How I made 1 billion credits in a week

Has this technique been nerfed? I am returning to the game and looking to make cash to get some long needed ship upgrades. It seems to work / not work. I am in a galaxy with factions at war but there are no conflict zones..... has anyone else come across this?

It definitely works. It's raining credits!

Check the two factions that are at war, you only want to accept missions if the two factions are within a few percent of each other in influence. That means the war will continue for at least that day. Other than that just make sure you rank up to allied with whatever faction you choose to support so you can get some of those 18m+ missions and enjoy.

Should say as well that only kills in a CZ will count now.

Edit - I wasn't very clear - there may not be any CZs because the war has ended or you just need to supercruise around until you're in range for them to appear.
 
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Honestly, I put people who believe this is working as intended and/or who are willing to use this exploit on the same level as combat loggers and hackers.

I just don't think this is an exploit, Frontier have never said this is unwanted (although one dev did hint something about it not being possible to "fix" which might imply it's a problem, but he was just answering a question), and it's not non-sensical in the way it works (working for multiple interested parties within a government who want to encourage mercenaries to win wars is something any clever mercenary would do), and it's not EASY either. It's VERY hard. And I strongly believe payout should be proportional to effort.

The Devs haven't openly acknowledged it as an exploit because they aren't certain how to fix it yet. Once they do, these missions will disappear, and that will be proof positive that the effects of these missions were unintended.

Yes, these missions are nonsensical. You aren't winning wars for anyone by being paid by the same faction multiple times for the same kill. You killing skimmers, which probably cost less than an SRV or SLF, and being paid a thousand times their value to do so. Paying mercenaries outrageous sums to do essentially nothing is a great way to bankrupt yourself and lose a war in the process.

You are also grossly overstating the difficulty, IMO.

Edit: I apologize about the skimmer reference, I jumped the gun on that.

However, I do feel that mission stacking where each faction is giving you missions with the same parameters and then allowing kills to count toward all of them is something nonsensical that will eventually be corrected.
 
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I found the right system after about 3 weeks of very casual playing, did check eddb every few days or so even if i wasn't playing, it can be accurate but you do have to judge it yourself.

I did find one gold mine, I think the missing factor is that the faction you side with doesn't control the station you're operating out of. I don't know if that was just for that station & factions within it (large ship, only one landable station in most military economic systems, usually always planetary base) but i have only come across one other which i didn't go ahead with due to trying to build fed rank (feds controlled station, war with an independent).

Made about 200mil in 2/3 days. It is definitely worth the effort, the system i worked out of is about to go back into a war state, so will hopefully be able to make more out of it
 
Yes, these missions are nonsensical. You aren't winning wars for anyone. You killing skimmers, which probably cost less than an SRV or SLF, and being paid a thousand times their value to do so. Paying mercenaries outrageous sums to do essentially nothing is a great way to bankrupt yourself and lose a war in the process.

You are also grossly overstating the difficulty. These missions are easy and finding places to stack them was not difficult. "Payout proportional to effort"...what a farce.

Skimmers don't count towards your kills anymore, you have to be in a CZ and it's not that easy to hang around in a CZ for too long. It is fiarly easy although still enjoyable in an end game, engineered ship but then you get paid end game credits so that makes sense doesn't it? If I was trying to kill 100 ships in my Viper I'd find it pretty darn tough.

Also, mission stacking is not an exploit - I accept massacre missions then run a couple of passenger missions, come back to the station accept a few more, rinse and repeat - that's called playing the game, where's the exploit there?
 
Honestly, I put people who believe this is working as intended and/or who are willing to use this exploit on the same level as combat loggers and hackers.



I disagree with every point you make here. The Devs haven't openly acknowledged it as an exploit because they aren't certain how to fix it yet. Once they do, these missions will disappear, and that will be proof positive that the effects of these missions were unintended.

Yes, these missions are nonsensical. You aren't winning wars for anyone. You killing skimmers, which probably cost less than an SRV or SLF, and being paid a thousand times their value to do so. Paying mercenaries outrageous sums to do essentially nothing is a great way to bankrupt yourself and lose a war in the process.

You are also grossly overstating the difficulty. These missions are easy and finding places to stack them was not difficult. "Payout proportional to effort"...what a farce.

Think you have the wrong thread, this isn't skimmer missions.. this is massacre missions, combat zones etc. It's not being paid thousands to do nothing, its going into CZ's and fighting for as long as your ship holds out.
 
It definitely works. It's raining credits!

Check the two factions that are at war, you only want to accept missions if the two factions are within a few percent of each other in influence. That means the war will continue for at least that day. Other than that just make sure you rank up to allied with whatever faction you choose to support so you can get some of those 18m+ missions and enjoy.

Should say as well that only kills in a CZ will count now.

Edit - I wasn't very clear - there may not be any CZs because the war has ended or you just need to supercruise around until you're in range for them to appear.

Thanks alot for your reply, I have had some mixed results.

So I think I found a suitable Galaxy that is at War. (Ruhanga CO. vs Dominion)
YQJYVei



But when I physically look for a Conflict zone there isnt any thing in sight
4t67We5


I am still able to pick up Massacre missions from the station though....
eSvSIWR


am I missing a step or two?? The last system I was in I was able to make 2 million in an hour (I was flat broke before because I am just returning)
 
Skimmers don't count towards your kills anymore

Noted.

Also, mission stacking is not an exploit - I accept massacre missions then run a couple of passenger missions, come back to the station accept a few more, rinse and repeat - that's called playing the game, where's the exploit there?

That depends on the extent of the stacking...multiple missions from the same faction to do the similar things, then having each kill count toward all the missions, is something I strong feel should be fixed.

Passenger missions are different because you have to actually have room for the passengers that isn't freed up until you complete the mission.

Think you have the wrong thread, this isn't skimmer missions.. this is massacre missions, combat zones etc. It's not being paid thousands to do nothing, its going into CZ's and fighting for as long as your ship holds out.

You are correct about the skimmers.

However, once the stacking of missions from the same faction with the same parameters is also patched out, that will be proof they were unintended, or having unintended effects...just like the skimmer oversight.
 
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That depends on the extent of the stacking...multiple missions from the same faction to do the similar things, then having each kill count toward all the missions, is something I strong feel should be fixed.

FDev have said that they want to change this in some way, either lower the payouts or make kills fill missions like separate buckets, not all at once. I still don't think it's an xploit though because it's working as designed. It's not like it's an unexpected situation in the game. But yes I get your point CMDR, it should be changed but until it is, there is some good coin to be made.
 
Noted.



That depends on the extent of the stacking...multiple missions from the same faction to do the similar things, then having each kill count toward all the missions, is something I strong feel should be fixed.

Passenger missions are different because you have to actually have room for the passengers that isn't freed up until you complete the mission.



You are correct about the skimmers.

However, once the stacking of missions from the same faction with the same parameters is also patched out, that will be proof they were unintended, or having unintended effects...just like the skimmer oversight.

What do you personally have against this method? (call it exploit if you wish, i won't) Does it effect you're gameplay?
 
FDev have said that they want to change this in some way, either lower the payouts or make kills fill missions like separate buckets, not all at once. I still don't think it's an xploit though because it's working as designed. It's not like it's an unexpected situation in the game. But yes I get your point CMDR, it should be changed but until it is, there is some good coin to be made.

Oh, there are all sorts of things that FDev should probably have expected that they completely missed. This is perfectly understandable, in of itself, but I do wish they'd fix the issues they find sooner rather than later.

I'm not as incensed about this particular form of stacking as I was about the old form long range trade (with non-unique commodities), or the skimmers, or anything that required mode switching to game the mission boards, and I'm not going to go around blowing people up if I think they are doing these missions, but I still think it's a pretty cheesy and I avoid taking missions where each kill would count more than once for each faction.

What do you personally have against this method? (call it exploit if you wish, i won't) Does it effect you're gameplay?

Everything everyone does in a multiplayer only game with a shared setting/background sim affects everyone else, to some degree or another.

FDev has also been setting prices and implementing credit sinks taking the incomes and assets possible into account. More money being injected into what passes for an economy devalues everything that came before it.

I also believe Engineers was implemented the way it was specifically to avoid the credit economy that FDev allowed to become broken so easily.
 
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Everything everyone does in a multiplayer only game with a shared setting/background sim affects everyone else, to some degree or another.

FDev has also been setting prices and implementing credit sinks taking the incomes and assets possible into account. More money being injected into what passes for an economy devalues everything that came before it.

I also believe Engineers was implemented the way it was specifically to avoid the credit economy that FDev allowed to become broken so easily.

I don't think background sims are affected as much, yes obviously massacre missions are a pivotal role in swaying a war, but i also think that comes down to the amount of CMDRS contributing to that war etc, not just the amount of massacre kills one CMDR can come up with.

Money wise, as I and many others have stated in this thread regardless of the OP, this is not an easy/quick money maker. OP obviously spent a hardcore week playing out this and yes, it would probably pay off if you put the ridiculous hours into it, but the average player does not.

Over the 3 weeks I spent looking for the right system, I only found one system that worked, of which i spent 3 days in, 1 day building rep, 2 making some profit. Has it helped me with my personal ingame goal? Very little, over the 3 weeks i made 190mil. Thinking about it you could probably make it much easier slave trading or other by other means.

Is that what you'd call an exploit? 3 weeks worth of work for 190mil? Not sure it is.
 
I don't think background sims are affected as much, yes obviously massacre missions are a pivotal role in swaying a war, but i also think that comes down to the amount of CMDRS contributing to that war etc, not just the amount of massacre kills one CMDR can come up with.

It's based on the number of times you turn in combat bonds, the number of missions completed, and the population of the system vs. the contribution of others.

There are quite a few systems in the game where I can significantly change faction influence working by myself...and any place that attracts the sort of CMDR attention that these centers of mission stacking do usually wind up vastly changed.

Money wise, as I and many others have stated in this thread regardless of the OP, this is not an easy/quick money maker. OP obviously spent a hardcore week playing out this and yes, it would probably pay off if you put the ridiculous hours into it, but the average player does not.

Over the 3 weeks I spent looking for the right system, I only found one system that worked, of which i spent 3 days in, 1 day building rep, 2 making some profit. Has it helped me with my personal ingame goal? Very little, over the 3 weeks i made 190mil. Thinking about it you could probably make it much easier slave trading or other by other means.

Is that what you'd call an exploit? 3 weeks worth of work for 190mil? Not sure it is.

A billion credits in a 'hardcore week' of grinding CZs is an astounding rate of income, relative to the originally intended sort of credit progression. It took me a 'hardcore' year and half of play (~3500 hours of play from the last mandatory reset in November 2014 to May 2016) before I had brought in a billion credits. I wasn't primarily after credits, but still. Prices have virtually never gone up on anything and it was supposed to take people many months or years to afford the big ships. Now brand new players are frequently inside an Anaconda within a month.

Regardless, it's less about the credits than how the credits are made and the consequences or absence of consequences to rest of the game. It doesn't make any sense that the same faction would be paying twice (let alone fifteen times) for the same kill and never catch on. Nor does it make any sense that the money supply in the game is twenty times what it originally was, without price inflation to match.
 
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In my Corvette I made 1 Billion credits in 3 days. Kill rate of around 40 ships an hour is easy enough. I try to make 1 million or so in combat bounties each reload.
Tip: Only get massacre missions from the losing side and you can have 20 missions give you over 100k per kill.
 
Oh, there are all sorts of things that FDev should probably have expected that they completely missed. This is perfectly understandable, in of itself, but I do wish they'd fix the issues they find sooner rather than later.

I'm not as incensed about this particular form of stacking as I was about the old form long range trade (with non-unique commodities), or the skimmers, or anything that required mode switching to game the mission boards, and I'm not going to go around blowing people up if I think they are doing these missions, but I still think it's a pretty cheesy and I avoid taking missions where each kill would count more than once for each faction.



Everything everyone does in a multiplayer only game with a shared setting/background sim affects everyone else, to some degree or another.

FDev has also been setting prices and implementing credit sinks taking the incomes and assets possible into account. More money being injected into what passes for an economy devalues everything that came before it.

I also believe Engineers was implemented the way it was specifically to avoid the credit economy that FDev allowed to become broken so easily.

Let's just remove any form of stacking and only allow 1 mission at a time so we can stop lamenting over what other people do already then eh? The way I see it, if they don't count toward all the missions then there's no point in allowing us to stack them at all. It makes perfect sense the way it is, the employer posts jobs that could be form multiple people wanting you to do the same thing. If there's a bounty on John, you're not going to have to kill multiple Johns, you're going to kill one John and get the credit from multiple people wanting John dead. If 10 people want you to kill 20 ships in a conflict zone, they aren't going to care if they are unique kills and force you to kill 200, they all just want 20 less ships in the conflict zone.

What others do in this game don't have nearly the impact that people would like the rest of us to believe. There's not one specific case I can mention where I was personally prevented or otherwise slowed down by what other people are doing. There's an argument for UA bombing (yet to affect me) and there's an argument for player groups helping factions take over other systems (yet to affect me), but other than that, what you do in this game doesn't affect me, not even a little bit. Let's face it, what this really is about is forcing your morals on how the game should be played on everyone else. You're one of those that thinks the game should be slow as a glacier and earning something means you spent years on it, the old up hill both ways in the snow barefoot deal. That's fine if that's how you want to play the game, you are certainly able to even with the game as is. You are already self regulating yourself because you don't want to go any faster or more efficient. You aren't bothered until you see other people speed past you, doing things you don't approve of, and that is the problem. People are playing the game as designed, not cheating.

These things that people want changed and removed were put into the game on purpose, if they weren't, they are usually removed or changed faster if really unintended. Otherwise, things only change with months of grief from louder parts of the community that are only having fun when the game is at a snails pace. Magically, one of the devs pop up and agree that maybe it should change, yea right. That's not them finally admitting to something, that's them changing their minds on something. It's not about everyone blazing their own trail anymore, it's about everyone blazing the arduous 1.0 Oregon Trail.

I will not believe for one second that after this long what people have been doing is unintended game play and they now are getting around to 'fixing' it. What I would believe is that they are taking the development of missions in a different direction now, for whatever reason, perhaps the incessant bi-polar community that can't ever seem to fully agree on what sort of game it's actually looking for. Even the idea that the game is evolving and a few things need to change to avoid spinning out of control is better than trying to tell me that mission stacking and mode switching were something that snuck past the development team and has been unintended for this long. They knew, they developed it and they haven't changed the way it works... They didn't even mention changing it until a boiling point of the constant counting of other people's credits. They're caving, not fixing.

None of this is news, it's been going on since release and before... Not enough credits, too many credits, not enough damage, too much damage, AI too hard, AI too easy... The circle of 'I want the game this way and you should too' (AKA balancing) continues.
 
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Let's just remove any form of stacking and only allow 1 mission at a time so we can stop lamenting over what other people do already then eh? The way I see it, if they don't count toward all the missions then there's no point in allowing us to stack them at all. It makes perfect sense the way it is, the employer posts jobs that could be form multiple people wanting you to do the same thing. If there's a bounty on John, you're not going to have to kill multiple Johns, you're going to kill one John and get the credit from multiple people wanting John dead. If 10 people want you to kill 20 ships in a conflict zone, they aren't going to care if they are unique kills and force you to kill 200, they all just want 20 less ships in the conflict zone.

The way you describe isn't the way it is.

One entity (a minor faction) will give many missions, each mission to kill a quantity of ships from a specific other entity. They have hired you to kill hundreds of ships, but because they are counting individual kills multiple times, you only need to kill dozens.

This is silly.

what you do in this game doesn't affect me, not even a little bit.

There is a difference between you not paying attention to it and it not being there.

You aren't bothered until you see other people speed past you, doing things you don't approve of, and that is the problem.

Speeding past me in what sense? By no metric I value do credits have any real effect on me. I see a rebuy screen every few months, at most, and even playing by my admittedly strict interpretation of things, credits are essentially free.

I'm bothered by the game encouraging utterly nonsensical things, because that is the problem.

These things that people want changed and removed were put into the game on purpose, if they weren't, they are usually removed or changed faster if really unintended.

Put into the game on purpose doesn't remotely imply free from oversights or unintended consequences.

I will not believe for one second that after this long what people have been doing is unintended game play and they now are getting around to 'fixing' it.

I don't buy the idea, for one second, the idea that this form of stacking is considered desirable or working as intended by the developers.
 
I don't buy the idea, for one second, the idea that this form of stacking is considered desirable or working as intended by the developers.

Then perhaps they need a "Come to Jesus" talk as a development team, because it's been this way since at least December 2015. I can't really speak to how it was in beta stages. It'd be a nice twist if it wasn't this way in beta and was then released this way.
 
It's based on the number of times you turn in combat bonds, the number of missions completed, and the population of the system vs. the contribution of others.

There are quite a few systems in the game where I can significantly change faction influence working by myself...and any place that attracts the sort of CMDR attention that these centers of mission stacking do usually wind up vastly changed.



A billion credits in a 'hardcore week' of grinding CZs is an astounding rate of income, relative to the originally intended sort of credit progression. It took me a 'hardcore' year and half of play (~3500 hours of play from the last mandatory reset in November 2014 to May 2016) before I had brought in a billion credits. I wasn't primarily after credits, but still. Prices have virtually never gone up on anything and it was supposed to take people many months or years to afford the big ships. Now brand new players are frequently inside an Anaconda within a month.

Regardless, it's less about the credits than how the credits are made and the consequences or absence of consequences to rest of the game. It doesn't make any sense that the same faction would be paying twice (let alone fifteen times) for the same kill and never catch on. Nor does it make any sense that the money supply in the game is twenty times what it originally was, without price inflation to match.

Your argument uses the mechanics of the game, those of a system you will probably visit once at most in your entire gaming time in ED.

But when an experienced player griefs on a new player, which no-one can deny is a very common thing now-a-days, they can't defend because they are in a low level ship... why shouldn't there be ways in the game for new players with some skill (because CZ's do take a lot of skill to be effective) to be able to advance quickly and actually be able to (somewhat) fend for themselves in those first few months?

You're saying high monetary rewards should be nerfed, therefore stopping new players standing a chance, if new players don't stand a chance they simply will just give up and not play, causing a domino effect on the reputation of this game. FD need new players to fund the future of the game don't forget, nerf any way of making something of the game within the first month and in the long run you nerf the game.
 
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Then perhaps they need a "Come to Jesus" talk as a development team, because it's been this way since at least December 2015. I can't really speak to how it was in beta stages. It'd be a nice twist if it wasn't this way in beta and was then released this way.

The lag time for lower priority bug fixes is years long.

https://forums.frontier.co.uk/showt...t-snap-quot-still-works-on-unselected-targets

I reported that bug for the first time in September or October 2014.

But when an experienced player griefs on a new player, which no-one can deny is a very common thing now-a-days, they can't defend because they are in a low level ship...

They can't defend themselves because they don't know what they are doing, not because they have a low-level ship.

A clueless CMDR in an Anaconda is a sitting duck. A skilled CMDR in a Courier, iEagle, or Cobra is essentially invincible.

Being handed a truckload of credits doesn't do a novice player any favors. If anything it gives them less incentive to learn and stunts their progress.
 
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This is the same as all the other exploits, that people using try to defend as not being an exploit.
Robigo was like this everyone saying it wasnt an exploit, Until I asked a dev on the QnA video stream if the Exploit of robigo would be fixed.
He replied with a yes on both counts.


Fdev just take far to long fixing them.
They need to be quicker responding to the mass credit exploits.
 
They can't defend themselves because they don't know what they are doing, not because they have a low-level ship.

A clueless CMDR in an Anaconda is a sitting duck. A skilled CMDR in a Courier, iEagle, or Cobra is essentially invincible.

Being handed a truckload of credits doesn't do a novice player any favors. If anything it gives them less incentive to learn and stunts their progress.

But they're not just being handed them, a brand new CMDR would spend at least a month getting to a level where they would even think of using this so called 'exploit', they would then spend a further month getting used to it, and another 2 weeks earning a profit, all the while doing so in a HIGH intensity CZ, learning about the combat side of the game, therefore learning how to hold up against more experienced CMDRS who like to prey on the weak.

Regardless of your comments, this method takes time to do, and it is not handed on a silver platter. Your personal 3000 or whatever hours in game doesn't come into it, i've spent just over half of that in game, even used this method as stated in an earlier post, and still haven't reached a billion credits. More experienced players will earn more & less, and likewise for the less experienced.

- - - Updated - - -

This is the same as all the other exploits, that people using try to defend as not being an exploit.
Robigo was like this everyone saying it wasnt an exploit, Until I asked a dev on the QnA video stream if the Exploit of robigo would be fixed.
He replied with a yes on both counts.


Fdev just take far to long fixing them.
They need to be quicker responding to the mass credit exploits.

Funny thing is? Those trying to argue that this is an exploit most likely used robigo..
 
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