Money after the nerf

Often on these forums people post helpful ways to get massive great Anacondas full of cash. With the impending nerf of mission stacking and FDev trying to turn the taps off I have decided to have a look at how FDev actually want us to make cash. Two obvious ways jump out.

Number 1) The Type 9. I'm a little confused by the Type 9, even engineered it's so painfully slow words can barely describe. But the funny thing is after flying it for a while, a little grind and suddenly an hour has passed and, without really trying, cr20 million has appeared in my account. So do an hour or two grinding and then go farm a Res site or two to help the brain restart. Seriously, the Type 9 is Fdevs legitimate way to get massive great wedges of cash.

Number 2) Passenger missions. These have been quite good for a while but given the payouts will remain high (even though they don't help your explorer rank anymore) and the scanning/exploring is going to get a huge buff then passenger missions will rake in cash. A half decent Asp can comfortably do 2kyls an hour. Plenty missions offer 15-20million for long range, anything over 1kly. Clearly the shorter the better, but over 1kly, works well.

I know this is hardly the cr100 million an hour I see people claim, but it's still quite good money. Undoubtedly an exploit will quickly be found that will bump the revenues up, but these two legitimate ways to make cash will always work.

Of course theres always the harvesting of Res sites that works well for many people. Sadly I'm a Muppet at combat and this can cost me more than I make.
Fly safe Cmdr's
 
See, the big problem is that people always seem to think that they're entitled to be able to do stuff in a short period of time and that there's something wrong if that isn't happening.

Engineering materials don't appear fast enough so I can keep stockpiling fancy plasma accelerators.
Missions don't pay enough so I can buy a new Anaconda every week.
Asteroids don't allow me to mine enough Painite so I can build a house out of the stuff.
RES's don't spawn enough ships so I can kill them all and earn a heap of credits.
Etc.

It'd probably be less stressful if people just lowered their expectations a bit, enjoyed flying the ships they actually have the money to buy and got components engineered as and when they located the materials to have the modifications done.

Everybody seems to be spending so much time chasing after stuff that they don't just enjoy playing the game.
 
It's a sandbox game with no endgame or win Scenarios. You cannot "finish" the game. Those who want to earn quick Money to get big ships are entitled to do so, as Long as they have fun and do not complain about the grind to which they submitted themselves. And they are also may not complain if they suck at flying those big ships, because all they flew before was a Sidey.

Everyone sets his own Goals and their time to achieve it. Please guys, even if you don't like the others way of playing the game, leave them alone, as it hardly affects your own gameplay.

Rep to the OP for helping likeminded Players.
 
Often on these forums people post helpful ways to get massive great Anacondas full of cash.

Actually, if you combine the credit grind with the rank grind you can get Corvettes or Cutters full of cash, which is even better.

Number 1) The Type 9. I'm a little confused by the Type 9, even engineered it's so painfully slow words can barely describe. But the funny thing is after flying it for a while, a little grind and suddenly an hour has passed and, without really trying, cr20 million has appeared in my account. So do an hour or two grinding and then go farm a Res site or two to help the brain restart. Seriously, the Type 9 is Fdevs legitimate way to get massive great wedges of cash.

The Type 9 is exactly what a space freighter should be. Large and slow but built like a tank. I still enjoy taking my Type 9 on Sothis runs, although my average profit/hr is now only 5 mil/hr due to the massive income nerfs we got with 2.2. The only issue here is that the Cutter exists, which is faster, much better armed, has the best shields in the game and carries 50% more cargo and sort of means the Type 9 has no purpose in the game once you've done the Imperial rank grind and have saved enough to buy one.

Number 2) Passenger missions. These have been quite good for a while but given the payouts will remain high (even though they don't help your explorer rank anymore) and the scanning/exploring is going to get a huge buff then passenger missions will rake in cash. A half decent Asp can comfortably do 2kyls an hour. Plenty missions offer 15-20million for long range, anything over 1kly. Clearly the shorter the better, but over 1kly, works well.

I stay away from the passenger missions entirely, even though I've outfitted and Engineered an Orca in case passenger missions become useful or interesting at some point. Apparently they are fixing many of the passenger redirection/request issues to make them optional with 2.3 so I might try some passenger missions at that point.

I know this is hardly the cr100 million an hour I see people claim, but it's still quite good money. Undoubtedly an exploit will quickly be found that will bump the revenues up, but these two legitimate ways to make cash will always work.

Those claims of 50-100 mil/hr really are nonsense as they've closed many of the loopholes players used to use to get anywhere near that level of incomes (such as killing skimmers for massacre missions). I've been spending a lot of time at Quince this week to get my Imperial rank and have been doing a combination of Surface Scans (generally the fastest way to get rank) and Massacre missions (fastest way to get income). Despite claims of ludicrous amounts of cash I've found that my income from those two activities is actually averaging around 15 mil/hr. That is slightly better than what I was making doing Sothis runs in my Anaconda prior to 2.2, which was around 12-15 mil/hr, but it's not ridiculous. It's certainly good money but it's hardly 50-100 mil/hr.

Now, part of the reason my incomes aren't ludicrous is because I only play in Open and I refuse to mode switch so I need to wait for the mission boards to refresh and I take whatever missions I can get. This means I am usually not doing missions with a full set and they are not all high paying missions because unless you're willing to mode-switch you can't get stacks of 20 missions all giving maximum payouts. Even then however there is some exaggeration of the actual incomes that some players are claiming. I could certainly see players making around double what I'm making, say 30 mil/hr with mode-switching and optimizing the mission stacking, but claims of Sidewinders making 50 mil/hr at Quince are just ridiculous. The time it takes just to get the missions and complete them is going to limit your profits to some degree and many players don't accurately determine how much time they're actually spending doing in-game activities.
 
Last edited:
Once you have trader rank and a trade network, lots of stations where you are allied to minor factions, money is not a problem. The payout for Boom missions are very, very good. Average is some where between 8- 1o mil/h , but can peak at 20-30 mill/h at certain times and depending on your network. There is alway somewhere in Boom.

Cheers Cmdr's
 
Even for those with a short attention span, money in this game is so easy- so easy without any particular exploits. I change what I'm doing all the time- I trade for a while, I run a few passenger missions, I go off exploring and go do some combat for a bit. It all brings in credits.

My personal view is that there is as much grind as you are prepared to do. Even getting engineer materials, I've somehow gathered loads. With commodities getting dropped, engineering up to level 3 has been easy for all the engineers I've unlocked (although admittedly not all by any means).

Basically enjoy the game, the money will come in at a fabulous rate. A type 6, a cobra and a viper can generate huge sums- you don't even need the Type 9, AspX and FDL. Let FDev nerf the exploits, the money is easy and should be fun to get.
 
Often on these forums people post helpful ways to get massive great Anacondas full of cash. With the impending nerf of mission stacking and FDev trying to turn the taps off I have decided to have a look at how FDev actually want us to make cash. Two obvious ways jump out.

Number 1) The Type 9. I'm a little confused by the Type 9, even engineered it's so painfully slow words can barely describe. But the funny thing is after flying it for a while, a little grind and suddenly an hour has passed and, without really trying, cr20 million has appeared in my account. So do an hour or two grinding and then go farm a Res site or two to help the brain restart. Seriously, the Type 9 is Fdevs legitimate way to get massive great wedges of cash.

Number 2) Passenger missions. These have been quite good for a while but given the payouts will remain high (even though they don't help your explorer rank anymore) and the scanning/exploring is going to get a huge buff then passenger missions will rake in cash. A half decent Asp can comfortably do 2kyls an hour. Plenty missions offer 15-20million for long range, anything over 1kly. Clearly the shorter the better, but over 1kly, works well.

I know this is hardly the cr100 million an hour I see people claim, but it's still quite good money. Undoubtedly an exploit will quickly be found that will bump the revenues up, but these two legitimate ways to make cash will always work.

Of course theres always the harvesting of Res sites that works well for many people. Sadly I'm a Muppet at combat and this can cost me more than I make.
Fly safe Cmdr's

See, the big problem is that people always seem to think that they're entitled to be able to do stuff in a short period of time and that there's something wrong if that isn't happening.

Engineering materials don't appear fast enough so I can keep stockpiling fancy plasma accelerators.
Missions don't pay enough so I can buy a new Anaconda every week.
Asteroids don't allow me to mine enough Painite so I can build a house out of the stuff.
RES's don't spawn enough ships so I can kill them all and earn a heap of credits.
Etc.

It'd probably be less stressful if people just lowered their expectations a bit, enjoyed flying the ships they actually have the money to buy and got components engineered as and when they located the materials to have the modifications done.

Everybody seems to be spending so much time chasing after stuff that they don't just enjoy playing the game.


Could you guys tell us how much credits do you have ingame?. Thanks a lot.
 
why grind anything in this game? you can pretty much do everything the game has to offer in an ASP or an Cobra MK3 in 4 hours or less obviously apart from meaningless fed/imp titles and a couple of ships.

For the above poster I have 22million ish credits in my IG wallet.
 
Last edited:
Often on these forums people post helpful ways to get massive great Anacondas full of cash. With the impending nerf of mission stacking and FDev trying to turn the taps off I have decided to have a look at how FDev actually want us to make cash. Two obvious ways jump out.

Number 1) The Type 9. I'm a little confused by the Type 9, even engineered it's so painfully slow words can barely describe. But the funny thing is after flying it for a while, a little grind and suddenly an hour has passed and, without really trying, cr20 million has appeared in my account. So do an hour or two grinding and then go farm a Res site or two to help the brain restart. Seriously, the Type 9 is Fdevs legitimate way to get massive great wedges of cash.

Number 2) Passenger missions. These have been quite good for a while but given the payouts will remain high (even though they don't help your explorer rank anymore) and the scanning/exploring is going to get a huge buff then passenger missions will rake in cash. A half decent Asp can comfortably do 2kyls an hour. Plenty missions offer 15-20million for long range, anything over 1kly. Clearly the shorter the better, but over 1kly, works well.

I know this is hardly the cr100 million an hour I see people claim, but it's still quite good money. Undoubtedly an exploit will quickly be found that will bump the revenues up, but these two legitimate ways to make cash will always work.

Of course theres always the harvesting of Res sites that works well for many people. Sadly I'm a Muppet at combat and this can cost me more than I make.
Fly safe Cmdr's

1: its not a nerf when you remove something that was clearly absurd, and clearly mis-usable.
2: you can earn plenty of money with normal missions, the problem, is people's expectations, on how fast they should be able to get something, how easy it should be to get modules for it, outfit it, and the less risk of death, because they cover rebuy easier.

But yeah, people will likely complain because of this, if anything it is more a mentality/attitude problem in many gamers of late :(
 
Those of us who have been playing a while are quite familiar with the "taps being off" because these floodgates full of credits didn't exist in the early game. Maybe it's because my playstyle was formed back then that I really don't see the problem.

I can see players coming from a background of "modern games" into the galaxy full of folks who have been playing a while being a little huffy seeing the more established population swanning around in "big 3" ships and then discovering just how LONG it takes to achieve that without the credit-floods but since ED is supposed to be all about the journey not the destination (and many of us don't even have the same destination!) I think allowing that to prompt FD into "easing the credit pressure in the early game" was a mistake.

Personally, I found the journey the old way to be quite satisfying and so even though I've trashed my fleet and credit balance and am rebuilding both at the moment I'm still doing it the old way without fussing with these supposed motherlodes of credit. I've currently got a Cobra, an AspX a Vulture and a Python with enough in the bank to rebuy any of them several times over and still have enough to fully load any ship in my fleet with profitable stuff. None are engineered (yet) but only the Python isn't milspec-armored, loaded for bear and fully A-rated yet. Once I make another 10 mil or so I'll probably be taking the trek across the galaxy to one of Li Yong-Rui's stations to finish that off at a decent discount and STILL be able to truthfully say "several rebuys and cargo loads for any ship in my fleet" in the bank. A little more swanning around the galaxy and I'll be adding a T9 to my fleet, which I'll probably keep - unlike its smaller cousins which existed only to earn enough credits to trade it in for a similarly-sized multirole ship - so will A-rate that over a while too before I start eyeing my credit balance and thinking "time to reacquire the Anaconda?" and "complete" my "PvE fleet". Then, as I've done before, that T9s cavernous hold will provide me with "play money' to add a couple of PvP-optimized builds to the stable that won't rapidly evaporate if I stick around to mix it up with a pilot flying something equally PvP-optimized.

Playing the way I do without paying the slightest bit of attention to the monster credit-fountains this will take me a while but that suits me just fine. Thats many many hours of simply "playing Elite" to look forward to and that's what I fire it up to do, isn't it?
 
Could you guys tell us how much credits do you have ingame?. Thanks a lot.

I presently have just over cr100 million, I have a Type 9, an AspX and am FDL, all A rated and all engineered.

When I previously got bored and wiped my save I had somewhere in the region of cr500 million, an Anaconda, Python, FDL, type 9, AspX and a couple of other ships bobbing around.

Seriously, money in this game is easy if you have the first wish to get it. Grinding is not needed unless you want to do it.

If someone should still find the game boring then they should try something else, this game may not be for them.
 
Last edited:
Once again, many people are preaching about how the game should be, or how their way of playing should be everyone elses.

Exploits are fun. Seeking more efficient ways to do things is human nature, and we'd still be living in caves without this trait.

There will be more exploits, like it or not. The days of it being plastered over the forum are over. Too many holier-than-thou killjoys who are happy to psychoanalise people who have different playing styles and temperaments to them.

I've done the slow way, done the quick way and have happily earned between buttons an hour up to 250 million an hour. If anyone has a problem with that - I don't care. It's a game I bought to play the way I want to, within reason. I don't play to keep anyone else happy.
 
Last edited:
Once again, many people are preaching about how the game should be, or how their way of playing should be everyone elses.

Exploits are fun. Seeking more efficient ways to do things is human nature, and we'd still be living in caves without this trait.

There will be more exploits, like it or not. The days of it being plastered over the forum are over. Too many holier-than-thou killjoys.

I've done the slow way, done the quick way and have happily earned between buttons an hour up to 250 million an hour. If anyone has a problem with that - I don't care. It's a game I bought to play the way I want to, within reason. I don't play to keep anyone else happy.

I've no problem in the slightest. My intent was to say to those who do chase credits that even if FDev are going to shut down previous money making schemes many still exist. Here are two of my favorites.

Most of all I hope people do enjoy the game- I really like it and if others do too then that makes it more fun for me and likely to continue to get expansions and developer support. So personally I welcome everyone playing the game and enjoying it- to an extent I do want the player base happy
 
Total assets 2.5 Billion.
3200 hours in game during 2years and 9 months. Its peanuts, I know, but it has not been a grind for me.

Cheers Cmdr's

This here is the biggest problem with online multiplayer games. Some people can spend thousand of hours playing the game and some can only spend tens or hundreds. Napoleons play time is the equivalent of playing every singleday for about 3.5 hours. whereas my play time is approximately equivalent to 15 minutes per day.

It is impossible to balance the game for both.

So you have this situation where people who can spend thousands of hours on a game, think it's too easy to make money/collect random loot.

Where as someone who can only ever put a fraction of the hours in will feel it’s impossible to make progress in the game.

I don't have a solution, I don't think there really is one, not in multiplayer at least. Single player games don't really have this problem, adjustable difficulty often alleviates the problem, but also most single player games are only in the tens or hundreds of hours to completion.

I'd love to have a single player mode for elite, where the income/random loot can be adjusted for players with less time to devote. I doubt it would happen though.

 
Last edited:
Modern games have a playtime of 10 hours. That's where a lot of modern gamers are coming from. No wonder they get confused when faced with the idea of not finishing a game on a weekend.

To this extent, I'm glad that some of the most coveted gameplay mechanics - engineers upgrade and high-end ships - are gated behind something other than money.
 
Could you guys tell us how much credits do you have ingame?. Thanks a lot.

About 350m in total assets - ~100m in wallet, ~250m in current ship. Plus an unknown amount in exploration data yet to be handed in. Been playing for about 7 months real time, 4W 1D game time.
 
Back
Top Bottom