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
This is an interesting post. Production would be pretty cool. Maybe in season 3.
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.
so a few things one could do if there was a way to pay players with something they value is hire cmdrs to help your player minor faction gain influence and expand to neighbouring system.
With a Player driven economy, now called PDE, we'll be able to create contests that aren't solely based on out of game cosmetic items or in game CR which are worthless and tedious to transfer with commodity exchange.
A strong currency allows players to define their own goals and missions and pay other CMDRs to perform it.
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!
Investing in your PMF with stocks and shares is a nice idea as a credit sink. I like that.
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
Without a strong currency to pay groups like Teamsters that provide legitimate service to the community, such ventures will also cease to flourish. If that Ebay sale is real, I think CMDR Dale Carlton may be banned soon from the game as it is. Good job in rooting them out!
Anyways as long as we support legitimate groups like teamsters who provide legitimate services for legitimate currency, we can undercut gold farmers because of how many numerous ways there are to make currency and have fun.
The gold farmers will be continously banned and they'll feed money to FrontierDev by buying new accounts.. or being banned from purchasing the game all together.
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.
The OP isn't about allowing direct credit transfers. that already happens through commodity exchange. I buy a ton of palladium and give it to you. You sell that palladium. We agree the price of palladium is the galactic average.
It's about increasing the value of the credit or moving to another currency that can take on its job in a PDE. This can only be done if Frontier does things to fight hyperinflation by providing us credit sinks and/or the ability to buy cosmetics with a certain amount of credits.
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.
Really? It seems to go through the same beats for me.I disagree with your assessment.
the videos were about MMOs . ED is an MMO. it has a community that interacts with each other, there is an in game currency and there is value (even if it is near worthless) in trading in that currency (via commodity exchange).
There is hyperinflation due to both player progression and easy ways to earn currency. As you progress, the value of CR to you becomes less. If you engage in Quince missions, the value of CR to you becomes reduced.
You are less likely to do things for CR as you progress through the game unless it's an exorbitant amount of CR because you'd need an extraordinary amount of it at the end game.
Again i'm not asking for easily exchanged credits.
Where did you get that idea from?
I'm asking either for credits to be deinflated or for a replacement currency (perhaps engineer commodities) that does the job.
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.
...
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.
credit sinks doesn't have to be something that you have to pay when you're offline. It can be an active thing that you only pay when you do something as opposed to something passive like that you're thinking.
I don't want to start a business to sell credits to other players. I do want there to be an economy where a group like Teamsters and others like em can survive. Providing services in exchange for a currency that's valuable in game. Not out of game.
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.
If a large part of the playerbase aren't intesrested in the MMO aspects of ED, they don't have to get involved with it. Players are free to not interact with other players if they so choose. Nothing's stopping them from not engaging in a PDE.
Did you watch the design by landfill video? It addresses how MMOdevs fix economies. Frontier has done this when they introduced Materials and Engineer Commodities to offset the dependency on old gear.
When it was introduced, Everyone wanted the new shiny engineered modules. but you can only get them with engineer commodities which are arbitrary to find and get.
The collection and player trading of those engineer commodities when it was requried for engineered allowed a PDE to flourish.
I'm alright if they don't fix credits. But there does need to be a usable currency to support a PDE. It occured with Engineer Commodities pre patch, it can very well happen again.
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?.
Imagine if you could pay a group of mercenries to help you take down a capital ship.
Imagine if you could pay a group of cmdrs to help your minor faction gain enough influence to expand.
these are a few examples of the services that could be provided that players might want. Currently there's nothing valuable enough to pay CMDRs who'd be willing to provide these services.
Great Read. Accretion is to dawn high on Elite right now. Rep +1 , Lets hope that frontier actually reads it and take note , thank you!
Thank you too! ^^