Oh look. Another one of these threads....
That's because you weren't here in the beginning. You think earning 40mill/hr was hard?
Try earning 10k.
Yep. You kids really have it easy these days. When I first played around 1.2, earning 10k in a single go was a big deal to me.
So there's always the bitter factor in that people who are just starting have it much easier then we who were the first around have it.
The other problem is that while money=enjoyment, we have to suffer on the forums. Following the first big Gold Rush, there were endless topics about Rebuy and complaining that it was too expensive. The conclusion we drew from this? People were playing in ships they weren't ready for.
Frontier is trying to simulate a 'realistic' cost to these ships. Small ships which are limited in scope but because of that, are very inexpensive. You can lose as many of these as you want but because it doesn't take as much time/resources/manpower/space to make, they can manufacture these in vast numbers with little cost to the buyer.
Bigger ships however because they're massive, they need more of everything. Therefore all that cost gets passed on to the buyer.
The intent being as follows: One trains in a smaller ship to gain the necessary experience that you can't get in a tradtional game that is "Spend points/More Powerful". There is an actual layer of player ability necessary to master through hours of actual practice. I can't tell you how many times I've been blown up in my Viper 3.
However I learned from it.
And now I can fly my Viper 3 for hours in combat without incurring a rebuy unless I do something REALLY stupid.
I got familiar with my ship. It now fits like a second skin.
Every time I went up a ship size, I had to relearn to fly all over again. Carefully inching forward to learn the limitations and how to manage certain situations. Otherwise bite off more then you can chew and there goes your investment.
The problem is that people see bigger ships and think they're more powerful. With the amount of money they sink into those ships they think they're invincible and quickly find out they aren't.
See the Trope of "Karma's A B-" (The "I am Invincible!" edition)
So they want to remove the consequences for having their big powerful "invincible" Frigate by reducing the cost and rebuy. The very consequences necessary to train you into getting better.
So by allowing the removal of consequences, those who took the time to get better are going to suddenly find Elite far more harmless then they already do and they'll get bored. Those who wanted the consequences removed are not going to get any better and they're still going to find themselves at the Rebuy screen more frequently then before.
Essentially, anybody who supports Gold Rushing is trying to treat this game like WoW where there's a clear progression making you the biggest and baddest on the block.
Abridged Kirito puts it best (See 3:23):
[video=youtube_share;tTOzLTOQ9OU]https://youtu.be/tTOzLTOQ9OU?t=3m23s[/video]
Elite Dangerous is not WoW.
Bigger numbers, are not always going to save you here.
Case in point:
In WWII the Japanese Zero Fighter is considered the most legendary fighter of it's time boasting a 12-1 killing ability.
The US was forced to adopt better aerial tactics in order to counter the Zero fighter in their more inferior machines. These better tactics won the day and negated all the advantages the Zero Fighter had.
The only inferiority the US fighters had against the Zero? They were heavier.
The Zero fighter was the most maneuverable of it's time and able to easily outmaneuver anything the US had. When the US however devised a new squad tactic to ensure that there was always a fighter supporting it's wingmate, the Zero was helpless against the heavier caliber weapons due to it's lack of armor.
This is not to say the Zero fighters couldn't fight back. They continued to inflict massive damage when they caught planes unsupported and out of position before and during engagement.
Elite Dangerous is meant to support those who help themselves. Those who look to real life examples of squadron flying and pilot ability. It does not cater to "I have the biggest and most expensive gear therefore EYE EEM EEENVEEENCIBBLLLEEEEE!!!"
Those who rely on Gold Rushing are showcasing their lack of skill and/or ability to learn as they want to be the best NOW.
They're not interested in enjoying the journey it takes to get to where they want to be. And then when they get there, not only do they have the funds but the skill necessary to use said gear properly.
So you have the rich spoiled kid who drives around in his expensive car without knowing what the car is capable of. As opposed to a professional racer who has spent most of their life behind the wheel of increasingly faster cars and has a support team who keeps him up to date on things they do to the car to make it faster.
The first one got everything they wanted right then and there but lacks the know how gotten over the years of driving slower cars building up similar to the Racer.
The good news is, it doesn't take years to be good in Elite Dangerous. I'm certainly not the deadliest pilot behind a stick but practice has made me better then most. When I shy away from something because I'm not good at it, that's something I need to practice more on.
Ultimately? Those of us who enjoy Elite Dangerous and don't want Gold Rushing to be a thing understand why the game does what it does. The consequences are in place to make you a better player. Those who want Gold Rushing see the consequences as unfair obstacles and rather then learning how to climb over them, want someone else to move them out of their way.
That's why we're aggravated. We put time and effort into the game learning how it ticks and pushing back when it pushes against us.
Seeing other people complain until they get their way? Why should the bar be lowered and render all the effort we put into overcoming it be worthless?
(See
Treatise on Elite Progression)