The biggest issue in Elite Dangerous that no one really talks about - The Economy

Before reading this thread, I'd ask that both CMDRs, Moderators and hopefully, Frontier dev have a watch of this video (though I suspect they already know most of what's covered)

[video=youtube;sumZLwFXJqE]https://www.youtube.com/watch?v=sumZLwFXJqE[/video]​

Introduction
Elite: Dangerous has many issues but one of the biggest issues that isn't talked about is the Economy. Now I'm not talking about how commodities supply and demand in the commodities market only update once a day and isn't dynamic.

I'm talking about The Credit.

The Credit

Now a little definition before we start: the credit is a currency that we are paid in by mission givers. We pay for repar, rearmament, and refueling services.
We can use credits to buy and sell commodities. We use it to buy modules, pay for ship transfers as well as our fines. The one thing we cannot do is give currency to other players.

This is NOT the issue. In fact this restriction is a solution that serves a legitimate purpose.

The Issue

Was I was a young CMDR, I created a banking bot to do something that went around this restriction and provided a means to allow Commanders to give credits to each other.
It could have been used to pay CMDRs to do missions for them or their factions, help fight a war... or as a payout from a contest.

I made a forum post for it and hoped someone would take it upon themselves to set it up and we'd have a new age of player driven missions in a player driven economy.

However my reasoning was deeply flawed.


"Credits are as valuable as rocky ice worlds"


The original banking idea I had was based on the notion that credits were valuable. They are not.
That's no longer—or has never been—the case. Credits are as valuable as rocky ice worlds.

See the problem with what Frontier has with the credit value is due to three drivers:



  1. Credits are not tied to a finite source of wealth in the bubble. There will always be missions provided for the player to feel like their time is well spent so there's always more and more credits in the hands of players
  2. Ships get exponentially more expensive to purchase and outfit. The natural player progression up the ship ladder, reduces the value of the credit to players.
  3. Quince and others like it. Systems where it's possible to generate large amounts of credits quickly lower the value of credits. If you are able to generate credits quickly,
I believe, FrontierDev were aware of this issue. They looked at what they've made and where things were going; A system that stops all but the most determined gold farmers, a system to buy expensive ships and modules marred by quick credit generation exploits and took action. However instead of fixing credits, They stopped worrying about the credit as a useful currency and started designing by landfill and introduced two new types of currency.
Video break:
[video=youtube;tL_bCwiUKNE]https://www.youtube.com/watch?v=tL_bCwiUKNE[/video]​
Materials & Engineer Commodities
These two new types of currencies function in different ways.


  1. Materials being a currency that can't be exchanged with other players and isn't tied to the old currency and thus completely locks out Gold Farmers but makes it useless as a player usable currency
  2. Engineer Commodities being a currency that can't be bought from the Commodities Market and while can be traded amongst players, their uses are severely limited.
Frontier has been experimenting with two different types of currencies that function in different ways in the hopes solving the issue of gold farmers as well as the falling value of the credit.

For what it's worth, It worked!

Teamsters/The Cabin
For a time, the new much more valuable engineer commodities resulted in emergent player groups like Teamsters (now called The cabin) who provided a service, trading engineer commodities exorbitant amount of credits.
It was the beginning of a fledgling economy that was player run where the value of this new currency was entirely player driven, supply and demand.

But here's what happened not long after The Engineers were around. Engineer commodities were removed from engineer recipes.

Player Driven Economy Destroyed
Practically overnight, For the good of everyone, Frontier Destroyed the player driven economy in one fell swoop.

No longer are groups like teamsters able to benefit from providing a service to a large player base of CMDRs who engage with engineers.
They are now relegated to the less in demand (but still in demand) service of provide engineer commodities to unlock engineers like Marco Quent and Selene Jean. A limited and continuously dwindling group of players.
Teamsters is still operational and still providing their service but not as well as they used to.

Now there's no disagreements here. Engineering was a huge hassle for all of us. None of us want to see the return of engineer commodities to engineer recipes. However without a valuable currency tied to something the majority of the player base cares about, we can't support player run emergent intiatives like Teamsters. And emergent intiatives like teamsters are a good thing.

Credits are worthless. Materials aren't tradeable. Engineer Commodities are only in demand by a small subset of players once.


We have nothing that can fill the role of what Engineer Commodities used to do and this is the state we're left in.
Whether Frontier fixes credits such that it becomes valuable again to players, or introduces another currency that did what engineer commodities did, I don't care, but something needs to happen.

If we want player more player driven enterprises like Teamsters, then we need a robust player economy that relies on a strong currency.

Here are a few suggestions but don't take them as the end all:
  1. Create more credit sinks. The more ships a player has, the more berthing fees they have to pay for each one.
  2. Add a credit component to G4 or higher engineer rolls. 100,000 CR-1,000,000 CR
  3. Reintroduce engineer commodities but make them not take up space in the cargo hold.
  4. Create a new currency that players can trade 100,000,000 CR for that can be used to buy cosmetics in the frontier store or sold for the same amount to other players.
Discuss.

TL;DR: Just watch the videos and you'll get the gist.
 
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I still dont understand why direct credit player to player trading isnt allowed. This game is not popular enough for gold farmers and even if it were there is no general chat to reach their customers. Today if a player wants to buy an account that has been bot farmed up to silly riches they can. Allowing player credit trading today would change absolutely nothing except allow people to pay for services. As in Escorts, Fuel, hit men. It would actually make the game they call a sandbox into somewhat of a sandbox.

Elite needs a player/resource driven economy. The place holder we have now is a joke. I see Eve's economy as one of the main reasons the game is still played today (its 14 years old!)
 
I still dont understand why direct credit player to player trading isnt allowed. This game is not popular enough for gold farmers and even if it were there is no general chat to reach their customers. Today if a player wants to buy an account that has been bot farmed up to silly riches they can. Allowing player credit trading today would change absolutely nothing except allow people to pay for services. As in Escorts, Fuel, hit men. It would actually make the game they call a sandbox into somewhat of a sandbox.

Elite needs a player/resource driven economy. The place holder we have now is a joke. I see Eve's economy as one of the main reasons the game is still played today (its 14 years old!)

Have you met a gold farmer for Elite Dangerous? I have.

To be sure they contacted me to offer me a job helping them out when I was doing the banking bot forum post. I politely declined. Wasn't my thing but gold farmers do exist in Elite. Their methods, I won't speak about here but I know them.
 
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One of my last proposals was player owned Materials/Data production in order to have an alternative to grindy grinds. It would involve 'donating' credits and/or commodities in order to manufacture certain materials. It would make some commodities worthwile again and provide a limited money sink.

https://forums.frontier.co.uk/showthread.php/355627-Player-owned-material-production

Apart from this, credits are essentially dead. As an individual you need them on a personal level but that aside, there is nothing like a "galactic currency" that conveys the feeling of a living, breathing economy where your hard earned cash matters. Sadly.

But I also think it may be too late to change this. Sadly.

And no, this isn't EVE either. Purely player driven economies just don't work in ED without tha sourcing/production mechanic attached to it. Sadly.

Maybe that's the reason Commodity Trading has been the same for the last three years. Sadly.

My 2 cents. Literally :D
 
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I like your ideas about the sinks in a form of fees for ships etc. and I want to share my idea. I have to mention that this idea has some big impact from EVE Online since I'm an active EVE player.

I'm not a fan of the economy at all on how it is right now, the biggest problem I have is that the simulation puts in the commodities in stations and the damand/supply is dependent from neighbouring systems. In my opinion this economy should be 100% run by players as DarnellJenkins mentioned above. The problem with this 100% player run economy is, that there is no real point in doing it. All you would do is flying commodities from station to station and in the end you will probably end up with some profit and ALL Titanium in one station and Gold in another. An individual players needs some sort of activity to make those commodities leave the game, maybe in a form of crafting like the engineers, or in making rare weapons from your own items. Speaking about items, the game also needs a cargo hangar in station so a player can hoard his assest and wait for a good selling price or for any other reason. When a economy is run by players many othere aspects of the game can be automaticlly included. We spoke about commodities leaving the game, this is great, the price for example Aluminium go up and therefore someone will have the idea to start mining in big quantities again since its worth it. We were also speaking about crafting rare weapons or such things, why not include the exploration system to get those blueprints..

If I made a mistake in terms of logic or how a market works, feel free to correct me. Those were just some ideas that came up.

Greetings Nilau.
 
Stocks and Shares?

I think you are correct in what you have said with the Economy. However I would also like to highlight what I find to be an even bigger problem.

That being the invisible economy, lets take the Federation for example supposedly this faction is made up/propped up by large interstellar corporations yet no stocks and shares system exists anywhere in the game. Yes, as you have rightly pointed out the prices of materials do change on a day to day basis, yet no long term investment exists for the players to interact with, strange considering in the current time billions are gained and lost in stocks and shares.

How brilliant would it be to go and explore the stars for weeks on end and return to base to see that you have made profit on your small gold investment. Or to flood the market with a certain resource to deflate the value of that product and make your enemies loose thousands of credits in the process.

Or even to be contracted out by one of the corporations in the Federation to attack competitors assets in new types of missions.

I think that it is brilliant that you have highlighted the faults with the economy system, it just seems to be an area in need of dire development in an already fantastic game!
 
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"Do you feel that we should return to the gold standard?"

But seriously, I would love to see credit transfers. My friend started playing at the same time as me but shorty after that his Mum died so he's not been on since then. When he's ready to come back, I'd love to be able to give or lend him (whatever he prefers) enough just to get a Cobra and an A rated FSD so he can come join my in my system. I know I could drop him paladium or whatever but that seems so artificial.
 
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But seriously, I would love to see credit transfers. My friend started playing at the same time as me but shorty after that his Mum died so he's not been on since then. When he's ready to come back, I'd love to be able to give or lend him (whatever he prefers) enough just to get a Cobra and an A rated FSD so he can come join my in my system. I know I could drop him paladium or whatever but that seems so artificial.

A stock sidewinder and a corvette can make about 2million/hr each in a wing in a high/hazardous ressource extraction site. (added bonus: he learns how to fly - added added bonus, if he dies, he doesn't lose anything with the stock sidey).
1 hr is enough to get a viper
Another hour to get a trade equipped T6, which you can then use to do small "1 run" visits to GCs, which gets you in the top75% of rewards (anywhere between 1 to 4 mio, depending on the CG)

Added added added bonus, you spend time together and don't "farm credits".
Added added added added bonus - he can scoop up battle leftovers and scan ships collecting his first engineer materials.
 
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A stock sidewinder and a corvette can make about 2million/hr each in a wing in a high/hazardous ressource extraction site. (added bonus: he learns how to fly - added added bonus, if he dies, he doesn't lose anything with the stock sidey).
1 hr is enough to get a viper
Another hour to get a trade equipped T6, which you can then use to do small "1 run" visits to GCs, which gets you in the top75% of rewards (anywhere between 1 to 4 mio, depending on the CG)

Added added added bonus, you spend time together and don't "farm credits".
Added added added added bonus - he can scoop up battle leftovers and scan ships collecting his first engineer materials.

Fair enough. Those are all good ideas.
 
Fair enough. Those are all good ideas.

It's better than transferring money, since that neither helps with the sometimes frustrating learning curve of ED (friend of mine is a very casual player, we spend maybe 2-3 hrs on a weekend doing wing stuff or trying some multicrew features when my wife is in the mood to join) nor does it actually give the satisfaction of attaining your own ship yourself.
He got an ASP (multirole) and a Vulture now. Also got himself a HOTAS, because it just feels way more awesome than the old gamepad I gave him.

I wouldn't actually want anyone that I got into the game to go trough the pretty frustrating 20-30 first hours I myself had (game has improved since then and new tutorial misisons are much nicer) - up to the point where I deleted my save, because I borked so many things up - so I do the mentoring stuff.
 
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main problem with credit transfers it would kill any incentive to play with eachother. It will also create alt armies like in Eve, wich at first may look good, but in the end would kill the game (again look at Eve).

Its one of the first things in ED I thought FD has good thought through. Let gameplay be the only way to interact with each other, as soon you introduce credit transfer it all becomes about the credits, and people wont bother to play anymore.
 
main problem with credit transfers it would kill any incentive to play with eachother. It will also create alt armies like in Eve, wich at first may look good, but in the end would kill the game (again look at Eve).

Its one of the first things in ED I thought FD has good thought through. Let gameplay be the only way to interact with each other, as soon you introduce credit transfer it all becomes about the credits, and people wont bother to play anymore.

I think there wouldn't be alt armies at all since every account costs your real money and the price isn't that cheap (IMO). Also why would you create multiple accounts? There isn't a skill system which needs multiple accounts since skilling takes ages. You could do something like mining with multiple accounts but in the end its not worth it and still a big effort.
 
Probably the best decision that was made was NOT to implement a player driven economy and player to player trading. I would like to see production chains, but not an economy where we instantly meet chinese farmers and other cheater scum.

Player to player trading has too many risks.

Example: Banwave -> new account -> friends help out -> back in business way too soon
or buying credits by farmers

No way.

We would otherwise be flooded by bull poo like this: http://www.ebay.de/itm/Elite-Danger...859793?hash=item3ae6894851:g:8FMAAOSwlndZLqIm
 
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That extra credit video is talking about a completely different genre of games with regard to in-game economy.
Even with the biggest amount of creativity i can muster, none of it applies to ED.
I read your post, i understand the attempt of that teamster group to introduce traces of a player driven economy (by providing a paid for service) into ED via emergent game play.
But i think you hurt your own post by trying to emphasize it with a video which i feel is totally out of context.
IF ED supported a player driven economy, including mechanics to easily exchange credits, ships, modules, market commodities, engineer commodities etc, that would be a different case.
There is no hyperinflation in ED...because by the very nature of the game, there can't be.
 
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I don't see a problem here. I don't want to give any money to anyone and I don't want anyone to give me any money. If I want to buy a A rated totally decked out 'Conda or Cutter, I should earn it. How do I do that? Well, by using the mechanic that is already in the game: Buy/Sell/Trade, Kill, Bounty, Missions.

Why would I ever need to pay someone? There is no service that anyone could provide or item that I would buy from some other player, so why is this an issue? ED isn't your typical MMO. Yeah, there are other people in the galaxy, and you can interact with them but honestly, they may as well be bots. Don't get me wrong. I used to like "Winging" with my friends and chatting and what not. Still do occasionally, but usually in your typical MMO there is something that Player X has for sale that is very limited (+100 Sword of Awesome) that takes FOR EVER to get all the parts to forge, or find or whatever. But in ED, it's ALL RIGHT THERE. I don't need to BUY an Anaconda from someone because I can buy it from the stations. All I have to do is EARN the credits to buy it.

Thinking now, the only thing that might be for sale from a player would be an Engineered item. But ... who cares. Go play the RNGeering game and get it yourself. Why oh why are we constantly looking for shortcuts in games? Is there a GOD mode? How do I get all the great ships and weapons like everyone else has in my first 24 hours of play? I want an Insta-Kill button on my joystick that makes me better than anyone.

To all that I say, No Thank You.
 
I think FD have bigger fish to fry. The economy is already screwed with all the money making exploits that have been around (hell, even non-exploits, take passenger missions for example). There is no going back. Anyone who was interested in getting tons of cash already has it. People who come later would be adversely affected by how things already are.

The time to plan a proper player based economy is before a game is even launched, not 2 years in. FD might as well move forward and just leave credits as a means to an end, not any sort of functional use. Plenty of other areas they could focus on and gain good results.

Also, while the idea of a player economy is a nice one for a MMO, there is a large part of the playerbase who are not interested in ED as a MMO and wouldn't care for such changes. I'm in the middle, i enjoy the multiplayer aspect of ED, but i really don't want it to start taking too many ideas from MMOs so that the MMO side becomes the focus. I want more content for all, not just a portion of the community.
 
Actually i dislike player driven markets, they lead to overpriced items, bots and gold farming. I actually dont need any money sink, i think thats a big plus to this game, just because your not forced to play.
If you have money sinks you will need to earn Credits and if someone has not that much time, he will get a big disadvancement by not having enought cash. This will lead them to either play more, use bots or buy Credits for real money.

Basicly you can transfer credits to someone, buy something at the market, fly ot of station, drop cargo, have other commander get cargo and he sell it.

Actually i rather invite them to bounty hunting or give information how to make money.

I see no issue with the economy atually, but i would see one with player driven one.

In my opinion the op wants to start a buisiness to sell credits to other players for real money, but at the moment there is no reason to buy Credits.
 
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