I think there are a lot of things that would make this game better. I don't expect that FD can realistically reduce the currently inflated credit rewards, but I think the game was better when they were lower, which required players to consider what upgrades they could afford. The slower pace made for a more thoughtful game.Maybe it's my phrasing: Do you feel the game would be strengthened by catering to those who want it to demand more time of them for what they have, even to the potential exclusion of those put off by that?
That seems a bit of a step down from the prior advocacy of lowering incomes: to say "this way would be better" to then say "my opinion is irrelevant." And the question was in response to the advocacy of the idea that a low income game would be a better one which held more long term interest, so while it may not hold sway over what it becomes, it's certainly relevant to the conversation at hand is it not?
Maybe it's my phrasing: Do you feel the game would be strengthened by catering to those who want it to demand more time of them for what they have, even to the potential exclusion of those put off by that?
Also, I would be overly presumptuous to assume what the vision of the game truly looks like vs what currently is so I'll not wade down that path of his personal intent.
I think there are a lot of things that would make this game better. I don't expect that FD can realistically reduce the currently inflated credit rewards, but I think the game was better when they were lower, which required players to consider what upgrades they could afford. The slower pace made for a more thoughtful game.
You didn't ask me, but I'll respond to the bolded part.
Think about how this game would look, feel, and play, if the payouts had never been increased, and no one ever found any of the mega-credit earning activities that have popped up throughout the last 1.5 years or so.
1) The Big 3 would be rare, even still today. Not because people wouldn't have been able to save up and afford to buy and outfit them, but because the risk of flying them (even in Solo) would be substantially higher. I think it's reasonable to assume that most pilots would not, in fact, be flying them often. I think it's a shame that there are a large number of people who don't have to give a hoot if they crash their Cutter 50 times in a row, but that's just my opinion.
2) It's likely that you would see more T6, T7, and T9's being flown on a regular basis, with the Python perhaps being the pinnacle ship for most pilots, due to the aforementioned risk. It's also likely that you would see a lot more small ships being flown regularly for various types of activities that they probably aren't used for today.
3) There would be far fewer discussions about which ships are viable for various activities, and which are not.
4) PvP would be a different animal entirely - only the most skilled, or most confident, would likely be flying any of the Big 3 for PvP on any kind of a regular basis. It's also reasonable to assume that they would not be flying them alone.
5) In the opinion of many, Exploration is Anaconda, DBX, AspX, or don't bother. Jump range, scoop speed, and light years per hour, in other words. Engineering has opened more ships to more palates, but going out into the black in an Anaconda is a much different proposition when incomes are low. Some would still do it (and did, I am sure), but when incomes are lower, that Cobra or T6 doesn't look so comparatively bad anymore.
More choice that is considered viable to most (unlike now) for most activities in the game, and more consequence to go with those choices, in other words.
Now, is this better, and would it be better for player retention?
I would say absolutely yes to the first, and yes to the second in terms of increased average tenure, but that's just my opinion, and not everyone shares it.
Frontier isn't going to take it back there though, so I just have to accept it, and continue to play the game in the way(s) that I enjoy playing it.
Riôt
Interesting. I've only speed-read the PDF (waiting for my dead tree copy) so I didn't notice that. I'm kind of disappointed that they went there to be honest. I suppose it gives players a rough appreciation of relative value, but I'm not sure that exchange rate will keep pace with changes to the videogame, let alone the real-world economy.According to the official ED RPG, 1 credit is worth $50 in 21st century currency (page 98). Micro credits (1 credit = 100 mcr) are worth $.50 and are used for personal day to day purchases.
Credits are worth lots to people who have few credits, but worth little to people who have many credits.
I'm struggling to work it out - for example I can buy an Anaconda for ~142 million Cr. Lets say it costs me another 50 million to make it useful for exploring/passengers. That seems reasonable for what would be a pretty decent ship were I to buy such a ship (for use on the sea) today.
Seems pretty reasonable.
But then I can spend a day or two over a weekend with 3 explorers on-board and easily make 30 million profit.
This doesn't seem to add up - it seems waaaay too much - but the explorers thought it was worth it.
These two things I can't match up in my head - which brings me to my question:
What is a credit worth? It seems in one case (buying the ship), I can relate it to roughly 1 UKP. In the other (payouts for exploration missions) it seems to worth far, far less. How can this be????
There is a solution (actually 3), but it involves more than credits. PvP doesn't work well under the current system. That's not just my opinion; look at all the complaints on this forum. To fix PvP, it needs to be more like Overwatch and other PvP games that do it well. Unfortunately, the odds of FD implementing any of these potential solutions is slim:This is very much spot on. ED attempts the impossible balancing act to serve both PvE and PvP players equally well, all under the big mantra to "bring the players together". So much I appreciate the goodwill behind this thought, there's also a saying that goes 'the opposite of good is well meant'. So in the end we have a situation where both camps are permanently accusing the other side of being the reason for why the game isn't as good as it possibly could be. Or in other words, the result is pretty much the opposite of the initial intend....
PVP is, to a large extent, what wrecked the credit balance in this game. (As a PVE player I nearly avoided this topic because it would have been inviting a spat, but I see some PVP-oriented players have already raised it). Those players with lots of free time were able to obtain the biggest ships with the largest weapons (Anaconda wings for PVP were a popular thing once) while others were unable to keep up. FD tried to close this gap by reducing ship and module costs and increasing the Cr/hr rate for many activities, and while it worked to a certain extent it also wrecked the already thin fabric of what passes for the economy in ED. They then tried to reduce the relationship between credits and ship performance by introducing the Engineers. And we all know how well that went...
I'll leave it at that as there's no solution to that and too late now anyway. There never was a solution...
I'm struggling to work it out - for example I can buy an Anaconda for ~142 million Cr. Lets say it costs me another 50 million to make it useful for exploring/passengers. That seems reasonable for what would be a pretty decent ship were I to buy such a ship (for use on the sea) today.
Seems pretty reasonable.
But then I can spend a day or two over a weekend with 3 explorers on-board and easily make 30 million profit.
This doesn't seem to add up - it seems waaaay too much - but the explorers thought it was worth it.
These two things I can't match up in my head - which brings me to my question:
What is a credit worth? It seems in one case (buying the ship), I can relate it to roughly 1 UKP. In the other (payouts for exploration missions) it seems to worth far, far less. How can this be????