more grind?

Misc

Is it only me that feels like E:D just became closer to a job again?

*Rant start*

Instead of bringing other methods of credit making in line with mining, they simply "Nerf" mining, just because it seems easier to them, and the way they did it is plain awful. The more you sell the less you get... I'd understand that the price (demand/offer) would adjust after one sold its hold but making a difference if I sell 50 or 100, 200 even tho I'm technically still selling below demand is plain s****d. They also added the need to fly around in need of finding the best price. Something I totally enjoy, NOT. It was already enough "work" / time invested IMHO.

*Rant end*

I know this has been posted here a gazillion times. I just didn't get the time to vent, until now.

Safe travels, commanders!

o7

Posted Jan 18, 2020, 11:42 AM UTC

2973
kopkins•

In my opinion, you shouldn't be able to earn enough credits to buy the most expensive item in the game in 2 hours

54
ROLLTHOROP•

Not arguing there, but with 518 hrs into the game (I know other folks have more), and the ever changing "credit meta" it should get easier. The amount of credits needed pre engineers/PP wasn't as much as it is nowadays. And carriers haven't even been introduced yet.

9
The_RathourRathour | Gr8 Kr8 m8 I r8 8/8•

I mean that's not true st all. You actually needed more credits pre-1.2 compared to today because large ship running costs were absurd and 3m/hr A-B trade routes were the best money you could get.

I'm aware that sounds like "uphill both ways" but the actual credit costs of playing the game have only gone down while credit earning has only gone up. The big difference is wanting to buy/outfit/run a bunch of different ships at once which is only possible due to how much theyve increased credit gains over the years. Mining is still easily 3-4x more effective than the next fastest credit earning options, and is still ultra profitable to the point where you can spend a week mining in pretty much any ship and not have to worry about credits for months because there's no progression to the activity beyond "equip lasers, refinery, and limpets then go to town in a double painite ring".

10
Ellistann•

*LTD3 ring at Borann. That’s where you should be mining instead.

1
dugthefreshest•

What they should do is limit your profits based on your rank /rep with people.

Make the rates fluctuate, so selling to one guy to boost your rep isn't always as profitable.

I remember making 1000cr for missions when I started, just deliveries etc. Over time, gaining rep etc, of I goto my home system I'm making millions for that stuff.

Make so people's void opals aren't worth a damn thing because they aren't reputable yet.

5
EOverMStephanie Brown•

This is a great idea, provided it's implemented sensibly. Void opals are always going to be worth a lot, but if the guy you're selling to doesn't know you from Adam, then he'll be taking a bigger cut of the price he can then sell them for. If you were the best man at his wedding, he's going to cut you a better deal. You should never have to start from almost nothing in a new system, because commodities are always going to have at least a certain minimum value, especially something rare and valuable.

1
Ebalosus:alliance: Ebalosus - Everything I say is right•

No, they need to bump the maintenance costs back to where they were in 2015. That way anyone can afford a big expensive ship, but said ships don’t become the answer to everything in the game.

1
DreamWovenDream Woven•

I disagree the slow acquisition of credits is an unnecessary gateway. For one the game isn't about a linear progression to the most expensive ships/gear.

Credits should be easy to get so that a player can move into the thing they really want to be doing be that PvP or exploration or even just the grind of engineering that choosen ship to perfection.

4†
aenn13•

Why not just make all the ships free then?

It'll get people into "what they really want to be doing" the fastest.

Or, or, hear me out, it's the journey, not the destination.

And

I've seen a viper take out a Corvette, so it's not like progression to expensive things is necessary.

I've had a better time flying my junker t6 trucking around the bubble than I have doing the same thing in a t9.

Its about what you do, not what you fly.

11
Garbarrage•

I've seen a viper take out a Corvette,

Citation needed.

A single viper could never take out a fully engineered Corvette, unless the Corvette was afk or something.

1
aenn13•

Who said I was referring to pvp and engineering?

There's more to the game than the fastest run to endgame content, or fitting for pvp as fast as possible.

There's a reason arena exists.

4
drh713•

Google "corvette vs sidewinder" and check the first video. Don't underestimate how bad some people are at the game.

1
SPAS79Mr. S - Independent Scoundrel•

Tried this (in PvP) in a time of un-engineered ships. Could not do that. The battle lasted a good 45 minutes but my Viper blew up in the end...

1
Ebalosus:alliance: Ebalosus - Everything I say is right•

Citation needed

Citation provided. Ball’s now in your count bro.

1
DreamWovenDream Woven•

It is about the journey not the destination hence why I think credit gain should be fast.

It can't be free because that wouldn't fit with the style of the game. So just make it easy for those that want that. I've wasted so much time grinding out to buy the big four. Sure that's my choice but I actually want to play with those ships not spend months grinding to buy them.

0
aenn13•

My point is, if it's as easy as it was (you could mine into all 4 of those big 4 hulls in about 2-3 hours) why have the need for money at all? It's meaningless.

The journey I was referring to was the various activities you would be doing to GET the money for those big 4.

I guess I just don't understand the incessant need for massive amounts of credits, when:

A. Rebuy is vastly less expensive than the hull at purchase.

B. Engineering is not a credit cost grind

Literally the only thing you need credits for is hulls, and rebuy, so why the need to amass billions in mere hours?

6
Ebalosus:alliance: Ebalosus - Everything I say is right•

And fast credit somehow do fit with the style of the game?

1
Ebalosus:alliance: Ebalosus - Everything I say is right•

Uh, space games have always had a money-progression curve, and for nigh all of them, the way to bigger and better ships was trading and smuggling. Why do you think the genre Elite belongs to is called “space trading and combat”?

1
nightwuulph•

Shit I have been playing for two weeks or so. I started with LTD mining and went from sidewinder and sold 8 diamonds, to asp explorer, to python.

From my understanding, please tell me how in the 5 days it tooks me to get to that point and 250mil credits. Why I have spent the last 5 days and 180 mil of credits replacing my python because Im trying to grind Empire Rank and keep getting wrecked by higher level pirates ( not all 180 mil was on ship rebuys, but at 10 mil a rebuy it adds up.)

So now, I can go spend some more time mining (8 rebuys makes me uneasy). And it sounds like it aint going to be as easy to get right back to 250 mil.

Point is. Sure maybe you can earn enough money to do that in 2 hours. But the learning curve in this game is steep. You might earn it and then blow it all because you have no clue what you are doing. And you need to be almost max rank for that expensive ship you are referring to.

1
kopkins•

I'm not saying anything about the learning curve of the game. Yes it's steep and very real. But nonetheless when void opals first became a thing there were countless new players saying, "hey I played for 2 days, now I have an anaconda and I don't know what else to do in the game".

It used to be that you saved up money for a slightly bigger or better ship, then bought it so that you could use that ship to make money faster. And as you progressed so did your skills and your rebuys cost. And so on and so forth. You wouldn't be struggling with rebuys in your python if you had first learned all the basics in a cobra. It encouraged you to experience the ships and try different types of gameplay. To me that was interesting, and I know not everyone shares that opinion

4
CmdrWendake•

True. I still remember how I was proud to finally be able to buy my Python when I had enough credits for it after exploring Colonia & SagA in my DBX - not a exploconda.

Never enjoyed big ships anyway. After 1000h I'm still playing only with small & medium ships.

3
kopkins•

At 600 hours I've still never owned a big ship for more than a few hours except a type 9 for evac missions

3
CmdrWendake•

" Point is. Sure maybe you can earn enough money to do that in 2 hours. But the learning curve in this game is steep. You might earn it and then blow it all because you have no clue what you are doing. And you need to be almost max rank for that expensive ship you are referring to. "

That's why earning credits with previous mining was broken. You whould learn the basics of the game with smaller & cheaper ships. When I started playing 2 years ago the first months I played were mainly in a DBX for exploration, T6 for trading and a Viper for combat - couldn't afford more ships and it was before new mining mechanics.

Time it took to gather enough credits for my first medium ship (Python) was long enough for me to learn the ropes so I didn't blew my credits in rebuys because I had more experience in the game.

Easy credits earning is breaking the progession & learning curve.

3
themetaloranj•

If you're worried about rebuys, fly a less expensive or smaller ship. The way the game does supercruise interdictions is based off your ship's type and size. You won't be interdicted by an anaconda in a sidewinder. Sticking to a Cobra for a while is a good way to get a feel for flying and understand the game's mechanics, you won't have to worry about rebuys too much and you can do just about anything in it. Granted, it won't be as lucrative as a python, but it's an important experiential stepping stone.

2
Crackermiller1•

As a person who picked up the game less than a month ago and can only play for 4-5 hours a week having to grind for everything is not fun at all.

Yeah the high prices of the minerals may have made it super easy to get rich quick and may the endgame ships attainable for people like me. I can’t sit and play 5-7 hours a night and grind out credits like others.

The changes to the commodities and mining have honestly made me not want to come back to the game knowing it will take me several weeks and or months the get where others are that can play in long single sessions.

0
drh713•

They could start you off at 100 billion. Without engineering, you're no where close to where others are. We might as well be playing different games.

Credits are the least importing element if you're concerned about catching up with other players.

2
pharmacist10•

The problem with mining is that you could go straight to the maximum profit options with very little progression needed. You just need a few mining lasers, a refinery, collector limpets, prospector limpet and cargo space and you can begin double painite mining and can make 50m+ on your first mining run ever. There's also zero risk to this.

Unlike combat, which to make decent credits, has a clear progression of needing to get better ships, engineering, and improving your own skill before you can make the max profit.

To properly fix mining, they needed to introduce a progression path for it. For example, before you can mine the high profit stuff, you need to get specialized equipment. To get the specialized equipment, you need bigger ships, or permits from a mining faction (obtained by doing mining-related tasks), or a certain trade rank. That way, making 100m+ / hour is actually earned since you couldn't start out that way.

13
zebrucie•

Ya know, I'd love mining factions with certain systems under their control, giving tons of materials with a lot of payout.

If they had that, and made it like the fed/imp navy ranking, that'd be pretty cool. Something to grind for instead of just the endgame conda or pretty screenshots.

1
FairbankottsFairbank•

It's only a grind if you make it a grind. If you play the game doing only things you enjoy doing, then you progress organically.

10
ROLLTHOROP•

That's true to some degree and i usually do that. But there's always a bill to pay or a ship to be bought and while i see the need for an ingame economy, I don't feel the need for a second Job in my life. Having to work for credits is ok but applying the same magnitude in a game is wrong. I know some folks think having to work for ages to get some bank is ok. But i also know lots of those folks already have made quite some bank and deny others the same opportunity. It's not as bad as it sounds but it definitely got worse to make bank now.

3
cyberFluke•

I'm enjoying organised PvP. How exactly does that progress me by any game metric? It costs money for rebuys, it costs to try new things, it doesn't pay anything. (That's before we even discuss the horrendous material grind to engineer fittings, which is not exactly optional).

2
FairbankottsFairbank•

Well, that mantra clearly isn't going to work for folks who find it a great lark to hurl themselves into a star.

1
dugthefreshest•

Cqc costs your own personal stash?

0
cyberFluke•

CQC is an abandoned subgame that in no way qualifies as "organised PvP", as much as I'd like that to be untrue.

2
RunawayAce•

I still wish I could earn a little more while bounty hunting or just by missions in general.... I mean when you’re new to the game and bad at piloting those rebuys are vicious and I remember it being near impossible to advance at an enjoyable rate. Only now after learning how to pilot and having a fully engineered ship can I casually dick around and finish missions in the time I have to play. Keep the rep grindy, speed up the credits.

1
DreamWovenDream Woven•

Combat I've always enjoyed the most and it has NEVER paid well enough compared to mining or trade.

1
irradiated_toaster:thargint: Thargoid Interdictor•

I spent my first hundred hours mostly bounty hunting, made about 10 mil, went mining for an hour and made 80mil.

4
Southcoastolder•

From my understanding, they've introduced an economic model to the mining trading system to simulate how a free market works. If you sell a small amount you don't cause a glut in the market causing the price to tank.

4
GawainSolus:federation: CMDR Gem Pheenix•

This isn't just a nerf to mining, it's a nerf to entire ship classes, the T-9, the Trading conda, and Trading cutter. theres no point in going full cargo space anymore because you're just going to get less money. Why use a T-9 anymore when a Keelback with a single big cargo bay will get you more money.

1
slinger301•

It would be nice if the economic adjustment worked both ways (the buy price increases if no one sells a commodity to the station). I wish iron became super valuable because everyone in the galaxy was off mining painite and no one on the station could make steel bulkheads. I think that would make mining a lot more interesting because you would have to locate the current high-payers for a region, find new sources, and not just go off to your usual spots.

4
Ebalosus:alliance: Ebalosus - Everything I say is right•

It should also reflect on ship and module prices too, maybe even rebuy costs.

1
senseimattySenseiMatty•

I would have preferred a nerf in the prices rather than this new method with prices going up and down. I have the opinion that selling stuff, not only mining but trading in general, has become a frustrating activity since the last patch.

3
ROLLTHOROP•

Either that or bring other methods closer to mining or both as in if u nerf mining boost other aspects of the game too. It's like they are eager to bring credits back to where they've been 5 years ago.

2
el-mocos•

What are you doing with all these billions? I made 7B and only went through half of it on 2 years. You can go back to hauling passengers at Robigo i presume.

2
Cru4y•

Actually just watched a small clip on No Mans Sky. Seem interesting. Gotta investigate this

1
[deleted]•

It's a simulation.

0
ROLLTHOROP•

That's the problem. They're trying to get to close to the RL hustle...

2
Cru4y•

I did all the illegal runs years ago and amassed several 100 million credits. Then quit the game. I had all the best ships but it just became stale for me. I’m waiting until they let us roam stations and first person shooting until I come back

-7
ROLLTHOROP•

While i could imagine that being fun and great, if done correctly, i highly doubt that's gonna happen. Just look at star citizen. It wanted to be the game you're talking about but look at how giant that project is on a scale and it's far from complete/playable. And iirc fdev (the part working on elite) is far smaller than the team working on SC. I'd be far more interested in fdev continue the bug squashing, bring more QOL features / polish the current game (storage options anyone?) , Instead of fixing what ain't broken (mining for e.g.). I'm not sure if the already announced "space legs" won't be a dull feature without much depth, and maybe too much for fdev to chew on.

1
VallkyrieCMDR Sara Lyons | Operation Ida | Arx Merchant•

There's a number of us that played since release or earlier where the game has just run its course. It's been 5 years. Bug squashing and QoL should have been first, not something to tackle years into a product. Those who got the lifetime pass got shafted hard too, there's been squat for content.

1
ROLLTHOROP•

It's sadly a common scheme most game devs follow. Shareholders do the rest, which comes down to maximizing profits. Sustainability doesn't seem to be a concept gaming companies like to follow. In that regard i can only hope star citizen keeps adding more and more pressure so that fdev will have to step up their game. Imho, only bringing carriers won't cut it. It's going to be a new toy but it'll quickly wear off,...

1
cmdrserona:empire: CMDR Serona•

FDev has never made a first person shooter; in fact, Elite is their only game that's not a pure simulator. Other games similar to Elite (EVE comes to mind) have planned and scrapped FPS modes multiple times. The hard part is making an FPS mode that can stand up against other FPS games and won't get abandoned by players like CQC did. Without a track record of developing a good FPS (and a significantly larger budget) I'm not confident in FDev's ability to pull it off.

0
Cru4y•

This idea however is part of their road map. I eagerly await when I can board my ship in first person view or walk around a station. Honestly I know it will take time but I would love to see it

1
cmdrserona:empire: CMDR Serona•

Yeah, it's been part of the roadmap of other, similar games as well. EVE actually implemented and released it once, but eventually killed it off because nobody used it. The difficulty lies making the station not feel repetitive and dead in a game that has limited player interaction, even in Open. There are only a handful of systems where you will reliably run into other players today.

If the station feels dead, it'll be 30 minutes of walking around after the feature is released, then never using it again because there are only about a dozen station variations and pretty much everything can be done from the in-ship menu. You won't ever be able to have more than a dozen or so players per instance because the netcode in this game sucks.

People are expecting a space MMO, but FDev has no track record making that kind of game and an inadequate budget to do it well. This game just isn't popular enough. Look at the viewer counts in Twitch (~200 viewers and 186k followers right now for E:D) compared to a game like Destiny 2 (~28,000 viewers and 3.9M followers right now). Destiny 2 is the best case scenario for space legs, and the player base constantly complains that there is not enough content despite the massive AAA budget.

1