It's like looking at a broadsheet, and realising you'd rather read it instead.
I read "eat it instead" <heads off for a snack>It's like looking at a broadsheet, and realising you'd rather read it instead.
You don't see players grinding engineering materials to the maximum
there is no progression with credits after you can afford whatever you want. Zero. they serve no purpose just accruing in your account if you're not having to spend them. At that point, you're playing for fun or some external objective to the game like seeing how fast you can do something. Credits only serve a purpose to pay for things that cost credits. That's it. That's their only function and purpose.Nobody actually likes upkeep costs; the reduction of the impact of things like reloading and refueling it is, overall, a good thing. By contrast, the removal of progression would not be a good thing. Players play the game to move forwards, not to sit in the same place. And the removal of credits equates to the removal of progression.
Not only would doing so reduce the average playtime significantly, as most players would just try a few ships that they're interested in and then quit, it would also probably eliminate a significant portion of the long-term population, a players who continue to play in some part because of the continued accumulation of credits.
credit's value doesn't come from not being specific - and like all currency in games, it has one purpose, to balance cost. Is credits doing a good job at balancing cost? no.And a significant portion of their value comes from the fact that they are not specific. They have no specific purpose, and therefore their purpose is Limitless. You don't see players grinding engineering materials to the maximum, but you do see players grinding credits pass the trillion Credit Point.
Overall, the reduction in the importance of upkeep costs over time has been a good thing. At the same time, the increased rate at which players can progress- to a point- has also been a good thing. It went a bit too far there for a while, with the LTD meta, but since that has been reduced, things have reached a state of functional perfection.
And it has resulted in the best state of gameplay balance in the game's history.
players dont play to get credits.
reducing costs is good ...increasing profits is good. You're constantly making the argument that credit value = 0 is ideal.
LTD craze happened when we knew carriers were coming and that they were expensive. We didn't know how expensive, and so people stockpiled.I think this is your single greatest misconception. Look at the LTD craze; there were more players playing then than almost any other time in Elite history, and there weren't even fleet carriers then. People were grinding billions of credits for no reason, just because they could.
No, that's the exact opposite of what I'm saying. I'm saying that there is a balanced point of credit gain, and that most of the game currently rests at that point, other than a few exceptions like Piracy and Exobiology.
You are taking a few basic facts and extrapolating them FAR beyond the truth, to suit your own biased viewpoint as a player who has played for much longer than average. That is not the standard viewpoint, and you need to recognize that.
LTD craze happened when we knew carriers were coming and that they were expensive. We didn't know how expensive, and so people stockpiled.
And people will play to just make the number go up because they can, as well. Sure. But that's not really because they want credits, it's because credits are the only thing they get in the game for doing things. They want a reward. they're not married to credits.
I know it's not what you're saying but it's what you are meaning. The game gets better when the profit is up and the cost is down.
What isn't truth? Players dont easily make tens and hundreds of millions of credits per hour very early in gameplay? No, that's true.
The game loops are easy and safe and repeatable, making it trivial to acquire said quick wealth with little to no skill? No that's true too.
The income inflation has outpaced any kind of cost adjustments to the game to compensate for only having grind loops for gameplay for all players from newbies to half decade veterans? No that's true too.
That this isn't the Nth time fdev would have adjusted profits in the game to shuffle players into a certain game role they feel is being under utilized or away from one being over utilized? No that's true too.
That the existing credit cost of items only impacts the early game players at a time where the game suffers the highest dropoff rate of players because everyone over that learning curve hump has obscene amounts of credits? No that's true too.
what is being exaggerated into hyperbole here?
And if you're still stuck on this idea that players will stop playing if their bank account numbers aren't going up despite there being any number of other things they could attach their focus to...keep the credits. Just zero out the cost of everything in the game that uses them. Boom. you have your need for credit balances to focus on...and none of the negative aspects of newbie hating.
Here is a very recent example to show how difficult it is to set an appropriate payment for this. This was undoubtedly the most difficult bio-scan I have come across. Not only does this species seem to prefer the bumpiest regions on the planet, it is also very difficult to detect (small and almost the same colour as the surface). Without the help of my composition scanner and hovering very slowly over the surface, I probably would never have spotted it. This is the second sample (the third is still in progress) and the first was just as tricky.
Now when I compare the result with that of the other genus on this planet, we have this situation: this one (Fonticulua Digitos) has a base value of 127,700 while the other, a bacterium and much easier to find, is only at 89,900. The "balance" between the two may be reasonably fair, but taken on its own and relative to the difficulty, it is still far too low. I would start with at least 500,000 here.
This genus is not particularly rare and so it is quite possible that it is much easier to get the same samples on another, more smooth planet. Balancing this globally against both visibility and the difficulty of landing seems to me an impossible task. But there is also the fun factor: if I were doing it just for the money, I would have just moved on. However, the challenge appealed to me immensely and that alone was reward enough for me. Others who are primarily interested in income will certainly disagree with me.
p.s.: The last one proved much easier to spot and land. This fundamental indeterminacy is then also added to...
No, LTD craze was ongoing for over a year before carriers were announced.
Wrong. Players grind credits because they represent progression, in a vague, nebulous way. There are players who have ground for over a trillion credits; do you really think they're doing that because they intend to do something with them?
I know what I'm meaning, lol. Removing progression is the worst possible thing you can do in a game, because it's how games work. The brain is coded to reward you with dopamine when you achieve objectives, and computer games give you little hits of success constantly to trigger that response. All people who play games are following this biological impulse. Some are addicted, but most are able to balance this desire with the rest of their lives, just like they do with, say, sports. But for both cases, it is that hit of dopamine that makes games fun.
You're basically making the case that drinking alcohol would still be fun if it didn't get you drunk, or that drinking coffee would still be done if it didn't give you energy. That's not how it works. That's not how anything works.
I mean exactly what I say; the increased rate of progression currently offered by the game is ideal. The reduced punishment of upkeep in the game is also ideal
No, that is not true. Most actual beginner players don't make heaps of credits very soon at all.
No, that is not true. Beginner players often die to many things that experienced players can handle easily. They fail interdictions, they crash into stations, they can't dock in time and get blown up.
No, that's not true. The increases to income were fully intentional, in response to criticism from those exact same veterans. The devs realized that having a game that takes full-time engagement to succeed is not a pragmatic business model.
This is true, but it only supports my point. The devs have consistently tweaked income rates, and have slowly reached a point of decent balance. With only a few more tweaks, they could reach a perfect point of balance.
Again, this only supports my point. Older players will always have more credits than they know what to do with. This happens in every game. Hence, the important balance point is for newer players, not veterans. We are developmentally irrelevant.
Never had i said it was broken, i said it was not balanced. Nothing i have said is only experienced by a fraction of players, it's experienced by most. Pretty much any player that has done any trading or mining in recent history likely has more profit than cost will ever consume.Basically everything. You're basing your statements on a gameplay experience only experienced by a tiny percentage of players and extrapolating that to say the game is completely and fundamentally broken, which is, of course, absurd.
Your point is invalid. Players have been playing for years without any progression in terms of credits and what credits can buy besides the introduction of the carrier. There is no progression to wealth when you no longer have a cost that pains you to pay. You've won that part of the game at that point. If your goal is to just get a larger number then fine, i'm not saying not to. But you dont need cost to do that, it already is 0 for you. But most players even when they choose something that rewards more credits vs something that rewards less and they dont need the credits, only do so because of a reward existing. In the hypothetical absence of credits, that reward can be replaced with any number of other things.You constantly refuse to see the point. Players must have a sense of meaningful progression in multiple fields, or they'll quit the game, just like so many did after the LTD craze ended.
And that's what i've been saying what you really want. It's got nothing to do with newbies. It's got nothing to do with being balanced. It's got nothing to do with anything but making your own perception of reward happy and damn all concern about balance because who cares at this point.And you're still dragging your massively overblown viewpoint into a topic that has nothing to do with it! I don't want exobiology to pay more than other activities! I just want it to pay enough I can feel justified in doing it without sacrificing huge amounts of potential income!
Worst case, even if everything you say is true(and that's a big if), it has nothing to do with my suggestion, because my suggestion does not worsen the 'problem' in any way.
LTD craze happened around 2019. There's no talk about triple ltd prior to that year. Carriers were known about and discussed early in 2018. You're flipping your sequence of events.
You'd have to go back to 2017 to be a year before carriers were announced.
Oh but it does. Because then it still is being treated as a balance mechanic, and as such it's not doing it's job, it's moving further away from it's job - which should be to align with costs incurred and costs of items associated with playing the game at a given level. And almost definitely it's being mis-used as a carrot to bribe players into being less upset that this game role is staring at a static image than they should be - which if successful, just reduces the pressure to implement something for it.
Please just get out of the way and let the game gradually evolve, rather than be completely changed.
Ender complains about anything, and normally just for the sake of it. You should see some of the arguments in the SotG thread before people got bored and left!
So with no major disrespect to him, it might be worth cutting your losses D.
It's all good. Worst case, he's keeping the thread on top, and most people don't read past the first page anyway. Thanks for the background, though!
Source: https://www.reddit.com/r/EliteDangerous/comments/7z85u8/regarding_fleet_carriers/Carriers were not officially announced until 2020, mate. Until that point people had no idea if or when they'd be released, or any idea whether they'd be available as an individual asset. Now, you could argue that players were still grinding towards that goal, but yet again, that only supports my point; players collect credits for vague and nebulous goals that don't exist yet.
I'm gonna be honest, I don't have time to read all that, so I'm not going to bother. But just reading the last paragraph,
No, i'm not suggesting not doing anything and just bleeding players until fdev does something proper. There are a lot of things i suggested doing, but these faux fixes generally end up being permanent and not short term like they should be and it delays making the changes that would be more of a priority if those changes hadn't been done. And in this case, the short term change has better alternatives, so it offers less of a pro than this con than other short term changes may involving other areas of the game where a similar scenario exists (like the short term change to cut out the exo biology mini game).You're complaining about short-term balance changes because it reduces the pressure to make your dream long-term changes. If we followed that perspective, nothing would ever change in this game.
powerplay isn't unchanged and not getting fixed because players are telling fdev we want this X complicated feature and nothing in between until we can get X. That's not why no changes have occurred in it. I'm not sure if you're just making up reality at this point or if you've gone space mad from the exo-biology "game" loop.You could make the argument that the lack of changes to powerplay, for example, has encouraged a larger change in powerplay...but no such change has occurred. In like 8 years. So that strategy is clearly hogwash.
Please just get out of the way and let the game gradually evolve, rather than be completely changed.
For what it's worth, from the Wiki:look at the date. Players knew about fleet carriers coming at the beginning of 2018. Way way before the diamond rush. Players didn't need details or specifics to know that whatever fdev did with it, it was likely going to cost a lot and the only currency in the game at the time being credits, it was a safe assumption that this would be the "end-game" credit sink that players had been waiting for.
- Fleet Carriers were conceived as early as 2017. During that year's Frontier Expo, the Frontier Developments art director stated that carriers had not been designed yet, but their functions had been decided.[13][14] Fleet Carriers were originally planned to be included in Chapter Four (3.3) of Elite Dangerous: Beyond alongside the Squadrons feature, but were delayed.[15]
- Fleet Carriers were originally planned to be tied to Squadrons, and a Squadron would have been able to purchase and operate a Fleet Carrier collectively. This was changed to allow individual players who may not belong to a Squadron or do not desire to join one access to the Fleet Carrier feature.[2]
- In the original December Update content reveal in July 2019, Fleet Carriers were planned to be tailored to specific roles through the acquisition of Support Vessels, which would have changed the Fleet Carrier's loadout of available services and modules. Support Vessels did not possess Landing Pads, and accompanied the main Fleet Carrier in formation as a visual indicator of the Fleet Carrier's role. A Fleet Carrier would only be able to have one Support Vessel active at a time.[11][5] Support Vessels were dropped during development prior to April 2020 in favor of giving Fleet Carrier owners more direct control over their vessels' loadouts and services,[3] though the assets created for them were repurposed in the Layout cosmetics.
look at the date. Players knew about fleet carriers coming at the beginning of 2018. Way way before the diamond rush. Players didn't need details or specifics to know that whatever fdev did with it, it was likely going to cost a lot and the only currency in the game at the time being credits, it was a safe assumption that this would be the "end-game" credit sink that players had been waiting for.
i can keep tearing your bad info down if you want.
powerplay isn't unchanged and not getting fixed because players are telling fdev we want this X complicated feature and nothing in between until we can get X. That's not why no changes have occurred in it. I'm not sure if you're just making up reality at this point or if you've gone space mad from the exo-biology "game" loop.
There are many theories as to why powerplay was abandoned nearly immediately after release. But no where on that list of reasons is that players said "no" to baby steps or short term solutions that maybe wouldn't have been the right solutions but better than nothing. That's a completely different situation from game balance.
No, i'm not suggesting not doing anything and just bleeding players until fdev does something proper.
you realize nobody in this forum is in the way or helping or has any power to leverage change one way or another with how the game is developed, right?
As I linked before:They unofficially knew about fleet carriers for years, but that's on the same level as ship interiors, which have been vaguely planned for a decade. The official announcement didn't come out until much later.
As part of pre-production, the team investigate all areas of the content and scope them out thoroughly. It’s important to take the time to be clear on what the vision for this is and how we imagine the content working. During this process, we have made a decision to adjust the focus of content that were previously planned for the Chapter Four update, adding some significant new gameplay, but it also means some other aspects will have to change. This means that some elements of content such as Ice Planets (which many of you will have seen some fantastic progress updates from LaveCon earlier this year) and Fleet Carriers for squadrons will not be coming as part of the Beyond – Chapter Four update. Some of the technology from the ice planets specifically will be used within our wider and global visual upgrade, so there will still be general improvements, but not everything we originally envisaged. However, we wanted you to be aware that these two elements specifically would be reprioritised out of the upcoming Beyond - Chapter Four update. What this does mean is that the rest of the content will be able to benefit for the changes in scheduling through deeper and richer gameplay mechanics. The Chapter Four update still has the same, if not bigger scope and continues to promise the largest update of the Beyond season and a truck load of great features for all Horizons Commanders for free. We’re very excited to be sharing the details with you over the coming weeks, so stay tuned for more info.
As I linked before:
News - Important Community Update
Greetings Commanders, First of all, we would like to take a moment to thank you all for the continued support and making Elite Dangerous the incredible, community driven, phenomenon that it is today. We started our Elite Dangerous journey over 6 years ago and today hundreds of thousands of...forums.frontier.co.uk