Lestat
Banned
Well looking at skilled players I Made 25 Million Credits Today. Do you really think the game need to be dumb down. If this guy can make 25 Million in a day. So can you.
It show how much much the op knows about earning money?I know for a fact i can free roam bounty hunt for 100,000cr in 15min now I'm in a good viper loadout. That's 1mil every 2 1/2 hours. Would take me 375 hours to get a conda. I HAVE SPENT WAY WAY longer on some games than that. Price curve is good, don't want to run out of things to buy.
There, I said it. Now, everyone tell me that I want the game to pander to me, and that I want everything handed to me on a silver platter.
In all honesty, some of the game's larger ships feel far, far too expensive for what they are. In terms of piloted ships, Elite: Dangerous is a game about asymmetrical balance -- not about aspiring toward progressively better and more effective ship tiers, which is the case with Eve. Taking this into consideration, why are larger ships so, SO much more expensive than smaller, equally capable vessels? I get that heavy transports should cost a great deal to offset the inherent advantages they bring to the table in terms of long-term trade profits, but as a whole, larger ships in this game can easily start to cost well over a hundred million credits -- if not hundreds of millions -- after taking operating costs along the lines of upgrades and repairs into account, as well as the hefty initial price tag. But for what? If I want to kit out a Dropship or something for combat, I could just as easily kit out a dirt-cheap Eagle or Viper and start mowing things down just as capably.
I believe larger ships should be more expensive than smaller, lighter craft for obvious purposes, but it currently feels way out of proportion. The number of potentially fun, viable ways of even making the sort of money required for larger ships diminishes substantially when we're talking scales as ridiculous as ~100 million+ credits, and I for one don't feel like subjugating myself to that narrow road in a purported sandbox that was marketed as rewarding multiple playstyles. In addition, larger ships should require some kind of non-monetary prerequisite -- a permit that can be earned through hard work (potentially in terms of combat / explorer / trading ranks), for instance -- to pilot. A greenhorn shouldn't necessarily be able to pilot a two-man Python by himself if he happens to stumble across 50 or 60 million credits. Non-monetary operating prerequisites, in my opinion, would be a far more sensible -- and arguably deeper and more meaningful -- approach to large ships.
TL;DR - Simply demanding more money is a brutish, elementary way of prohibiting most of the player base from having the prestige of operating a giant vessel. Ship costs need to be decreased dramatically at the upper tier in light of the asymmetrical ship balance the game tries to sell, and pilots shouldn't be able to purchase and start flying larger vessels out of the clear blue when they accrue enough money to purchase them. The overall goal would be to reward more playstyles with the potential of operating large vessels while deflating the arbitrarily ludicrous cost of maintaining them. The current system is basically a bad, superficially-implemented way of ensuring that more prestigious ships aren't owned by everyone and their grandmother, and it forces those of us that have an interest in larger ships to play the big money game.
I don't want to be a credit-farming tycoon for the sake of being able to afford a ship I want while other players are kicking butt and are perfectly content with their equally capable, smaller vessels. I hate to pout, but it's just not fair.
I have to agree. What I notice is once you get a Lakon 6 trading is very fast.In all honesty I could not disagree with you more. Had the costs of the ships been better scaled I would be flying around in an anaconda along with every other numpty out there. Already I am close to owning my Type 9 at 76 million and already wondering what the hell i'm going to do in a months time when I do have an Anaconda. I'm a little disappointed in some ways the game isn't a little harder.
Once you find a good trade route, you can easily make 2,100 creds per ton, a run. That's there and back again. You just have to look harder, and do some exploring. I guess i'll turn my hand to pirating or exploring come next month. But till then i'm happy trading. And FYI ppl, I haven't traded one rare item yet, so it can easily be done with the regular market.
In addition, larger ships should require some kind of non-monetary prerequisite
In all honesty I could not disagree with you more. Had the costs of the ships been better scaled I would be flying around in an anaconda along with every other numpty out there. Already I am close to owning my Type 9 at 76 million and already wondering what the hell i'm going to do in a months time when I do have an Anaconda. I'm a little disappointed in some ways the game isn't a little harder.
The ASP, Dropship (rename it the Pelican, Dropship is a stupid name) and Imperial Clipper are fine; but they need to be scaled back a bit.
.
I think the ASP itself is reasonable, perhaps a bit less Armour would work... but the Dropship and Clipper right now are a bit too damage spongy, especially as offensively they're not exactly stellar ships.
I wanted to make an own thread about this, but OP kinda ninja'd me, so here it goes :
Greetings, fellow Forumites,
today I wanted to discuss about Ships, Prices and Playtime.
First, lets have a look at the following table :
(Price / t Hull , 0.5m Cr / h = 500000 Credits per hour -> Playtime to be able to purchase the Ship)
Ship Hull Mass Price Price / t Ratio 0.5m Cr /h 1m Cr /h 5m Cr /h Hauler 14t 52720 3766 0.1 0.05 0.01 Sidewinder 25t 32000 1280 0.06 0.03 0.006 Eagle 50t 44800 896 0.09 0.045 0.009 Viper 60t 142931 2382 0.29 0.14 0.029 Lakon 6 155t 1045945 6748 2.09 1.05 0.21 Cobra 180t 279718 1554 0.56 0.28 0.056 Asp 280t 6661153 23790 13.32 6.66 1.33 Anaconda 400t 146969451 367424 294 147 29.4 Imperial Clipper 500t 22295860 44592 44.6 22.3 4.46 Federal Dropship 580t 37814205 65197 37.8 18.9 3.78 Lakon 9 1000t 76555842 76556 153 76.6 15.3
[/tr]
In my view, some of those prices (especially Lakon 9 and Anaconda) are way off.
I understand Elite is about the journey and stuff, but if you have a view on the table how long it takes to get them with a somewhat reasonable assumption of making one million credits per hour, this is taking far too long in my view.
Again, I am aware they should not be cheap so that there is something to achieve, but bear in mind these are only basic variants without any equipment. Also, not everyone will be able to make much more than 1 Million Credits per hour, especially when lots of people flood the game and level out profit chances by strongly influencing the market situation.
From my own perspective, even an A-Rank fitted Asp Explorer needs around 50 hours solely of power-trading - and not doing much more besides it, if I count in Equipment. Powertrading is grinding - not really playing the game, if you want to get to a perfectly equipped Asp "on the journey", you need to add a huge multiplier for the Playtime needed to get there.
One of my Long-term goals in Space games is to have one of every ship. If I have a look at my Cr /h ratio, this is not going to happen ( ~1.5 m Cr/h) as it would take 180h of trading to get there - just for basic ship variants. That's not exactly a deal-breaker for me, but I tend to dislike the extreme pricing. Don't get me wrong, I don't want an Anaconda for 10 Millions, but 147 Millions is too much in my view, at least a factor of 2, same goes for Lakon 9 for example.
So what is your view on Ship Pricing and Playtime ?
+1 prices for middle ships should be higher.I think the ASP itself is reasonable, perhaps a bit less Armour would work... but the Dropship and Clipper right now are a bit too damage spongy, especially as offensively they're not exactly stellar ships. Their price ranges of 6-25mil again is also a bit iffy to me; as the ASP could stand to be closer to 10million, with the Clipper and Dropship coming down to say 13-15mil... if the Cobra was 3mil, Type-6 3.5mil, Viper 2.2mil; then the Eagle was expanded to have it's 2 Variants (Federation and Imperial) that fit within the 200-400k price range; Sidewinder at 50k, then Krait and Gecko being the Federation and Imperial variants again with similar price ranges.
Drop shipping, a retailing practice of sending items from a manufacturer directly to a customerThere, I said it. Now, everyone tell me that I want the game to pander to me, and that I want everything handed to me on a silver platter.
In all honesty, some of the game's larger ships feel far, far too expensive for what they are. In terms of piloted ships, Elite: Dangerous is a game about asymmetrical balance -- not about aspiring toward progressively better and more effective ship tiers, which is the case with Eve. Taking this into consideration, why are larger ships so, SO much more expensive than smaller, equally capable vessels? I get that heavy transports should cost a great deal to offset the inherent advantages they bring to the table in terms of long-term trade profits, but as a whole, larger ships in this game can easily start to cost well over a hundred million credits -- if not hundreds of millions -- after taking operating costs along the lines of upgrades and repairs into account, as well as the hefty initial price tag. But for what? If I want to kit out a Dropship or something for combat, I could just as easily kit out a dirt-cheap Eagle or Viper and start mowing things down just as capably.
I believe larger ships should be more expensive than smaller, lighter craft for obvious purposes, but it currently feels way out of proportion. The number of potentially fun, viable ways of even making the sort of money required for larger ships diminishes substantially when we're talking scales as ridiculous as ~100 million+ credits, and I for one don't feel like subjugating myself to that narrow road in a purported sandbox that was marketed as rewarding multiple playstyles. In addition, larger ships should require some kind of non-monetary prerequisite -- a permit that can be earned through hard work (potentially in terms of combat / explorer / trading ranks), for instance -- to pilot. A greenhorn shouldn't necessarily be able to pilot a two-man Python by himself if he happens to stumble across 50 or 60 million credits. Non-monetary operating prerequisites, in my opinion, would be a far more sensible -- and arguably deeper and more meaningful -- approach to large ships.
TL;DR - Simply demanding more money is a brutish, elementary way of prohibiting most of the player base from having the prestige of operating a giant vessel. Ship costs need to be decreased dramatically at the upper tier in light of the asymmetrical ship balance the game tries to sell, and pilots shouldn't be able to purchase and start flying larger vessels out of the clear blue when they accrue enough money to purchase them. The overall goal would be to reward more playstyles with the potential of operating large vessels while deflating the arbitrarily ludicrous cost of maintaining them. The current system is basically a bad, superficially-implemented way of ensuring that more prestigious ships aren't owned by everyone and their grandmother, and it forces those of us that have an interest in larger ships to play the big money game.
I don't want to be a credit-farming tycoon for the sake of being able to afford a ship I want while other players are kicking butt and are perfectly content with their equally capable, smaller vessels. I hate to pout, but it's just not fair.
The ship prices could use some reduction.
Credits earned per hour needs to grow exponentially with ship size.
Right now, the only thing that scales is trading. And trading is incredibly boring. I don't want to trade to get my big ship but I have to if I want it in a reasonable amount of time.
"Just bounty hunt and have fun! You'll get it eventually." Yea, like, next year.