewarding players for their time spent is what keeps them playing. Not artificially limiting progress to pad game time. Make each "profession" lucrative in it's own way so players are rewarded for the effort, and let them get into the next section of the game.
And I have news for you; An Anaconda isn't "end game", it's merely the shell of a new playstyle. It used to be endgame because there wasn't anything else to do. But now we have Engineers, modules locked behind Factions, Ships behind factions rep, etc. THERE IS TONS TO DO. Giving a player choice in how they go about it by giving them access to more ships isn't a bad thing. The ship price is only part of the puzzle. There are still modules to upgrade/buy, engineer, and places to go to and do all of that. Having a source of income allows progression to those other systems. Being stuck in a Sidewinder for weeks isn't fun, because you see all these other ships in the game and don't see a way to get them anytime soon, and if you play in open....yeah how fun will that be?
Also the veterans are all complaining about how new players can make 250+ million credits/hr. NO THEY CAN'T. YOU CAN. A new player has no idea how to make that much money because they don't even know the systems the game has thrown at them yet. After sifting through hours of youtube videos and guides, finding out many are out of date and obsolete, finding the "new" meta, and THEN equipping themselves for it, maybe then can they even think about making money in the realm of possibility of 200+ credits/hr; IF they do it perfectly. Which will take hours of doing it before they get the hang of it and know what they are doing. It's going to take awhile. But you know what? They SEE the progress they are making, and that is motivation to keep them moving forward. That is reward. And once they can move on to doing another activity they will because they CAN.