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A couple of years ago you talked about analytics showing an average player making around $1,700 per day with an average session of 30-40 minutes. Your thinking was that an average player would have to work about 3 days (1-1/2 -2 hours?) to upgrade a piece of gear. With these values on earning and spending being a key fundamental of driving all the values up to ship components and spaceships in the Quantum database. A rifle may cost 2,500 to 4,000 and a jacket may cost 3,000. Can you lay out your current thinking on this balancing and where you see it going over the next 6- 9 months as you measure LTP economy earning?asked by Jorunn

TL;DRUEC value shifts with every new system and is hard to track, so during Alpha the focus is not a target UEC/hour but balanced play based on feedback and playstyle goals.

The value of UEC changes drastically with every new feature that we add to the game.
Every time we add an overarching system like Mining, Prisons, etc. the sudden existence of that system causes a large impact on the economy that's difficult to predict and to track.
Tracking the UEC/hour of players is something that we're keenly interested in, but it's a remarkably difficult problem. For instance, it is difficult to aggregate how much money the average player makes while mining because they're likely not exclusively engaging in that particular activity. When did they start mining? When did they stop? If they get attacked, does that count as mining? Both the Quantum Team and the analytics team are actively looking into answering questions like this so we can make informed decisions.
While we continue to add features during Alpha, our focus is not going to be on a target UEC/Hour amount, but to provide a balanced experience to the player based on player feedback and the playstyle goals the economy team tries to set out.

Spectrum›Quantum AMA with Jake Muehle·
Published on this date.22 Apr 2020