Why keep making credits?

Deleted member 182079

D
On the PC just purchase another account when Frontier has a sale.

If Frontier allowed sharing of store items between "linked" accounts, I'd do this in a heart beat. With dozens and dozens of paintjobs, shipkits, decals and what have you in my current account I can't go back to flying vanilla looking ships anymore. And repurchasing them for the second account is just plain silly.

Back OT though, I kinda like the insurance idea - and I thought when I saw the right hand side panel section with the premium that maybe this was an idea FDev played with in the past. Seems odd to mention the rate there as it's always the same 5%.

And with one major insurance company already being in the game (Allianz = Alliance, geddit???) I can't see why not:D
 
I can't help it - the credits are just coming in, even when not actively trying to maximise my gains.
Came back from an exploration trip - bang, another 1.8 billion Cr added to my account.
Now I'm trying my hand at core mining (which is all new to me), but even though I mine very inefficiently and sell opals at the local station for 'only' 400K-800K Cr, it still feels like making money like crazy (mostly because of no real expenses).
And the money just piles on.
 
Yeah you can already test this scenario by taking a big ship into a Thargoid fight. If we take the standard Cyclops as an example, that pays 2m credits a pop, if you're not very skilled (like myself) then you lose about 50% hull and suffer extensive module damage. That can cover most of the payout so the activity might then not be deemed worthwhile (from a credits perspective anyways), meaning payouts would likely have to increase, leaving us right at the same problem.

It's a tricky one, I'm certainly struggling to come up with a good idea of a good credit sink that will also yield rewarding/fun gameplay.

Base building is nice for some people, but again unless there's actual gameplay involved other than space-legging it from one room to the next, I don't see the point as that gets boring rather quickly (not that I'm a fan of the concept anyways - I remember Fallout 4 introducing it, I was quite hyped about it but when I actually played it first hand I largely ignored it thereafter).

Base building in Subnautica is quite satisfying, since you're battling with the environment to build a sustainable one. I agree that it would need to be associated with something meaningful - perhaps resource gathering etc. They'd probably need to add more to planet surfaces to create variables to influence what constitutes a good spot. I suspect that the main barrier to user-generated content like this is performance. Would they be persistent in Open? What are the implications of thousands of players creating persistent structures in the Bubble?
 
Here's the problem. You can't add permanent player assets in the overall game because grinders will spam them and clog up the bubble.

The best solution is to purchase customizable hangars. You can offer a special window listing players owning berths in a given station or city, and an option to view hangars (players can select their hangars as viewable or private).

This has a huge range of options that can be purchased including cosmetics, discount stores, engineering services, special mission givers, black markets, etc.
 
There's always reason to acquire wealth. The more wealth you have, the more people there are poorer than you.

If that doesn't motivate you, then I'm not surprised you're poor.
 
I haven't intentionally made any credits for months. I've gained some just doing other stuff, but I haven't needed them for a long time. This game is not about earning credits (at least, not to me - you can make of it as you will, obviously :) ).
 
I think this might just be a manifestation of the old issue of progression in aging MMOs.

As time goes on, you have people who have been there from the start with 'endgame characters' and new players starting fresh. Developers want to cater to both, and often that comes down to getting new players into the endgame as fast as possible.

But of course, ED doesn't really have 'levels' or anything like that, and rankings are basically meaningless. The measure of progression here, the thing that makes the difference between a starting character and an established character, is just credits.

So personally I reckon that things like Void Opals are just the ED equivalent of '+30% XP for all characters under level 50!' or whatever. It happens all over the place.

I was thinking along similar lines.

One thing though, If you'd ask me I'd say experience is the real currency in ED.
 
I’ve not made a single credit in 22 weeks. I’d be surprised if I make one in the next 30. Of course, when I come in from the galactic rim and sell my Exploration data.... the bank of Zaonce may close for day....
 
I started playing in January, and I'm now worth a bit over 1.6 billion. I've flown most ships, except for the Cutter and Corvette, which I may not bother with until the unlocks occur naturally, since I favor small, maneuverable ships.

Now I'm focused on the engineers and mat grind, I want to start cranking out some perfect ship builds.

But yeah, I do feel like credits are already meaningless. Mats are the big rares now.
 

DDastardly00

D
While it's nice to have new things to spend credits on, I think this is the wrong approach to take with megaships. They should NOT be available to be purchased individually but rather instead, they should be locked behind a Squadron requirement. I'll let you use your own imagination on what those Squadron requirements should be, but I feel this sort of approach would increase squadron membership participation and give it even more of a purpose for being in the game. And finally, yes I realize this excludes Solo players. If you play this game alone, that is by choice and sorry, but you don't need a megaship anyway, who are you going to fly it with?
 
All I see is rich people problems.
It's relative. I only generally care to pilot small ships in general anyway, with the largest ship I own being a Python, for example. Either way, in gameplay terms, rich Commander problems can be a bit of a balancing issue for a game that's designed to be played perpetually.
 
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It's relative. I only generally care to pilot small ships in general anyway, with the largest ship I own being a Python, for example. Either way, in gameplay terms, rich Commander problems can be a bit of a balancing issue for a game that's designed to be played perpetually.

Indeed, but that does go with the territory. The longer you do anything that gathers wealth at any speed will make those that do it longer, richer. That's why young poor people become "rich" old people. Assets are a perception vs reality thing, if you have 10,000 starting cash, the 1,000,000 CMDR looks like a rich person. Forward a few months and the 1,000,000 looks poor vs the new rich CMDR with 1,000,000,000. Finding new and ingenious ways to take the wealth away seems a bit... Wrong.
 
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